=AQ= Houses With Estates - Discussion (Full Version)

All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion



Message


Elryn -> =AQ= Houses With Estates - Discussion (11/27/2012 19:38:37)

quote:

Latest Housing Updates:

quote:


11/6/10:
Minor Estate Update:

Cornfield - new estate building
+Food and +Energy
It can replace other minor food and energy buildings.
[At level 10 it produces 25 Food and 16 Energy]



quote:


9/29/10:
The Tent's now give 1 extra storage slot (instead of zero) for each inventory type in the Shops.
The Tiki Huts now give +2 storage slots instead of zero.
All other houses now give two more slots than they used to!
The largest estates now give +9 slots!

FME/DME = +9 storage / 79 house item slots
FvCE = +6 storage / 61 house item slots
FSC = +5 storage / 55 house item slots
FLCE = +3 storage / 43 house item slots

7/4/10:
quote:

ORIGINAL: ChaosMagician
Sounds cool, but i have 3 characters with rare faces from the wf thing and i dont want to lose them :D
One is a hood, one is a space helmet, and one is a face with a weird eye and stitches going thru it or some thing.


One of these days, we'll have a face changer thing added to the Estates which should have many of those WF faces.


6/14/10:
Yes, some new (and existing) building types won't be allowed underground.
And there will be new buildings that *only* work underground. Something like a food resource "mushroom farm"


6/13/10:
I have a plan that will eventually add about 18 more plots to any estate size.


6/11/10:
Current plan is to combine the functions of the never-released "Library" with the "Magic Trainer" into a building called "Mage Tower"
The Library will somehow allow magic research with a way to upgrade rare magic weapons, spells, and Misc items.
Something similar will happen to the Warrior Trainer.


6/02/10:
The game database now checks every 5 minutes to see if an Estate building is done upgrading.
The older system checked only once per hour.
The game client still only reminds you to refresh once per hour. A fix for that will come eventually.
Resources are still gained exactly every hour, and a full hour's worth of resources is gained, even if the building just finished upgrading anytime during the previous 59 minutes.
I thought about updating the system to start giving partial hour resource gains every 5 minutes, but since the hourly resource amounts are not very high amounts, it wouldn't be all that useful.


6/01/10:
The other devs may add more Guards. They just have to connect new Guards to existing monsters that make sense as guards.

I'm working on new exciting stuff like:
museum artifacts, rainbow ponies, doomsday devices, mushrooms, and magic beans.


6/01/10:
I'm working on a major AQ house/estate update in my spare time.

Today, I worked on re-structuring some game database info for estates to make it easier to add more "stuff" in coming weeks.

One small side effect of the changes, is that removing a building from your estate land now only reduces the building level by 1 level (instead of 2)
Selling an entire estate will also only reduce the building levels by 1 level each.

Oh, and the monster estate invasions are on a new schedule now. They'll attack a bit more often.

6/02/10:
Oh, I should mention that Guard and Guard Tower effectiveness has not changed.
It's just that the monsters try to attack more often per day.

[Attack times appear to be 8 AM, 3 PM, 10 PM, and 1 AM (all times Eastern) --- etching]





quote:

9/28/09:

MUSEUM UPDATE:
---------------------

The features for the Museum won't be ready until probably November.
I'm really sorry for all the delays!
I have a huge high priority web site project to complete first, and then I will attempt to focus my attention on the House Estate stuff.

In order to reward the loyal players that have suffered these long delays:

When the _______ function of the Museum is finally released, everyone that has owned a Museum will receive a ______ item for every day that they have owned the Museum.
Even if you bought one and sold it already, you will receive a ______ item for each day that you did own it.


9/28/09:
And I can confirm that Museum owners will not automatically be getting a pile of free z-tokens.


quote:


3/23/09:
Guard Tower or Mega World Portal War Kill Formula:
Please do not ask staff for the formulas behind the new Tower/Portal combat system.
We have decided not to reveal the exact formula, and we can't (and won't) reveal it if asked.

