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RE: =AQ= Houses With Estates - Discussion

 
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7/24/2009 9:46:22   
Hagen
Member

> Elosix

ad 3-8: Just an example to fill up all the levels with new abilities. May be reordered if desired. But "storing that more items", limiting their number, is a bad idea. The list should be infinite, its purpose is not to let the player abandon the memory of having the given item; that justifies a price in tokens to be paid when a new item is added.

ad 9: they are usable now. In a commemorative items list they would be just "I had them once" memories, that's basically the difference.
AQ MQ  Post #: 251
7/24/2009 10:15:58   
shadowultimate
Member

I really really like your idea Hagen, as it would make the museum constructive and worth that pretty large consumption of resources.
If I were to adapt it, i'd probably make weapons at a higher level (maybe 9), and misc's and house items lower (2 or 3).


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AQ  Post #: 252
7/24/2009 11:20:01   
Wyrm
How We Roll Winner
Mar15


quote:

I would love to see some use to the musuem.
To be able to place your rares there what you don't really use.
And if you want to use them you can "buy" them back out of storage for 100 gold or something else really low and cheap.


I really like this idea for the museum. I also like th idea of being able to view a players paintings when you visit their museum. It would be REALLY neat if we could click the museum and then have a pop up showing all the rare items in a sort of preview (obviously spells would fail here lol) so visitors could nejoy looking at your stored items and paintings. Honestly there could be a rental fee to store your items at the museum that increases your resource cost or be a small gold fee per item.

Honestly the notion of leveling up items at a museum seems, well, odd to me. I can understand doing that at an armour/weapon forge (which is probably lying around some place) but not at a museum. Personally I can't wait for a bit of an estate update.


Art On!

< Message edited by Reverendwyrm -- 7/24/2009 11:34:49 >
AQ DF MQ AQW  Post #: 253
7/24/2009 11:28:44   
COMPACTER
Member

I personally sold the Museum as it was a waste of space right now and when the time comes that it is fully functional i will then buy it, however to level it up now would be a waste.

My personal opinion is to Change the name from Museum to Upgrade weapon hut or something different, considering it is not going to be used as just a Museum and has more options.
The term Museum is for storage of old & Antique artifacts and if your going to add upgrading levels of anything then that just defeats the purpose of this building.


Make it a Laboratory or something where you can make your own weapon using gold or tokens and submit them to the AQ team for possible future rares or even temp weapons and if they decide to choose your
weapon then you would get either a percentage of the tokens or gold used from all members buying this weapon or for example 1000 tokens or 10,000 gold???

these are just ideas.
AQ  Post #: 254
7/24/2009 16:58:41   
Hagen
Member

quote:

how can you people make "lvl-tiering" for weapon gategorys??? "Why would armor be lower than spell?"


Well, it can be done - like pulling a tiger's tail - carefully.
- Weapons are most commonly released. allowing to store them first is reasonable.
- The number of house items is small they can be put at the end of the list.
- Spells are not very attractive to show. Let's put it just before house items.
- Misc items have often a commemorative character themselves (e.g. Moggga Idols, Lucky Feet, Paxia Awards). They can get the second place.
- We have pets shields and armors remaining. Out of them armors and shields are personal things like miscs and weapons. Pets are different, as they are usually animals. Let's put pets between 'things' and spells.
- Armors and shields - here the choice is quite arbitrary, but I'd put armors closer to pets and shields closer to miscs.

So we get the order: weapons, miscs, shields, armors, pets, spells, house items. Of course it can be discussed further but I think it's not of major importance.


Btw I think that a very significant change would be introducing guestbooks, but ones that register the progress of invaders, showing how many guards were defeated. I bet it would dramatically increase the number of players doing the 'visit neighbor' quest...
AQ MQ  Post #: 255
7/24/2009 17:15:11   
Koshko
Member
 

I would like to store items in the museum provided that it's a separate list in your inventory list when you are in shops. It could be a section that says Museum that you can access to see if needed but you can't sell from. You can only use or sell the items if you pull them out of the Museum. It would make sorting much more easier.
Post #: 256
7/24/2009 17:19:12   
Hagen
Member

I think that pulling back items from the museum would be too powerful. I imagine it as a one way process.
AQ MQ  Post #: 257
7/24/2009 17:42:33   
Koshko
Member
 

