RE: =AQ= 2023 Summer Season of Giving (Full Version)

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King Darxonic -> RE: =AQ= 2023 Summer Season of Giving (7/15/2023 15:13:27)

Despite not being able to participate in the token drive this time around, I will say this incentive/reward system for the top prizes are promising. Please continue to do things like this!




Sir Cloud -> RE: =AQ= 2023 Summer Season of Giving (7/16/2023 18:47:17)

Anyone here seeing their donations received the past several days diminish by a lot? I've logged in battles everyday since then on 20 characters and haven't received a single 25 token donation. Been like this for nearly a week now even though the donation meter has went up by around 400K. Should be seeing at least a few 25 token drops on 20 characters daily. Could a different issue have occurred since the bug fix to the Iceborne Visage misc. item from last week? It looks as if my accounts have been made ineligible from receiving donations. Some others on discord having 10 or more characters have noticed this too. [8D]




Sapphire -> RE: =AQ= 2023 Summer Season of Giving (7/17/2023 7:35:43)

^ Yes, same




_________________________________

Circling back to Tritent. IMO, this item design is fantastic. A toggle to access two spells (regardless of what they do) is light years better than any tome ever made.


2 spells + attack > 3 spells, no attack, and a horrific amount of MP for draw mana. All day, everyday. The tome , because of a lack of option to attack, will only be beneficial if the spells contained within it replace spells you'd normally use. So for me, I use things like Runic Binding, Mandate, 74th law, quick cast arcane amp/una poca/Timekiller, and maybe a couple of summons guest options. That's the *only* case usage IMO for a Tome. This TBH is why some people use Healing Branch. It's a healing spell inside it, so they prefer having access to healing spells..and inside a tome frees up a slot...this same principal applies to most everyone I suspect. So making tomes with random ideas isn't great. It's meant as a compression vehicle, but many don't really have things inside them that allow a slot to be freed. It's simply options you don't need and lack of attacking.

This Tritent weapon at least still allows you to attack if you don't have MP. It's not a wasted turn.

My hope is this design is the first of a new direction. A better idea.

Cool item.





Lorekeeper -> RE: =AQ= 2023 Summer Season of Giving (7/17/2023 12:53:58)

Thanks for reporting this, folks. I've alerted Hollow and he's looking into the matter.

Update from Hollow: No bugs were found. It just looks like there are much fewer donations being made.




Sapphire -> RE: =AQ= 2023 Summer Season of Giving (7/18/2023 9:29:09)

The "I got my misc so now I wait" approach

The contest needs something for the middle






PD -> RE: =AQ= 2023 Summer Season of Giving (7/18/2023 13:48:37)

I'm gathering up some data but I only suspect what everyone else's thinking - the contests are too long. Originally contests only ran for a month but since they're now 2 months, the slog is increased and people put it in the back of their minds until the very end. It's just too easy to forget about the event after the first 2 weeks and the last 2 weeks.

There might be another way to incentive people to donate - additional raffle prizes or even weekly contests (IE, who donated the most per week/day) but fundamentally it's still the same issue. As I said, I'm gathering objective data but I don't think that shortening the contests will actually do much to the totals because of the valley of activity.




Sapphire -> RE: =AQ= 2023 Summer Season of Giving (7/18/2023 17:22:48)

I just think they could change the donation item after 2 weeks to something else. Or, make another contest. Highest top 25 donators in amount of tokens per day get an item. Make them ineligible once receiving the item. So it's a different 25 everyday. This would also maybe disincentivize token sharing on a single character and open the field to more winners. I like the 2nd option more than the first




Primate Murder -> RE: =AQ= 2023 Summer Season of Giving (7/18/2023 23:31:28)

Making a new item every two weeks seems like a lot of extra work for the staff.

Maybe elemental variants?