3/23/09:
The rewards are sort of like Ballyhoo, except you get Gold and XP.
The larger the army, and the higher your estate buildings (guard tower or world portal) the better the prize.
Oh, and the rewards do count towards your daily cap amounts, but like ballyhoo if you are already at your caps, you can still get rewards from armies.
The level of your Tower or Portal do have pretty strong effects on the rewards, but don't underestimate your Guard level or your Reputation.

3/28/09:
Currently, the attack power of the guards for war deployment uses the same formula for the "power" of the guards for defending your estate.
Total Attack Power = Sum(GuardLevel^1.5)
The estate resource costs are based directly on the amount of Attack Power, so that's easy enough to calculate.
The Gold/XP rewards are the most complicated formula, and I don't want to give out any details on that yet.
And the reward formula might change before the next war event.

At a Level 10 Portal, Trescol and Kairula have 1000 Attack Power.
Power: (Reputation - 6)*200 (Always positive)

Trescol costs:
Full army: 550 Energy and 200 Food
Half Army: 275 Energy and 100 Food

Kairula costs:
Full army: Energy 500 and 250 Food
half army: Energy 250 and 125 Food


quote:

3/6/09:
Guard stuff:
For calculating how effective Guards are at protecting your house estate buildings from random invaders,
higher level guards are now proportionately more effective.

As a quick comparison, each guard level is worth a certain amount of virtual 'guard' points.
Level 10 = 6
Level 25 = 25
Level 45 = 60
Level 75 = 130
Level 100 = 200

For the players that have *tons* of guards, you'll find that if you lots of Level 60+ guards, that you no longer need to keep all your Level 25 guards.
Your estate is very safe now.

Guard Power Formula:
(Level^1.5) / 5.0 (rounded off)
Guard Power Charts


quote:

3/5/09:
The portal system is basically the last expansion stage in the housing system.
There will not likely be any larger houses to upgrade to.
There will be new "stuff" to buy to add on to existing houses.

3/6/09:
I doubt we'll ever have any higher priced homes.
Unless we totally get rid of the % value increase, which could happen eventually, but not any time soon.


quote:


Future Housing Plans:

Museum update
The special Museum features are not enabled yet, but you can start upgrading the building now for when the features are active.

Higher level museums will offer more interesting "features", such as:
- Displaying all your paintings on screen at once in a virtual art gallery.
- Owning a museum will add the ability for your character to find random "artifact" drops from monsters.
- Use artifacts and other [TOP SECRET] knowledge and items to [TOP SECRET] your inventory weapons.

06/02/10:
Adding features that allow upgrading weapons is tricky.
My goal with the estate updates is to avoid adding anything that would affect overall "game balance"

Kingdom project
A few things that are definite regarding the "kingdoms" project:

- It is not going to be a larger house.
- Owners of any size house can participate in some way
- Owners of estates will have more options
- Real PVP type stuff is not likely to happen for AQ "kingdoms"
- Some sort of cross-game (AQ/DF/MQ/AQW) PVP thing is coming eventually... Hard to say right now exactly what that will end up as.

3/27/09:
Everyone can own their own kingdom.
The plan right now, is that the kingdom will be on one of the alien planets. (you have to pick just one)

4/7/09:
The future kingdoms stuff will not require selling your existing estate.
There could be other kinds of estates someday, like a farmland terrain estate with massive food production (and less production of the other resources, of course)
But those estates would be the same sizes as the existing ones.

4/7/09:
Things could change, but for now, if you own a Mega World Portal, you effectively own the key to a new kingdom.

5/20/09:
I started off thinking each character could eventually own more than one house, but the game code got too complicated, and it became easier to manage with the assumption that 1 character = 1 house.
A lot of players will buy different houses for their other characters on their user account, to try out different combination of buildings.
I'm going to attempt to allow each character to own more than one 'kingdom'. One per alien planet.

