Vypie -> RE: =AQ3D= Suggestions Thread and Rules (1/14/2017 13:55:57)
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Its not 'Adventure Quest' in 3D. Its a new game, it just uses the same/similar lore and world. Because its an RPG, you will see all sorts of similar mechanics, stats, etc. It doesn't HAVE to be the same, and I would like them to add fresh, new things. :) There's a big problem with Elemental damage & other damage type variants, and I will try to explain why it is a bad game design. Elemental damage is just a cheap way to add variety, and most games today learned from old mistakes. It doesn't add anything new to the gameplay, no depth to the combat, and doesn't change the way you play. It only makes certain enemies harder to beat if you don't have a specific elemental armor, but when you do, it becomes too easy. These elemental specific items would suck, for the most part. But for certain enemies, you would have to farm entire sets of items to stand a chance. A set for water, another for fire, lightning, etc. The combat stops being about about your skill, class or abilities, and it ends up just being about how high your Elemental stats are. Of course, we could make the elemental damage/resistances not make that much of a difference, but then if its not required to win, why would someone even bother farming those extra items that will be of no use anywhere else? Its a waste of time to create those items for a game, if they wont offer any real differences, and would clutter all of your inventory/bank. Now about Physical damage + Magical damage: Its not as bad, but end ups doing just the same. Being a game that enables you to change class at any time, having to have to change to different sets of armor every times you want to swap, it becomes a hassle. It requires you to farm twice as more, to get upgrades to both magical classes and physical classes. This discourages you to swap to another class because you might not have the "correct" gear. The way it is now, all items can be useful to ALL classes, and that is GREAT! :) It is much, much better to have different stats, but where all of them can be useful. Even if a certain class might benefit more from 'Crit' stat, or another from 'Defense'. They are all stats that can benefit you, even if you don't consider them the best for your gameplay of choice. Rather than having 'damage' stats that are useless to certain classes (which doesn't add variety, only limitations), you could have different ways to increase your overall damage. 'Attack' and 'Crit' are already offensively oriented stats, but you could also add a stat like 'attack speed', which would increase the frequency of auto-attacks. This is a different way to increase damage, useful to any class, but depending on the skills/mechanics of a class, that class might benefit more or less from it. A stat like 'damage reflection' could be used with any class, even if ranged classes would sometimes benefit less from it, because they tend to avoid damage most of the time. Or 'leech', making you gain health from a portion of your damage dealt. Any class can use this, but its more beneficial if your are the one taking damage. You see? all stats CAN be used. None are excluded from any class, even if not all stats will be useful all the time. And these stats can change your strategy a bit, and enhance your preferred gameplay. Now, you might still want different sets of equipment, but then its because of gameplay choices, and not a stat limitation.
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