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RE: =OS= What would YOU like to see? II - READ THE FIRST POST

 
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1/13/2013 6:24:36   
Lemonus
Member

Oh nononono... It's easy enough to earn EXP+Gold now you want them free...

If you want xp, farm
If you want gold, hunt down TCs. 'nuff said.
DF AQW  Post #: 501
1/13/2013 6:27:09   
Tally
Member

It's easy enough to earn gold in other games too xD but Ballyhoo still gives that for watching ads
~Ballyhoo isn't meant to be a main source of "income," just a fun little bonus. It's not like I'd be expecting 1000 gold from her a day

< Message edited by Tally -- 1/13/2013 6:28:43 >
DF MQ  Post #: 502
1/13/2013 6:33:40   
megakyle777
Member

if it gives Gold and XP, then I'm fine with that.

Lemonus: The stuff you get from ballyhoo is usualy proportinate to the XP and Gold you get from a in game battle. So you would get, say, 100 gold if you get 1000, or 50 XP if you get 500. Now, I'm pulling those figures randomly but you get the idea in that it's not enoufgh to really affect gameplay. Futhermore, Ballyhoot can ONLY be used a maximum of 10-12 times a day, so that would mean at worst, using my numbers, EITHER, 1200 gold, 600 exp, or a number of each in between.

I'm against SG's being in Ballyhoo for OS for obvious reasons, but Gold and XP do no harm in such small numbers.

< Message edited by megakyle777 -- 1/13/2013 6:35:25 >
DF  Post #: 503
1/13/2013 6:39:43   
Lemonus
Member

Fine, yes but it may hurt the devs' minds for such a feature.

Please don`t quote the post directly above yours. It is considered spam. ~Balu ArchKnight

< Message edited by Balu -- 1/16/2013 4:41:31 >
DF AQW  Post #: 504
1/13/2013 8:00:38   
megakyle777
Member

Oh, I don't reckon they should go out of their way for it, but maybe just as a side project or something. Besides, Ballyhoo=ad revenue for OS=more costs paid=less SG stuff needed.
DF  Post #: 505
1/13/2013 9:33:08   
zentrix321
Member

GROUP BATTLE group battle is the feuture for GUILD battle
group battle is battling 3 monster or BOSS
3 PLAYERS vs 1 BOSS:
the high the level they are the bigger the HP of the boss
example:
lvl 1(hp:15)
lvl 1(hp:15)
lvl 1(hp:15)
-double the hp of the boss
boss lvl 1 (hp:90)
boss example:
Dragons, Overlord,warlord, LEGENDARY, hydra,griffon, giant golem,
manticore, or MODS



< Message edited by zentrix321 -- 1/19/2013 0:00:43 >
Post #: 506
1/14/2013 4:38:27   
The Jop
Member

I'm not against having a chance to get soul gems from Ballyhoo except for the value of a soul gem, so maybe she could give soul gem shards that combine to make soul gems which I think Nulgath mentioned earlier.

< Message edited by thejop -- 1/14/2013 4:39:26 >
AQ DF MQ AQW Epic  Post #: 507
1/14/2013 7:56:34   
megakyle777
Member

Thejop: THAT could work for Ballyhoo, say have 15 Shards make a Soul Gem so you can get one Maximun a day if you are REALLY lucky. But then, that needs to be items that can be combined into one SG at Ballyhoo rather then currency, because if not then we run the risk of both overinflation and two currencies ruining one another. So, if Ballyhoo WAS to give SG's heres how it shoud work:

Ballyhoo ALWAYS gives Gold
Ballyhoo SOMETIMES Gives XP
Ballyhoo RARELY gives a Soul Gem Shard Item, and when you have 15 you can trade them for a SG.