PD -> RE: =AQ= 2023 Summer Season of Giving (7/19/2023 15:57:20)

A few ideas (whacky) I had:

  • Every week, the tokens you donate also award you golden giftboxes, on the normal rate (ie, 200 for 1, 2000 for 10, repeating 2000/10, etc)
  • Every week, 1 lucky player will be given a golden dev ticket to request any item they'd like within reason. Increased chance based on number of tokens you donated. Or do this on a weekly basis of who donated the most that week.
  • Every week, winning a raffle makes you eligible to claim a Z token package under $25 USD or less. Or just award the winner the equivalent Z tokens (7500)

    But still, the contests are too long. Even if we had all the raffles/mini-contests in the world it's still too easy to backlog contests.




    Interesting status update coming out of the DN's. Possible new and exciting effect on the way for Mermazon Champ?




  • LUPUL LUNATIC -> RE: =AQ= 2023 Summer Season of Giving (7/21/2023 9:09:57)

    quote:

    I'm gathering up some data but I only suspect what everyone else's thinking - the contests are too long. Originally contests only ran for a month but since they're now 2 months, the slog is increased and people put it in the back of their minds until the very end. It's just too easy to forget about the event after the first 2 weeks and the last 2 weeks.


    I agree that the contests feel too long,would definitely vote for them being 1 month long as they were initially because after the initial first/last weeks nothing much going on, besides the donate tokens for 10 daily iceborne visage miscs and even then it encourages donating 25 token batches to be eligible for the misc.




    Sapphire -> RE: =AQ= 2023 Summer Season of Giving (7/21/2023 14:57:14)

    The donation contest seems to have made some nice improvements with everything that has been implemented. Bugs aside, it's been and will be a nice step forward. But there's still one lingering and obvious issue that's apparent and maybe could be looked at for the future.

    There's a rush in the beginning and a rush in the end. Once the daily top 25 donators gain their misc item in question that they want, with their 25 token donation, the donations dry up. So now we sit here and maybe get 25-50, with an occasional donation more than that maybe once per week unless we are lucky. The length of time for the contest then, seems way too drawn out.

    So you can either shorten the duration, or add something else. If staff is adamant on the duration, which in some ways is actually helpful to the players, then why not:

    Add a top 10 or top 25 "Highest Donators of the Day" item similar to the misc, but the list which should be included in the UI of the event page would reset at server time every day, and the top winners gain the item. This then makes that character ineligible for another one just like the other misc.

    This will have several advantages:

    1. More donating during this middle period of stagnant donating
    2. This leads to more players getting meaningful donations, which could then be used for both the daily prize and contest prizes. This would really potentially help players who actually have little to no ability to win anything, as instead of a bunch f 25 token donations they might get a 5k donation a couple of times. This should help them get some more goodies.
    3. Adds excitement during the middle period.
    4. Most players wouldn't use multiple characters to win the daily top donator prize, and its at least one area where pooling together multiple characters donations isn't helpful.




    Primate Murder -> RE: =AQ= 2023 Summer Season of Giving (7/21/2023 23:57:06)

    quote:

    Add a top 10 or top 25 "Highest Donators of the Day" item


    This could actually work, sort of.

    At the end of each day, a person's daily donations are tallied up. Top ten donors get 3 points, top fifty get 2 points, top hundred get 1 point. Then, at the end of the contest all points are tallied up and people with the highest scores - or those who reached some sort of benchmark - get a bonus item.




    Sapphire -> RE: =AQ= 2023 Summer Season of Giving (7/23/2023 8:50:50)

    I wanted to circle back based on a comment I saw. This suggestion isn't out of ungratefulness, nor is it asking to stop and add it to this contest.

    And it's not even about adding another item.

    It's about trying to facilitate more donating during the middle period. This benefits everyone, *especially* those who have little to no ability to be top X, Y, or Z. There are even those who cannot or do not have the ability to get some of the guaranteed items with 1k, 2k, 4k token donos, etc. This also might cause a bit of a strategic play for those who typically donate on the first few days, and then at the end. They might wait 3 weeks and then donate what they would have originally on day 1, just to ensure a spot on the daily top prize idea.

