My Review Of AQ3D (Post yours here) (Full Version)

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megakyle777 -> My Review Of AQ3D (Post yours here) (7/28/2016 7:59:28)

First of all, I am aware that in it's current from AQ3D is a currently evolving product. Therefore, any good or bad points I raise here can change at any time. This is also more likely to be a rambling about AQ3D more then a explicit review. Also, I am but level 5 as of this review.

Okay, so I WANT to like AQ3D. I REALLY do. I paid £120 for the Kickstarter so of course I do. But as it is right NOW, I'm not having a lot of fun. I see great potential in some of it's ideas but terrible execution.

I like the idea of dungeons. WHile I'm againt the idea of timegating such a important aspect of AQ3D, I see why it is done, and I like how more Dungiun keys were added then the originak amount. HOWEVER, the charge time between keys is still far too long, especaly since not only are you not garanteed anything from them but also it takes time to complete. While I understand timers are needed, a drastic time reduction is needed here between keys. I reccomend a hour and a half rather then 3 hours. Also, if you are logged off and have them overrun, maybe have the extras become something else so it is not lost? Also, MAYBE have dungeiouns give out a Garanteed reward, and slightly more XP/Gold from foes?

Boss Random Spawns: I'm gonna say what I said in another thread: BAD. IDEA. Or rather, it COULD be a good idea, but not the way it's done now. Rather then have a normal foe spawn and have a boss have a chance, instead have the boss as the normal spawn, and as a Rare Spawn have a harder or cooler boss with a rare item (maybe one of the merge items to save on drops or ensure a garanteed way and a luck way?). This allows players to get the quest done first shot at it, but also incites farming for items. Everyone wins. For example, right now the spawns are Sneevil and King Sneed in Greenguard. INSTEAD, have King Sneed be the normal spawn, and have a bigger, more ornate Emperor Sneed as a rare spawn with a chance at one of the merge crowns. Also have this rarer spawn count to any quest also to avoid annoyance or confusion. Speaking of quests...

SOME quests are alright. However, there are a lot of quests in game that either are FAR too grindy (Killl 30 eyes for the main greenguard quest and twenty for the side quests) And ome that do not give rewards appropriate for the effort. A lot of the time I feel like I am on a grind wheel rather then having FUN. I would also reccomend adding a Track Quest option in the NPC's quest when it is given to save time and frustration.

Item crafting COULD be a good idea, and I DO get they want to avoid overflow of ecnonomy. However as it is right items items feel way too limited and few and far between. While not a bad thing in and of itself, it can cause issues, as obtaining a good set of items for levels can be a issue and rely on annoying timers. I am going to borrow another forumites idea here and say that I recommend allowing store-bought standard items, and having crafted items 'premium'- high sellback values, and better stats than store-bought items. This would allow people to obtain items if needed but would get them to seek other items for better stats and value. I would also MAYBE reccomend adding a slightly higher drop rate for all items, although not extremely so. If my other suggestion of extra bosses is followed it might be good to give them higher drop rates also? I would also SRONGLY reccomed adding a hover over description when in craft shops that allows you to see where the needed items can be found. This will make finding those items easier for players.

XP/Gold Boosts: Now here some people may disagree, but I feel this is my opnion. I would sugest adding a permanent XP/Gold boost item that applies it permanently to your account, for a significantly higher price then normal, as DF, MQ and OS does. Personally, I would buy that in a heartbeat. However, I can see that over time this may trickle the monetary gains from this item. Therefore I also reccomend allowing the perm one and one of each temp one to stack with each other. So you can have a perm Gold/XP boost, and then you can buy ONE MORE Gold/XP boost for 20 minuites. This would allow a smaller but seatdier stream of constant revenue.

Add a Alpha Pirate Cape and Weapon. Please?

ON THE TOPIC OF DRAGON CRYSTALS: Now I know this is a very delicate topic. AE needs to make money from AQ3D, more then ever. And I do agree there needs to be a lot of ways to do it. But my main concern is at the end of the day people will have nothing to show for even the $50 pack, and DC will go buy extremely quickly for players with little for it. I brouh the Wood Hammer because I need a new blade. It cost me 200 DC. Now with 17,500 DC that's not too bad. But what happens when I need to replace the weapon? Need to get that purple weapon for 500 DC? And then there is timer circumnaviation. And when item merge releases people wil buy more powerful items and merge them into a lesser one. Whihc COULD make it pay to win if done wrong.Maybe I'm overthinking this. But I CAN see it becoming a issue, especaly if prices rise in the future. Also a one day timer is far too long. 15 minuites to 2 hours epending on rarity seems tmore reasonable.