5/2/09:
I'm thinking about someday adding a "Library" estate building which a player would used to research something that would be used to upgrade/enchance/craft magic weapons.
The existing Magic Trainer buildings would turn into the Library building, so both functions would be in the same building.
Something similar could be done with a "Forge" building for doing Melee/Ranged weapon research along with the Combat trainer tied into it.

7/13/09:
The animal barn is not yet released.
We haven't decided on what all it will do yet.

9/1/09:
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.



quote:

3/27/09:
Organizing Pain's ideas into categories:

Stuff that Houses may get someday:
Custom paintings. Paint-your-own-painting.
Buy better steeds and mounts for your house.
Custom colors/designs on your house ... graffiti, class symbols, NPC faces etc.
Quests to get respect from fractions or races. e.g. moglins, vampires, werewolves. And then buying guards of them.
Portal paintings to the past to fight old bosses in extreme mode.
Library inside houses. (like the one in the rip in the sky, but smaller, like a book self)

Stuff that House Estates may get someday:
Armory ... petting zoo to get guests from your house.
Maintenance and upkeep on buildings.
Breeding nerfkittens, trobbles, truffles and selling for profit.
Quests to establish transport routes to make more money from your businesses.
Quests to protect your stock when it is attacked by bandits.
Library buildings.
Custom gardens with plants and statues (of your favorite NPC) you can buy and add.
Having an underground dungeon.
Look out posts. Barracks. Farms. Windmills. Workshop (builds catapults).

Features coming (eventually) to the Alien world "kingdoms" expansion:
Recruiting builders, soldiers, clerics, expanding your house with stone (building a kingdom up in small stages).
Employ archers on large buildings ... using gold for different kinds of employees.
Forming an army of guardians (not real players) and having flanks of archers, pike men, spear men, warriors, ninjas ... cyborgs.
Making friends and enemies with different legions and races.
Becoming a king/queen of a place no one has even heard of. Throne room. Palace. Royal Guards.
Diplomats. War Generals. Employees.
Wars over land.
Wars over resources.

PVP Type stuff that just isn't likely to get implemented into AQ, since the focus of AQ has never been PVP:
Forming alliances with other players ... waging war against other players ... fighting mini wars with/against other players ...
Protecting or harming shipments and convoys of other people's homes
Stealing small amounts of resources or gold from other players at random by sending guards or fighting another persons guards.
4/15/09:
Yeah, let's stop debating on whether stealing resources is good or bad, since we're not going to add that feature.
We could add other stuff, like the fun prank ideas.

Stuff that would be awesome, but the existing house artwork is too limiting.
Buying placeable and movable furniture for houses.
Choosing time of day for your house.
Setting traps in your house. (Fun things for visitors to click.)
House appearances based on alignment (good/unity = gold, evil/chaos = black, neutral = green)
Garden gnomes and flamingos.


2009 housing thread
2008 housing thread
2010-2012 housing thread
The Estate System Guide
AQ Estate Building List
Guard Power Charts
Guide to House Guard Purchase
Guard Efficiency List
Top Homes List




I'd like to remind everyone that this is a discussion about estates and not for demands of what things should come and what should be done soon. Let's have patience.

< Message edited by etching -- 5/7/2011 5:23:49 >




TRB1965 -> RE: =AQ= Houses With Estates - Discussion (11/28/2012 7:10:27)

Watashig has made an updated Guide to House Guard Purchase.




Elryn -> RE: =AQ= Houses With Estates - Discussion (11/28/2012 9:07:14)

Added.




SIGMUND -> RE: =AQ= Houses With Estates - Discussion (11/28/2012 18:02:51)

Maybe the Houses could have a countdown system, to tell us when the next War will happen?

Maybe we could have a "Clock of Doom" as a house object.
I would probably pay 10000 Z-tokens to know this information. [;)]







Golden Emperor -> RE: =AQ= Houses With Estates - Discussion (11/28/2012 18:03:55)

I would absolutely love it, although it will be near impossible to implement since the staff are probably not aware of the order of releases in a few weeks time.




neo_manni -> RE: =AQ= Houses With Estates - Discussion (11/29/2012 1:30:51)

eh I would rather have the stairway to heaven instead ( you know the plot which is suppose to let us put plots up in the sky) wouldn't it be cool if we could build a city together up in the sky THAT WOULD ROCK!!




