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RE: =AQ= Houses With Estates - Discussion

 
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8/25/2009 19:53:45   
blex12345
Member
 

Cap't you think it is possible to raise the MWP to level 15 as well same as the guard tower?
Post #: 326
8/25/2009 20:00:05   
  Captain Rhubarb
Deuteranope


I'll look at the formulas, and see about raising it to at least 12.
AQ DF MQ AQW Epic  Post #: 327
8/26/2009 15:00:29   
Noirin
Member

Captain? A question...

Among all those estate ideas you have, is there one for a building similar to the DF Bank?

There, it allows us to store excess equipment and weapons of higher levels. Here, it could provide storage for some of the weapons I'd hate to part with until I see the outcome of the weapon sweep, along with the rare ones I continue to hold onto in the hopes that, someday, it may become possible to upgrade them to their higher levels. I think the true rare collectors might also appreciate somewhere they could put part of their collections while still being able to use them if they choose.

And it could be another reason to buy ztokens if the building was maybe 1 or 2K with a few slots and the same option to purchase additional slots we already have.



Post #: 328
8/28/2009 7:09:05   
  Omni
Quantum Mod


I still have about 3 spaces right now and until Animal Barns and Museums have functionality it will likely stay that way. The time cost for these things are simply way to high compared to me shelling out another 2,000 Tokens to save myself a few months of my life. We really need some more expensive token options that generate alot of whatever resource.
Post #: 329
8/29/2009 9:41:53   
Sugar
Member

After having played with this a few weeks I think that the Captain needs to ramp back the guard attack rate a little bit. By this I mean, if the old guard attack rate was at some value (let me arbitrarily say 100) and the captain made it doube (200) then I think that increased should be halved (150) because, as I look at my starting estates on lower characters I am finding ti nearly impossible to sustain resources while I try to build guards. I am forced into a nearly unsustainable level of guard tower with every token I earn going into lower level guards and almost no resource building. Perhaps this is to force me to buy tokens, but what I fear it does is just turn people off to building entirely. We don't want people to get overly frustrated with the development process. I am curious if others are having this experience since this may be a reflection of how I develop more than an actual problem, but righ tnow that is my read of the situation.
AQ  Post #: 330
8/29/2009 11:20:36   
137ben
Member
 

No, it doesn't. The old attack rate was low enough that people didn't need many guards, and could take care of it with gold guards. Now there is more incentive to buy tokens.

_____________________________

AQ  Post #: 331
8/29/2009 13:48:51   
  Omni
Quantum Mod


The problem with allowing good Gold guards is that it makes the value of token Guards lower as well. Now implementing more token Guards of various levels and Prices wouldn't be a bad idea, you can also buy the Guard Tower which after the initial payment is Gold. In order to even have an estate you are assumed to have purchased tokens and when you purchase tokens you should indeed alot some of them to Guards. Now NerfKitten Scion on the other hand needs to die a cruel painful death or at least have I don't know a 12,000 Token Price Cut, It's good but I have no Idea why people would actually pay that many tokens for it. If they do more power to them but I doubt it will ever be on my purchase list.
Post #: 332
8/29/2009 14:10:03   
Ghengis
Member

I wonder if Guardian only guards and token guards get the level bonus added to their guard points, shouldn't guardian guards gain 3 levels when figuring out virtual guard points with token guards gaining 11 levels?

_____________________________

Post #: 333
8/29/2009 14:40:22   
OnuaNuva
Member

Captain, why don't you implement a 'Progressive' interest rate based on the Token Cost:

250 tokens (Tents): 5% 12.5 per week.
1000-1250 (Tiki huts): 4.5% 50-56.25 tokens per week.
2500 (Log Cabin) 4%, 100 per week.
3100: Log Cabin Estate: 3.5% 108.5 per week.
5000: Log House: 3% 150 per week
6000-7500: Stone Cottage: 2.5%: 150-187.5 per week
10000-11000: 'Second-tier estates': 2%: 200-220 per week.
15000-16000: 'High Tier Estates': 1.75%: 262.5-280 per week.
20000 Not yet released 'ULTRA AWESOME ESTATES!' 1.5%: 300 per week.

Following this it is always beneficial to upgrade your house (not just for item storage), and ups the lower leveled interest to a number that is actually worth something.

Personally, I feel the longest time that a houses should take to earn its full value in tokens is 60 weeks, which anything less than 1.75 doesn't reach.

< Message edited by OnuaNuva -- 8/29/2009 14:44:12 >
AQ DF MQ AQW  Post #: 334
8/29/2009 17:51:12   
137ben
Member
 

Here is another idea I have:

It has been said before that we cannot have an option to choose which house to attack, due to the creation of farming locations (example: just megogg).
So my idea is: allow us to choose which house to attack, but reduce the xp/gold given from the guards. This would allow for creation of challenges for high level players while at the same time not create farming hot spots.

[Sig munch: only one per page -Kaelin]

< Message edited by Kaelin -- 8/29/2009 18:40:24 >
AQ  Post #: 335
8/29/2009 23:45:59   
The Almighty
Member

to build on 137 ben's idea:

2 options-

1: select home/estate- all monster rewards are set to 0.

2:random home/estate- regular monster rewards.

this leaves the chance for players to test crazy houses, and also lets players do their "random house battling"

_____________________________

~The Almighty Suggestions~

Featuring- Set of Rennd, Gauntlet of the Gayle, Primal Fury,
And the dreaded Bored Monster! Check it out today!
AQ  Post #: 336
8/31/2009 17:16:57   
  Omni
Quantum Mod


I still am unopposed of the idea of a Storage Building 3. It doesn't take any more animating,coding, and only enough programming to make it a separate file from Building 1 and 2. The time requirements are just way too ridiculous to take over the spot of another building.
Post #: 337
9/1/2009 1:25:09   
maikiejj
Member

I think 2 storage buildings are MORE then enough.