ADD MUSIC EVERYWHERE! Dungeons are boring without it for example, an it will liven up Yulgar's. You have a masseive amount of music AE. USE it.

That about covers it. When these issues are fixed I think AQ3D will be a much better game for it.




Shiny_Underpants -> RE: My Review Of AQ3D (Post yours here) (7/29/2016 2:17:52)

^This is just about what I hear from other players when I play the game.
Too much grinding, too much repetition.
The game is just a bit too constructed around farmers- the One hour sword in the gold discussion would take a casual player more like eight hours, as they aren't exploiting the game.
Just ignore the farmers, give them something else to do (crafting), and create a game for the casuals. The One hour sword can take farmers ten minutes, and normal players one hour.
Also, instead of actual time, think of it as a level of progression in the game. One hour sword should be at the point where you've gotten to the one hour point- regardless of whether it's taken you one hour, one hour fifteen minutes, or a ten minute speed-run.
Notice that the very best videogames all have speed runs. Portal, early Zelda, etc.

Also, it's good to see that my ideas are catching on ;)

The Dragoncoins in DF are quite similar to the Dragoncrystals of AQ3D. I recommend using basically the same system, as it has had ten years of trial and error, and this is real money. At the moment, they seem a bit like Smurfberries.

Videogame economies are hard. Everyone needs to be at least middle-class (so to speak). Money is generated constantly- there is no economic flow.
Thus, everything ought to have a set price. Selling to other players should only be a small reduction in price (and it means the seller loses money). Items may perhaps be unsellable to other players after they're third-hand.
This is, of course, only if trading among players is allowed. Rare items may need to be tweaked slightly- so they are always sellable to other players. Perhaps rare items ought to increase in value the more they're sold.
This is, of course, only if trading among players is enabled. I don't think it should be, at least not with regular items. Maybe with rares...
If it isn't allowed, then farmers (essentially outliers) are not an issue.

I've written a solution for economic overflow in the suggestions thread. Essentially, charge a percentage of the buyer's total gold, as well as a set price. If they farm, rares, which are the only non-craftable 'good' items (perhaps these sorts of items shouldn't all be rare), will deplete their money stores anyway. Even the sellback of the craftables could be like this.
It's also very easy to adjust the prices accordingly. if you want players with 550 gold to buy it, charge 500+10%. If the player has 12,000 gold at the time, the item will cost 1700. It also encourages you to sell to a player. You only get 500 for selling it to the shops. From Sly, you could get 1,200,000,500 gold for it. (perhaps we need a cap for the receivers for player-player selling)
Welcome to the world of taxes

Agreed about the boosts. Permanent ones are a good idea. I also think the boosts should count combat time or game time, so that if you use one, then log off, it isn't wasted; once again, this is real money. Or the ability to engage and disengage them while you're online (automatically disengaging while offline).

I also have a problem with the combat. The excessive grinding may also be more tolerable if the combat mechanic is fixed. Of course, if you fix both the grinding and the combat, you'll be left with a very good game.

To borrow the aforementioned forumite's* idea, the only way to integrate the combat further is through use of the only remaining control; the movement/mobility.
Also, puzzler abilities (flying, portals, amorphous kittens, tree powers**, etc.) may give the game crossover appeal. It would certainly be what I would want from it- it'd also make the game's core gameplay more interesting, and enable quests that- gasp- don't involve combat.

*me
**Megakyle, I'm looking at you.




megakyle777 -> RE: My Review Of AQ3D (Post yours here) (7/29/2016 9:38:43)

quote:

The Dragoncoins in DF are quite similar to the Dragoncrystals of AQ3D. I recommend using basically the same system, as it has had ten years of trial and error, and this is real money. At the moment, they seem a bit like Smurfberries.