Artus -> RE: =AQ= Houses With Estates - Discussion (11/29/2012 3:09:50)

House levels but it unlock quests or "challenges" to Farm it would be like haven z-token fights.
A server clock
More stats not just temp ones




xDeathlordx -> RE: =AQ= Houses With Estates - Discussion (12/20/2012 1:09:24)

As I was looking over the house items in preparation to upgrade my estate. I noticed that the official encyclopedia entry for the museum was 12/27/2008. Now that we have hit the four year aniversary of zero fuctionality for this building, I was wondering if maybe, out of fairness those of us whom have waited patiently for so long to no avail, the sellback price should be raised to 800 tokens. And perhaps anyone who sold one previously should receive a 400 token rebate as well. Seriously, does that seem unreasonable at this point?




Heroes of the Scape -> RE: =AQ= Houses With Estates - Discussion (12/20/2012 1:14:48)

The thing is that just like any other item it is "Buy at your own risk"
Part of what is going on is that the house/estate system is Captain Rhubarb's personal pet project so only he is able to work on it. Things have been very busy at the Secret Underground Lair so he doesn't have a lot of time to work on it.




BlackAces -> RE: =AQ= Houses With Estates - Discussion (12/20/2012 1:31:29)

quote:

Maybe the Houses could have a countdown system, to tell us when the next War will happen?

Maybe we could have a "Clock of Doom" as a house object.
I would probably pay 10000 Z-tokens to know this information.

Such a thing would likely be impossible to implement since things can always change. So it wouldn't be practical to have such an item.




xDeathlordx -> RE: =AQ= Houses With Estates - Discussion (12/20/2012 1:49:30)

@Heroes:
Actually Z-token items have never been treated as a "Buy at your own risk" proposition. Quite the opposite in fact. While gold items are subject to change, token items have generally not been, given that some people pay money to get them. I'm not aware of one ever changing other than sell price and level. In this particular case, the features weren't implemented yet but people bought in good faith on the promise that they would be in a reasonable time frame. In fact, there were several promised dates for these features to be completed and they came and went years ago.

I have no beef with the Cap't and I don't know whats going on in his Liar, apparently you have an inside track there. He has always been very fair about things and if he is too busy then fine, but thats not the players fault either. The 400 tokens is really insignificant to me either way. But there is a principle of fairness here too and I don't think it's unreasonable at all.




Turtle_King -> RE: =AQ= Houses With Estates - Discussion (12/20/2012 1:57:38)

A very nice addition would be something that allows people to hunt rare items/monsters/quests once per day,even allowing a chance to visit events of holidays past. As would a few gold houses/estates/guards. I realize there is some gold guards but not much,and for people who can`t afford to buy Z Tokens and must earn them slowly it can take years to get much worth value. Of course to make it fair a level 30 gold estate with the same space and stuff as a level 30 Z Token estate would probably have to cost at least a million. Not to mention gold estates would never resell for more than half the purchase price unlike Z Token housing which becomes more valuable.




Ultrapowerpie -> RE: =AQ= Houses With Estates - Discussion (5/3/2013 14:03:06)

Due to the new housing update, this thread is getting a massive bump for discussion.




stuart -> RE: =AQ= Houses With Estates - Discussion (5/3/2013 16:11:36)

I for one am happy to see anything new happening on houses or estates. we will all have to think a little more following the new update and for me that is not a bad thing




Heroes of the Scape -> RE: =AQ= Houses With Estates - Discussion (5/3/2013 17:34:26)

I am wondering if this new building is all there is for the major estate update or if our dear captain has something else planed for us. Every other single building release has been given the small update title.




