Is MQ Dying II+How Can We Improve It? (Full Version)

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forumlogin -> Is MQ Dying II+How Can We Improve It? (11/30/2010 17:11:26)

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Well, yes, it's a second one.

However, what I consider more important is what can be improved. It matters not how much we yammer if we don't come up with any feasible solutions.
I copy-pasted a list from icemaster 77 that seems to cover some of the main points discussed in the last thread.
quote:

Ok guys,to improve Mechquest,we got to do these stuff:

Make SCMM once every 2 or 3 months(I prefer 2)

Make more equipment and mechs for the levels who got little or no equipment and mechs.

Make more K&S challenge and the Star Captain Extreme Challenge

Make more non-rares.

Make the Energy Blades fight balanced.

And if possible,double the exp drop.A lot of players quit because of the low exp drop.A lot of gaming website says Mechquest is a grind.

Vamp Fexy's IHO list:
quote:


Work on the S.O.O.N list, and finish all of it before working on any other stuff, so they dont have any delayed stuffs, the more things that get delays, the worse it gets.

Dropping the SCMM FOREVER, and adding a permanent shop for SCs in the SC club, and they add mechas/equipments every 3-4 months, that way they can give SCs still get bonus for upgrading and they wouldnt be rare, this should balance the rares a little.

Improve the story quests, For me Yokai was horrible, the story itself was stupid, we kept repeating the same quest 5 times, defeat students then kill the master, it was just so bad, adding new features to quests would be fun, but not keep doing the same thing over and over thats so boring.

Looking into the suggested ideas in the suggestion forum, people post there for 2 years and staffs didnt do anything from the posted stuffs, while both AQW and DF got a shop for the players ideas.

Shards Superior's IHO list:
quote:

1. Improve the XP drop to +15 per level from +10.
2. More inventory slots.
3. K&S challenges, SC Extreme Challenge.
4. "Meatier" releases

Agree? Disagree? More importantly, why? Have anything to add?
So let's see what we can do. Part 2 go!

FAQ'd again. ~Clyde
Lots o' lists. Also, my sister thinks it's funny that whatever threads I make that aren't locked or deleted usually end up FAQ'd. :P




Calogero -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 18:07:49)

SCMM every 3 months is my opinion
Equipment/Mechs not avaiable on certain lvls are indeed needed to be fixed
K&S / SC Extreme aren't really important but it's still needed
NoN rares is VERY needed... not everyone is here when a rare is released
Balancing Energy Blades fights, well they are starting to change it. I doesn't have to be a DF based fighting but a bit more variation can be nice
More exp... uhm I'd say yes to lvl up faster but also no because there is a big time gap between Lvl cap raisings and well MQ is the counterpart of DF, Easy money, hard Exp




Shocka -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 18:11:43)

Make a PvP arena where you can do live battles.




Vampire Fexy -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 18:12:07)

quote:

Work on the S.O.O.N list, and finish all of it before working on any other stuff, so they dont have any delayed stuffs, the more things that get delays, the worse it gets.

Dropping the SCMM FOREVER, and adding a permanent shop for SCs in the SC club, and they add mechas/equipments every 3-4 months, that way they can give SCs still get bonus for upgrading and they wouldnt be rare, this should balance the rares a little.

Improve the story quests, For me Yokai was horrible, the story itself was stupid, we kept repeating the same quest 5 times, defeat students then kill the master, it was just so bad, adding new features to quests would be fun, but not keep doing the same thing over and over thats so boring.

Looking into the suggested ideas in the suggestion forum, people post there for 2 years and staffs didnt do anything from the posted stuffs, while both AQW and DF got a shop for the players ideas.




seventy two -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 18:20:38)

My Opinions on those proposed changes:
1. I agree it would be nice to see more story content rather than mechs.

2. Again I agree, personally I do not think anything should be released for level 45 for the first couple of months until 41-45 get slightly filled. Other gaps should hopefully get filled with time.

3. I disagree I dislike long chains of enemies, I would however like to see more challenge battles like the Doom Harvester once was.

4. More non-rare equipment yes, mechs not as much, because too many mechas lead to confusion for players.

5. I cannot say much until it is fully released, but NG equipment will inevitable be way more powerful than it should be in comparison to NSC.

6. No. I personally think that it is too easy to level at the higher levels.


Do I think MQ is dying?

No, it has plenty of opportunity to grow. One thing I am also surprised you did not mention was working on the SOON list, something everyone would love to see shrink.




forumlogin -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 18:43:10)

@seventy
I decided to keep my opinions out of the first post. :P
And Fexy posted her (his?) own list, which I decided to add in as well, and that one does indeed include the S.O.O.N. list.




Shards Superior -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 18:48:40)

1. Improve the XP drop to +15 per level from +10.
2. More inventory slots.
3. K&S challenges, SC Extreme Challenge.
4. "Meatier" releases




Gold -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 19:07:55)

^The exp thing is very unlikely to happen. The exp rewards are low on purpose so that once you level up, you can afford at least one mecha and a few other mecha equipment. The extra 5 exp starting from lvl 1 will slowly throw that off.




icemaster 77 -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 19:52:40)

I got mention for the first time.YAY!

