RE: =AQ3D= Suggestions Thread and Rules (Full Version)

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Vypie -> RE: =AQ3D= Suggestions Thread and Rules (10/25/2016 5:35:43)

@PaladinKell
In the latest design notes, Artix said they will be implementing Appearance slots. This means you will have the STATS slots and the COSMETIC slots. One gives you the stats, but if you put something in the appearance slot, it covers the original appearance.




Vinter -> RE: =AQ3D= Suggestions Thread and Rules (10/25/2016 8:46:33)

* Party system, portraits.
* Doing dungeons with the party intended.
* Seperate healer and tank so you can play your role in your party.
* Minimap or somekind of map with questarrows and a way to localize your partymembers.
* A layout of your character and gear.
* Gear comparison when your in buy/sell tab or inspection tab of some kind.
* Fix targeting (I keep loosing my target when playing) Sticky targeting would be nice.
* A healthbar above players/enemies head, so you can locate and adress actions accordingly.
It might be good to make it able in settings to toggle off/on healthbars for allies contra enemies or just a healthbar above your target etc.
* When you try to kite a mob it shouldnt reset as if you trying to flee.
* The animation of the mana shield should last the entire duration of the spell.
* You should be able to press "escape" to close any menu. e.g when talking to a vendor.
* You should be able top stop autoattack with a key-press e.g like the "escape"-key.
* Keybinding for mana and health potions.
* Enable a gamma/brightness slide.
* Guardians should have the ability to heal when not a target is selected.

Your doing a great job programing the game. It is very enjoyable. Hope to see some new stuff and enjoying your game even more.
Your kindest regars //Nickname Vinter and Sommar






DiscoZombie -> RE: =AQ3D= Suggestions Thread and Rules (10/25/2016 13:45:27)

(Thank God BB code!!)
"Welcome all and thank you for tuning into Battleon Radio. We have folk classics such as 'A Grinding we will go', and that childhood favorite 'A Zombie in the Dell'. now for the first song, 'A Grinding we will go, a Grinding we will go, High ho a murder-o, a Grinding we will Go'"

In all seriousness, could you perchance make the game less grindy, though i realize it is kind of a tradition at this point.

An actual suggestion would be chain quests that ahve some sort of backstory to it, i say some as i realize that the world and game is meant to not have a central plot, but i myself like lore (not the world though that isnt bad either), and i think some sub plots adn the like could be nice, as an eventuality anyways.




Boom u doom -> RE: =AQ3D= Suggestions Thread and Rules (10/26/2016 4:29:35)

Everyone who participate in a boss fight should be able to get the loot. I'm sick of being the first to attack, first to die, only to watch the taggers get the kill and loot.




Garak128 -> RE: =AQ3D= Suggestions Thread and Rules (10/26/2016 8:24:19)

Lots of old school gamers playing AQ3D who simply can't play without inverted. Standard option in every 3D game ive ever played on steam except this one.. So yea please add it while you work on the control rebinds. It's a built in option in unity, so should be an easy add.

That and proper mouse look - eg: let use look around fully, not get stuck when our mouse cursor hits the edge of the screen.




ShadowMoon -> RE: =AQ3D= Suggestions Thread and Rules (10/26/2016 12:33:50)

there used to be a unity version
quote:

Q. What was the Closed Beta test?
The Closed Beta testing stage was the version of the game after Alpha and Pre-Beta and before Open Beta, which was from July 27th, 2016 to October 19th, 2016. You could create an account via Steam with your email or Facebook account or with an Android device to help test and provide feedback! The web version was official discontinued as Unity would no longer be supported on web browsers. Any players who participated in the Alpha/Pre-Beta tests, or who pledged via the Kickstarter and their pledge included 'Early Access,' or who purchased the Guardian Founder package were eligible to help test the game in Closed Beta. Some Early Access codes were also given out across multiple MMO websites.

- link




omgGrim -> RE: =AQ3D= Suggestions Thread and Rules (10/26/2016 19:43:48)

I believe dungeons should have three options.

1. Any level can join
2. Minimum level is required
3. Join as a party/guild (when those are implemented)

Obviously number 1 can be removed if you want to have a minimum level for all dungeons.




Ninjaty -> RE: =AQ3D= Suggestions Thread and Rules (10/26/2016 22:38:57)

@ShadowMoon: The game is made using the Unity engine, it's simply just not exported to be used with the browser plugin version of the Unity player anymore. It's still all Unity, regardless of how you play it. Therefore, the argument that the requested feature is already native to the engine, is a logical one to use when proposing to having the feature added to the game.




xxerox -> RE: =AQ3D= Suggestions Thread and Rules (10/29/2016 17:55:52)

People play mostly to dress up.

