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RE: =AQ= Houses With Estates - Discussion

 
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10/16/2011 16:30:37   
Phrixus
Member

They need castles and kingdoms. No, they don't need it as a type of lifeline but think of how much revenue that could bring in.

And how many games let you have your own castle or kingdom consisting of your friends? I can only see this helping them and encouraging the playerbase. Yes some sort of drama could cause disagreements among castle contributors but there are ways around such disputes.

There could be rules if someone backs out and an option could be to have a pending castle or kingdom until the next contributor is added. Or the rest could have a choice to disband with a refund.

I'm pretty sure such additions would only make loyal fans more loyal. I'm pretty sure it could bring in new folks and bring back (some) old folks.


All I'd like to know for now is what is going on as far as progress or the lack thereof really. Perhaps just information on what is impeding progress you know? Is the issue just that the Captain has decided to do it all himself and is of course, busy?

Some information is better than nothing. Even the faintest most feeble ray of light at the end of the tunnel would be somewhat comforting. Or at least well-received. Do you all disagree? I really just want to be a tad bit informed here.
AQ MQ Epic  Post #: 351
10/16/2011 17:02:45   
afterlifex
Legend-X


^ I assure you no one disagrees with wanting any kind of info, i have no idea how many times it has been said . But most of the time this ends badly one way or another, especially if one building that shall not be named...is named.
AQ DF MQ AQW Epic  Post #: 352
10/16/2011 17:07:37   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


@Phrixus: Last thing I remember was talk about caves and magic beans.

@afterlifex: That's sadly often the case, yes.
AQ DF AQW  Post #: 353
10/16/2011 17:52:42   
Phrixus
Member

Thanks for replying guys. Ah, well lets not name it then...

What about brainstorming on castles/kingdoms or just other resources just for the hellofit? It'd be nice to have some more talk of the castles and kingdoms and the potential they hold, or even the problems they may hold.

As for resources, I know its been said before but I'd like to see more wood. Is there a natural shortage of wood for all estates save those in the Forest or is it just something one deals with when living somewhere besides the forest?

Resources-

We could possibly plant Woodlocks, small forests consisting mainly of trees growing closely together. This is how most of the animals travel around where I live. They usually move from woodlock to woodlock, crossing meadows and what have you to get there. These could also provide a very small portion of food with the small edible plants that are often found within such areas. And I mean small, like 5 an hour and its highest level. Perhaps it wouldn't produce food at all, as that is fairly well covered.

What about some types of lumberjacks or axemen? Even friendly Frost Titans, if such a thing exists? Any kind of workers would do. One could think of plenty. They could use up food as well or some other form of payment.

Kingdoms/Castles-
(Regarding the Link Sigmund posted, a few posts above mine)

As far as the notion of attacking/stealing goes, one could have a save roll, or pay a certain amount of gold to keep their kingdom's identity hidden. Or perhaps hire on another guard to hide the evidence or specifically a thief to have a smaller chance of leaving evidence that said kingdom did was actually the one who stole from the other. Kingdoms or castles it could work for both. A save roll on whether or not evidence was left, could be done but I doubt many folks would like that (Could be wrong). I think people would prefer a way to really secure anonymity in such dealings; or at least have more control over it.

Perhaps castles and kingdoms can have walls as objects to control, or wall reinforcements.

Frostval Estate C/K could have walls consisting of Ice and Stone (What's that Ice that has been used in weapons before and possibly quests? Perhaps that could cost more to use or take more time to wield. As ice could be the easiest thing to destroy in the wall)

Forest Estate C/K could have walls consisting of Wood and an less durable Stone (Limestone? Or just stone that takes less time to destroy. A stronger stone could be purchased for a higher price. ) (Better materials could be traded for in a market or advanced trade hut once upgraded)

Darkovian Forest Estate C/K could have walls consisting of Stone and Bone and for stronger walls the owner could purchase remains in armor, or at least the armor that was found on the deceased.


This isn't a thorough suggestion. This is a brainstorm. And an impulsive one at that though I apologize on its long-winded nature. Does anyone else have any ideas?



< Message edited by Phrixus -- 10/16/2011 18:05:59 >
AQ MQ Epic  Post #: 354
10/16/2011 18:37:42   
SIGMUND
Member

I think we should leave the idea of bigger houses.

Although it has been very clearly stated before that the current largest house will remain the largest. It would have been nice to see something developed along the lines of what the Captain had planned. Seriously who wouldn't want to own a castle? Even if it cost 100K tokens.... and several players do now have that many available to spend. Other players would also be prepared to pay for more tokens to reach that target.

Dracowerepyre was also never going to happen until suddenly it did.... so who knows?

