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RE: =AQ= Houses With Estates - Discussion

 
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3/11/2009 18:49:28   
Everardmanse
Member
 

Except you can't buy and use a painting without a house... which costs z-tokens... which cost money. If you can get to areas without the painting, then I have no objection, though.
Post #: 51
3/11/2009 19:37:42   
  Captain Rhubarb
Deuteranope


Knowing that paintings were going to finally have some usage besides looking pretty, we added the ability for Tents to have paintings last month.

It doesn't take long to save up enough tokens to buy a Tent.


AQ DF MQ AQW Epic  Post #: 52
3/11/2009 19:56:28   
Pepp
Lives to Slay Dragons!


wouldn't mind losing the interest to the housing an receiving only the tokens from game play an ballyhoo.

** Rambling***
personally i find the frostavale with the little fireplace quest more fun to play with. Can a simple kill 10-20 (medium to hard creatures) or 3-7 ( difficult mega hard)undead type side quest be set up with the darkovia house similar to the ice/fr0stvale one? or having the highest lvl estate available in different elements each with its own unique little mini-quest?

labels on the pictures aslo would be nice - showing the intended destination of the teleport?
set as a plague under the painting

New NPC or the new portal NPC- Handling the function of viewing & selling the ALL painting's with the future aspect of the museum?? to take over selling painting from all over lore after they have been introduced with the intended with the event or quest the originated from?
Could Be Based at musems that are at LVL 10

now this one is stretching it but making ballyhoo only accessible through housing / a painting???

Access to the void through the old NPC that used to handle the void back in 2004-2005??? sorta give the void back its RPG challenge type aspect?? ( token cost for Painting's )

adding a library type room to the estates that would function as scrolls to battle in Wars the player has actually participated in?? only being earned after so many "kills" in the war ( token cost for Scrolls ) Looks like this is for the Hall Of Memory's???

A Painting for each of the NPC's with class armour quest for those who farm the lvl 10 ending quest or to access the class shops.
I Would love to see a Token shop offered with All the main NPC's that have a shop available. each with past rares properly swept & lvled due to there power. that gives a chance for new players to experience some of the past weapons that they missed & provides more use for the databases besides a handful of players with said rares.

< Message edited by Bigpepp -- 3/11/2009 20:05:41 >


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AQ DF MQ  Post #: 53
3/11/2009 22:27:09   
gopats
Member

This is similar to Bigpepp's idea above, but the paintings could just lead to previous events where there is a rare that is in demand or where there is good farming or where there is something else people would like. Those could be expensive z-token paintings like the portals if they lead to a good event. For example, I missed Frostval 2007 and I think that's when the bar of soap was released and I also like Frostval for farming.
AQ  Post #: 54
3/17/2009 22:15:45   
OnuaNuva
Member

Genius idea time!!!

Many, if not most of us have rare weapons/items that have several levels of power (Frostval gifts, the recent dragon formes, etc.)

The captain has recently asked if we would like to have the capability of upgrading these items to their higher leveled versions, for a cost of course.

Well, why not make the upgrading capability a reward to AQ's most dedicated players:

Items required:

Estate w/ the following:
Resource producers
Museum

Here's how the system would work:

After buying a museum you can begin finding and collecting artifacts. Artifacts can be found at random from RA, confirmed after a certain quest/event, or picked up by your army that was sent through your portal. No artifacts may be found if your museum is currently being attacked.

The museum holds these artifacts. Artifacts all are found with a set 'rarity' or 'value' number. The higher level your museum is the more artifacts may be found.

The number of Artifacts that can be found IS limited, but the rarity is not. Whenever you find an artifact, you automatically keep it if a slot is empty. If all slots are full, you can either drop it, or replace one in your inventory.

Item upgrades cost a set number of 'rarity points'. Rare item collectors [such as Valencia] do the upgrades.

For example, upgrading Bunny jammies [35] to bunny jammies [70] could cost 50 points, while going from 70 to 90 could cost 75. Making larger jumps could offer a dicount, say from 35 to 90 for only 100. The catch is that you cannot break up your artifacts into smaller parts.

Lets say you have an upgrade that costs 50 rarity points, and you have 5 artifacts of rarity scores:
10
9
25
13
5

No matter how you add them up, you will end up paying at least 52 for this upgrade (25, 13, 9, and 5). This means that for the best deal, you need to have some math skills.