Rhowena -> RE: =AQ= Houses With Estates - Discussion (5/3/2013 20:07:34)

The newsletter mentions "new items and functionality," so I suspect that this is just the warm-up.




Ghengis -> RE: =AQ= Houses With Estates - Discussion (5/3/2013 21:03:40)

@xDeathlordx:- The museum is the only z-token item thus far that is a buy at your own risk... The Captain did mention that it had no functionality and that it would receive one SOON™®(the AQ definition of soon, but he did mention that it would receive functionality if and when he had the time to implement it). As thus the museum is a risky investment as you don't know how long it will take to get updated... All we do know for sure is that when it is done it will be epic due to the concepts that the Captain has put out for its function.

As to the guard change, I am a bit disappointed I thought z-token items were not meant to be nerfed, but as such my total guard investment in z-tokens that I bought to stop my level 10 buildings from being invaded are now under-performing. Just like reducing stats on a weapon or an armor after the first 48 hours is not allowed for z-token items, I would of thought the same consideration would be taken for the guards. As such my z-token items have been nerfed and are not functioning for the purpose they were originally bought...

So I have a simple question to ask... For those whom invested in enough house guards and the estate items for them to protect, under the assumption that the guards would protect their level 10 building and then had their z-token purchases nerfed way long after the 48 hour period for z-token items not allowed to be nerfed, will they be receiving a refund on their purchases?

Another way to of handled this more better if they just wished to increase z-token purchases for guards would of been to keep the old formula and just increase the level of all estate items to level 20... Therefore they would upgrade their buildings greater than level 10 and thus in turn would be required to purchase more guards. Such an upgrade would not only not nerf the z-token guards but would invoke great happiness for being able to generate greater resources and storage capacity. This would also generate increased z-token guard sales and the purchase of z-tokens to implement this considering the large price tag these z-token guards already carry.




arcangelgabrel -> RE: =AQ= Houses With Estates - Discussion (5/3/2013 21:08:41)

quote:

As to the guard change, I am a bit disappointed I thought z-token items were not meant to be nerfed, but as such my total guard investment in z-tokens that I bought to stop my level 10 buildings from being invaded are now under-performing. Just like reducing stats on a weapon or an armor after the first 48 hours is not allowed for z-token items, I would of thought the same consideration would be taken for the guards. As such my z-token items have been nerfed and are not functioning for the purpose they were originally bought...


That is assuming the original function of the estates was free gold and XP with no work involved, which it was not. The function of guards is to reduce invasions, not utterly prevent them. They are now functioning as intended.




afterlifex -> RE: =AQ= Houses With Estates - Discussion (5/3/2013 22:02:11)

I really do believe some are vastly overreacting to the most minor of changes, the housing system has gone through many changes in the past this is nothing new.




I will give a few old quotes thou:


quote:

I think I tweaked the invasion odds a bit. Higher level buildings are more likely to get attacked.

Somewhere on my to-do list is allowing visitors to defend other player's estates.
When that's finally in place, I think I'll increase the invasion odds even higher.


quote:


ORIGINAL: Captain Rhubarb
Update:
* The combined total of the Level of your Guards will lower the chance that any of your buildings will get attacked.
* Higher level buildings have a higher chance of getting attacked.

The players that have a ridiculous number of guards will likely never get attacked.


So the possibility has always been there but it by no means is a guarantee of anything. Nor was it really intended to be a major issue:

quote:

I expect that eventually most players won't worry so much, and just deal with any attacks when they would normally play, about once a day, and not worry about a few lost resources.

But.... I suppose some of you will be obsessed with maximizing your resource production!






Ghengis -> RE: =AQ= Houses With Estates - Discussion (5/3/2013 22:06:42)

@arcangelgabrel:- This is still way after the 48 hour change... And you are misguided in your use of reduce... If you read the backlog of information in regards to guard towers and house guards you will see it mentioned that a certain number of guard power will make the buildings act as if they were a certain level lower, and that at a certain level buildings are immune to attack, therefore one can easily surmise that the effect of guards to reduce invasion to 0% is not only possible but its original function.