How about an option to change item skins with items we currently have ?




zeargo -> RE: =AQ3D= Suggestions Thread and Rules (10/30/2016 0:10:50)

My Suggestions:
- Quests Tracker Change. Main quest is always tracked, unless there is none. The main quest will also display location and recommended level. Optional side quest can also can be tracked at the same time as the main quest.
- Quests displays location/s on quest objective.
- Fast Travel option is unavailable to new players until after they reach Battleon.
- Fast Travel options are unavailable or locked, unless they have accessed the area. Guardians will also get the option to travel to the Guardians Tower.
- Fast Travel option in the menu displays recommended levels for the monster areas.
- Dungeon Keys aren't used until after you finish the dungeon. Only suggested to prevent players who used them to find themselves leaving due to a bug.
- Dungeon related Repeatable Quests are changed to Daily Quests. Only exception is the Event related ones.
- Dungeon Enemies drops loot for all players, regardless if you hadn't participated in the fight or died fighting.
- Inn contains a new area called 'Spare Room'. This typically designed room would contain a chest to be used as a storage to store items inside. Access to the area would be either one time only fee of about 10 gold to the Innkeeper or an Item.
- Guardian Grounds, an area before the tower. All players can access this area. Features the iconic Guardian tower with two guards stopping non-guardians from the original AQ game. Area has a pop-up on the screen telling players to register as a Guardian, which is removed if you are one. Also includes possibility to include future guardian only content, like the one I suggested below.
- Dragon Guardian Blade, Dragon Guardians only weapon. After completing the quest to form your own Guardian Blade, you can than take on the quest to create the Dragon Guardian Blade. The objective is to collect crafting materials. After completing the quest, you can buy the weapon in the shop. You can also upgrade the weapon through the craft shop to get II, III, etc. like you do with the normal Guardian Blade.
- Guardian Tavern. A new area accessed to Guardians only. Includes various NPCs offering different quests, mostly repeatable, offering higher rewards than you would find outside it.
- Mobile Promotional Offer. First time purchases on Android/iOS includes a Cape. Android will get one featuring the Android symbol. iOS gets one featuring the Apple symbol. The cape is not included in the Guardian Packages.

Thankyou for reading if you did.




Sylavin Kilerrog -> RE: =AQ3D= Suggestions Thread and Rules (10/30/2016 3:05:55)

Me, and possibly some others to, have seen in AQ3D that you have added the Doomwood area and have been wondering when you might be adding new classes like AQWorlds Doomwood class necromancer many people are wanting new skills(classes) that they don't have to pay real money for




eliminatorr -> RE: =AQ3D= Suggestions Thread and Rules (10/30/2016 7:05:43)

One of the things that I would have high priority for quality of life if I were working on the game myself, would be the ability to disable animations. By this I mean the beam of light from War Cry or the orange circle from Whirlwind or the Dragon's Breath fire. I say this because I do play on a phone, and these things at the wrong angle can utterly annihilate any frame rate I had. But that's just me. I don't have the world's greatest phone and it's not up to date, so that's just my opinion. If plausible, this would also include for mobs and their quirks, such as the Gate Wraith/Tower Wraith leaving the trail of spectral fire behind him for a few seconds.

Next I would like to make a few suggestions for dungeons, based from events within the last three keys I've used in Shadowskull Tower.

The first key, I appeared to be the first person in the dungeon and it was a TowerWraith. Two others entered the room and it was dispatched. The next room was the Necroknight floor. We dispatched him and as the cutscene was loading, I crashed, which brings me to my first point - Allow loot to be collected outside of the dungeon. I received experience and gold from the kill, and while all I do is sell what he drops, it is still something that I earned, a measly 100 to 115 gold. Allowing it to be collected outside of the dungeon would make it easier than trying to keep up with the location of drops if a Mage kites a boss and have no chance of hitting it, so you wait until it's over to go and track it down or if you kill a horde of mobs and want to kill the rest before looting. In the third key that I used, I had died when the Necroknight was on low health and managed to get a hit in on it just after it had used a Magic Shockwave, which had killed the other two players that entered the dungeon with me. As I am on a phone, I do find it hard to quickly move about to prevent damaging mobs and the Necroknight died before the others could respawn, which made me feel bad. We had all died trying to kill it, but only I got loot because I had died first, which is quite unfair, so having damage logged and kept record of after death would also be great to prevent events like this robbing you of what you earned, even if it isn't much.

