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12/22/2015 17:13:39   
speedmeteor101
Member

About this last update: Hey, I notice that the quests (the kind that would get you rep for an area [such as lil' reed's and the voice of the forest's]) were written really well and I though they were kind of interesting. I think if AE had time in the future and they wanted to make the game a big experience they could use small cutscenes to their benefit. So let's say you did the quest where you kill 20 flying eyeballs. Then at the end of that you go to him and turn in the quest; one you turn in the quest a small cutscene plays, and in it a wolf runs up to him, attacks him and he falls over and looses his shovel. Then the cutscene would end and you'd be right back where you were except the dialogue for this quest would be up like normal (as if you click on the quest). [Note that this was an actual quest: he says a wolf stole his shovel that his mom made him and you have to kill them until you 'find it.'] I think super small cutscenes at the beginning and end of every quest would make the game feel much more amazing... (and would make it feel [falsely] interactive). So once they get the cutscenes working, I think they should take advantage of this.
AQ DF MQ AQW Epic  Post #: 251
12/23/2015 7:22:34   
ernitis
Member

Please don't use satanic symbols, lke the one at the rocky boss. It could turn off alot of religious people.
Post #: 252
12/23/2015 8:52:36   
Rezilia
Member

quote:

lke the one at the rocky boss.


I haven't played the update yet, but if you're referring to the star symbol... It's only Satanic if it's upside-down. Also, that's a very offensive thing for you to say; you've just hurt many Satanists' feelings.
DF AQW  Post #: 253
12/23/2015 9:47:41   
Azan
Member

quote:

Please don't use satanic symbols, lke the one at the rocky boss. It could turn off alot of religious people.

I... haven't noticed any satanic symbol at the rocky boss? Are you referring to the shape of the Trolluk summonning lamps? I think it might be a stretch to say it "could turn off a lot of religious people", by the way. Most people know it's just a game and the staff don't mean to offend religious people.
Post #: 254
12/23/2015 12:23:46   
LyRein
Member

Satanic symbols...

really?

it's either a star as ckdragonck pointed out, or an alchemist circle.
Post #: 255
12/23/2015 13:18:38   
speedmeteor101
Member

I'm pretty sure he was joking. If not, he needs to sit down and think for a second.
AQ DF MQ AQW Epic  Post #: 256
12/24/2015 9:14:10   
overdead
Member

How do you guys think will AE lead this game? I have a bad feeling that this might follow aqw's rare glorification and majorly dress-up scheme. I really hope I'm wrong.

If anything, I hope WoW will be their inspiration.
AQ AQW Epic  Post #: 257
12/24/2015 10:57:19   
LyRein
Member

@above

Gjappy did talk about item rarity, including Rares

They said they're going to take all the best things from AQ, DF and AQW and throw them into this game.
Which is fine, but AQW's best things are cosmetics... and we all know how that went...

I just hope they actually have a theme.

AQ was high-fantasy medieval, non-linear, black and white story
DF was mid-fantasy medieval, linear, gray story
AQW was science fantasy, you could play the story in any order no limits, story changes a lot because writers are always shifting, the worldbuilding is always changing (for the bad).

Right now it's looking like AQW 3D, which doesn't make sense.
I hope the theme is mid-low fantasy, DF-like but more character focused in terms of story.

I hope WoW is NOT their inspiration.
Seriously, so many MMORPGs are like WoW now gamers are craving for a good new take on the classic MMORPG genre.
Post #: 258
12/24/2015 13:08:13   
Trancendus
Member

It's an Alchemist Circle,yeah. Satanic Circles have the Demonic Goat as a mark I believe.
Post #: 259
12/24/2015 18:47:12   
overdead
Member

I didnt mean an exact clone of WoW but rather the way blizzard sells the game. It's not like aqw's week-after-week "new release" of rares for $20 packages. Honestly, the freemium of mmorpgs nowadays just makes you wanna quit because all team effort goes to cosmetic upgrades.

Not being a blizzard fanboy but just for example, hearthstone's free to play model is probably the best because all you pay for with RL money can actually be farmed for in-game and if you're actually skillful, it will b easier for you (like those good arena players).