That's a rough idea and may need some alteration for how the game works, since I don't know if items can be traded for other stuff rather then having SG, but it could work.
DF  Post #: 508
1/14/2013 9:09:12   
almanac01
Member

^ O_O
15 Soul Gem Shards is WAY too high if you only get ONE a day when extremely lucky.
I say just make it 1 SG very rarely (basically the PD of Ballyhoo)

_____________________________

AQ DF AQW  Post #: 509
1/14/2013 10:55:26   
megakyle777
Member

Almanac: The issue THERE is that if people were lucky to get, say, three in a day, they could buys a whole new char or evo in 4 days, thus ruining the reason why people buy SG's. And assuming the luckesit case scenario and the person get ten in a day (nigh impossible I admit but bear with me because it IS a possiblity) then it ruins the point of currency at all.

Thinking on it, it's best if Ballyhoo did not give SG's, or only diod so during ad promotions like in AQ when they add 100 Ztokens because they are getting paid more for it.
DF  Post #: 510
1/14/2013 11:05:53   
Livingtime
Member

If 1 SG is worth 50 AC and you get 5 AC from Ballyhoo, it should be 10 SG shards = 1 SG. Perfect!
AQ DF MQ AQW Epic  Post #: 511
1/15/2013 9:10:02   
zentrix321
Member

to make the game more interesting..
there should be a chance to get a SG's
like having a quest and chance getting like an item
that we can combine each other to get sg's
so it means..
this game can be interesting to others
and sometimes games need a little support
for the people doesn't have enough money to buy real money, but
but a game will be popular only if, ALOT of players are interesting and fun playing this game
most of all, a little support for us, we make efforts, we make a little offer. and we became addict
and interesting game :)
-im not dying to ask for this but, im just a player that suggest an option that will make us happy :)
-and also a DAILY LOG IN REWARD


< Message edited by zentrix321 -- 1/19/2013 23:40:49 >
Post #: 512
1/19/2013 11:30:02   
Zanzibaarus
Member

Well, with the release of the recently new Dungeon (and more importantly the Boss), it got me thinking...

Our first Boss was a Minotaur named Taurus, named after the Western Zodiac. (A bull no less!)

Will we possibly be seeing a pattern in bosses named after Zodiac signs that share a common aspect with them?

(I'm Homestucking so bad right now...)
AQ DF MQ AQW Epic  Post #: 513
1/19/2013 20:21:17   
Cyberbeast10
Member

If none of you mind, I'd like to take this post size to write down all the game's current problems and how I would like to see them fixed:

1. An overall inclination to PvE over PVP

Now, I'm not trying to say that games inclined to PvE is bad, as I've played plenty that were good and sometimes better than anything a PVP game has ever brought out, but that is another topic. The problem with an inclination to PvE is addressed in point 2, so I'll use this part to say why it's inclined to PvE:


A. Characters
- That's right, the constant release of characters draws people away from PVP. When epic characters like Darkon Drago are released, the PVP activity has to cease because people want to get them. Then, you have to think of the time it will take for them to get them. Then, how long it'll take them to level the character to a PvP level they find optimal. All this could actually take about...30 minutes minimal per character? Even more-so for rare characters. That's a 30 minute cease in major PVP activity at best...

My solution: Well, here come in 2 solutions for the 2 problems in "A.". The first to deal with the need to find characters. I believe that a great way to maintain PVP activity while letting people hunt for characters is simple, although, I fear, kind of confusing logic-wise. When a battle ends, the winning player will be presented with some sort of RNG that will select 1 character -from a list of characters- and present it to the player and give them a possession chance. Effectively, this allows players to hunt characters while PVP'ing. While I was rather inclined to say that the winner could have a chance to possess the opponent's character, I feel this would lead to people throwing matches just to give their friends possession chances. I would leave the contents of the "RNG character list" to be based off 4 factors:

1. Level -> Certain characters would only appear at certain levels.
2. Element -> The character list will only present characters of the same element as the (loser? winner?)
3. Rank -> Character rank would determine what would be in the list. Again, whether this is rank based off winner or loser I leave to your idea, but the concept is that if the rank is "master", "Apprentice" and "Veteran" characters will be on the list.
4. Event -> Now, this would be gold for PVP events. What better way to raise the PVP activity than to say that there is 1 character than can be obtained by this method!? People would be PVP'ing up and down to get them!

