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RE: =AQ= Houses With Estates - Discussion

 
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3/29/2011 6:17:25   
SIGMUND
Member

At the moment the only function of the Museum is to look good and drain resources from the Estates. This cannot make players happy.
Only when the Captain releases a positive function for the Museum will we know what that function is.

Now as for popularity of the Estate System.
Go and take a look at 500 characters. I think that you will find at least 250 will have a house and the remaining characters will either be inactive characters that are no longer played or ones that play infrequently.
Of those 250 House owners at least 200 will have buildings upgrading or completely finished.
That is 80% of the active players. The players that you want to keep happy.
So for the most active players the Estate System is now a major part of the game.


Whatever the original intention the Housing System is now a very big part of AQ.

The staff do now have an expected obligation to update the Housing system.
If the Captain is the only person who can update this part of the game that would be a bad strategy for AE. More staff should be taught what to do and should help to do something.
The only way AE can change this is by saying "Okay guys the Housing system is finished, there will be no new updates."

Quite clearly at that point they would lose some players who are only staying here to see what the Estate System does next.
Those who remain will continue to ask about other sections of the game and when they will be updated.


< Message edited by Kaelin -- 5/7/2011 4:11:16 >
AQ  Post #: 251
3/29/2011 6:48:44   
Ghengis
Member

Oh I know the estate system is popular but I also know that most of the people with estates are those who were able to take advantage of the high interest rates before they change. The thing that brought about the hightened interest in the estates themselves is the megaworld portal and the free xp/gold if the megaworld portal didn't exist I am sure it wouldn't be as popular. This does not discount the fact that you are correct that additional estate updates that are of similar benifit as the megaworld portal would be benifical to the community not only in terms of the potential for gameplay but as a way to increase z-token sales for those wanting to use such unique and helpful services. But not that many people visit the forums who play AQ, those people don't know what is planned for the estates or the future they seem to be content with the megaworld portal and the way the estate system currently is or we would have a much larger pressence within the forum asking for more updates to the estate system...

I find it hard to believe that anyone would stay in the game for the estate in its current incarnation. If you mean the hope that it will evolve into something along the lines of what was invisioned before like Kingdoms and castles etc... Then yes I can see a large amount of people who were inspired by that idea and vision leaving if thier hopes get dashed.

Producing resources is a positive function for the museum... What those resources are used for is dependant of the function of another estate item not on the museum itself... That was my main point why complain about the museum we are awaiting the building for the rare upgrade system. People can discuss the building that will upgrade rares until the cows come home and I wouldn't care one bit about it... But when people start talking about the museum and that it doesn't have a function when it does... I sigh and try over and over again to explain to people the simple fact that the museum was delegated as a resource producer that will produce <blank> (artifiacts) that will be used by another building to upgrade rares as per the current plan outlined by Captain Rhubarb. It's like the whole mastercraft/Uber incident people kept calling the mastercrafts ubers cause they couldn't seem to understand the change to the items. Chii was pulling the hair out his head at one point cause people still couldn't understand the difference...

< Message edited by Kaelin -- 5/7/2011 4:14:26 >
Post #: 252
3/29/2011 7:00:56   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


Here is an idea that might appease the crowds a bit till the Captain finishes it or the staff decides to help out.

Let the Museum produce small amounts of stone and wood till the day we can use it for whatever purpose the Museums were meant.
2 Stone and 1 Wood at best (perhaps even up to 2 gold), but the idea is that archeologists are busy unearthing/cleaning* artefacts for you and the rubble that's worthless gets back to you as resources.

You may be surprised as to what this might solve.


*I take it you've all seen the amount of time and work it takes before ancient treasures are restored to their former glory?
AQ DF AQW  Post #: 253
3/29/2011 16:23:08   
Savage Fred
Member

@DD - That's actually not a bad idea. I dunno about it producing gold, but at the very least not sucking resources for no reward would be nice. It shouldn't be too hard to code the museum to simply not drain resources until its actual functionality is revealed, and in the meantime, a little blurb about "Restoring ancient treasures to their former glory" is a neat little segue. Well done, DD
AQ  Post #: 254
3/29/2011 19:10:58   
candy.man
Member

@Ghengis
Whilst the museum has a conceptualised purpose for functionality it does not have any implemented in game purpose which is the main point we’re talking about here, not conceptualisation. In fact, whilst it is a known fact that the museum will produce artefacts for something else, Rhubarb himself has pretty much admitted that the system to make use of the artefacts is not 100% set in stone. At the moment, we have a rough conceptualisation that the museum may allow players to upgrade rare items to a higher level variant in the future. I’m in favour of the museum temporarily producing stone until the artefact system is implemented (museum functionality is reliant on the artefact system to be built and implemented).