Furthermore, you may only have 1 of any given artifact at a time. Lets say the 'Ultra Akriloth Quest' drops a 'Ultra Fire Orb Shard' with a rarity of 15. You couldn't just farm the quest a few times to get what you want, you'd have to search around lore and find them all over the place.

Alright Captain, what do you think?

_____________________________

"How did you know he has 800xp without beating him?"-Artix, about a Death Knight in AQ
AQ DF MQ AQW  Post #: 55
3/18/2009 14:36:01   
  Captain Rhubarb
Deuteranope


OnuaNuva,
Very good suggestion. It's a simple solution for upgrading the level of items.

Using the Museum to collect artifacts to upgrade or enhance items is definitely part of the plan, but nothing definite is decided yet.
AQ DF MQ AQW Epic  Post #: 56
3/18/2009 15:15:22   
OnuaNuva
Member

^^^ Thanks Captain! When the update is launched, I'ss accept payment in z-tokens...

On a more serious side, you would have to make sure that the artifacts don't become a 'currency' form, such as Z-tokens and gold, that permits you to actually buy combat items. Having two is enough as it is. That said, other non-equipment items could be 'bought' such as:
The 'Trade Tickets' talked about previously that would permit one trade between two willing players.
Useless/fun in-house decorations,
Statues of yourself on other planets
Tables/chairs/monster heads in your house
Additional floors ['useful' in that it could offer 1 additional inventory slot in each category]
Individual rooms for your guards/pets, with names above their heads, my Gogg would be named 'fluffy')
A few House Guards (given how they wouldn't affect your battle equipment inventory, it wouldn't bridge into the gold/z-token lair)
Extra estate plots, and possible extra estate items.

Okay, how long until I get hired by AE?

EDIT: Made it easier to read

[please don't quote previous post --- etching]

< Message edited by etching -- 3/19/2009 17:03:45 >
AQ DF MQ AQW  Post #: 57
3/19/2009 16:58:23   
general greivous
Member

OnuaNuca idea is great :P Only you didn't mention what would higher level museums do. I supose either hold more artifacts or a higher chance of getting them.
AQ  Post #: 58
3/19/2009 17:29:36   
OnuaNuva
Member

I only expect the 'artifact slots' to be increased at a higher level. I don't think that its level would affect your chances of finding an artifact.
AQ DF MQ AQW  Post #: 59
4/6/2009 21:57:56   
Lord of Nightmares
Some Dreams


Right now, I'm more worried about whether or not Cap still plans to go ahead with the Castles and Kingdoms somewhere down the line, and whether they'll require you to sell your existing house/estate first before you can upgrade. It's the only reason that I'm still hesitant to fully upgrade some of my more expensive buildings like the Guard Tower and Trade Hut.
AQ DF MQ AQW  Post #: 60
4/7/2009 3:15:47   
  Captain Rhubarb
Deuteranope


The future kingdoms stuff will not require selling your existing estate.

There could be other kinds of estates someday, like a farmland terrain estate with massive food production (and less production of the other resources, of course)
But those estates would be the same sizes as the existing ones.
AQ DF MQ AQW Epic  Post #: 61
4/7/2009 15:01:51   
  Captain Rhubarb
Deuteranope


Things could change, but for now, if you own a Mega World Portal, you effectively own the key to a new kingdom.
AQ DF MQ AQW Epic  Post #: 62
4/7/2009 16:50:19   
Ghengis
Member

I will put this suggestion here since I believe it has a lot to do with houses with estates as such I may get a reply from Captain Rhubarb and see what he thinks so I can either amend part of the idea or give up or leave it as it is, seeing as this idea was a great hit in the house selling thread.... As always this idea has the implementation time between soon and AQ's definition of soon... muhahahaaha

quote:

Hmm... Why not change the houses from requiring z-tokens into H-tokens... aka house tokens... This is how I believe it should work...

1. Z-tokens can be converted into H-tokens but not vice versa...

2. H-tokens represent a form of currency that is received from the local authority/population for good deeds such as killing monsters in the surrounding areas... which brings me to my third point how these h-tokens are only earned...

3. Houses will only receive interest aka H-tokens up to a certain amount kind of like the interest we receive now except you will need to battle a number of monsters equal to your level times x once that is completed for each monster killed you gain a certain amount of your h-token cap for the day thus no more leave the game for a year and come back to a ton of tokens deal... These h-tokens are not added to the house value but to a separate bank.