Just look at AQ. They keep on popping out those $100 armor sets. Yes. $100 for an armor set.
AQ AQW Epic  Post #: 260
1/1/2016 5:43:11   
ernitis
Member

I suppose you guys are right about the symbol, but it's very similar. The parents of kids that are 13 years old or something might misunderstand and not let them play. It happened to my cousin once and I don't want it happening to other people. It's like in the disney theories. Writing SFX with unclear sparkles will most likely be misunderstood by overprotective people. Anyway, that's just feedback, hope I didn't offend anyone.
Post #: 261
1/1/2016 8:38:11   
Silver Sky Magician
Member


The parent of my neighbor once saw the word 'Demon' in AQ's Demon Panther monster and assumed that AQ was a heretic game...didn't go down well, even though you were fighting to defeat the monster. Point being, anyone can take offense at anything - question is whether it's reasonable offense. And in this case, I don't think it is. Really, slaying undead is more concerning than a random symbol.
Post #: 262
1/1/2016 12:16:44   
Wolfofdoom3
Member

What you guys describe sounds like religious fanatics.
Post #: 263
1/1/2016 12:38:29   
speedmeteor101
Member

He better just play it on his phone away from the fanatics. Or whatever I guess he'll just miss out
AQ DF MQ AQW Epic  Post #: 264
1/4/2016 1:27:08   
megakyle777
Member

Okay, so here is my feedback on some of the quests:

First of all: Overall, I enjoyed the story of all of them. HOWEVER in a lot of cases I felt they were too kill heavy. I was discussing this with a friend and one of the big failings we both have of MMO's is a constant grind. Having to do a quest where you kill 22 Skeletons is not fun for us. With both the Explooration And Enviromental streach goals hit, I'd like to see more variety in quests using these, and less of the grind. Now into indivudual quest reviews.

Greengaurd: A bit bland in terms of story, but servicable. A decent introductory quest. I don't think it too kill heavy, but I may be alone in this.

Heartwood: One of the better stories in my opnion. In fact one of the best. And it did not feel too kill heavy either. It also had a somber ending which i liked.

Cave: I must say I enjoyed the levity of this one. helping a Trolluk lent a freindly face to the foes which is unique, and he asfunny a lot of the time too, like when he got the potions. Much enjoyed for comedy. Also not too grind heavy. As a additional note I liked summoning the Earth Golem.

Doomwood Artix: This is where I started feeling the grind. Rather grind heavy TBH. But I liked ths story of what happened to the paladins, and I liked how the Leader who betrayed them gets redemption later on on the bridge. Tying stories like these together aling with the threat of the Necromancer Sargoth... well I look forward to owning his butt.

Gravedigger Loth: The one I saved for last, and only did just now because the Alpha shuts in 2 days. WHy did I save this for last, even after the grind heavy Slime questline? Because annoying grind for no reward. I was not really enjoying the story either. I LIKED the idea of finding out more on The Gatewraith, but we never realy found OUT much about it or of Loth. I WILL say however the story DID win more over with Loth's Sacrifice near the end. That I enjoyed and it made a teduiis and boring quest quite a bit better.

Bridge: Again, I like how these last three quests tie toether. I like how the Leader Paladin ets redemption by savin everyone from the undead plague. In terms of story and setuo (A army spwaling out of the tower ready to destory all life) it was epic, with a cool fight against a powerful General at the end. But again it was rather grind heavy. i get there's not much you can do with so little space in a map and so many enemies, and again I like he SETUP, but the qest itself was boring.

SLime: My MAIN concern with this quest is this: according to one Tester, the quest was designed to be tedious in exchance for a OP reward. I'm sory to say, making ANY part of your game tesious for ANYTHING is bad game design. It is and should be entirely possible to reward a OP item and have FUN at the same time.By all means make the questline long and hard. But FOR THE LOVE OF ALL THING DO NOT MAKE IT TEDIOUS. I don't care if I get the Epic Helm of Unkillableness for it. Whatever the reward, making a part of the game tedious is BAD GAME DESIGN, and with both Exploration, World effects, all the other planned features of AQ3D and the creativity of the team, IT IS 100% UNNEEDED. If you go for epic rewards again, make the questline FUN. Make it have a good story at the VERY LEAST.
DF  Post #: 265
1/4/2016 1:33:28   
speedmeteor101
Member

@megakyle

I think, once they figure out how to do cutscenes some of the more 'bland' quests could feel a little less bland and because this is only alpha they didn't put too much thought into these. So no need to rage over the slime :P this stuff that is here now definitely won't stay and we will get better quest-chains, no doubt
AQ DF MQ AQW Epic  Post #: 266
1/4/2016 1:49:35   
megakyle777
Member

I do get that, but I still wish to give feedback on what i felt they did right and wrong. And my Slime Rage is less over the fact it was tedious and more it was DESIGNED to be tedious with that in mind. /:
DF  Post #: 267
1/8/2016 8:45:09   
Cpeepers
Member
 

Hi, so I'm an aspiring game designer who has done a lot more hours of research and taken way more notes than I'd like to admit (the Word document of my game design notes is reaching over 10,000 words) and I got my hands on the alpha for a little while.
This is going to be a long one so I'll do my best to format it in a way that it can be gone back to for reference or you can just pick out particular parts. But I really do advise you read all of it even if you don't agree with it all.