The next key I spent took me immediately to an Undead Dragon. As I entered the room, I got a loading for the Necroknight defeat and the Undead Dragon died. This creates two points. First, to not have people spawn within the boss room, and second to have cutscenes able to be completely disabled after you've seen it once or played only once.

If you spawn right at the boss room, it means that you almost always have to run through again to get Dark Power or whatever else the weaker mobs might drop, but it also makes getting a rare drop easier, as you don't have to plod through the earlier floors that you don't care about. With cutscenes, people will get out of cutscenes faster than others, and if the others are two Mages that are incessant on kiting and you can't land a hit in, you don't even get a chance to hit the boss unless you are a Mage, so having the cutscenes removed or effects of infinite kiting changed would give people a chance to at least hit the mob without being forced into a specific class.




theeteam -> RE: =AQ3D= Suggestions Thread and Rules (10/31/2016 1:10:27)

Don't know if it is possible, but I think it would be nice if the dragon strike ability for guardians did a bit of extra damage as well as giving the mark. It takes too long to build the marks up and I think it leads to a lower DPS overall.

Also, I think it would be nice if the heal ability was changed. The game does not seem to be geared towards having someone roll as a tank right now, but to get as much DPS as possible. It takes away from your DPS, and it seems to me that you would be better off getting an extra hit in instead of risking a low heal.

Finally, I love the Guardian's debuff ability, but I don't like the taunt. Again, it doesn't seem to me that the game promotes having someone try to tank, and yet the Guardians have a taunt ability. I think they would be better served if their debuff didn't include the taunt.




overdead -> RE: =AQ3D= Suggestions Thread and Rules (10/31/2016 1:33:11)

Now that friend system has been implemented, players should be able to join dungeons as a group.

Even if level-lock is implemented, some players/trolls still afk during runs which drags the DPS of the group.




Miashin -> RE: =AQ3D= Suggestions Thread and Rules (11/2/2016 1:13:06)

Bank please. For all that is just I need a bank to hold all my junk treasures.




hunt70 -> RE: =AQ3D= Suggestions Thread and Rules (11/3/2016 16:25:34)

'Take All' Option

An option to take all loot from a defeated enemy (as opposed to clicking each item individually) would be very convenient, especially for crafting materials.

Updated Potion/Boost Menu for Mobile Devices

Whenever I'm fighting tough enemies on AQ3D PC version, I often use the Quick Menu to heal myself with potions. Even though it covers up most of my skills, I can still use the hot keys to fight monsters while keeping the menu open and chugging potions as needed. This doesn't work on the mobile version of the game, so either shrinking the Potion Menu and moving it somewhere else, or adding an option to minimize it would be very helpful.

Edit: Never mind on that second one. AE is granting wishes left and right: http://aq3d.com/news/november-reign/




Iron Volvametal -> RE: =AQ3D= Suggestions Thread and Rules (11/3/2016 18:36:05)

(Re-posting my previous post from the Feedback Thread as I feel like it's better suited here.)
quote:


A few things to consider(apologize in advance for my MS Paint Skills):

- Add Icons to distinguish between PC Players & Mobile/Tablet Players; Nothing too big, I'd just like to know who's playing on what. Maybe a phone icon next their name if they're mobile & a PC monitor if they're on Steam(or the Steam Logo). [Example 1] [Example 2]

- Add Party Health Bars on the screen to notify you of injured teammates/quick-select a teammate around the top right(mobile); It'd be nice to know how my team's doing & easy for me as a Mage to apply a Shield when needed. [Example]

- Add a "Dungeon Map" in the form of small dots; As everyone knows, a dungeon contains around 3-4 rooms(I think), so what I think would be useful would be that once you've completed a dungeon room, you get a "dot" to indicate you've made progress. Would help to keep track of how many rooms are left & the dots could change color depending if a teammate's(your teammates are in the room(s) ahead. [Example]

- Add a "Party Button" before any Boss Battles; taking an example from a game I used to play, Spiral Knights had a "Party Button" system where in order to progress, the entire Party had to stand on a big button in order to proceed. This was done so that the whole team could advance a section/face a mob room/boss together & not have someone go ahead of the party to steal the loot for themselves.

