Home  | Login  | Register  | Help  | Play 

RE: =AQ= Houses With Estates - Discussion

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> RE: =AQ= Houses With Estates - Discussion
Page 16 of 30«<1415161718>»
Forum Login
Message << Older Topic   Newer Topic >>
10/23/2011 7:23:21   
Travis Touchdown
Reality Touchdown!


^Each different type of Estate has its flaws. For Darkovian owners, for instance, it's Wood. Like Forest owners and Stone, Darkovians are stuck with one building to collect Wood.

To be entirely honest, I would love to see a building, similar to that of the Corn Field, that collects Wood and Stone. Not entirely sure what the building would be, exactly (maybe a Rock Garden just for pun?), but I think it would be greatly appreciated by all.

quote:

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.


I could see it being difficult. Firstly, I would imagine that certain buildings that are currently available would be useless either underground or in the clouds (you need soil for growing plants, making any type of farm useless in the air, and Wood producers would have a lot of difficulty finding anything resembling suitable materials in a cave), so each building would need to be sorted through and tagged appropriately. Additionally, the additional space on top of this would probably require new buildings otherwise it could end up quite barren (Wind Farms above ground, Mines below ground, for instance), so that could be several buildings to code and make art for. And then you would have to adjust the Estate programming to support multiple levels, which means new monster pools when monsters attack each level, setting the resource system up to check all three floors if applicable...

It would actually be a sizable undertaking, to be honest.
AQ DF MQ AQW Epic  Post #: 376
10/23/2011 9:27:42   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


quote:

I could see it being difficult. Firstly, I would imagine that certain buildings that are currently available would be useless either underground or in the clouds (you need soil for growing plants, making any type of farm useless in the air, and Wood producers would have a lot of difficulty finding anything resembling suitable materials in a cave), so each building would need to be sorted through and tagged appropriately. Additionally, the additional space on top of this would probably require new buildings otherwise it could end up quite barren (Wind Farms above ground, Mines below ground, for instance),

Underground/Cloud-only estate buildings, just like graveyards and dark mana collectors can only be build in Darkovia estates these plots would most likely be just for special "premium" buildings, though the Captain is free to correct me here.

If buildings can be build on clouds, I see no reason why farms could not extract nutritients and water from the clouds themselves.

quote:

so that could be several buildings to code and make art for.
IIRC, the artist who made the art for the Museum said it took him a few hours, a day tops. The code for resource buildings can be just copied from the existing resource-producers. My estimation(+bug testing) ~3 weeks

quote:

And then you would have to adjust the Estate programming to support multiple levels, which means new monster pools when monsters attack each level, setting the resource system up to check all three floors if applicable...

You could start with experimenting with one extra floor for starters, then the second other floor would be easier to implement.
I have no doubt this will be the hardest thing to do, though I may very well be wrong here.
AQ DF AQW  Post #: 377
10/23/2011 9:38:07   
Nex del Vida
Member

Although I'm totally ignorant regarding matters of coding, I think I agree with DD. Firstly, it would be easy to tag all current buildings as "Level 0" or "Ground," then all cloud buildlings as "Level 1" or "Sky," and all underground ones as "Level -1" or "Underground." Secondly, hydro- and aeroponics do, in fact, exist... an Aeroponic Orchard could collect Food and Energy, for example. As for the art... that might be a problem, especially if the new buildings change their appearances based on their levels. But I hardly think that's necessary, and in fact barely notice it in my Estate. Heck, they could just get a bit larger with each level.

I hadn't thought of having to buy a whole new house to get the new level. I had pictured buying the level separately. But I think my idea would probably require a lot more coding.
AQ  Post #: 378
10/24/2011 14:15:03   
Phrixus
Member

Ok I'm going to post the thread for those who are interested in creating a type of kingdom/castle system of sorts in guild form.

I'll edit the link in as soon as I post the thread.

And here it is. Take a look at my post a few more posts down.

< Message edited by Phrixus -- 10/25/2011 16:38:24 >
AQ MQ Epic  Post #: 379
10/24/2011 15:09:47   
Supermxn
Member

Sound fun, I have two characters with estimated 60 k z-tokens :)
AQ  Post #: 380
10/24/2011 17:31:06   
Phrixus
Member

I do now realize I have posted the thread in the wrong place.

I will fix this when time permits. I have a question though, would anyone be willing to start up a site/private forum for houses and estates much like the paxian private forums, for the sake of guild-based Kingdoms?

I can look into this when I have a bit more leeway in my schedule but for now i was wondering if someone would be willing to look into this a mite.