I have played AQ and DF on and off for almost a decade, playing it for a few months then taking a break for a year or two, rinse and repeat. I saw a lot of the progression and development of the company and I unfortunately feel as though steps backwards have been taken with AQ3D so far. I'll explain why very soon.

First off though,


MISCONCEPTIONS OVER 'ALPHA'
I scanned through the replies in this thread and a lot of what people are saying in response to certain things boils down to "It looks nice" and "X isn't fun/exciting/new/interesting", to which others will reply "It's an alpha" or "They haven't had a lot of time to think about it". This isn't really a good sign.

An alpha is among the earliest stage of a game's development; a prototype. Prototypes are designed to be proofs of concept and a show of the ideas behind a product, and these prototypes are built upon. This is important; Alphas are about ideas and concepts, not about presentation. They are there to show you that what you have works. Right now I see no reason why I would play this over a game like Blade and Soul, a game that not only is also in an early stage but has far more classes, landscapes and customization between the classes and their movesets. Also free.
The point I'm trying to make here is that if the presentation and execution of ideas is taking away from the ideas themselves then you are doing the Alpha wrong, and executing ideas poorly without properly thinking about them will put you behind in an already EXTREMELY crowded genre of games, that being MMORPGs.

So you either need a very appealing setting that will attract people or you need to bring something entirely new into the mix.
Unfortunately in this stage of the game where concepts and ideas are so important I see none of either. While AQ had an -okay- story, we can't fool ourselves and say it wasn't a "I thought of something cool, let's see what we can do with it and make some jokes while we're at it" type of game. Because it absolutely was, and trying to merge it with another game that was the same thing will not make your game alluring. It will attract people with fond memories of Adventure Quest but no one else.

I played around and ran through the levels that were there. They were all meh. All of them. Even Battleon was underwhelming, the place that is supposed to be the 'HUB' of the players. If you're going to make a new AQ game then Battleon should pretty much be the base of operations and with that said should probably be massive. It doesn't even have to look pretty, it's Alpha. Make a few really cool, well-designed places instead of a million mediocre ones that look nice. It's not even a case of 'Oh it's Alpha'. Again, this is the stage of development where you are showing us how promising this concept is.

And why would you make just another forest area before making a big boxfort area for the Sneevils, especially considering a quest chain occurs centered around them? Forests are boring. When I saw Sneevils I couldn't wait to get out of this dull forest and into a cool castle made out of boxes and ignored treasure, especially in this neat 3D art style. But what took priority over the box fort? An equally-dull forest. The Alpha is the time when you're trying out a lot of cool stuff, not clinging to your safe zones. A second town was NOT more important than something actually interesting.

This should go without saying, but especially in this stage of the game don't put all your eggs in one basket. Don't put too much effort into things that will be changed later because otherwise you'll have wasted precious time. This is the time when you work on an idea until it's good, apply it in a way that conveys that idea, and then you work on the next one. Polish can come in the beta.

IT IS, CURRENTLY, UNFORGIVABLY DULL

Kill some chickens. Kill some frogzards. Kill some sneevils. Kill some more frogzards. Kill some eyes. Kill some frogzards. Kill 30 eyes (what the heck are you thinking?? You even acknowledge that it's going to take too long and it's not even the end of the quest line). Kill more Frogzards. Ok good now kill this boss until you get his shiny. Repeat this in the next area.
This is not how to do quests. Quests aren't about a billion quests forming a chain that all ask you to kill things, they're about keeping the player occupied and feeling productive. And no, combining a 'kill X monsters' quest and a fetch quest together to form 'kill X monsters and take their stuff' doesn't make any sort of new spin on the formulae.

Enemy walks up to you. You push buttons until either you or it die. The really cool thing about World of Warcraft is that your enemies will all force you to act a different way towards them, whether it be changing your movement patterns or changing your attack patterns. One of the first enemies you fight as an Orc is a huge scorpion that shoots poison pools on the ground and forces you to move out of them. The coolest thing? It's not even that hard to do. You know what hitboxes are right? And even cooler is that Alpha is THE time to try out new crazy stuff like that.
It doesn't have to be complicated in an Alpha either. Just a proof of concept. A Frogzard starts coughing up and then launches a projectile in front of it. If you don't move around the Frogzard while it's not turning after you then you get hit by it.