These 4 factors would allow there to be a large, but balanced list of characters to gain by PVP (Because, without these factors, some newbie PVPer would be getting some rare or high-level character on his first matches. Then veteran players would have a too long list to effectively "farm" characters by PVP and would, then...obviously, PvE)

The second part of this solution is one that I touched various times. The removal of level being a big factor in matches. I understand that the system already has levels and their purposes and stats are being designed, but I might as well say this. Level gaps hurt. It gives a rather justified, but unfair, advantage to the higher leveled player. In addition, it causes problems in PvE and overall balancing. The level gap is the reason there exist PVP inactivity when new characters are released, because there is an impractical side to immediately PVP'ing. So here is what I propose:

1. Fixed HP - Simple. With fixed HP, players can be better balanced by creating natural tanks or glass cannons. Players can, in turn, modify them with stats or card modification. This also fixes the problem of character monotony (Point 3) by making characters with unique parameters.
2. Levels unlock cards - Elaborating. With card customization coming out. I think it would be best to lock cards until a certain level. More or less how evolution works, so to differentiate, evolution unlocks new card types or increase card limits (If you plan to limit the number of duplicate cards that can be added); leveling, would increase your customizing slots, letting you put a bigger deck. The new player would have to use the standard deck and understand the main strategy, while the veteran player, who already knows this, can customize the deck to add a sub-strategy or enhance the strategy.

Simply enough, it wouldn't be as impractical to immediately enter the heat of PVP with a new character.

B. Need for gold and EXP
- Here's the problem. Fighting PvE has a greater chance of winning. Winning gets more gold. Treasure Chests have tons of gold. So, how to solve the need for gold and EXP? Simple stuff, increase the gold and EXP amounts gained from PVP'ing! Risk of losing requires risk of better rewards!

I notice that you might be getting the impression I'm trying to remove the need to PvE ever. But, I also have ideas for PvE and fusing both elements starting with point 2.

2. Boring PvE


Well, here's the problem. PvE is no fun, but I suppose the game has made some advances to making it better (Better A.I). Well, good A.I ain't the only thing. Since an A.I is actually less entertaining than a human player (in this game), the best thing is to make certain things in PvE more rewarding. I know I made Point 1 all about removing the need to PvE and now I seem to be giving ideas to incline people to PvE. But, hear it out:

A. Undersouls
- Real creative, I know. Undersouls are special powerful enemies. They appear in dungeons at random and have stronger parameters, such as better cards, break the fixed HP rule by a ton, etc. The undersouls would spice up dungeon as the player knows that there is an imminently powerful foe in wait. So what does one get for beating them? Why, a bunch of EXP and Gold! A challenge followed by a great reward.

B. Escape Option - People refresh farm. Not having an escape option ain't stopping it. So, in all except dungeons and PVP, there should be an option to escape.

C. Funner Bosses - No, really. Bosses aren't fun if they are just like other characters, there needs to be something to give them that "boss feeling" aside from looks. Challenge is one. In a game like this, there are only 2 ways to make a boss challenging: Either they are like Undersouls (or worse) or they cheat (Know their next hand, they always get the hand they need, etc). There is another thing, which are unique skills or conditions. Like, "this boss can only be damaged by X" or "After X turns...". Really, Taurus ain't impressive.

3. Character Monotony

Tired of writing. This will be brief. Aside from art, all characters are very similar. They all share too many skills. The addition of fixed HP can help un-monotony(?) characters. In addition, what characters can customize decks more or have different card options is important. Also, new card and special cards for some characters...