4. Once you buy a house for a certain area you receive a upgrade path for houses only relevant to that area... houses can only be upgraded not sold as in... using h-tokens gained in local service to get more land grants thus increasing your house size or estate... thus no more worrying about your estate building being downgraded and no need to buy or sell houses just click on the upgrade button and done... Also if you wish to change housing area's you could go to a npc trader and for a loss you can change the area from Dracovia to the Beach perhaps by going down one tier of housing or paying a hefty h-token fee etc...

5. Basic estate buildings will be able to be bought with h-tokens... area dependant resource estate buildings such as dark mana collector and hydro dam etc will still require z-tokens along with mega world portal and trade hut, museum etc... Also you can choose to upgrade your basic estate buildings with h-tokens instead of gold in appropriate ratio like how you can choose to train stats with z-tokens... Z-token estates will still cost gold to upgrade but could receive a certain discount for the variable price of h-tokens depending on which level you are upgrading...

6. Gold guards will be changed to h-token guards and z-token guards will stay the same lolz, unless the staff wishes to change some of the guards to h-token, while allowing z-token guards to have a bonus etc... Also possible use of h-tokens for purchase of house items such as paintings, except of course small portals and other special paintings which will remain z-token....

7. What do the players gain from this... Possible lowering of z-token prices for items and/or estate items that require z-tokens... No more loss of building levels... straight upgrade path and certain uses of h-token only items, as well as cheaper building upgrades...

Also I believe that daily cap for z-tokens should be lowered down from 50 as they could easily get back 2-3 times the price of x-guardianship in a year from z-tokens with the lowering of this will also help to influence (hopefully) the lowering of price of z-token items. The easiest way, if this idea is to be chosen to be implemented is that before implementation to cease all house z-token interest gains so that keeping your house will not be worth it, for you gain nothing... And then leaving them with the house still worth its z-token price + interest gained so far but not gaining anymore interest... That way it would be better off for them to sell their house for the z-tokens and convert some of the z-tokens into h-tokens and upgrade their houses from their...


_____________________________

Post #: 63
4/7/2009 21:43:21   
  Captain Rhubarb
Deuteranope


Real quick thoughts:
- I think having a separate 'h-token' currency might be very confusing
- I am hoping that z-token items stop inflating in price. The 50 token per-day cap, and the lower house interest rate should help prevent that.
AQ DF MQ AQW Epic  Post #: 64
4/8/2009 0:50:49   
Ghengis
Member

quote:

Real quick thoughts:
- I think having a separate 'h-token' currency might be very confusing
- I am hoping that z-token items stop inflating in price. The 50 token per-day cap, and the lower house interest rate should help prevent that.

Everything is confusing at first but with a little time it would become common sense, maybe a link to the forums from the housing merchant to explain in detail about housing. This should help bring make people more aware of the forums and the amount of valuable information it contains...
As for hoping that z-token items stop inflating in price. I would think that instead of trying to stop inflation you would try to create deflation muhahaha... If the z-token items were reduced in price and it was extremely hard to gain z-tokens, people would see it as a viable investment when purchasing z-token items. That’s how I see it
Post #: 65
4/8/2009 16:01:23   
hiddenmage
Member
 

quote:

- I think having a separate 'h-token' currency might be very confusing


I don't really see what's so confusing about it personally. It's just a different form of points.

For example, We already have HP and XP and MP, but SP was added in a while back. No one seemed to have a problem with that. Everyone knows how you get SP. It took a little whilt to get used to it, but now it's just part of the game.

Do we really need Reputation Points? That makes five different kinds of points to keep track of.

So instead of H-Tokens let's have House Points. It's just one more kind when we already have 5
Post #: 66
4/9/2009 2:22:56   
maikiejj
Member

yeah but what is the reall use of having any kind of house currency or points or tokens ? ?

now people can test out a house or estate.
if they don't like it.
whoppa sell the thing and you can buy yourself a weapon with it.

if you have to change your Z tokens to H tokens to get a house.
Then you can't get a weapon with it if you sell it because you do not like houses.


