About the numbers. (Full Version)

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Phlynch -> About the numbers. (2/24/2016 23:24:20)

At the moment everything is a huge grind. This makes sense for testing, because you want people doing the same thing over and over until something breaks. But I would like some reassurance that when the game goes live you will be able to get something and/or level up in a reasonable amount of time.

Also, can we put more thought into enemy NPC levels this time? Because in AQW they are meaningless. We have level 30 monsters dying to level 16 players, and level 16 monsters who can't be killed by level 30 characters. Monster level is supposed to be a measurement of what level you should be to comfortably kill it, but that only works if you start with that philosophy from the beginning.




speedmeteor101 -> RE: About the numbers. (2/25/2016 13:34:03)

^ dis dude on point




oishii -> RE: About the numbers. (2/25/2016 14:49:16)

Is there an issue with the monster levels currently?




speedmeteor101 -> RE: About the numbers. (2/25/2016 17:20:36)

I personally don't think there is. I think it was just a heads up.




Fallen Crest -> RE: About the numbers. (2/25/2016 20:49:16)

There shouldn't be anything wrong with levels currently. I've noticed they do what most games do; level difference determines miss rate and reduced damage.

AQW never did that, so that's why you see level 16's killing level 30+ monsters.

Try fighting anything above your level in AQ3D, you'll notice the miss rate compared to lower levels is increased and damage done is lessened.




konintje -> RE: About the numbers. (2/29/2016 9:34:16)

I think only the regular skellies on the doom wood tower bridge seem off.




Phlynch -> RE: About the numbers. (3/9/2016 16:03:24)

quote:

There shouldn't be anything wrong with levels currently. I've noticed they do what most games do; level difference determines miss rate and reduced damage.

AQW never did that, so that's why you see level 16's killing level 30+ monsters.

Try fighting anything above your level in AQ3D, you'll notice the miss rate compared to lower levels is increased and damage done is lessened.

It's not just that, in AQW, the monster levels have literally no bearing on the stats at all, so one lvl 15 monster could be a pushover for a level 10 character, while another could one shot a lvl 20 character.

The little number by the health bar is literally meaningless.




Vypie -> RE: About the numbers. (3/10/2016 13:59:11)

There's something that needs to be thought about. When you want to make an enemy boss, you can't just increase its level.
If you do just that, with the way Hit/Miss systems works (they are directly tied to level), you end up with an enemy that will dodge basically all of your attacks. Its not a fun battle.

Instead, only the other stats should buffed, and the level staying the same. You want to be able to point out at that monster and say "This monster is a boss designed for a level 15 challenge".
Sure, it may even be stronger than regular monsters of level 30, but that's exactly the point. Most of the time that means it is just a challenge for a GROUP of lower level players.

To not create confusion between normal monsters and these 'stronger-than-normal' monsters, what you usually do in games is to add a special portrait, to show to players they are "Elite" monsters. Or even "Super-Elite" portraits.


But even regular plain monsters should still have some variety in terms of power, not counting the level. Variety is interesting, and if monsters had the same expected challenge rating all the time, you would just have to compare your level.
Having monsters of different power is okay. Its a natural thing to have in a world.
Two monsters can be of level 10, one weaker than the other. That's fine, maybe the weaker type of enemy attacks more frequently in groups, or the stronger type has better loot opportunities.
But both are level 10, and THAT simply tells you they are a challenge directed at level 10 players.




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