Make is so that if a teammates makes it to a boss room, prevent the boss from spawning & have the teammate "stuck" in a cage/barrier until everyone is there to begin the battle. Far too many times have I ran Shadowskull Tower only to have a teammate run ahead of everyone, jump the exploitable statue to go over the fence, fight the boss themselves, & exit the dungeon, leaving me behind & me incredibly annoyed when I finally arrive to the boss room only to find the portal open & the boss' loot gone because someone was selfish in a team-oriented zone. [Example]

- Don't allow us to join in-progress dungeon runs; I've wasted so many keys when I join a dungeon only to have the previous runner(s) defeat the boss & exit the final portal. Just let us start a run from the beginning.

That's all I can think right now. For now, I'm just trying to get as much gold as I can from dungeon runs & as much XP as I can from bridge farming.




overdead -> RE: =AQ3D= Suggestions Thread and Rules (11/4/2016 18:11:49)

Just a little suggestion. Can there be a notification pop-up whenever a friend goes online and offline. Or it can also just appear in chat. But please put some kind of motif with sound if possible.




jorlass -> RE: =AQ3D= Suggestions Thread and Rules (11/4/2016 21:04:33)

We seriously need a way to kick someone out of a dungeon.

I just ran the Spectral South Wing with an underleveled player who refused to leave and let someone actually capable of contributing to the party join in his place. When asked to do so, he became extremely aggressive and verbally abusive. Multiple party members reported him, but of course nothing happened before the dungeon was over. He contributed nothing to our run, but still ended up with a share of the boss loot that he did absolutely nothing to earn.

We need some mechanism whereby if 3 people in an epic dungeon or 2 in a non-epic dungeon vote you out, you're gone. Otherwise, this game will end up overrun by trolls making everyone else miserable.




hunt70 -> RE: =AQ3D= Suggestions Thread and Rules (11/4/2016 22:28:51)

^ They'll be implementing level-locking for dungeons sooner or later to deter trolls like that, as mentioned in this Design Notes post.

I think your idea for a vote-to-kick system would be a good way to prevent high-level trolls and unprepared players, if the above doesn't work. The only issue I see is that they would probably need to find a way to auto-refund dungeon keys to kicked players.




TheFlier -> RE: =AQ3D= Suggestions Thread and Rules (11/5/2016 8:12:52)

Hello my name is theflier in aqw and aq3d and I would like to share some ideas for aq3d to improve it.
First of all aq3d is starting to look great,and aqw in general was a big success,but now that aq3d is 3d mmorpg I would like to have a different feeling than aqw and I would like to have some real life effects like water and the sky or even the ground .
I was a big fan of Skyrim and I loved all in that game,water,ground,and air.
My ideea was to be able to interact with the environment,to swim,to fly and when u walk on snow to see your track,the weather system to change
Like in this game it’s a perfect example of flying and swimming
https://www.youtube.com/watch?v=Yv23ymoZ-Jc
My other ideea was to implement in the future the ability to equip individual weapons and sheath them when u are not attacking,for example if I want to have a sword and a shield to be able to choose the sword I want and the shield I want,or a dagger and a shield,or dagger and a long sword,or a bow and a dagger the combinations are infinite,heavy swords,hammers etc to be carried on the back and one handed sword and a shield sideways,if there are 2 swords on the back to look awesome .
Another thing that I would like to see is mounts,I mean to be able to mount a pet and at the same time to see the armour that you are wearing not like the guardian thingy where it changes completely when u equip your horse so if u can add that and the ability to atk from mounts you are a true GM.
I have high hopes for AQ3D hope you can implement all the ideas in the game,try to play a little of Skyrim or even Perfect world international,I would like to get that RPG feeling from aq3d like I do from Skyrim.
Thank you for your time and I hope you will use my ideas for the game.



local://upfiles/503374/81E020ED8953442A91F49478DF49305C.jpg

Removed image tags. Please do not use image tags in this forum as it is considered spam. ~Rickyb20




DiscoZombie -> RE: =AQ3D= Suggestions Thread and Rules (11/5/2016 20:12:43)

In the comments of the newest news article on the AQ3D website, a user called Nightlocke suggested a sort of vast near endless dungeon, that has normal mobs and the like that gets more difficult as you ascend, this is an idea I had using that concept as a base. So here goes, feel free to comment and suggest things.