Underground plots and buildings were talked about ...... and would also be good...... but maybe the Captain was just joking when he talked about doing it someday?
Just like the mythical "soon" beast of AQ.
AQ  Post #: 355
10/16/2011 18:59:41   
Phrixus
Member

Ah, see I didn't know such a claim was made. I'm partially ignorant to the lesser known dealings with Houses here. So any information you can throw at me will be taken gratefully.

That is very sad. I just don't see why it can't be done and would be grateful if the Cap'm himself would rain down fiery knowledge from the sky for education's sake.

Everybody likes a little closure.

*Grumble* this game would be so good with castles and kingdoms. It would really stick out. Ok I'm done with my pity party.

Perhaps folks could still brainstorm on other buildings? Lets do something to keep this thread alive even if it is for sake of spite.

Lets hope houses are just like the Dracopyre class.


@Neo: I do agree though I don't think 100k is a terrible figure. But maybe I'd change my mind after trying to find someone to group with.

I know everyone would want there own castle though...ok 50k tokens would be better.

< Message edited by Phrixus -- 10/16/2011 19:23:52 >
AQ MQ Epic  Post #: 356
10/16/2011 19:04:58   
neo_manni
Member

SIGMUND @ I feel the same way, maybe not 100k though. I could afford it if it were like 50 to 75k tokens. don't forget about future plots if that were to happen.
AQ DF MQ  Post #: 357
10/17/2011 13:21:54   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


quote:

@Phrixus: Last thing I remember was talk about caves and magic beans.


@SIGMUND: That were the "underground" and "skyplots".

@Phrixus: I would be happy if they just added some customization, there used to be this tent model you could colour to your liking (not in-game sadly). Or some interaction with estate workers and/or guards, I always imagined my Bunyip to be a sort of buttler or servant.

quote:

We could possibly plant Woodlocks, small forests consisting mainly of trees growing closely together. This is how most of the animals travel around where I live. They usually move from woodlock to woodlock, crossing meadows and what have you to get there. These could also provide a very small portion of food with the small edible plants that are often found within such areas. And I mean small, like 5 an hour and its highest level. Perhaps it wouldn't produce food at all, as that is fairly well covered.


I myself was thinking of forests with trees that had nuts and were worked by the Chipmunks who are currently working in the fruit orchards and replace them with Tonpay Apes as chipmunks like nuts and Tonpay Apes like fruit.
AQ DF AQW  Post #: 358
10/17/2011 14:00:42   
Deer Elk
Member


A castle would be a cool next step for the housing system. Both stand-alone and estate castles... Maybe the character would need to be level 80 to buy...30k Z-tokens for the stand alone, 50k Z-token for the estate. Several temp weapon, armor, shield, and spell options that would have a power level of 80... The Castle estates would have 17 plots. 2 of those plots would allow the use of resource producers from the "other" locations--one of each. Pehaps at a reduced production level... So if you had a Forrest Castle Estate, you could buy and use one resource producer from Beach estates and one resource producer from Frostvale estates. Maybe in this case, the forrest castle estate has a little bit of beach/ocean frontage as well as bumping up against mountains...??



DE
AQ  Post #: 359
10/17/2011 15:41:20   
Phrixus
Member

I saw that D. D. and clicked on it hoping it would somehow till be up but sadly it wasn't.

I too would enjoy some customization. That alone would be a nice start to an update. I also like your idea on Tonpay Apes. I wonder, as far as estate workers and guards go if there could at least be a choice on what workers you used.

Maybe you could choose (in a Forest Mansion) between like 3 different workers? Elves could produce less food but have a higher level/power efficiency for guard towers, Tonpay Apes could be the opposite, and perhaps there could be another choice. But as I type this I doubt they'd go to the trouble of giving us that many choices.

If they don't make the castles (I'd like to hear why they don't plan to.) They should at least create some way to allow interaction between estates.


What's the most lacking resource for each estate? I'm guessing for Forest it's stone?
AQ MQ Epic  Post #: 360
10/17/2011 16:19:10   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


@Phrixus: I had lots of ideas regarding houses, so many suggestions that you could consider me a master architect, but all my blueprints are gathering dust and are covered in layers of mould.

I really don't need the option what workers I want for an estate item, but I would like to visit the buildings and my workers rather than some scroll showing me their production rate.
AQ DF AQW  Post #: 361
10/17/2011 16:24:25   
Deer Elk
Member

@Phrixus. Yes. It is stone for forest estates. You can only get the stone pit which produces 10 at level 10. That also assumes that there is nothing on your estate that consumes X stone per hour...

The other things kind of make up for the lack of stone. I am currently getting 62 or 63 Food per hour, 35 wood per hour, and 25 energy per hour.