A weekly release is a weekly release and can be anything from a one off Miss Fixit quest, wars, quest chains, old content revamp etc. My post was directed at the idea that housing stuff could be a viable candidate for a possible weekly release. It’s been proven in the past that the team don’t need Rhubarb to do all housing stuff which is one of the reasons why we’ve seen some new housing guards release in recent times. One of my previous posts suggested at the idea of Rhubarb allowing permission for the current active AQ devs to push housing updates. At the end of the day I don’t think it would be to bad if at least a couple of significant housing updates (emphasis on the significant) could be included within the yearly release schedule for 2012.


< Message edited by Kaelin -- 5/7/2011 4:20:45 >
Post #: 255
3/29/2011 21:19:47   
Ghengis
Member

The singular function of the museum has nothing to do with the functionility of other items just as the resource producers themselves were not considered non functional because they didn't suit any purpose other than produce resources until the megaworld portal came out. The museum has a function the function is to provide <blank> (artifiacts). You are looking at this rather very narrowly, my angle is simple I recognise that the museum has a function I also recognise that eventually sometihng will be created to make use of the funciton of the museum, this means that the museum is already functional it will do what it does and will continue to do it regardless of another building. Once that part is accepted then we can move on to the simple truth people like you are actually waiting for the building that will make use of those resources. I understand what you are saying... You just can't let go of blaming it all on the museum, the museum has nothing to do with why the rare upgrade system isn't in place.

You see any quest consitute a story, there are mini quests and story arks and one off quests and saga's they all constitute what the weekly release is usually about and have a theme, Miss Fixit quests are there as a part of the sweep to fix bugs and interestingly enough are in the form of an ongoing series of quest. The staff have explicitly said they are not willing to step in on Captain Rhubarbs pet project that is another fact, house guards are an entirely different manner it, the question of housing guards were brought up and the staff said that housing guards were a simple matter since they have nothing to do with the estates in question but more a balance and monster stating which is thier domain. So as you can see your claim about it being proven in the past about the team not needing Rhubarb to do all housing stuff is corret so long as it consitutes only the housing portion of the equation anything estate related aka the estaet buildings, plots of land and the system they work upon such as guard power (not the guards themselves) etc are Captain Rhubarbs domain so the AQ team have yet to interfere with them as per there wish not to step in on Captain Rhubarbs project.

My one and only problem is that people are continueing to say that the museum has no function and that the rare upgrade system that people are waiting has not come out is due to the museum... They are totally seperate buildings as per the current plan... The museum is just a resource producer... And as I keep saying what people are really waiting on is that building that will make use of the museums resource producing function to possibly upgrade rares... I don't mind people discussing the rare upgrade building and system so long as they keep well away from the poor lil' museum that seems to be treated like the little red headed step child that no one wants...

< Message edited by Kaelin -- 5/7/2011 4:22:46 >
Post #: 256
3/30/2011 17:54:10   
Carnival
Member

But we do want it. I bought it during the first two months of its release with the implicit understanding that I wanted it. That's why I opened my wallet, removed my credit card and said, "I am going to buy this museum, which I want. If I did not want this museum I would not be speaking into my wallet right now. Do I really breathe through my mouth like that? Man, that's horrible."

I get that you're defending the decisions of the staff and the direction of the content and all that other good stuff that makes the world go round, but I don't even play anymore unless I can snag something for my estate, so those effect me very little aside from what I can see with my eyeballs on my screen. Love the staff, they seem like cool cats, but I'm not spending my afternoons kicking it on the couches of AQ headquarters. I'm staring balefully into the unlit windows of my all-too-upgraded museum, hoping and wishing for what might have been.

I literally approach AQ like this: Every two months I check the AQ encyclopedia housing index. I check the guards. If there are new guards, I go and find them and buy them. Unless they're Z-Token items, which I very, very rarely buy with actual human currency anymore. I mark where they are, play for a week or two, check this thread for official updates, then quit again. I want that content, I have in the past bought that content, I own that content, and that content is the sole defining factor that makes me return to this game. When that content doesn't function it blows. Why waste my time being exasperated? I can go be non-exasperated (not a word) somewhere else. Like my pool! If I had a pool. Or my kitchen! Which I do have. Let no one tell you otherwise.