As it stands in both English and mathematical terminology the word reduce can be used to indicate a reduction to 0... It was never stated to the best of my knowledge that guards were not to utterly prevent invasion, but instead were to act as supplements to the guard tower and as I stated above had a clear indication of what level was required to reduce invasion to 0%. As it stands my understanding of what the Captain did was reduce the guards effectiveness requiring us to purchase more guards to achieve the same results, thus ending up as a nerf (at least that's what I got out of what was done). We currently do not know how he changed the formula and how many guards would now be required to achieve the same results or if the Captain changed the formula making it so that invasion is inevitable and thus making his statement that at a certain level buildings would become immune to invasion false. Either way the guards were hit with the nerf bat hard and as such those who purchased guards are at a loss.
quote:


Question: What happens when one of my estate buildings is under attack?
Answer: When one of your buildings is under attack, it won't produce or consume resources anymore until you fight off the attacker. You also won't be able to use the buildings special options, like training or trading, until the attacker has been fought off. Higher level buildings have a higher chance of being attacked than lower level buildings. Buildings with a level of 0 or 1 and the Guard Tower are immune from being attacked. For a quick overview of which of your buildings is under attack, check your character page. Buildings that are under attack show an exclamation mark next to them.

ORIGINAL: Captain Rhubarb

One more bit of the formula:

As you know, higher level buildings are more likely to get attacked.

A level 10 building with a level 10 Guard tower on the estate has an equal amount of odds of getting attacked as a Level 2 building on an estate with no guard tower.

In other words, every 5 levels of guard tower makes each building act as if they were 4 levels lower in regards to the odds of getting attacked.


@Afterlifex:- Think of it this way... The guards required to protect an entire estate and reduce the chance of invasion to 0% is about 10k+ z-tokens about as much as all the items in the estate is worth with a fully functioning mega world portal... Due to how expensive the guards are would anyone really buy them if all they did was reduce the risk to the point that you still had to login daily to clear your estates? The z-token investment in guards in such a case would drop to worthlessness, as such they would be dead weight and provide no real benefit as you would still be required to login daily to clear your estate. As it currently stands if what you said is true then buying guards is the equivalent of converting your z-tokens to gold.




afterlifex -> RE: =AQ= Houses With Estates - Discussion (5/3/2013 22:26:20)

Ghengis one thing to remember is the rate of invasion was also lowered along with the slight adjustment to guards.
You are less likely to get attacked but guards provide slightly less befit to that end.

As you said we do not know yet, it could be a small as needing an extra guard or as big as an extra GT lvl etc..

Yes guards do less then before but it was but as one of the above quotes I provided(we where typing at the sane time) shows changes to the invasion system were always a possibility one way or another.

edit: to above comment, that is exactly what player use the MWP and resources for, they gain exp, gold and kills in wars there is no other primary function at this time.
That said originally there was no mega world portal, housing was just a fun little feature that you got on daily to check and clear. It was never meant to be dominated by a single aspect and use.

edit: also note how much you spend on guards is a personally choice, many never fully upgrade their guard tower which has always been an option. Guards like any token item give you a boost compared to a gold equivalent but that gold option was still there.
As well yes people alway have and still do buy guards just to lessen the chance of invasion, not everyone is able to get a lot of guards.




Kamui -> RE: =AQ= Houses With Estates - Discussion (5/3/2013 23:13:12)

I'll check with Captain about the formulae regarding invasions and guard tower and level of guards, although I'd highly wager that they should still be just fine. Please don't start panicking just from a couple of comments, it makes me a sad scientist, instead of a mad one. In addition we do also have more options coming for housing and estates, we've been coming up with new ideas since it IS a big part of the game that we do want to see used more.




arcangelgabrel -> RE: =AQ= Houses With Estates - Discussion (5/4/2013 0:00:00)

Really? WE? Has Captain finally relinquished his pet project for all the staff members to chip into? I hope so. I love the estate concept and would be thrilled to see more done with it.




xDeathlordx -> RE: =AQ= Houses With Estates - Discussion (5/4/2013 2:17:06)

@ Ghengis:
quote:

@xDeathlordx:- The museum is the only z-token item thus far that is a buy at your own risk... The Captain did mention that it had no functionality and that it would receive one SOON™®(the AQ definition of soon, but he did mention that it would receive functionality if and when he had the time to implement it). As thus the museum is a risky investment as you don't know how long it will take to get updated... All we do know for sure is that when it is done it will be epic due to the concepts that the Captain has put out for its function.