The problem with this is Df does not make much money. At least I don't think it does. Even AQW has has dwindling profits from what I hear. The reason why it's been done like this has been in response to this. HOWEVER, I don't think the current system is neccicariy a bad thing, since aisde from the tower it allows access to all zones and the like whenever and other such benefits instead of closing them off like other mobile games. The PROBLEM comes from that fact that right now there seems to be no viable alternative to payment. Equipment is few and far between due to the crafting system, and it takes ages to craft due to low drop rates, hard foes and long timers. So it's far eaiser to just buy it. Which is good for AE's coffers in the short term but REALLY bad for the player and may lead to player base loss.

quote:

Also, puzzler abilities (flying, portals, amorphous kittens, tree powers**, etc.) may give the game crossover appeal. It would certainly be what I would want from it- it'd also make the game's core gameplay more interesting, and enable quests that- gasp- don't involve combat.


WHy do you refer to me with tree powers? I don't get it. ANYWAY, I do beleive the plan is to add puzzles or at least interactive effects. I know it was part of the kickstarter streach goals that we reached anyway. As for combat, I fail to see how they can make that more interesting without utterly revamping the entire system. DX




Shiny_Underpants -> RE: My Review Of AQ3D (Post yours here) (7/30/2016 4:06:24)

Remember that DF Batoro quest with Megakyle stealing Waen tech?
No?
Oh well, he was wielding a giant tree.
There's a pic in the available Dragonfable avatars for these forums.

The entire combat system essentially needs revamping. The basics are there... maybe. But at the moment, it's like a worse version of DF's system. DF is a little like chess, but only because of all the skills; it doesn't really apply to four, especially not in realtime.
It doesn't feel 3D; your position makes no difference to anything.
Auto-aim should be optional. It's annoying, and not really necessary.
Ranged spells could be able to strike multiple foes, at the cost of having to bloody well aim, which can take skill.

Interactive effects are what magic is all about. Not simple 'on fire, taking burn damage', but more like 'Wall of fire, can't see through it, cross at cost of burning.'
Or 'mana shield' becomes 'hangs in air, does not allow spells through it, but enables everything else through'

There is no reason for a 3D game to show a 'dodge' text. The ability to dodge should rest on the player. In 2D the text makes sense; not in 3D.
There's just that extra tier missing, that would enable strategy. There is a reason people are moving away from 2D games; and it's not just because 3D games look better.




Aaris -> RE: My Review Of AQ3D (Post yours here) (7/30/2016 8:38:30)

Personally, I'm quite a fan of the game overall. However there are a few things here and there that I do hope change a bit overtime...

Quests
Definitely looking forward to more quest variety in hopefully the near future. At the moment, every area of the game that consists of storyline quests pretty much feels like a "kill this, then this, then back to these, then back to those", over and over again for different reasons. I'm looking forward to the future quest lines and what AE has to offer, as I love to be immersed in the game's Lore, too, especially when it's shown through quests as well. Adding more than just killing things repeatedly will add depth to the game.
I do recall quests that get you traveling to different parts of the map, but they're so easily completed that before you know it, you're back to killing 22 skeletons again, lol.

Combat System
It's not that I don't like the current combat system, I do... but I feel like it just needs more? While I get that combat needs to be playable for all devices (such as PC, mobile etc), I can't help but feel it would definitely benefit from either more class skills, additional combat mechanics or even both. It is early days though. I do hope there are plans for improved combat though, whatever they might be.

Craft Shop
Definitely love the idea of crafting, and definitely agree that hovering over an item name to reveal its location would be extremely helpful.

Friends List
I hope this feature arrives soon! The monsters are so strong, and having easier access to friends to create parties would be awesome and make things more enjoyable xD.

Houses
However it's implemented, I think player houses would be so much fun!

Trading/Selling to other players!!!
This is probably the feature I want implemented into the game the most. I love AE's approach to gold. Making gold drop in small quantities, but having everything cost less, to avoid gold inflation is something I can get behind. The idea of making sure gold has value and is not in too high of excess is fantastic, and having such an economy in the game will mean that you will need to spend and conserve gold wisely. A trading system could be difficult to implement while also avoiding inflation. I'm not all that knowledgable on how it all works, but if gold dropped by monsters is to be kept low to make sure gold remains valuable, does this mean all tradable/sellable items to other players will require a set sell value? Example, this item can only ever be sold to players for 100 gold each?
I'm not sure as to how it could be implemented, but I feel as though without set values, players could, for example, sell rare drop weapons for more/less than they're worth, which would then alter the value of the item in other aspects too (as it can be all to easy to fall into the temptation of paying for convenience, lol)? I could be wrong though or there could be things I'm not thinking of lol.




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