And to save time for everyone else, let me just say that a) this is not a dig at the staff, b) this is not a dig at rhubarb, c) this is not a dig at the direction of content, d) this is not a dig at updates, e) I am not unfairly demanding anything, merely stating what I as a casual player who enjoys the estate functions does, f) this is not a dig at the current estate system, g) I know about what the museum is supposed to do when it releases (I was there that day), h) i am not being ungrateful, i) it smells nice in here, j) you're quite handsome, you know that?, k) i realize that the current function of the museum is to be nonfunctional; that is a lame function for a thing to have, l) i like lilacs

< Message edited by Carnival -- 3/30/2011 18:35:17 >
AQ  Post #: 257
3/30/2011 19:42:24   
Ghengis
Member

@Carnival - I approach things slightly differently, I login daily to clear my estates and do ballyho, thats it, every 4-6 months (except on holiday releases) I login and go through the backlog of quests all in one go that way I can usually get all the story arcs at once without waiting I hate the suspense. I like estate items a lot so much so that I too eagerly await any new releases to do with estates. K) is false the museums current function is to produce <blank> (artifacts) the thing that we lack is a building with a function to use those resources. Everything else is true, even about lilac's smelling nice anyone who says otherwise is nasally challenged and should be forced to wear a tutu with a tiara made of lilac's regardess of gender. I'v been around since early 2003 I to also remember the original concept for the museum that original concept wasn't set in stone just an idea the Captain thought the museum should do, it went from a place to perminantly store and display rares to a possible way to upgrade rares, then finally to a resource producer for a building that may eventually upgrade rares.

Carnival who really needs a kitchen? Renovate that kitchen and turn it into a pool or a spa... All you need is a kettle to eat noodles the rest of the kitchen space is going to waste
Post #: 258
4/7/2011 13:35:27   
Savage Fred
Member

While I like the notion of having more plots and, certainly, more resource producers, I have some concern that that will only be more of the same. I mean, even with the guard tower and museum draining my resources and both Storage Buildings at lvl 15, I still have full resources for each war. Do I really need any more? If we're going to produce more resources, we'll need things to use them on.

I like the idea of maybe being able to add additions onto your actual house, like extra rooms or whatnot. Those extra rooms could be use to house select pets, but pets that will only stay there if you produce enough resources (ie food) to keep them satisfied. Or being able to use a couple thousand energy to add an extra energy attack on top of a weapon's base damage for, say, 100 turns or until logout or whatever.

Anybody else have any suggestions?

< Message edited by Kaelin -- 5/7/2011 4:25:14 >
AQ  Post #: 259
4/7/2011 13:53:08   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


_________________________________________________
l---------------------l--------------------------l-------------------l
l-----Second--------l--------------------------l-------First-------l
l-----Tower---------l----------House---------l-------Tower-----l
l---------------------l--------------------------l-------------------l
l_______________l___________________l______________l
l----------l------------------______-----------------------l--------l
l---W-----l----------------/--------------------------------l--W----l
l---a------l---------------l---statue-----------------------l---a----l
l---l------l-------------------------------------------------l---l-----l
l---l------l-------------------------------------------------l---l-----l
l_______l__________________________________ l______l
l----------________l---------------------------l-------------------l
l----------l--Guard--l------Gate House--------l------------------l
l----------l--House--l___________________l-------------------l
l_______l________l---------------------------l_____________l

@Savage Fred: Like this? This is an old suggestion of mine dating back to 2008.

I also had an idea for a moat (to keep water elemental guards).
AQ DF AQW  Post #: 260
4/7/2011 14:24:35   
Savage Fred
Member

Yeah DD, kinda like that. Your idea, to me at least, seems somewhat reminiscent of the Guardian Tower, which I think is neat. Having a Darkovia Estate myself, I've already got one tower, and a spare room, but in your design I'd have one on either side, which seems cool to me. Like I said, I think you should have to construct them from enormous amounts of resources, possibly in stages. Kinda like the buildings do now, but for the extra rooms, they'd have no effect until you maxed them out at 10. That's just a thought though. I very much like the idea of a statue room, maybe being able to spend stone resources commissioning a statue of yourself in different heroic poses a la Fable II.

