=AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (Full Version)

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Zyrain -> =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/9/2015 12:39:49)

quote:

Four Drops And A Trolluk
By Cysero on Friday, August 7, 2015

Four Swords And A Trolluk!
Smash Mash, the Trolluk in Battleon just got an upgrade!

[img]http://aq3d.com/media/1258/aq3d_4_swords_feature.png[/img]

In addition to raising his level and playing with his HP and damage a little we have also added 4 new, fairly hard to get weapons to him.

There are three new Level 1 Swords with superior stats (That means they have stats that belong on level 3 weapons), and the GOLDIE SWORD: a level 3 sword with superior stats (level 5 stats on this level 3 sword) making it the most stat heavy and arguably the strongest weapon in AQ3D!

Each sword has a 3% chance to drop but Smash Mash also drops Grandma's Pants which you can turn in to complete a quest in Yulgar's Inn.

[img]http://aq3d.com/media/1259/aq3d_4_swords.png[/img]

Smash is level 10 now so he's slipperier than a greased gut-weasel. Expect to miss him a LOT, but working together, trading aggro and kiting him around you and some friends should have no trouble bringing him down without getting pounded flat.

Next week we should be expanding the game with some new quests and opening the new DoomWood map to all alpha testers for you to explore and play around in.

Good luck, heroes!

Oh... and In case you missed this, you should watch it, LIKE it and SHARE it!





Evangel -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/9/2015 13:32:29)

The one thing I dislike about this is the fact that they're all recolors. I really hope this doesn't become a trend in the future.




RKC -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/9/2015 13:42:14)

I hope they are just doing this to show how weapon level and stats work on the game and not just using the same weapon and changing the color and naming it a new weapon.

Got the goldie sword on my first try[:D]




blllaaaaaaaa -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/9/2015 14:30:11)

@Above: The game is in Alpha, what do you expect?




Nightmare AQW -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/9/2015 22:05:16)

Doomwood looks awesome. Can't wait to explore the new area!




LouisCyphere -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/10/2015 1:29:12)

I know it's still in Alpha; but, I'm worried on how releases will go on. I hope it will not be like AQW where it can be too grindy at times.




ninjakillzu -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/10/2015 1:41:53)

My character is just a blue flame if I have the goldie sword equipped.

Edit: Nevermind I fixed it.




Shadowhunt -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/10/2015 13:56:58)

Has anyone actually figured out how the aggro works in this game? Because Cysero says you can trade it but it doesn't seem to be a simple matter of just the last one to hit taking the aggro.




David the Wanderer -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/10/2015 14:10:05)

@Shadowhunt: I'm not sure, but I noticed casting fireball from some distance seems to draw aggro. Maybe it has to do with dealing a certain amount of damage?




Shadowhunt -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/10/2015 14:14:57)

Ah, yeah I guess it could be whoever has done the most damage. It's sort of hard to tell since our hit rate is something like 2% [&:]




LyRein -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/10/2015 14:40:51)

Then they seriously need to fix the aggro system.

HOW WILL I TANK IN DUNGEONS NOW




afterlifex -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/10/2015 15:49:34)

Aggro can switch but it seems to be hard to do. I don't know how many times I had to run away from the boss in town & with people attacking it & it kept coming after me.
It would make since that it would be hard to get rid of if you hit with a spell however given its higher dmg.

Go deal with the aggro from http://quietube7.com/v.php/http://www.youtube.com/watch?v=FFmn9Zz9txM (9:20) or even the idea at 6:25




Vexx -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/10/2015 16:59:04)

quote:

Has anyone actually figured out how the aggro works in this game? Because Cysero says you can trade it but it doesn't seem to be a simple matter of just the last one to hit taking the aggro.


@Shadowhunt
For the time being, the aggro system works like this:
The enemy will attack the person with either most damage, or most damage x4 in terms of health healed. So if your friend were to attack a Trolluk and hit it for 23 damage but then completely stop attacking, you would need to heal him for 93 health or more before you would pull aggro. Damage wise, if your friend hit the Trolluk for 23 damage and then you hit it for 12 and then another 12 you would pull aggro.

It feels like you have aggro for a lot longer than you should when you're fighting Smash Mash the Trolluk because he's level 10 and we're level 3. The massive level difference causes our hit chance to be VERY low, resulting in aggro really only going to whoever gets lucky and lands a hit since they'll keep the aggro until someone else gets lucky and lands more damage.

On that note, I don't doubt that it'll be much easier to handle aggro once we have skills implemented for each class. Right now everyone has the same skills, and mostly the same stats from gear so everyone has an equal chance of pulling aggro at the start. However once skills are implemented for each class, there'll most likely be a tanky class with increased aggro generation, a dps class and so on.




blllaaaaaaaa -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/10/2015 17:02:32)

@Undead Lunatics: So it is possible to program a class to naturally pull aggro while pulling lower damages? (I know it is in others but I'm unsure on the Unity engine.)




Vexx -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/10/2015 17:11:40)

quote:

So it is possible to program a class to naturally pull aggro while pulling lower damages? (I know it is in others but I'm unsure on the Unity engine.)


@blllaaaaaaaa
I haven't toyed with Unity enough to be certain, but seeing as how healing was originally pulling aggro with a much smaller requirement (was equal to damage, so if someone hit 23 and you healed 24 you pulled aggro), I think it's definitely viable and Zhoom is probably already playing with it.





LyRein -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/10/2015 17:27:03)

Yeah that would be great actually.

If they make 6 or 8 skills to combo with, add the fact they plan to have all classes be able to heal themselves, I could tank like a heavy class and do spell-based attacks.

Battlemage op




Ankh -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/11/2015 17:35:21)

I like how you can stack the drops. Like I've got 2 Goldie Swords in my inventory, and I think that is a great add to the gameplay, as now you can farm items that you can sell for some sweet gold, but still keep one of the items to showoff with. Also if you have a drop, and your friend wants it too, then you can help him, and get the item again, and then sell it for a nice amount of gold, so you also get something for helping out your friend. :P
I don't know if it's a bug tho. I don't hope so.




Space Robin -> RE: =AQ3D= Design Notes August 7th, 2015: Four Drops And A Trolluk (8/11/2015 19:36:29)

I got all the swords but the red one. I keep dying... Sigh, it seems the Trolluk really likes me since it insists on following me until death.




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