AQ  Post #: 67
4/12/2009 18:41:19   
Icemoh
Member

Guard Cost Level Power Effectiveness
Nerfkitten Scion 15000 130 296 19
Dragoncat G 1500 110 230 153
Guard dog 1500 100 200 133
Mutant Dracolich!! 1100 92 176 160
MeGogg 2000 92 176 88
Ferocious BURP 1000 90 170 170
Nerfkitten 2000 90 1 70 85


erm
nerfkitten has the same power as ferocious burp and is half as effective???? and is half the price!!!!!!!
allso look at nerfkitten scion its 10x the price of dragoncat but only 66 points more powerful!!!

nerfkitten scion if weve fought it is Supremely hard to defeat <id even call it one of the unbeatables> how can it be so.......scaled down is the word
and how can the normal nerfkitten have the same power as ferocious burp lol wt wud b the point of buying it??

shudnt its power be representative of how powerful it is in game rather then just its level?


< Message edited by Icemoh -- 4/12/2009 18:46:11 >
AQ  Post #: 68
4/12/2009 22:43:15   
  Captain Rhubarb
Deuteranope


two new ideas rolling around my head:

* Guards may start costing food. Something like 6 guards eat 1 unit of food every few hours.

* Guard training - do practice battles with your guards to train them up a "guard training level"
The training level ads to their base level for calculating war and invader defense effectiveness.
Training level also improves the guard's stats (somehow) when visitors to your house fight your guards.
Higher level guards 'learn' faster than lower level guards.
AQ DF MQ AQW Epic  Post #: 69
4/12/2009 23:15:39   
Dil
Member
 

their should be a training ground that you could buy on the side of your estate
*hopefully it will be free*
aswell will we get exp for training our guards? if we would i would want to buy a megogg and train him to lvl 130

< Message edited by Dil -- 4/12/2009 23:30:39 >
AQ  Post #: 70
4/13/2009 0:34:25   
Revewent Wabbit
Member

Our guards are hungry Cap'n, perhaps their combined levels = consumption of food?
quote:


Captain Rhubarb:Guard training - do practice battles with your guards to train them up a "guard training level"

Well, we already have guard level effectiveness determined by our towers, what if we had to utilize our guards as pets or guests to increase their strength? Modified by Charisma?? That may be close to what you meant; I'd like to see any direct interaction between specific character traits and their Estate (outworld Rep. is interesting, for example).
Have a Good Week!

edit: Could we personalize our Estates with our other abilities? It seems strength, luck, and cha might contribute to resource output; i'm not sure yet how this idea could balance out. And I'm still stuck on my notion that combining buildings might produce something beyond the current resource scheme (DEC + VG = Cabbage Head Zombie Minions!)

< Message edited by Revewent Wabbit -- 4/13/2009 0:57:48 >
AQ DF  Post #: 71
4/13/2009 1:42:20   
maikiejj
Member

hmm .. i am not so happy with the idea about guards costing food.

If you got a huge army of guards plus highest guard tower and highest musuem and stat trainers
Then you lose a whole lot of resources because they use them to operate.

that way you might be really getting in the minus and not in the plus with resources.


the other idea is coowl.
But don't make an extra building for it.
or increase the plot size or give us an extra estate for extra plots.
AQ  Post #: 72
4/13/2009 3:47:07   
Vigor Dracul
Member

I dont like the guard training idea. Its obviously way more difficult and timeconsuming to fight your nerfkitten scion and therefor to train it then it would be with for example the guard dog. So sooner or later all the guards would become closer considering "war-power". This cant be the intention considering how different their price is.

So to avoid this you would have to cap the "war-power" they could achieve or nobody would consider buying an expensive guard if they can just train their low-level one to higher power. This would become even more important if you consider limiting the number of guards one can posess by making it necessary to feed them.

So whats the point in training all guards e.g. 10 levels up other than to just kill some time by grinding. This doesnt sound like fun to me.

An idea I would like to see implemented is that there is a small chance your "troups" plunder some recources when going to war. This way there is a small chance you can get another attack ready.

AQ DF AQW  Post #: 73
4/13/2009 4:22:57   
inimalian
Member

But as Cap rubarb said higher levs learn faster than lower levels.

So you'll save tons of time training a high lev than a low lev.

And there could be a level limit of the training.
AQ  Post #: 74
4/13/2009 4:49:45   
FiendBane
Member

Can the guards don't cost food to mantain? (psst..they already costs z-tokens) Besides, even our characters don't eat.

"Hey why is my gold amount 15 gold less? oh, my character went to Yulgar's for lunch."
AQ DF  Post #: 75
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