So the dungeon will be a tower, with a vast number of rooms, In the lobby there would be 2 or so portals, each portal would lead to a separate version of the dungeon rooms, one portal for Levels 8-11 or so the other for 12-15 or so. The higher level portal would lead to a more difficult dungeon version not an epic version mind you atleast not to start, just more difficult. Every 5 rooms there would be a Mini-Boss class Mob, while every 10 or so would have Boss class Bobs. But that would change as you progress up the tower.

Nightlocke had suggested a max of 100 rooms or so, which I think will work. Each boss and miniboss would have drops, and the Final Boss would have a low chance to drop gear, much like the Final Form of the NecroKnight in Shatterskull Tower. I am imagining that in the lobby there would be more than one NPC, for quests and Crafting and whatnot. Possibly if this is made to be a vast continuing dungeon, every so often there would be a rest room of sorts maybe with easter eggs and other fun stuff to take away any monotony from a massive dungeon such as this one being proposed.




iRyan -> RE: =AQ3D= Suggestions Thread and Rules (11/6/2016 22:40:04)

i would like to see the following (these are my suggestions)

stash(storage chest) right in the middle of town

dungeon mini boss and main boss indestructible chest instead of drops. (so when the boss dies it drops a chest that any players dead or alive can interact with) the loot system is unfair for dungoneers.

20% more quests per area and a whole new area between Livingstone caverns and doomwood forest. or drop the lvl of the slimes under the tavern to lvl 8-9 and make it a bridging level between the for-mentioned areas.

costume equip (have regular equip that lets players wear gear then a costume equip that overlays the visual aspect of that specific part) eg. i have on shadowed plate helm but i can costume equip brutal horn so that i may keep the better stats but still rock a unicorn head.

a dungeon screen button system that lets player boot any players that don't meet the requirements, for eg. you join the Halloween dungeon and there is a lvl 5 player. you don't want to carry. so you select the player screen. any player that is not within 2-3 lvls of the loot lvl, or has less then 3-4 of the required gear score will be teleported out of the dungeon and given a 5 min debuff. (this may seem overly convoluted but its a system that is fair to players.. that don't want to carry anyone. but still gives other players the option of carrying a friend ect. any sort of level requirement would destroy the players ability to carry their friends.)




Techshaman -> RE: =AQ3D= Suggestions Thread and Rules (11/7/2016 14:16:40)

Refinement and reforging and quality improvement
Something to make people spend boatloads of money just because they like the armor style and want to make it better for them
Refinement allows you to boost the level of an item and the stats of it accordingly... the stat improvements are based on the difference in average stats between the levels... if a level 10 item has on average 20% higher stats than a level 9 you can boost your stats exactly 20% when you refine... even if there are some level 10 items of the same quality that are 75% higher stats or some with 5% higher stats, the improvement is fixed at the average difference between items that aren't limited (rare or no longer obtainable)
Quality improvement allows you to turn a green item into a blue item or a blue item into a better one at the cost of a massive amount of gems and a chance of desolving an armor pieces quality back to its original quality or failing to improve it... you can effectively turn a common item into an epic item if you improve it enough but the chances and cost is not worth it unless the items stats are extremely above average. There are some pieces of gear that are green with the power of a blue of the same level... transforming it to an epic will make it more powerful than any epic gear that you can buy but it could cost anywhere from a hundred to a thousand dollars depending on your luck
Reforging allows you to switch out up to 3 stats, each additional stat you reroll if it's not the same stats, costs double as much or triple as much as the last one... the cost of each reroll on the same stat also increases and you get to choose from a list of random stats with random numbers from below average to above average... for an uncommon item, below average would be common item stats and above average would be rare item stats



The training grounds and coin caverns monthly event
Make an area filled with training dummies and weak monsters with really high levels and trainer bosses that's solely meant to boost levels
Make it only available on one weekend every month and make an entry fee of a large amount of gold or a small amount of gem things for each time the event opens up.
Sometimes without warning, instead of the training grounds opening up, a cavern filled with ridiculously powerful creatures that drop chests full of coins is available... this cavern of coins can only be entered if you have a pretty decent amount of gems but the potential rewards is massive amounts of coins depending on what level monsters you fight... you need to be very strong to solo even the level 1 monsters because all of them have massive amounts of health and pretty high damage... the caverns of coin isn't for those who lack the courage to face impossible odds