Gold I disagree very much,I go to website that rate games and a lot and I mean a lot says that MQ is the most hardest game to level up they even played.So to make this game improve a bit,I say double the exp to the size of DF exp drop.We don't need to buy equipments and mechs every time we lv up.Just only once every 2 lv.But still,we need to make more equipment and mechs for the levels who got little or no equipment and mechs.






Gold -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:06:25)

It's not hard if you look at it another way. It's not a game you're supposed to speed levels through.




seventy two -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:08:57)

@icemaster clearly they have never played AQ at higher levels(or many online RPGs).

And not an increase in exp is a terrible idea, already there is a major problem with credits at lower levels and this would worsen it. Also nothing forces you to level up very fast in MQ since almost everything scales, even things that do not only require you to be at about half of the cap.




icemaster 77 -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:15:45)

But still,to the majorly rpg players in the internet,they think MQ is a grind.You can't have too hard or too easy of something.

And this week,I been calulating about how much levels you can lv up in one hour per day non stop.

lv1-2:1 day

lv3-6:2 day

lv7-12:6 day

lv13-20:24 day

lv21-30:120 day

lv31-42:720 days

It's a lot to a lot of people who play more than 2 games.

And yes,I talked to players who have high level accounts in AQ.And if their a credit problem in the low levels,then the staff should really balance it by a 1:10 ratio to weapon prices.




Gold -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:16:52)

Then again, you could have already completed everything you can in those other games, so why not spend a little time with MQ? [;)]




icemaster 77 -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:20:12)

LOLZ,it's not my problem about the lv grind,it's the majorly of RPG players in the internet who have these leveling problems in MQ.I'm completly fine about the level grind.




seventy two -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:22:40)

quote:

lv21-30:120 day

lv31-42:720 days


I would love to see how you got those numbers. According to my numbers from level 20 on it should only take 4.5 days per level assuming one hour a day.
that come out to be 112 days in total not 840.




icemaster 77 -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:31:55)

Partly true and partly wrong.1x2=2,2x3=6,6x4=24,24x5=120 and 120x6=720.

LOL,see a pattern.

So the list should be like this then:

lv1-2:1 day

lv3-6:2 day

lv7-12:6 day

lv13-20:24 day

lv21-30:48 day

lv31-42:96 days

Total days:175 days by my experience and others.





Hellsoarer -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:41:37)

If they made a live PvP, then they should make it if you don't attack in 30 seconds you skip your turn.




Vampire Fexy -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:42:32)

Making a live PvP is hard, even tho korin said he may be able to do it but its gonna take very long time.




icemaster 77 -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:44:31)

Hello Hellsoar,welcome to the Is MQ Dying II+How Can We Improve It? thread.If they did a live PvP,that will be great,but I probably think they wouldn't do the live Pvp until 2012.




Vivi -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:51:55)

Going from level 21 to 42 takes roughly 6600 battles with same-level enemies, assuming you battle 1 enemy a minute (60 enemies a day if you play for an hour each day) that's 110 days to go from level 21 to level 42. 840 days to cover that level range would require you play for only 8 minutes a day at the same pace (or a little less than one hour per week).

The speed at which you level up may need to be evaluated at some point, I don't know, but I think it's important to keep in mind that there's no need to rush to the level cap. There are some gaps in items to fill at lower levels but overall you shouldn't need to be at the highest level possible to enjoy the game.




Gold -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:54:07)

^In fact, it's much more fun when you're not at the cap yet :P




Hellsoarer -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:57:52)

It is! :D
Now instead of just fighting random mechs when I don't need cash I need exp so it's actually worth sumthing! ;D




nico0las -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 20:59:36)

mechquest is dying people, we need do sumthn bout it
(i would suggest a transmiter from mechquest to aqworlds, that way there'd b more starcaptns)
that could backfire tho




Gold -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 21:02:21)

A transmitter. What. How would that work? And how would that help? And I am certainly questioning whether or not it would bring more Star Captains.




lord_novus -> RE: Is MQ Dying II+How Can We Improve It? (9/19/2010 21:07:52)

As I said in the last thread, I generally agree with Vampire Fexy's list. I'd also suggest the following addition:

* Allow players the option of switching houses if they want, outside of betraying their current house in the Games. That should still be an option naturally, but I think it's unwise to leave it as the only option. The houses all have different advantages, and it may take some time before a player decides which one they're best suited to. Or they may want a change after being with a house for a long time. But going the betrayal route only puts you in a bad way with the old house, and not every player would want that kind of forced change.

All of the current house exclusive rules, i.e. only being able to use your current house's mechs and equipment, would still apply. Players would just have more freedom to experiment with the houses and not have to rely on the Games to switch.




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