I dunno about a moat for keeping water guards, but I think it'd be an interesting idea for a resource producer. It costs you wood to build up the sides of it and prevent it from caving in, as well as the bridge and so forth, but digging it out gets you stone? Of course, wood is already a scarce enough commodity as it is, so I dunno that that would be a good idea. I must say, I really like the idea of having a moat around my estate just for a visual effect, I just dunno what its actual functionality should be.
AQ  Post #: 261
4/7/2011 14:41:03   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


@Savage Fred: Actually you've got to envision it as the inner court where you could put a statue or fountain as decoration.

But your idea works as well.

Scrolling through my estate items, only the Training Grounds seem interesting as they would increase the profit of sending your armies into battle.
AQ DF AQW  Post #: 262
4/10/2011 3:38:31   
fearshbane
Member

Has anyone heard anything about new gold estate guards?
I saw some new guards appeared in the limited time store but they're token only.
AQ DF MQ  Post #: 263
4/10/2011 16:16:22   
Phrixus
Member

I haven't heard anything about new gold guards but I really think the staff make 1 or 2 fairly high-leveled gold guards.

Who could complain about that? I think most would just have to be grateful for that. I know I would.
AQ MQ Epic  Post #: 264
4/14/2011 14:30:26   
Pieces
Member
 

In the first part of the /0 war (Bizarre Flecks last year) they released a massive amount of house guards... all costing z-tokens (or at least any of the decent level ones). I'm not really sure what the point of having so many Z-token house guards are, they're probably amongst the least useful items in the game, so I would expect them to be amongst the least purchased rewards, especially if they cost Z-tokens. Have some gold based ones as a gold sink at higher levels would be nice, but as it stands already, there are many players with only the gold-based house guards (the fire/ice dragon, night raider, etc) only. Having high level gold guards would discourage players from purchasing Z-token guards even more.
AQ  Post #: 265
4/14/2011 15:41:14   
Savage Fred
Member

That's not true. House guards are very useful. They alleviate the need for me to log in every day and wipe out all the invaders of my estate. Now the only thing that ever gets attacked are my lvl 15 storage buildings, which is fine because that has no effect on me. Prior to getting all the house guards that I have, I'd be clearing out a dozen or more invaders a day, and that cost me resources
AQ  Post #: 266
4/28/2011 3:08:04   
johnnyquest.aqrocks
Member

wasnt there a thread that said that museum would be scraped and that the tokens would be refunded?
AQ DF  Post #: 267
4/28/2011 3:49:24   
Ghengis
Member

@johnnyquest.aqrocks - No such thread ever existed, so no we will not get the tokens refunded.

quote:

When the _______ function of the Museum is finally released, everyone that has owned a Museum will receive a ______ item for every day that they have owned the Museum.
Even if you bought one and sold it already, you will receive a ______ item for each day that you did own it.


quote:

Current plan is to combine the functions of the never-released "Library" with the "Magic Trainer" into a building called "Mage Tower"
The Library will somehow allow magic research with a way to upgrade rare magic weapons, spells, and Misc items.
Something similar will happen to the Warrior Trainer.


@Lord Sauron - Both quotes are by Captain Rhubarb, since we know the museum will produce a resource and that the resource will be used by a building for rare upgrading one can easily surmise that the museum has a function planned out, the only problem as I have stated many times in earlier posts is that even if we get these resources we cant use them until the building that has the rare upgrade functionality is released. Since we will receive a certain amount of resources for that time we have owned the museum it can be said that the museum is functioning as is intended since ownership of it passively produces resources daily, we just don't have a counter for the resources being produced.

< Message edited by Kaelin -- 5/7/2011 4:27:16 >


_____________________________

Post #: 268
4/28/2011 8:48:01   
afterlifex
Legend-X


quote:

Both quotes are by Captain Rhubarb, since we know the museum will produce a resource and that the resource will be used by a building for rare upgrading one can easily surmise that the museum has a function planned out, the only problem as I have stated many times in earlier posts is that even if we get these resources we cant use them until the building that has the rare upgrade functionality is released.


where is this stated? No where does it say that the museum will have anything to do with rare upgradeing, that has been moved over the the mage tower and it's warrior equivalent. Unless i am missing something there has been no connection made between the 2 buildings. IIRC the museum having a rare upgrading system was an "idea" the idea has just been switched to the other buildings.