Special purchase pack sales
Have a rotating list of bonus items that you can get in addition to the gems you're purchasing
Potion super sale? Get a boatload of powerful potions with your purchase depending on how much you spend
Gold super sale? Get a boatload of gold coins with your purchase depending in how much gems you buy
Experience booster super sale? Get a boatload of experience boosters with your purchase etc etc.
Every time they add something new to the game like honor points for buying special pvp gear, a new super sale comes out for it.
Get loaded down with limited time super sales that only come out once a week or wait till the epic sale comes out once a month and double down on rewards... you can only buy one sale package per sale period but the rewards are worth waiting for... or if you can't wait, just settle for the bonus sale that exchanges a little bit of the gems you buy for more than its weight in gold or experience boosters or whatever you want.
Or you can choose a starter pack bonus with 1 inventory expansion 10 slot item and a bunch of potions and experience boosters
If you like to have a lot of friends you can purchase a 5 dollar pack with 2 friend slot items or a 10 dollar pack with 5 or a 20 dollar pack with 2 friend slot x10 items or you can go 50 dollar pack and get a whopping 4 friend slot x10 items and 2 guild member slot x10
Inventory sale that comes with up to 4 inventory booster x10 and 3 free special item slot x10 items that are meant to hold special items like rare or limited items that are no longer being produced or available to obtain in game, or items that you can only buy with dragon gems.
The guild booster sale comes with massive amounts of free guild upgrades like stat bonuses and member limits that can only be obtained by guild members donating to the guild with gold or dragon gems.


Hero essence and experience selling
A member of a race of super beings with great power returns to the world of lore from a time long passed... this specific member once posed as a god to be worshipped and receive tributes from all over the world of lore before the time of magic... now the false god begs for table scraps, how the mighty have fallen.
He offers to turn your experience into a commodity that many powerful beings seek in mass... a commodity known as the essence of heroes... 100 experience can be exchanged for one essence of heroes at the cost of 100 gold and 1000 essence of heroes can be exchanged for 1 essence of elite heroes at the cost of 1000 gold... and 1000 essence of elite heroes can be exchanged for 1 epic hero essence at the cost of 10000 gold
Essence of heroes can be used to purchase level scaling gear that gain strength as you level depending on what level it was when you got it... if you get it at a higher level it costs more but the stat bonuses improve at a higher rate.
Essence of elite heroes can be used to purchase legendary gear, not common green, not uncommon blue, not rare purple, but legendary orange... well you could settle for rare gear for cheaper I suppose... of course you'll need a lot of essence for that, around a hundred thousand for legendary and a few thousand for rare
And finally the greatest hero essence... an essence that proves to the world that you've exchanged billions of experience and trillions of gold... the epic hero essence... with no less than a million, you can purchase the most powerful gear in the game, the gear with the name that sparkles a shimmering gold when you view it from your character menu... epic gear... with stat bonuses that will make you a force of reckoning without even completing the set and an epic class that costs 10 times as much, the epic hero... a mix of mage, warrior, and healer skills with a mana burning skill that summons a dragon companion until it burns all of your mana or you despawn it... the dragon uses your mana with each attack it uses plus a tiny slow mana burn just for being out... the other epic hero skills include the adrenaline bluster (strike your foe with such staggering force that it rips open old wounds and boosts your future attack strength, dealing bonus damage depending on how much health the enemy took during battle), muscle venom (poison your foe, slowing its movements to allow easier crits and cause 1 second staggering for each critical attack it takes), vampire wings (a wave of red energy stretches out behind you like wings before wrapping around all foes around you and pulling their life essence into yourself, deals heavy area effect damage and heals self for a percentage of damage dealt)
The epic hero equipment looks like one punch man's suit and blank face
Merged quadruple-post. Please do not multi-post, it is considered spam and only clutters the page. Next time use the [image]http://forums2.battleon.com/f/image/editflat.gif[/image] button to add in any additional information to your post. If you do accidentally make an extra post then use the [image]http://forums2.battleon.com/f/image/deletemsg.gif[/image] button to delete that extra post. For more information, please read the =AE= Comprehensive Forum Rules > Posting Behavior. ~Rickyb20

Items that can no longer be obtained should have black names... normal black for rare quality or lower, a deep bold for legendary quality, and a fancy font with a dark shroud around it for epic quality items that can no longer be obtained, also known as ancient items




Phlynch -> RE: =AQ3D= Suggestions Thread and Rules (11/7/2016 18:43:34)

Really simple suggestion, add an in game clock so I don't have to constantly pull the top bar down when playing on my phone.

It's really annoying to have to keep that top bit of the screen constantly covered to make sure I don't go over my lunch break.




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