I suppose it depends on if they want to consider items in the museum as an slot item of not. If a museum becomes extra storage, than you are probably right.
Post #: 258
7/24/2009 17:49:10   
Besjbo
Member

Too powerful? Not if you charged a small token fee for putting them in. Not being able to pull items back wouldn't really be worth it. I don't need an item to remind me what items I once had. I would rather sell items for gold than put them away forever in a museum, and not be able to use them. It would make the museum a waste of tokens. I think that there should be 5 free slots in the museum, then 5 for 50 tokens, then 10 for 100 tokens each, then 10 more for 200 tokens each. 30 more storage slots for 4050 tokens = 135 tokens per slot on average. That's a 33% discount on slots when compared to the usual 200, which is quite reasonable considering that estate buildings currently have no purpose besides slightly cheaper training and 20k EXP and 10k gold during wars. Add in the cost for all the estate buildings and the average price for museum slots becomes much more than 200. Add an upgrading feature to the museum, and the estate system moves closer to balanced. At that point, buying a full estate still wouldn't be worth it, but with the release of new estate items the critical point where fully stocking your estate will actually profit your character will come much sooner. And the sooner it becomes worth it to buy an estate, the sooner a bunch of players buy Z-tokens to take advantage of this.
AQ MQ  Post #: 259
7/25/2009 15:37:22   
Hagen
Member

Note that you must pay 200Z for a fully usable slot. What could you get for about 10 tokens then?...
Rare collectors would pay that amount for their sweet memories, the others probably don't.
AQ MQ  Post #: 260
7/25/2009 22:19:03   
Vahn_Kaichi
Member

While working on the updates to the Estate System Guide, I was writing down the features that would be awesome, but are limited by the Housing artwork, and something came to my mind. Since people seems to be sharing their opinions on what the Museum should be usef for - even tho' I believe the Captain already has something in mind - I thought I could try it too.

You see, one of the disadvantages of the limitations of the Housing Artowork, listed by the Captain himself, is that it's not possible to buy and place/move furniture. Well, what if we could buy Statues/Paintings/Things to decorate our Museum? A fully customizable building, which could have more rooms with a set number of slots each for every Level of the building. People would be able to create their own Museum's design, and possibly even join that idea to that of placing traps - tricky things for people to click at - in your Museum.

Would make it a totally interactive building. Some might disagree, saying it would be an useless feature, but, like many, I'm just giving my own ideas on a purpose for it. Showing off Rares would still be possible - let's say that, during a War I'll call "The War", you can buy a "Statue of the Boss" at the War Shop. The shop would eventually disappear and you would have a unique, rare Statue into your Museum. We could even attribute Rarity/Value numbers to each Art Piece, so that players who love some friendly competition would have something else to do. Anyway, just a suggestion I thought would be nice sharing.


Anyway, I'll soon update tue guide with some major changes; this thread seems to be full of information that lack on the Guide, and I apologize for that.
AQ DF MQ  Post #: 261
7/26/2009 4:25:50   
maikiejj
Member

yeah it would be coowl if you would be able to fully choose how your museum looks like. .

with statue's of defeated people or something like that.


but i would still love to be able to put some of my weapons armors spells or whatever in the musuem to look at.
And if i want to use them be able to pull them out again. .
AQ  Post #: 262
7/26/2009 5:39:02   
Bu Kek Siansu
Member

^^ Which you can put all your RARE or whatever Items into the Museum at the cost of 200 Z-Tokens per slot; max. 100 - 500 slots.
You'll get a Building Bonus -2.5% at lvl 1, -5% at lvl 2, -7.5% at lvl 3 and so on till -25% at lvl 10(Museum).
Of course you'll be able to pull them out whenever you want.

< Message edited by Mysterious Strangeface -- 7/26/2009 13:45:47 >
Post #: 263
7/27/2009 4:58:56   
nosey123
Friendly!


I was going on with my regular routine (ballyhoo and log out XD) when i suddenly saw 6 of my buildings under attack. o_o

It was so sudden. XD
AQ DF MQ AQW  Post #: 264
7/27/2009 5:21:23   
  Captain Rhubarb
Deuteranope


oh yeah...

Update:
The timing of the buildings getting attacked has changed...
You can all try to figure it out.