    I also said it's an idea in the event that staff deem the duration of the contest as something they like. I have seen several comments saying the duration is a bit much, and while IMO I don't disagree completely, I do think an argument can be made that a longer contest might be better for some players. So maybe for the future, a small add-on could be a daily contest outside the traditional one where people typically just donate 25 tokens to obtain the misc. And it's not really a strain or a drain on staff if future donation contests plan for an additional item, and time is allocated for it..

    Or it doesn't even have to be another item. But if anyone has other ideas to stimulate some token donos mid-contest, I'm all ears. It's easier to ridicule other's ideas rather than offer your own, I get it. But it isn't value added by any means.

    How many players are logging into 10+ characters per day, winning 1 battle and getting 0 or 25 tokens for taking the time to ? Multiple days in a row? I'm just trying to make this thing a bit more fun mid-contest, for all.




    The Hollow -> RE: =AQ= 2023 Summer Season of Giving (7/30/2023 1:41:41)

    Congratulations, your incredible generosity and teamwork have shattered another gifting tier! The Mermazon Champion armor is now available.




    Aura Knight -> RE: =AQ= 2023 Summer Season of Giving (7/31/2023 20:32:24)

    Decent items but I'm beginning to question their usefulness. The weapon is probably the best. Armor's fair too but feels extremely niche. Best thing is the water freeze. I liked the shield, but for the heal you get it's too costly. Don't get me wrong seeing a big heal is fun but how's it helping? I guess these are nice items to pick up whenever but not expecting them to remain in active inventories. Armor could improve with lean toggle replacing the skill which uses regen to remove a bad status.




    PD -> RE: =AQ= 2023 Summer Season of Giving (8/3/2023 23:36:37)

    After some elbow grease, I finally managed to get some interesting data visualizations for the contest! Summer Token Tracker

    Unlike the Gold tracker, I can't track actual placements of ranks nor make predictors about who will end up where. But I think this is still incredibly valuable information, even if people probably suspect where the data is headed.

    A couple interesting features and notes:
  • The top graph is just for the overall pool tracker. Since I started tracking last year, I managed to get this years' and last years' data. Unfortunately I was not able to get enough data for 2021. 2020's data is surprisingly available, and I will add this at a later point when I figure out how to scrape the data for that since it's in a different format than the current leaderboard is.
  • The bottom graph is probably the more interesting one. It tracks what % of the pool was contributed by day, and what the cumulative percent was to that point in the contest. You can click the button to toggle between the Total and the Day mode.

    Some interesting insights, although probably not surprising for the people who participate:

  • We are over doubling up last year's pace. I have no direct evidence but I believe this is strongly to do with the better incentive structure over past contests.
  • Last year, nearly ~50% of the total receipts came from the last 3 days, ~40% from the last 2 days, and the last day alone contributed to ~20%.
  • This year (2023) has had a much more dramatic initial period. 50% of the total receipts were from the first day, and 67% of the total receipts came from the first week. Because it's only tracking up to today (Aug 3rd) this number will likely decrease but it's still a noteworthy trend.
  • In comparison to 2022, which ~15% of the total receipts were from the first week, which would be around 50% of the total receipts up to that same point in 2022.
  • As we all suspected, the valley effect is pretty much confirmed by the Day Percent mode. With a few small bumps in the middle period, it's pretty much a U-shape graph. These bumps were usually corresponding to announcements with stretch goals and bonus prizes. Otherwise, announcing stretch goals only has a modest effect on the overall contest activity.
  • Might be missing some dates since it seems the max range is only getting to 54 when it should be ~60. Might have to go back and fix that later, but it should still be mostly indicative of what's going on.