We have no data on the museum other then the old:
quote:

When the _______ function of the Museum is finally released, everyone that has owned a Museum will receive a ______ item for every day that they have owned the Museum.
Even if you bought one and sold it already, you will receive a ______ item for each day that you did own it.


edit: all we have is vague "old" info:

quote:

Higher level museums will offer more interesting "features", such as:
- Displaying all your paintings on screen at once in a virtual art gallery.
- Owning a museum will add the ability for your character to find random "artifact" drops from monsters.
- Use artifacts and other [TOP SECRET] knowledge and items to [TOP SECRET] your inventory weapons.


with idea such as the mage tower(which as at least 2 "past" post referring to it) changing & seeing "updates" once a year

edit: I decided to try & be more clear as to what I am thinking. Unless Capt. has made a "recent" direct connection between the museum and the likes of the mage tower, the idea of it is you simply trying to make a connection between 2 similar assumed abilities that at are of 2 completely different time lines.(the idea are years a part)

Now I am not saying your wrong I just don't know of info to the contrary.

< Message edited by afterlifex -- 4/28/2011 9:19:05 >
AQ DF MQ AQW Epic  Post #: 269
4/28/2011 10:06:53   
Ghengis
Member

@137ben & afterlifex - Many of the posts have been deleted but my memory is long... really long and really accurate the discussion went along the lines that the museum would produce something aka <blank> (artifacts) and that a separate building such as an upgraded version of the stat trainers would gain the ability to use what the museum would produce for rare upgrading this all went on in a brainstorming session when we were discussing possible uses for the museum. All I can say is either you can take my word for it or a staff member who remembers what was said in this thread can come in and confirm it.

< Message edited by Kaelin -- 5/7/2011 4:30:37 >
Post #: 270
4/28/2011 10:14:20   
afterlifex
Legend-X


You seem to be misunderstanding me, I am saying there isn't really direct info as you said "this all went on in a brainstorming session when we were discussing possible uses for the museum."

Now did Capt. actualy say " I am going with X" or " this is what I am doing" other wise it is just a possible "idea" with no concrete connection.
AQ DF MQ AQW Epic  Post #: 271
4/28/2011 10:37:37   
Ghengis
Member

Sorry I guess I wasn't being clear , while discussing possible uses for the museum Captain Rhubarb took a shine to the idea, it was then he decided that the museum in some form would produce artifacts and that the artifacts would be used in the process for rare upgrading and that the function for the rare upgrading system would be given to the upgraded version of the stat trainers.

In short I remember Captain Rhubarb clearly stating at the time without any recent information contradicting this... that the museum would in some form produce <blank> (artifacts) and that these <blank> (artifacts) would be used by an updated/upgraded version of the stat trainers with extra functionality to upgrade rares.

I hope this puts peoples minds at rest about the museum and that the building everyone is really awaiting is the stat trainers to receive extra functionality to facilitate the rare upgrade system. And that they will leave the poor museum alone for without its counterpart the <blank> (artifacts) it produces are useless. So feel free to discuss the rare upgrade system and the stat trainers being incorporated into it, just leave the museum alone.

< Message edited by Kaelin -- 5/7/2011 4:31:18 >
Post #: 272
4/28/2011 13:49:49   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


Can a staffmember confirm or deny if Captain Rhubarb is still even on the AQ team?


I heard them say he wasn't, but I might've misunderstood.


I personally think the museum should be removed from the Estate Shop at least for now, as it will only bring in more questions and frustration.

That OR give a temporary function like I suggested till the REAL function gets implemented.
AQ DF AQW  Post #: 273
4/28/2011 14:40:17   
manunkind
Member

i don't see how removing it from the shop would help much. everyone complaining about it bought it long ago.

and i wouldn't want to see some sort of temporary fix either. it creates more work which pushes back any permanent solution. and when i look at what is now called nemesis and think back to my good ol' nightmare armor, i am reminded how much i'd like them to get things right the first time so they don't have to go back in and change it all around after the fact. that just creates more frustration.

_____________________________

Progress is a comfortable disease
AQ DF MQ AQW  Post #: 274
4/28/2011 15:30:07   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


@manunkind: I posted that from the perspective that the staff would confirm it that Captain Rhubarb had left the AQ team.

Okay, to deal with your problem I will now do something shocking!

quote:

I personally think the museum should be removed from the Estate Shop at least for now, as it will only bring in more questions and frustration.

That OR AND give a temporary function like I suggested till the REAL function gets implemented.


If the function should S.O.O.N. gets out the Museum gets put back into the Estate Shop.
If it doesn't, the people still can brag they have a rare estate item that fulfills a minor role.
AQ DF AQW  Post #: 275
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