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I want to see this become a thing, do you want to hear my thoughts on the game currently?

 
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All Forums >> [Artix Entertainment Games] >> [AdventureQuest 3D] >> AdventureQuest 3D General Discussion >> I want to see this become a thing, do you want to hear my thoughts on the game currently?
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6/18/2016 13:35:10   
GENhunter
Member

I myself am developing a game which would take me years from now to finish, and I remember this game when I was very young, and when I saw this Adventure Quest 3D I kinda metaphorically threw $25 at the screen.
I've played some of it this morning and I got to say, I want to like it more but there's some serious problems where- "If this game continues in a direction where I think it's going this will be a nothing and forgotten game".

First of all, I know~ This game is very in the early stages~

I want to go into details in the combat but for now, I want to say what I have to say and have learned about game design can be harsh and some of which took me some time to agree on.
When I start seemingly "Tearing in" I'm not trying to destroy this game more like pointing out "This is pointless, dumb and actually unfair and there's a vastly superior way to make this that's not actually as hard to make and code as what your doing now."

In a sense I'm not bashing the game more like what design other games have done that this one is taking after, for this is not something you invented but what you found established.

Also I like playing my games on a controller but I ask listen to what I have to say.

There are games to learn on this, I'm not telling you to make an insanely complex game but making the basic fundamentals of combat which Phantasy Star Online and Zero and even Legend of Zelda NES uses what little it has to create more complex thinking than what League of Legends refuses to do, which even Shining Force EXA is like LoL but on PS2 and on a controller with manual attacking but just one main attack button and movement implying I must now know my space between me and what im fighting and timing- theres so much more to it and making one or two things as "Manual Attacking" like being physically an attack and maybe dodge rolling or quick stepping, you can then replicate almost real combat tactics with these few things that cannot be done by what is present in Adventure quest 3D, though I rather more than that in games, but your just starting out aren't you?

Again~ I know~ This Game is very early in development~

There's so much to discuss that I really want to tell you.

Right now, I want to know, do you want my input and help?

I want a response for if I don't, I will say nothing, however if I'm given a response the very next post will be with deep details and I've already drew up some ideas to how should the game play to fix all your present problems, even being new to Unity (Is it unity, remind me if I'm mistaken) and my details might take a day or two, I can't respond too fast at the moment.

And also, a question to yourselves, are you willing to spend years on a successful game? As I am?
AQ DF  Post #: 1
6/18/2016 16:58:04   
speedmeteor101
Member

I definitely agree with you on the combat part (how timing could make an attack or block stronger or weaker, or moving with WASD at a certain time could allow you to dodge) but they already do have a lot on their plate, and this probably aint gonna be the first thing they're gonna eat. http://aq3d.com/progress Shows what they plan. I think the main thing is that they don't want to add any extra buttons because of mobile, and they don't want to add a lot of time-based combat either for the same reason (which I'm not 100% sure of but if that is the reason I personally feel I could manage on mobile). Well, there still still are (according to those plans) 2 more rounds for combat to be polished/redone so maybe we could still hope for more complicated combat.

BTW
I know Oishii (a dev) is probably going to see this but idk if she will reply unless you show you can help. Like just provide some fixes that you can think of right now and she'll probably reply with her thoughts, or if not, their programmer for AQ3D (Zhoom) may have reasons for doing what he does. Keep in mind that while being early in development this is also multi-platformed so there are many bugs that can arise forcing them to do things in a harder way than what you're thinking of (possibly. not saying I know for sure, but in case you didn't think of everything).
AQ DF MQ AQW Epic  Post #: 2
6/19/2016 3:10:59   
ShadowMoon
Member

the one thing i don't like is the automatically going after the target. might work in aqw, but so far its only been a nuisance in this game. enemies get selected as targets right as you go by them making it so your forced to back track half the time to get to the monster you want to fight. there's a reason why you don't see this type of forced movement in 3d platformers, its not fun. & robs the experience of free movement that is the essence of what a platformer is.
AQ DF MQ AQW Epic  Post #: 3
6/19/2016 17:37:34   
speedmeteor101
Member

@ShadowMoon Usually i just spam 'W' and keep running in that situation, you'll be able to take the hits and rest by the time you reach the monster or boss, usually. Though it still can get aggravating. I wish that you could respawn closer to the nearest room/map exit. That would help for boss fights (except the Trolluk Deathknight). You can deal with that. I think that's something they can wait till after open beta to deal with.

I think the biggest thing here is the rather 'bland' combat. I'm crediting that to the fact that this game is early in its stages [they have many other important things to work on] and that combat is not final [they'll perfect it later] (also, because this is mobile). There are PLENTY of ways for AE to do this:
They could introduce customizable combos for users to enhance skills with DoT, more strength higher accuracy for 10 seconds etc... (so that was using combos)
Or they could introduce a system where you hold your skill buttons down trying to hit the perfect time to get the strongest effect out of it and use WASD at certain times to increase chances of dodging (using timing).
And there are more ways I'm not thinking of.

Of course this multiplayer synergy feature they're coming up with is something, but it doesn't really add much to combat IMO. It helps the community, yes (as you have to communicate/work together), but not combat in general. Synergy will be fun to use with bosses, but not so much with average questing. It doesn't add a challenge (for you as an individual with every monster) or more immersive notion to the gameplay. I'm really hoping AE will improve on this system during or befoer open beta.

< Message edited by speedmeteor101 -- 6/19/2016 17:38:02 >
AQ DF MQ AQW Epic  Post #: 4
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