That is all.
AQW Epic  Post #: 514
1/19/2013 23:59:55   
zentrix321
Member

can USED alot of GOLD
to evolve a kind of SG character like
Assasin
Frost Void
pumpkin
bill
and other

< Message edited by zentrix321 -- 1/20/2013 0:04:32 >
Post #: 515
1/20/2013 1:32:23   
BJEBLE
Member

Fire Legendary-But not in this month, too many Legendaries. I'd say about 4 weeks from now.
@above I agree, like 75k gold?
Storyline-Gameplay is fine and all, but a good game needs a good storyline.I would want it have something to do with the Labyrinth dungeon like Sonya being kidnapped and her being transformed into a Necromancer. The people who want to be good can do the 'Good' quests like rescuing the princess and defeating the Necromancer. The people who want to be evil can do the 'Evil' quests like helping the Necromancer or killing the Necromancer and absorbing her power.
And in the far future:Stats, Artifacts, and Card Customization.
Priorities(In my opinion):
1.Storyline
2.Stats, Artifacts ect.
3.Usually SG Evolution for Gold instead
4.Fire Legendary
DF  Post #: 516
1/20/2013 4:53:50   
Gate Keeper Sin
Member

Hi, I'm Gate Keeper Sin, not many of you know me but what i would like to see implemented in Oversoul would be characters that my girlfriend and i put together.
I hope you guys like fire and ice.
I'm not really the best flash artist but i do have some really go character ideas.


Ice Phoenix

Fire Phoenix
Post #: 517
1/20/2013 5:07:30   
Vagaran
Member

quote:

Priorities(In my opinion):
1.Storyline
2.Stats, Artifacts ect.
3.Usually SG Evolution for Gold instead
4.Fire Legendary


Considering we are in Beta, I would rather prioritize Stats and Artifacts over Storyline.
AQ DF MQ Epic  Post #: 518
1/20/2013 12:22:23   
Rivale
Member

When customizable decks are out, I suggest something like this:
After every win on PvE/PvP you get a random card that's on your character's element.
If you lose, you get a random card from the whole pool of cards.

Also, some stronger special cards that use a higher amount of charges than the weaker ones kinda like this:
Cat Reflex attacks for 3 damage every turn for a cost of 5

Cat Reflex+ attacks for 5 damage every turn for a cost of 8.


And one last thing, everytime a character levels up they get an increase capacity on the maximum charge.




P.S Please increase the gold gain a bit :<

< Message edited by Rivale -- 1/20/2013 12:44:47 >
AQ DF MQ  Post #: 519
1/20/2013 21:32:53   
Tally
Member

An option in the "reason for reporting" pop-up for spammers.
DF MQ  Post #: 520
1/21/2013 9:18:17   
Shy.
Member

Now, in PvP first turns are used only for charging an element. I would like to see that a moment when you're starting attacking will be an element of strategy. "Rushers" are in most of games, so I don't mind them here, and I don't know why they are hated that much. Its a strategy anyway.

Leveling up can be a hard workout, so I think benefits from higher level should be higher. Like increase of max amount of energy and stronger versions of cards.

Max amount of HP shouldn't be based on level only. There should be fragile and hard characters, and their element could describe them.

_____________________________

Im Shy. With DOT on the end.
Post #: 521
1/21/2013 9:39:47   
zentrix321
Member

i want to see this Sword Skeleton (master)
i'd like to see him please..
Post #: 522
1/21/2013 10:31:46   
Deleted User
[Deleted by Admins]
  Post #: 523
1/21/2013 14:56:36   
Dragonborn
Member
 

Those charectars are beautiful. Try to post it on twitter or somewhere to get devs attention!
Post #: 524
1/21/2013 14:59:40   
The Jop
Member

Why...? Those pictures are already drawn and animated by Milton, so they will be added to the game whether you get developers' attention or not.
AQ DF MQ AQW Epic  Post #: 525
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