Important matter for succes! (Full Version)

All Forums >> [Artix Entertainment Games] >> [AdventureQuest 3D] >> AdventureQuest 3D General Discussion



Message


ernitis -> Important matter for succes! (12/5/2015 5:46:48)

Hello.

I don't know if this has been stated or planned, so my apologies if it already is.

As it was stated in the livestream there will not be weekly updates. People will get bored faster if they have nothing to do. Like some have stated, this game needs something like territory conquering. People love to be involved in a game, especially if with strategy they can achieve political power. Giving players the option of conquering (in guilds) will make players strive towards levels and power making them play alot longer even if there are no updates. This could also make ways for wars between guilds, which would also extend playtime. Also stuff like pvp or and economy would help loads as well.
Please think about this. Players need to do something other than leveling until the next update. Updates need to be something like a secondary thing while the primary would have to be the pvp, politics, economy...ect.

Also, the sidekick system seems like a horrible idea. There would seemingly be no need for leveling as long as you have a friend that is high level. This removes motivation to level up and in turn playtime. I would sugguest a system where you can temporarly decrease your level for more fun in low level dungeons. Please think the sidekick idea through. Is it really a good idea?

EDIT: I forgot to mention that if you keep the players busy with theese features you can take more time developing updates.




Wolfofdoom3 -> RE: Important matter for succes! (12/5/2015 6:33:25)

Well I don't think they can impliment that much stuff yet.Anyway for dungeons you could just use low lvl equipment.




ernitis -> RE: Important matter for succes! (12/5/2015 7:34:04)

Yeah, not now. I meant after the game is released.

I guess you are right about the equipment in low level dungeons




Wolfofdoom3 -> RE: Important matter for succes! (12/5/2015 9:16:40)

Well if they are lucky maybe they can.Everything is subject to change.




ernitis -> RE: Important matter for succes! (12/5/2015 9:23:05)

If you are refering to weekly updates, it is impossible. If you watched the stream, you probably heard that it takes one hour for a 2d item and 2 days for a 3d item. Not realistic with their small numbers.




Wolfofdoom3 -> RE: Important matter for succes! (12/5/2015 9:43:23)

....Where did I even mention weekly uptades?




ernitis -> RE: Important matter for succes! (12/5/2015 10:44:34)

I didn't know what you were referencing to on your previous post... Oh well, mistakes happen :P




Rezilia -> RE: Important matter for succes! (12/5/2015 18:51:42)

I am completely against this. Having played hundreds of MMOs, I have found that any guild system which allows wars becomes completely toxic, the game becomes centered around guilds, and thus the community ends up ruled by toxic guilds.

So, no. If you want to go play a strategy game, there are plenty out there. I'd rather roleplay in a roleplaying game than have to worry about whether or not my guild has to pay taxes to the guild that conquered its territory.




speedmeteor101 -> RE: Important matter for succes! (12/5/2015 19:09:11)

If guild stuff doesn't work, I think to make up for the non weekly updates, they could just have a weekly grinder quest that seems impossible to complete (like something that'd hypothetically take an hour of slaying certain monsters). Then if they offer some really awesome reward, players would be way more motivated and less bored. Imagine this [i doubt they'd ever do this but this is just how i imagine it]:

You walk into Yulgar's Inn and there is that stranger that comes every two months with an awesome armor set. Last week was the guy who comes once a month with a new weapon). You are excited to see what he has to offer. He explaines that each week you must complete a quest in which an unreasonably high amount of monsters somewhere on lore must be slain. Each time you complete the quests or the chain, you get one piece. Now he only stays for one week and gives, collectively 1 quest a day. So you must either play each day or something or play 4 hours to get your cape, sword, helm, and whatever other armor there is!!! then the last day, he says that you could trade in this awesome, high stat armor for a lump sum of gold. Now you must choose... high stats or biiiig money?

This is the kind of thing.... grinder quests with big rewards... that'll keppem from being bored. Then ass the team writes, models, and animates for the actual main story going on, players will have something to do and will have, or have enough money to buy some cool armor and weapons to take on that part of the story... should I add this to my suggestions or do you guys think this is kinda crappy?




Rezilia -> RE: Important matter for succes! (12/5/2015 19:13:31)

^

Or we could cycle war meters, with defeating X monsters of a certain type allowing access to certain personal rewards, with community rewards if the community hits the meter cap.

... In which none of rewards are overpowered, but rather are cheaper versions of similar items at that level.