DODGING SHOULD GO (kind of)

I'll say the same thing that I would say about AQ from when I was 9. Dodging doesn't need to be in this game, it adds inconsistency for no reason and only makes balancing monsters/armor/everything harder. The only thing it adds is that "Huh" moment when you dodge a big attack and the "UGHGHGUGHGUGH" moment when the enemy dodges your attack, the frustration often overshadowing the satisfaction.

Instead I think that Dodging/Blocking should be something that is limited to classes/certain monsters, and even then used sparingly. For example;

Rogues can dodge all damage because they are fast.
Warriors can block an amount of damage from an attack if they have a shield because they are tough.
Wizards are all damage and range so they can eat butts when it comes to taking less damage.
Sneevils are vicious and aggressive so they don't focus much on dodging and all attacks on them will hit them.
Evil Eyes are flying so they can dodge attacks with their increased maneuverability.

It's pretty simple. Instead of everyone having dodge you should have the choice to trade damage, durability or safety for it (same goes for monsters). Some attempt was made at this in AQ, but it was done in extremes. Either you hit them most of the time but not all of the time or you hit them only some of the time, there was no grace applied to it.

IDEAS

Honestly I am disappointed. When I started seeing the word 'mutations' in character dialogue I got excited. I was told about a Sneevil King who was apparently mutated as well. It was an enlarged Sneevil model who, despite having moved on from cardboard boxes, had a cardboard crown instead of a real one. I was very very disappointed. I thought I was going to start seeing some really cool stuff. Like, really using your imagination. Instead of just being a bigger Sneevil why can't you do something cool with it? Like maybe he was merged with some other creatures, or his proportions got messed up. Maybe his legs stay the same but his upper body grows huge, and instead of doing flips at you he throws these big boxes and treasure chests that he feels he no longer has any use for because he's moved on to valuing the things inside of them.
I'll say it a million times; this is when your ideas are the most important and you're just not DOING anything with it.

It seems like you guys are hoping to get away with a "More of the same but in 3D" approach to this project and it's turning out to not even be that. I relate AQ and Dragon Fable with 1-on-1 focused and very flashy battles where you would normally think a few turns in advance on how to defeat someone who appears stronger than you, but right now it's just "I found a combination of buttons that works and will stick to it forever" while you walk up to enemies and they walk up to you. You guys held a kickstarter and got way more than you expected to, and now that I take a look at it to see what promise it has I see very little.

ART
The game looks pretty and everyone looks cool. I hope to see more variety in models later, like Yulgar being chubby and sitting down on a comfy chair instead of standing up and looking way more fit than someone who has been running an inn for several years and who has likely only really been getting arm exercise should (Blacksmiths use their arms and their backs, so he would have big arms but probably have developed some chub. Look at almost every Blacksmith ever for reference).
That said I get that it's alpha and it's more of a 'Oh hey look here's where yulgar will be' thing I would hope. But you guys made him super fit in AQ as well for some reason and I never understood why. He has settled down for the past several years and his arms are probably the only part of him that have any muscle mass. You make him LESS interesting by have him look like a bronze god akin to Artix or Galanoth, not more.

IN CONCLUSION

Don't be lazy. This is the time where you guys should get most creative and do the most with the premise that you've laid out. Using a cool mutation storyline to morph familiar enemies and even villains sounds awesome and gives old fans something new to chew on and new fans something cool to look at.
I know I said 'get creative' like a million times, but it is extremely important. Throughout Artix Entertainment's games there has been no problem with coming up with new ideas, but now that it has to be brought together in a way that's not just on the spot to justify a cool idea someone had, there is struggling.
My best advice is to just remember over and over again that it's an Alpha and presentation doesn't matter. Just make something awesome and then make it more awesome later.
Post #: 268
1/8/2016 12:26:14   
speedmeteor101
Member

@above here's what I've been telling other and I think you should know too. It partially addresses your critique http://forums2.battleon.com/f/fb.asp?m=22088075 read down from here and you will understand a lot more. They are not focused on giving us an alpha right now with a good story; just giving us something to keep busy with.
AQ DF MQ AQW Epic  Post #: 269
1/8/2016 14:07:19   
LyRein
Member

@above

if you had read the post at all
it was not about a good story.....

it was about actually using the Alpha stages properly .. you know where testers actually TEST STUFF AE RELEASES?

you might as-well call it "VIP access" if they're just keeping us busy..
Post #: 270
1/8/2016 17:34:50   
speedmeteor101
Member

Well, essentially it is "VIP access" right now. The only testers that really got to alpha test in your definition were the 30 staff testers who recently got promoted to real AE staff (well, volunteer staff, but same thing); they are the ones who go on the dev server and get to put real input in as we the "VIPs" get to test stuff based on a small bit of their feedback. So same idea . We still won't probably get too much of a say until sometime during pre-beta or beta (just my guess, not hard fact).

