Mission Feature Module (Full Version)

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DeathGuard -> Mission Feature Module (1/24/2012 14:32:04)

Missions have been really useful for my main, and an advantage for my alts thanks to the low lvl weapons given out when completing certain missions, battle tokens ( I play sometimes in arcade and got jackpots, too bad that only works with my alts and not my main lol). I was battling today and some guy said me to save up credits for my bh and not used them to buy weapons, I said him that my aux and gun were rewards from completing missions, he answered me back he didn't know they were missions in this game.

I had an idea ifthat the mission feature was handle at the beginning of when we start a new account or so, and that it was obligated to be completed so they can understand the feature at full.The mission to understand the feature will be to press missions option in any city guard, and beat him 4 times, to become lvl 2 (to lvl up to lvl 2 you need 40 exp, meaning that if you beat city guards four times, it will give you 12 exp each time meaning: 4x12: 48 exp, enough to level up).

An advice to complete some kind of mission, when you lvl up to lvl 5, an advice would pop out and say that now you are most probably to complete certain mission and so, this would give like a course to new players to follow and on. When they get a new weapon from a completed quest, an advice like: "Always have variety of weapons damage, be it energy or physical, different stat modifiers weapons and special effects, giving you more variety of builds and strategies" or "Sometimes it is preferable to have a type of weapon for the class you're using, each class uses different types of weapons: Staffs, Daggers, and Maces. Some skills are only available if you have the primary weapon which corresponds to the class being used.

Another improvement which would be good is that missions should give certain amount of experience that scales with the lvl of the mission being completed. This would make the missions more interesting and funny when being completed.

Discuss if you would like if these ideas would be helpful to the game and give some ideas to make the mission feature better.
Have a good day and take care!




Xxbbooxx -> RE: Mission Feature Module (1/25/2012 5:35:37)

You've got some nice ideas there, i especially like the one with the example "when you lvl up to lvl 5, an advice would pop out and say that now you are most probably to complete certain mission and so, this would give like a course to new players to follow and on" which is a really good idea, just the occasional pop up near the bottom of your screen as a reminder.

An idea i would like implemented is an in game mission completion list, so you can see who you need you still help, and which you have done, instead of having to open my char page, and then open the wiki and find out what i'm missing, and usually when I'm adding what ive done and what i need to do, i end up missing it. I think the mission list could be in place on the current mission button, but pops up such as inventory, with a scrollable list, and clicking on it gives a description of the mission, what the reward is, then over to the left where your stats would be, there is the 'currently active mission' taking up that whole side, with description, jump to npc button, and perhaps tips to help, eg: for Chomp! you have to defeat 5 Bio-Hazards, a tip could be: Bio-Hazard like to use Physical attacks; Plan accordingly.

If you get enough replies and suggestion to this discussion, you should compile a list and send it through to the Suggestions section, i sure would love to see some of them introduced to the game.




XxKirachanXx -> RE: Mission Feature Module (1/25/2012 14:35:32)

Hm...this seems like a useful idea to me, and will likely prevent more players from quitting at the early levels. It will increase their confidence, and therefore making them more likely to join the ranks of cap level players...
If there are going to be tips, then I think there should also be something reminding them not to spend all of their credits at a low level, that is the mistake I made with my first two characters^^'
Add a reminder or something that there are missions that will give weapons, so they don't end up running out of funds and confidence at a low level ;)




Elf Priest JZaanu -> RE: Mission Feature Module (1/25/2012 19:18:43)

These ideas are great. It is presenting a road map and players can learn about the game. One of the difficult aspects is understanding the many elements of pvp play from the beginning.

Adding on to this, a simple question and answer menu too. For example with OZ, there might be a button that says, Do you know what Dexterity is? One can push to find the answer, and Oz will deliver the answer. And once he answers, he says, want to know about Technician, go to the mines and find Caden. This can provide simple trekking missions to learn about the game.

Another element that is missing is the stat tiers. Though it is great to have wiki, many new players will not know early on. Having a Strategist section within the game, new players will understand the tiers, and the information they learn from the npcs and play along with guided missions, it will be a more enjoyable experience.

I do hope others take time to review these concepts, and include their thoughts.




DeathGuard -> RE: Mission Feature Module (1/26/2012 21:31:59)

@xxbbooxx:
quote:

An idea i would like implemented is an in game mission completion list, so you can see who you need you still help, and which you have done, instead of having to open my char page, and then open the wiki and find out what i'm missing, and usually when I'm adding what ive done and what i need to do, i end up missing it. I think the mission list could be in place on the current mission button, but pops up such as inventory, with a scrollable list, and clicking on it gives a description of the mission, what the reward is, then over to the left where your stats would be, there is the 'currently active mission' taking up that whole side, with description, jump to npc button, and perhaps tips to help, eg: for Chomp! you have to defeat 5 Bio-Hazards, a tip could be: Bio-Hazard like to use Physical attacks; Plan accordingly.
Great idea there man, I'm sure to tweak this and add it to my post in the Suggestion Features Section

@xxKirachanxx:
quote:

this seems like a useful idea to me, and will likely prevent more players from quitting at the early levels. It will increase their confidence, and therefore making them more likely to join the ranks of cap level players... I think there should also be something reminding them not to spend all of their credits at a low level, that is the mistake I made with my first two characters^^'
Yeah, that is my objective with my idea. I would also want that the current forumers post advices to make a whole list of advices so the idea can be start to be worked on.

@JZaanu:
quote:

Adding on to this, a simple question and answer menu too. For example with OZ, there might be a button that says, Do you know what Dexterity is? One can push to find the answer, and Oz will deliver the answer. And once he answers, he says, want to know about Technician, go to the mines and find Caden. This can provide simple trekking missions to learn about the game.

Another element that is missing is the stat tiers. Though it is great to have wiki, many new players will not know early on. Having a Strategist section within the game, new players will understand the tiers, and the information they learn from the npcs and play along with guided missions, it will be a more enjoyable experience.
Yes, this is one of the main issues people lose at low lvls. The tutorials are something we must have in-game so we have a greater player base.




Sparticus -> RE: Mission Feature Module (1/26/2012 21:44:30)

First off, thanks for the great battles today.

Second, I really like the ideas everyone is giving here. More information would be so helpful to new players. I just raised a noob alt and use a lot of the mission items to save money and level. The missions are also a great way to get much needed credits. It's not easy to know where everything is, even for an experienced player. I had a few missteps here and there and an informational about what to do next would have been a great prompter. Having the NPC's dispense useful information is great. I would suggest having the lowest level NPCs give it. OZ, Junker, Guards and even the shopping Bots. I would think keeping all the info in central station would be the most helpful at first then directing players out to other areas as they level would be the next best step.

So many good ideas from everyone, hope they get implemented.




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