    EDIT: Added preliminary 2020 data set (Veywild). Will fix it later but for now I think it's still enough to draw interesting conclusions from. Not sure how the ending will turn out but we're already way ahead of 2020 and that was considered a high-water mark of contest activity.

    Will attempt to reconstruct 2021, but no guarantees.




  • Sapphire -> RE: =AQ= 2023 Summer Season of Giving (8/4/2023 23:28:09)

    I was sort of thinking about ideas if/when the armor was to be updated.

    The status cleanse skill should go. IMO, in a similar vein as Warmaster Dragon armor, give this thing a skill that can inflict heal poisons that can selectively target HP/MP/SP. Now you'll have an armor that's desirable regardless of what the other skills and pet do.




    Kurtz96 -> RE: =AQ= 2023 Summer Season of Giving (8/7/2023 13:09:20)

    Is there already a community consensus or popular idea on what the set will do?




    CH4OT1C! -> RE: =AQ= 2023 Summer Season of Giving (8/7/2023 13:39:02)

    @Kurtz96: Player suggestions for Wingweaver are currently being posted on this thread




    PD -> RE: =AQ= 2023 Summer Season of Giving (8/7/2023 19:10:00)

    Did some more data refining, and after filling in some data, some more refined conclusions (that everyone already knows of course):

  • For 2020 and 2022, the first 7 days is responsible for anywhere between 10-15% of the prize pool.
  • For the same above years, the last 7 days is responsible for anywhere between 60-65% of the prize pool.
  • More specifically, the last 2 days are responsible for 50% of the prize pool.
  • The middle period is responsible for 20-25% of the prize pool.

    I'm actually super surprised we have as much data for the summer contests as we have - far less than the data available for the gold contests. Hopefully this year's gold contest we'll finally have a 3rd year to get some data out of. I look forward to bringing improved data sets when that comes.

    EDIT: Managed to re-construct 2018's dataset and the 2021 dataset. I'll probably have to fix the visualization since that contest was only ~month versus the current format where it's now ~2 months.




    Question for all: Would it be more useful if the data were normalized over a relative time frame or in terms of absolutes days over the contest dates? I kind of realized since the data is of varying lengths it might be hard to make comparisons so as a result I'm thinking about how to make the data vis more useful to analyze from.

    UPDATE: Added date range normalizer. Simply means the contest duration is relativized from 0 to 100 days instead of absolute ranges, allowing for meaningful comparison.




  • Ianthe -> RE: =AQ= 2023 Summer Season of Giving (8/11/2023 2:28:06)

    quote:

    SapphireCatalyst2021

    I was sort of thinking about ideas if/when the armor was to be updated.

    The status cleanse skill should go. IMO, in a similar vein as Warmaster Dragon armor, give this thing a skill that can inflict heal poisons that can selectively target HP/MP/SP. Now you'll have an armor that's desirable regardless of what the other skills and pet do.
    I can give it a shot. Anyone else got suggestions? Set should focus on regen and drain poisons.




    Dreiko Shadrack -> RE: =AQ= 2023 Summer Season of Giving (8/11/2023 4:18:12)

    Skill 1. Remove the freeze, it has no synergy with the rest of the set or even with the armor itself, put a spell-type skill in its place which inflicts a water drain poison that utilizes elecomp to boost the power of said poison.

    Skill 2. Assuming we're keeping the status cleanse regen eater this skill should likely stop having a slot-lock as it's counter-intuitive to cleanse something but be forced to take higher damage during the next turn, why even have it be QC in that instance?

    Skill 3. Poison eater which applies a potent dynamic regen status on the player permanently (dynamic in the sense that it targets whatever resource is below 80% first).


    I'm not sure if that last one is even really doable like that but it would pair up very nicely with the upcoming changes to the mermazon misc.