Next time you are gonna ask for number 4 and 5 and 6.

in the end you got more storage buildings then anything else.


So i think it was a great move of the cap to put the limit to 15 levels instead of making a new building.
AQ  Post #: 338
9/1/2009 2:36:21   
Feanor
Member

quote:

I think 2 storage buildings are MORE then enough.

Resources are a wastin' waiting for a war, after all.
*insert that guy bringing up his Paxia idea for the 1000th time*

quote:

Next time you are gonna ask for number 4 and 5 and 6.
in the end you got more storage buildings then anything else.

It's quicker and easier to code and put in, since it's already in versions 1 and 2, and they can cost more and more tokens (1K, then 2K, next is ...?) so more tokens will be laid out on estates.

Oh, and people want them, so why not? Course' we could use more estate plots, I think I'm full up right now.
quote:

So i think it was a great move of the cap to put the limit to 15 levels instead of making a new building.

Imagine how much MORE you can store (3000 of each resource?) with a SBIII...

BTW, with being able to store even more resources, I really pity the first set of mobs in the next war - they're just gonna evaporate under the MWP/GT barrage.

< Message edited by Feanor -- 9/1/2009 2:48:45 >
AQ DF MQ  Post #: 339
9/1/2009 3:58:24   
SIGMUND
Member

We could easily hit 10% in the first 15 minutes of the next war using the MWP.
Although the staff could just boost the number of opponents in the next war to prevent this.

I really want the Captain to make a use for the Museum before anything else is added to the estate system.
AQ  Post #: 340
9/1/2009 7:20:01   
  Omni
Quantum Mod


There is pretty much no harm in adding another Estate Storage Building, it is again totally optional, costs Z-Tokens, provides a service, and takes up a space. If you don't want it don't get it but waiting 10 releases to get more storage is silly. This is a battle of convenience for money and in real life those with money gets more convenience, so if someone can afford a third storage building by all means let them do so.
Post #: 341
9/1/2009 8:44:29   
afterlifex
Legend-X


quote:

If you don't want it don't get it but waiting 10 releases to get more storage is silly.
it is not 10 releases for extras storage it is 10 for all the extra storage.

I don't even see why your complaining so much, the storage building originally stopped at 10 and now we get an essentially free 5 more lvls. They doesn't cost use more Z tokens the gold cost is very cheap in comparison to other buildings of such lvls. We could easily pay more gold instead of time. The extra storage is nearly useless except for when a war comes along. We have already had a reward increase for armies and guards since the last war, all your suggesting is the ability to receive more exp and gold for zero work.

quote:

This is a battle of convenience for money and in real life those with money gets more convenience, so if someone can afford a third storage building by all means let them do so.
& that why I hate MMORPGs, just because you have the money and can spend it your allowed to be better then everyone else.(don't' even try the "this is a single player game" card)
AQ DF MQ AQW Epic  Post #: 342
9/2/2009 1:59:46   
  Captain Rhubarb
Deuteranope


On my todo list of things to make estates more useful:

An "armory" section inside the Guard Tower where you can put weapons/armor/shields from your character inventory into the Guard Tower.
Your guards will then use the items you give them to increase the defense value of your estate.
And you free up some inventory storage slots.
You can swap items anytime, they're not stuck in the guard tower.
I think to be fair though, there should be a very small z-token fee to swapping items. A training cost for your guards to learn to use the cool stuff you give them.
AQ DF MQ AQW Epic  Post #: 343
9/2/2009 2:04:28   
Jr
Member
 

omg... that sounds sick. That would take some massive coding though, wouldn't it Capt? Cause like... Would a lvl 1 light weapon give the same advantage/damage as Golden Axe? I could definately see people buying 2 of every Uber/Epic (are Ubers really Uber anymore?) to give to their guards.
Post #: 344
9/2/2009 2:05:25   
neo_manni
Member

Captain Rhubarb @ sweet! mmm I wonder if curtain weapons/armor/shield combos could bring out different stat bonus and maybe hidden ability??
AQ DF MQ  Post #: 345
9/2/2009 2:06:13   
Apocalyptic Silence
Member

That is quite an interesting feature. The rare collectors will quite pleased.
Post #: 346
9/2/2009 2:25:34   
neo_manni
Member

and the next thing we know we might be able to train our guards and make them specialist fighters like one being an annihalator warrior another guard being an annihalator mage an another being a tank warrior or mage or maybe even some beastmaster builds.
AQ DF MQ  Post #: 347
9/2/2009 3:03:48   
maikiejj
Member

Then i hope that you can also put spells in it.

And don't make it a z-token cost but a gold cost.

Else you would be really hurting the non paying players.

And i hope it only costs something when you pull it out and not put it in if you get what i mean.
AQ  Post #: 348
9/2/2009 3:28:11   
Baron
Legendary AK!!!


That sounds like a great idea Capt'n, I can't wait to see how it will unravel.

quote:

ORIGINAL: Captain Rhubarb
I think to be fair though, there should be a very small z-token fee to swapping items. A training cost for your guards to learn to use the cool stuff you give them.


That definately sounds fair to me.
Post #: 349
9/2/2009 8:55:35   
  Evo
Crazy Rare Hunter


quote:

And you free up some inventory storage slots.


Now I really like the sound of that! All I've ever wanted is more storage room. Hate having to try and figure out what rare to sell to make room if there is a new one to collect!!
AQ AQW  Post #: 350
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