If you check the date on that post, that discussion took place last year (yes, that's how often this thread gets used). Though I find it interesting that you seem to be calling for a total refund on entire estates because one feature was nerfed, yet you can't bring yourself to support the idea of a refund on a single item which was never implemented at all in 4 1/2 years. I mean, why not just wait 4 1/2 years then and see if the guards get buffed again. At any rate, I decided in the end to hold on to mine in storage just in case that project ever does actually come to fruition.

@ arcangelgabrel:
quote:

That is assuming the original function of the estates was free gold and XP with no work involved, which it was not. The function of guards is to reduce invasions, not utterly prevent them. They are now functioning as intended.


I'm curious to know how some of you seem to know what all of the Captain's original intentions were for estates and guards. It seems to me that, all along the way, MANY ideas have been discussed about where it might lead. Also for many of us whose characters are at end game, the gold is virtually useless and XP is non-existent. It also required a considerable investment on our part in a portal system for which the promise in return was: *drum roll*...free gold and XP! But in truth the only "reward" for many of us now is more war kills. Not something I'm inclined to pay a lot to get.

The fact that invasion immunity WAS possible for so long would be a reasonable indication that that may have, in fact, been the intent. Otherwise, Cap't could have easily tweaked it at any time. I think it probably still is possible that immunity IS possible albeit with more investment, but we shall see.

I would be very interested to hear from anyone with perhaps a maxed tower and a powerful guard arsenal to see if they are being invaded now. If all I had to do was max out my tower, I'd probably not have as much an issue for myself since all I get out of it is war kill counts anyway. However, there are others who are apparently going to get shortchanged on their investment unless they ante up yet again.




Ghengis -> RE: =AQ= Houses With Estates - Discussion (5/4/2013 2:59:46)

@xDeathlordx:- I have been playing AQ since early 2003. I was there when Captain released the museum and there has been multiple discussions in regards to what the museum would do. The concept behind the museum has changed at least 4 times to my knowledge ranging from display to paintings, to items, to rare upgrade and finally to a resource producer with rare upgrade function linked to the trainers or a entirely new separate building. I give leeway towards the museum because Captain covered himself well by saying that the museum will receive a function sometime in the future. At one point someone suggested that if people keep complaining even though he gave out a disclaimer to when its function will be released, that he should delay it's release for a week for every complaint, he jokingly replied to this that maybe he should... This of course did not stop the complaints at all and after many vicious attacks against the Captain he eventually stopped replying to posts on the forums about estate items and for a long long time his presence on the AQ part of the forum was practically non-existent.

As to arcangelgabrel's comment on the function of guards as I stated before it is a misconception and misunderstanding on his part the quotes I provided prove that the guards have the capability and the function to prevent invasion. As to Captains originally intentions for the estate and estate items, I know them from memory and you can read some of it for yourself from reading the backlog of the AQ Houses with Estates if it still exists.

As to the guards, their value was decreased and if they have become useless at what they were originally meant to do then a refund would be in order. And as to the rest of the estate items... It's like buying a car and then paying for a bunch of extras from the same vendor such as car dice, stereo system, seat covers etc. then when you come to pick up your car they hand you over a motorbike because they now no longer sell cars... Would you not in that circumstance expect to get your money back for the car since they didn't provide you with what you paid for initially and a refund for all the extras you purchased since you bought them with the intention to furnishing the car you bought from them?




Page: [1] 2 3 4 5   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.1386719