And btw I'll quote myself
quote:

They are not focused on giving us an alpha right now with a good story; just giving us something to keep busy with.

now you:
quote:

if you had read the post at all
it was not about a good story.....


When I said "they are not focused on giving us an alpha" that was a statement meant to be seen alone, my apologies, then something like "much less a story." And by story I meant the quest in general and that was a miscommunication on my part, very sorry.
AQ DF MQ AQW Epic  Post #: 271
1/8/2016 18:14:43   
LyRein
Member

@above
quote:


Well, essentially it is "VIP access" right now. The only testers that really got to alpha test in your definition were the 30 staff testers who recently got promoted to real AE staff (well, volunteer staff, but same thing); they are the ones who go on the dev server and get to put real input in as we the "VIPs" get to test stuff based on a small bit of their feedback. So same idea . We still won't probably get too much of a say until sometime during pre-beta or beta (just my guess, not hard fact).


then AE is doing alpha wrong, that's not how alpha works...

quote:

When I said "they are not focused on giving us an alpha" that was a statement meant to be seen alone, my apologies, then something like "much less a story." And by story I meant the quest in general and that was a miscommunication on my part, very sorry.


it's ok lol
Post #: 272
1/8/2016 18:27:12   
speedmeteor101
Member

Yeah, it started out as an alpha, but now it seems more like it's sort of "paused."
AQ DF MQ AQW Epic  Post #: 273
1/8/2016 20:52:41   
Cpeepers
Member
 

@above

There is no need to get so overly defensive.
I am not demanding a good story, like I said a million times in the game what I wanted was to see good ideas. That it's in alpha is no excuse at all for it to be so boring and lame.
An alpha is not something for people to keep busy with. Hence why they are doing it wrong. If they were trusting us to give them a pretty huge sum of money ($200,000+ is a LOT of money to ask for as a company that has like 4 other games that are being milked) then they needed something to show.

Check out 'We Happy Few'. https://www.youtube.com/watch?v=lHrrTAJQipA
This game held its own Kickstarter and before even getting money they showed a pre-alpha as a proof of concept. Notice what is different about it and this alpha. Notice how it's not trying to tell a good story as much as it's actually showing what makes the game special and paints a picture for what it could be like on release. It shows what makes it unique and shows off a taste of how its art style looks. It makes you want to see it finished.
You may also have heard of 'Overwatch'. It did basically the same thing as We Happy Few, the alpha stage was designed to splay out their ideas. It wasn't to 'keep people busy', which is the completely wrong way to look at an alpha. They, again, SHOWED what makes them stand out instead doing the TELLING that AE has done so far.

So far AQ3D looks like a cynical attempt to cash in on another WoW clone that relied on the fact that the company has been making games for about a decade in order to get more money than it needed.
Not going to say that's 100% the thing that it is but so far neither you two or Artix Entertainment has shown me any evidence to the contrary, and sending me a link that's only barely relevant doesn't sway me at all.

And my main complaint with the current main quest line isn't that it's got a bad story. It's that it's so DULL and has you just killing the same monsters over and over and over again forever. Whoever had the idea to make us kill 30 eyes shouldn't be making this kind of game. The fact that this is a decision that someone made to begin with makes me somewhat cynical and I hope that whatever mindset they have doesn't carry over into the beta.
Post #: 274
1/8/2016 22:08:55   
OnuaNuva
Member

Cpeepers, just to re-inform you, the alpha here was a 'Combat test', and this is how nearly EVERY AE game has started.

Dragonfable began with a SINGLE dungeon (Now known as the 'Fiery Heart of Mt. Shining Star), with a single class, and, if memory serves, a single enemy (Fire elementals of normal, small, and boss sizes). Mechquest started with just the tutorial ship for quite some time, AQ worlds was similarly bare-bones at the start.

The point of the alpha/beta stuff is NOT to give players a good story, its to test server loads, track down game-breaking glitches, and otherwise make sure all the main functions of the game work.

From yesterday's design notes:
quote:

If you want to be a part of AQ3D as we develop it, and do not mind bugs, crashes, and all of the weirdness of early game development, then we look forward to seeing you and greatly appreciate you helping us test! If you would rather wait and play a stable, polished game, please wait for the live release.


If you want a game with a good story, and better goals than just killing monsters, come back in July and it WILL be there.




< Message edited by OnuaNuva -- 1/9/2016 0:06:27 >
AQ DF MQ AQW  Post #: 275
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