    EDIT: Whatever happens, I maintain that the freeze has no place in this set and the cleanse needs work to not be as awkward in implementation or use. [&:]




    Sapphire -> RE: =AQ= 2023 Summer Season of Giving (8/11/2023 5:04:16)

    I know we all like different things in AQ because we are all different. For me, Warmaster Dragon Rider is a very neat concept that would have had icing on top if it had the ability to siphon each targeted resource. If you guys made Mermazon that way, I'd be in love with the personality (not the looks lol) Anyhow, thank you for taking this up and at least for me, once the ideas are fleshed out hereafter I just hope this specific one you quoted remains. Personal preference.

    Armor

    1. Have the armor pay appropriate MRM for heal resist 12.5% to partner with the shield for flavor.

    2. Deadly Catch- Locks attacks to water (elecomp) Warmaster was a spell based skill. Here, make this a water ele-lock with elecomp, but pays SP to inflict a drain poison to the targeted resource indicated from Deep Healing. Unsure if harm poison is best for balance (like Infinite Dark Caster) or water, which may need elecomp? Whatever is best for balance. The attack art is unchanged.

    3. Deep Healing- Toggles what Deadly Catch targets. (a la Warmaster Dragon Rider) HP/MP/SP (Siphon Poison target resource)

    4. Ocean's Curse- Quick Cast 1x per battle Skill that eats all Poisons (same parameters as before with the water freeze, so must have at least x amount, and caps at balancing determined value.. This is a quick cast poison eat skil that heals your HP's. (1x per battle) This also changes your armor lean to "Tsunami Lean" for 1 turn. So Take in 1.35x damage, deal 1.35x damage with weapons, and do x1.475 damage with spells (This lasts until after the monster's next turn, so you'll be defensively worse off too for a turn) ~~Not concerned with exact values, just no matter the build, you're going to be doing more damage

    Weapon

    The elevuln from the weapon was a nice way to increase the poison on the other mode. The weapons came out great. No change

    Misc

    I know there was talk of having the misc maybe change to increase poison damage, which would be nice synergy with this idea. I support that for the misc. But I propose this:

    Misc Toggles between 2 Modes:
    Mode 1 +25% Poison and Burn Damage
    Mode 2 .5 Heal-back to water attacks (a la osiris, dragon amulet, shattered horizon miscs)


    Pet:

    Gives a passive 5% Heal resist when out
    2 Modes-
    Mode 1 Plush Mort SP heal Clone (people been asking for this)
    Mode 2 Water Poison Siphon Mode (Pays half damage to inflict water HP siphon)





    CH4OT1C! -> RE: =AQ= 2023 Summer Season of Giving (8/11/2023 5:12:23)

    As I mentioned in a previous post, I'm also in favour of dropping Drowning from the armour. A water freeze is fantastic more generally, but doesn't work on this set and only really serves to confuse it

    I'm broadly in favour of @Dreiko Shadrak's solutions to these problems:

  • Skill 1: Remove Drowning on this skill in favour of a skill that inflicts siphon poison. Only the weapon currently inflicts Poison and even that's only on its skill. An alternative is a status consumption for damage output (since we don't yet have one of them on this set yet)
  • Skill 2: I understand the intention when it was decided to make this effect quickcast, but most of those benefits can't be actualised if you lock the armour slot. Therefore, I propose you just make this a non-quickcast effect. It could be a healing skill that consumes active Regeneration to heal status. Alternatively, a Quickcast skill with some other sort of minor debuff makes sense in exchange for not locking the armour slot
  • Skill 3: Poison eater that converts siphon poison to regeneration. This is something I've already proposed.

    More generally:
  • If you're holding a Magic weapon, the first skill could use MP rather than SP (like the weapon)
  • You may also want to consider whether to do something similar to Fat and Tacky Santa, where the regular attacks deal reduced damage and inflict poison
  • Not personally a fan of @SapphireCatalyst2021's Tsunami Lean skill, but I wouldn't be against a Poison where you could select the targeted resource. This could be a good replacement to status cleansing and would slot in nicely with my preferences for Skills 1 and 3.