DE
AQ  Post #: 362
10/17/2011 16:47:35   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


@Deer Elk: I think the cave/bean stake estate items were meant to solve that problem.
AQ DF AQW  Post #: 363
10/17/2011 17:23:02   
Phrixus
Member

Ah nice, I really need to get a mansion soon. I have enough but I'd rather let the price go up some before I sell and set everything back a level.

I wonder what Darkovia estates lack the most. Anybody know?

Also with castles you could have a moat, or if a moat is standard you could hire someone to fish for you, no? Or harness power through a mill?
AQ MQ Epic  Post #: 364
10/17/2011 17:30:14   
bassetbookworm
The Hound is Watching...


It's wood for Darkovia. They only get 10 wood per hour- that's part of the reason I'm glad my warrior did not start with Darkovia Mansion. Upgrading would have taken forever.

_____________________________

Primary: Sarona Pure Mage
Secondary: Rosea Lucky Beastmaster Mage
Tertiary: Mika Beastmaster Warrior
AQ DF AQW  Post #: 365
10/17/2011 20:18:46   
Phrixus
Member

I see. Thanks for the information bassetbookworm.

Well as far as the Forest's Estate's issue with stone perhaps there could also be some kind of salt mine or dwarf merchant of some type? lol

Or, upon slight justification, you could hire stone golem hunters that help rid the area of hostile neighbors while providing some stone.
AQ MQ Epic  Post #: 366
10/18/2011 10:13:25   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


@Phrixus: I think the underground (accessed by a cave estate "building") was meant to solve that, a mine sure would make sense to be (build) underground.

I don't see what would be so difficult about implementing the cave and underground area, save for the lack of time the Captain clearly has.
AQ DF AQW  Post #: 367
10/22/2011 17:14:47   
Phrixus
Member

Good point D.D. I don't really se ethe difficulty in that either save his possible lack of time.

Did he say he was dead set in doing it all himself??

Also, Would anybody be interested in starting Kingdoms on our own through guild threads of some sort? Ya know, something.

If Paxians can band together and try to have some fun while their clans lay dormant, I think the Peoplewholikehousesesandwanttodosomethingaboutit'ians can do alright as well.
AQ MQ Epic  Post #: 368
10/22/2011 18:06:44   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


@Phrixus: I think so and the other staffmembers stay away from it out of respect.

Banding together may be fun, yes. First we need to see whether there are enough people for something like that though.

Anyhow, in DF Croft was released this year. It's basically an estate which belongs to three candymaking witches, when I saw the place it was (aside from the theme) exactly what I had imagined what an estate would be.
AQ DF AQW  Post #: 369
10/22/2011 18:16:20   
Supermxn
Member

I want to raise big bad zard and unleash them on my neighbours... might not happen but would be fun to make the houses have some way to interact more actively with other players!
AQ  Post #: 370
10/22/2011 18:18:05   
Phrixus
Member

That's very interesting. Is it available to be viewed on the DF 'Pedia?

I'm all for seeing who all would be interested in banding together. Do you think creating a thread for this purpose would be wise? I could do it, but I wont be able to until either very late tonight or midway into tomorrow.

If you want to, feel free to do so but it is your choice.

I'm going out for a bit, take care!
AQ MQ Epic  Post #: 371
10/22/2011 18:24:22   
Supermxn
Member

Just to activate the museum takes years... Nice that ppl are optimistic but how long do you think we have to wait to band together? 2015? might be a little early to open a thread if there's no release date as that mean it won't happen any time soon!
AQ  Post #: 372
10/22/2011 18:32:22   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


@Supermxn: Last time the community spoke out it ended in a flame-war and then no staffmember will take you seriously anymore.

It's not like there are many people who are optimistic about the situation, mainly due to the lack of information, but have chosen not to care anymore. There are a few of course who are optimistic or at least fake being optimistic, but most just don't care anymore. Why do you think this thread hardly shows any activity anymore?
AQ DF AQW  Post #: 373
10/23/2011 1:58:05   
Pepp
Lives to Slay Dragons!


how about a house item for 50,000 tokens a replica dragonblade stone ( but takes at least 2 [lots of land to hold an the highest price of tokens in all of the game?)

not too many would buy it ( I most deftly would) but it would be uncommon enough to not cause too much competition with the dragonblade quest - seeing how visiting houses is done randomly..

< Message edited by Bigpepp -- 10/23/2011 2:16:26 >
AQ DF MQ  Post #: 374
10/23/2011 4:33:23   
  Grixus Faldor



Forest Estates need another stone harvester... there's a surplus of food and energy harvesters but a deficit of stone harvesters :S In fact, stone harvesting in general has been rather neglected.

_____________________________

AQ DF MQ AQW Epic  Post #: 375
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