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