Syldiva -> RE: Important matter for succes! (12/5/2015 19:15:04)

@Speedmeteor
That sounds great! I would be totally psyched to have an elusive-rewards guy come around with limited time gear that you can get through playing! [:D] Maybe it could just be a token system though instead, where you get tokens for shorter "go slay monsters" or "bring this back from this dungeon" quests, so that those who can't play for several hours straight can still gradually get up there. Sort of like with token-farming for merge shops in AQW. c:




speedmeteor101 -> RE: Important matter for succes! (12/5/2015 19:25:03)

Yeah that's even better! Like trading how ever many quest resources instead of the awesome armor for a certain amount of tokens. Then let's say one random day each week there is a quest that supplies a lot of tokens or something... then players would come back each day hoping to get their share... then give tokens a moderately high sellback price so players can farm that way and put awesome items in the merge shop for tokens. I still think the armor sets or items should sort of rotate each week. so let's say you saw something you liked but couldn't get it for that week... maybe if u save up for the month, the item will come back the same time, again next month. Then after 8 weeks pass (2 chances) new items are put in the merge shop. So those who don't have time, get it and then next month you get the same opportunity. Whaddya think of that? good or naw?




Rezilia -> RE: Important matter for succes! (12/6/2015 4:28:26)

Under absolutely no circumstances should there ever be OP limited-time items. That's part of why people left AQW.




ernitis -> RE: Important matter for succes! (12/6/2015 7:05:52)

We don't want to make this game be called "grind quest 3D". What would the players do when they finish grinding? If it would take about 4 hours to get armour that is made once per month, what would they do after? Plus, not everyone will want armours or weapons. I for one am going to get a dragonlord class if it is going to be made and never change. I like the war idea for cheaper weapons of the same level. All we need is for players to do something fun between updates that virtually can never end. Wars between guilds imo is the thing. If you have any other ideas, please, go ahead.




speedmeteor101 -> RE: Important matter for succes! (12/6/2015 11:34:03)

@ckdragonck
There wouldn't be OP items... just slightly better. Kinda like how in DF OP= Doom Weaps, regular=64-76, slightly better for same lvl= 72-84, then for same lvl the one about "the lucky shots" = 20-90. Then for stats of the things they'd do some sets geared towards how powerful your attacks are, how powerful your defense/endurnace/health is, and how high your chances of hitting or blocking/dodging would be. Then you wouldn't have to worry about it being OP and you'd be able to hope that an item with very similar stats comes around again if u miss it both weeks. Then with trading, which is planned, this could get even more complicated and better.

@ernitis
It's not about grinding. It's about those players who want to play all the time (eg an hour a day) to be able to come back every day [optional]. The new feature here is not the grinding as that is just "collect this," "go on a scavenger hunt and find this," "slay 200 of these and bring me their guts." The new thing is the reward which, as how I explained above would be different. And they could add weekly wars with a similar function to the grinding quests (special rewards) when ckdragonck said "cycle war meters, with defeating X monsters of a certain type allowing access to certain personal rewards, with community rewards if the community hits the meter cap. " This would be a great Idea. Then PvP would maybe have it's own shop or no rewards at all that will ALWAYS be going on (hopefully they could add in CTF and 5/5 team deathmatches or something) so players could get bored of pvp and wars alone waiting for the story to develop. Also the optional grinding here won't be the same quest, but the same idea, so, yes it can get boring but with all the other features and friends online, it could actually be pretty fun. And they can do one armor a week. All you need is a couple models and a lot of textures :P

And now that I think about it, you can use the rotating rewards idea for grinding, pvp rewards, and meter wars. So depending on what kinda person you'd be, these could all work out.




ernitis -> RE: Important matter for succes! (12/6/2015 12:09:45)

@speedmeteor101

There will be endless wars like vampires vs werevolves so that will keep us occupied. I just hope the team will come up with something to do while we wait.

EDIT: Reading the other posts, a good idea would be an economy. People seem to want non combat classes/professions, and if trading is a thing, an economy might be made, extending the playtime greatly for most players. An economy alone will add a layer of immersion that the players are sure to like. This, however, needs to be thought out throughly, otherwise it could be made useless or maybe over-powered. There would need to be powerfull items that would be made with this so the players will have motivation to actually drive the economy forward. This truly needs to be discussed however before acutally taking any action.




Gjappy -> RE: Important matter for succes! (12/11/2015 13:12:30)

Hello, and blessings to all of you!

First of all; since this is actually a suggestion I will either close the threat or move it to AQ3D suggestions.

And yes, keeping our players busy while we design new releases and content is indeed a thing we will need to think of.
So far I am only able to take idea's but as you saw in the stream, it's mainly Dage the Evil and Yergen that go about which idea's we implement.

Will we implement trading?
Yes.

Will there be guilds?
Yes.

Will there be PvP?

Yes.

Will there be guildwars?
This depends on how we implement pvp.

Will there be wars?
Yes.

Will there be grinding/farming?

Yes.

Will there be crafting and second proffessions?

This depends on how the trading system is going to work.

Will there be item tiers/rarity scale?

Likely so, so far we plan to leave most items available in a way.
As goes in other examples: common/rare/epic/legendary possibly like that.

I hope this answers most questions. For further suggestions please use the Suggestions Thread.
~Gjappy





Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.140625