  • Korriban Gaming -> RE: =AQ= 2023 Summer Season of Giving (8/11/2023 5:55:02)

    I'm gonna be biased with the Water Freeze part since that was my suggestion :P
    But I do agree it doesn't have much synergy with the overall set since it got mixed in with Poison and Regen. I did propose the EleVuln too and I think most people are ok with that. Since it's confirmed that Poison and Regen are going to be the set's focus, I'll talk about those

    - I do fully agree the Status Cleanse should be removed. It's not a useful thing to have at all and seeing that Dreiko's giftmaster suggestion currently has the most support (that also has a status cleanse in the shield), I really hope that this set will be completely different

    -
    quote:

    IMO, in a similar vein as Warmaster Dragon armor, give this thing a skill that can inflict heal poisons that can selectively target HP/MP/SP. Now you'll have an armor that's desirable regardless of what the other skills and pet do

    I think I quite like this suggestion from Sapphire and I would support this. I have expressed my liking for Warmaster Dragon Rider's mechanics in the past

    quote:

    2. Deadly Catch- Locks attacks to water (elecomp) Warmaster was a spell based skill. Here, make this a water ele-lock with elecomp, but pays SP to inflict a drain poison to the targeted resource indicated from Deep Healing. Unsure if harm poison is best for balance (like Infinite Dark Caster) or water, which may need elecomp? Whatever is best for balance. The attack art is unchanged.

    3. Deep Healing- Toggles what Deadly Catch targets. (a la Warmaster Dragon Rider) HP/MP/SP (Siphon Poison target resource)

    4. Ocean's Curse- Quick Cast 1x per battle Skill that eats all Poisons (same parameters as before with the water freeze, so must have at least x amount, and caps at balancing determined value.. This is a quick cast poison eat skil that heals your HP's. (1x per battle) This also changes your armor lean to "Tsunami Lean" for 1 turn. So Take in 1.35x damage, deal 1.35x damage with weapons, and do x1.475 damage with spells (This lasts until after the monster's next turn, so you'll be defensively worse off too for a turn) ~~Not concerned with exact values, just no matter the build, you're going to be doing more damage

    I am in full support of these ideas too with the exception of the 1st one that gives heals boosting, for the same reason above that I would like this to be different from what we will possibly get out of the giftmaster set. I think for the 1st skill we can go for a regen eater instead and either change it to damage or a straight up insta heal

    I would much prefer if the Poison Eater skill would be something like what Sapphire suggested as opposed to Dreiko. I do think a straight up heal is much better practically than a passive regen (though admittedly this can also stem from my bias of disliking regen in general). The Tsunami lean is also a very interesting idea

    - Weapon and Shield feels fine where it is, don't think it needs changing

    -
    quote:

    I know there was talk of having the misc maybe change to increase poison damage, which would be nice synergy with this idea. I support that for the misc. But I propose this:

    Misc Toggles between 2 Modes:
    Mode 1 +25% Poison and Burn Damage
    Mode 2 .5 Heal-back to water attacks (a la osiris, dragon amulet, shattered horizon miscs)

    Support this too

    - I feel the Pet is fine where it is but acknowledge that there's not much synergy with the set so I support this
    quote:

    Gives a passive 5% Heal resist when out
    2 Modes-
    Mode 1 Plush Mort SP heal Clone (people been asking for this)
    Mode 2 Water Poison Siphon Mode (Pays half damage to inflict water HP siphon


    - Also, I think everyone agrees the art came out terrible. IMO, without needing to change the art at all, what staff can do is just increase the size of the armor, possibly 1.5x or 2x. I was anticipating it to look like some majestic Scorpion King, instead it came out looking like a prawn/lobster cos of how tiny it is. I don't know if this will make it laggy but I felt this should also be something that's addressed and my proposal is quite a simple fix




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