AQ DF MQ AQW Epic  Post #: 265
7/27/2009 13:18:14   
Leira
Member

Did the required guard totals go up? The only thing that ever gets attacked for me is my trade hut, but woke up with 5 buildings under siege.
AQ  Post #: 266
7/28/2009 1:16:55   
  Captain Rhubarb
Deuteranope


I think I tweaked the invasion odds a bit. Higher level buildings are more likely to get attacked.

Somewhere on my to-do list is allowing visitors to defend other player's estates.
When that's finally in place, I think I'll increase the invasion odds even higher.
AQ DF MQ AQW Epic  Post #: 267
7/28/2009 2:25:55   
Apocalyptic Silence
Member

Captain but would the increase in invasion odds justify if people visit our house? It appears to me more people get invaded than they have visitors come to their houses.

Oh and Storage Building 3 please :)
Post #: 268
7/28/2009 5:13:02   
Pepp
Lives to Slay Dragons!


quote:

quote:

quote:

When estates were released, we were suppose to pick an estate location that we like the most.



I'd have to disagree with this assertion. Prices weren't equal first, and then changed; we as members knew all along that different houses had different prices. As certain houses are more expensive, shouldn't they have greater functionality as well? That being said, I kind of like the idea of making a top tier of houses, all costing the same, so you can pick between different options depending on your personal preferences. Although Captain Rhubarb might have the final say on that, as far as I know housing is pretty much his territory.



even though my characters own the frostval mansion an can afford to buy the darkiva one with plenty of tokens left over. gonna resell the frostval estate an start over fresh with another frostval estate.....

any chance a frostval mansion could be considered down the line????
this one particular estate is the only ice themed one. the other three have several at different levels to consider buying; but this is truly my favorite themed one!!!

_____________________________

[ image]http://img269.imageshack.us/img269/8835/beta4zd.png[/image]
[ image]http://img105.imageshack.us/img105/3986/nimet2yo.png[/image]
AQ DF MQ  Post #: 269
7/28/2009 5:31:17   
Avalansz
Member

@Bigpepp

Same,my main always had only Frostvale house, currently the sellback is around 19,000 and he has like 11,000 Z's in hand, too. I could just buy Darkovia Estate and have more plots.....but Ice-themed houses rock
Post #: 270
7/28/2009 5:41:13   
Pepp
Lives to Slay Dragons!


it is the falling snow, changing colored lights an the awesome little min-quest to light the fireplace that keeps drawing me back to frostvale estate.

now if there was a little-mini quest added to the darkivoa an Forrest estate's i might consider upgrading !!!

there could be a beach estate mini-quest having to clear deadwood (fuel for the tikki lamps) off the beach - with a Sea Fiend boss battle
a Forrest estate mini-quest ?? nature trying to reclaim the land??
an a darkovia estate mini-quest clearing out a haunted cemetery with a un-dead dragon an kabroz battle
AQ DF MQ  Post #: 271
7/28/2009 8:36:49   
Travis Touchdown
Reality Touchdown!


quote:

Somewhere on my to-do list is allowing visitors to defend other player's estates.
When that's finally in place, I think I'll increase the invasion odds even higher.


While I know many people would appreciate it, is there any chance you could make it optional for the house owner, even if it's just for certain buildings? I know there's many people out there who deliberately leave certain buildings under attack (like the Stat Trainers when they aren't using them, and the Museum) to increase resource production. I'm one of those people, and I wouldn't want someone who thinks they're helping me, or someone who knows about this and goes around sabotaging the houses of people who do this, "helping" me when I wouldn't want to be help.
AQ DF MQ AQW Epic  Post #: 272
7/28/2009 8:40:14   
Fisto
Member

Travis does have a point, there are a lot of people that choose to leave certain buildings under attack and I'm sure they would be quite displeased.
AQ DF MQ  Post #: 273
7/28/2009 10:18:09   
Isphus
Member

if you get a reward for defending someone else's house THEN people would farm for it.
obviously the reward would be in resources. something like 2x the hourly production of that building. (this will stop people from protecting museums and trainers)

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AQ DF MQ  Post #: 274
7/28/2009 17:48:33   
Hagen
Member

Captain Rhubarb:
quote:

Somewhere on my to-do list is allowing visitors to defend other player's estates.


I'd say it would work better in the opposite direction. So that a player can invade ('visit') a house and if he manages to get past all the guards a random building becomes occupied by a monster that just took the opportunity that the guards were too exhausted.

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AQ MQ  Post #: 275
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