AQ MQ Epic  Post #: 381
10/24/2011 18:10:37   
Travis Touchdown
Reality Touchdown!


quote:

I hadn't thought of having to buy a whole new house to get the new level. I had pictured buying the level separately. But I think my idea would probably require a lot more coding.


If memory serves, the good Cap'n mentioned something about the Beanstalk/Underground being accessible through additional buildings (like a Beanstalk for the clouds). I don't believe he said anything about needing a whole new house for it. It's been a good while, so I could be wrong...
AQ DF MQ AQW Epic  Post #: 382
10/25/2011 16:35:24   
Phrixus
Member

Ok I have made the proper adjustments thanks to help from Sysquella and D.D. and you can now view and discuss the propisition in here.

Please stop by and give me your input on this issue. I'd like to hear anything you'd have to say about this.
AQ MQ Epic  Post #: 383
11/4/2011 15:55:11   
SIGMUND
Member

I was Keeping track of Z-token rewards to see how long it might take to get an Estate and some resource producing buildings.
So far it has taken 8 weeks to get about 2000 tokens for free :

Here are my actual results.
Playing 2 hours per day and doing 11 ballyhoo per day.

Character One : 2097 averaging 262 per week
Character Two : 1812, averaging 226 per week
Character Three : 2024, averaging 253 per week
Character Four : 2121, averaging 265 per week
Character Five : 1915, averaging 239 per week


Well at this rate it will be another 4-6 weeks before My Estates begin to produce Resources.


Edit
Link to first post added.


< Message edited by SIGMUND -- 12/13/2011 2:47:06 >


_____________________________

AQ  Post #: 384
11/9/2011 23:19:46   
Phrixus
Member

Well now it seems the Diretooth (teeth?) have been added to the Frostvale Estate monster pool. Has anyone else found any new intruders?
AQ MQ Epic  Post #: 385
11/9/2011 23:36:09   
afterlifex
Legend-X


well lets clear my estate(will update as i go): (forgive me if a few aren't "new")

Darkovia Mansion Estate
forest demon 126

edit: and that's all i ran into
edit: wolfrider 126
(odd darkovia gets that and Frostvale gets diretooth)

< Message edited by afterlifex -- 11/10/2011 8:30:39 >
AQ DF MQ AQW Epic  Post #: 386
11/10/2011 8:50:16   
Phrixus
Member

Yes that is odd. If I would expect any more darkness creatures I'd probably expect undead sasquatch to show up as it looks like a post-sweep Yeti, but I didn't expect diretooth. Well not complaining.

Do you know how long there has been a lvl 120 Diretooth? From the beginning? lol. Maybe I never saw them because I was like lvl 96 when they first came out.
AQ MQ Epic  Post #: 387
11/10/2011 8:56:29   
afterlifex
Legend-X


looking at the info subs, where various updated/new monsters are listed it falls under "new". So as of the MS quest.

We know what got into RA, the question is what did and didn't get into the houses(or more specifically which houses).

edit: Darkovia Mansion Estate using "battle nearby":
werepyre lvl 105
molten beast 130
wood golem 132

< Message edited by afterlifex -- 11/10/2011 9:17:57 >
AQ DF MQ AQW Epic  Post #: 388
12/9/2011 5:10:28   
MEHEHEHEHEHE
Member

Lol quite a few updates have been implemented in the last few years.
Post #: 389
12/9/2011 15:16:12   
SIGMUND
Member

Tracking how long it might take to get an Estate just from Free tokens

The original post

Now it has been 12 weeks and my results are: -
Each character had 12 visits to Ballyhoo and played for 2 hours each day.
One 3615
Two 3112
Three 3503
Four 3567
Five 3603

For some reason that I can't figure out character two has done particularly badly in the last three weeks,

Edit:

Now they have enough tokens for the lowest level estate but I'm waiting for the current houses they own to earn some profit before buying the Log Cabin Estates
which they can afford. This will also give them time to earn enough tokens and gold to buy and then upgrade the 4 basic resource buildings. If things go well they should also have enough tokens for a guard tower and therefore they should be able to help to save Frostval and deliver the Gift Boxes.

< Message edited by SIGMUND -- 12/13/2011 2:52:32 >


_____________________________

AQ  Post #: 390
12/10/2011 13:48:00   
Phrixus
Member

Those are some interesting figures Signumd. You're building a small kingdom of your own aren't you?
AQ MQ Epic  Post #: 391
12/11/2011 11:12:13   
SIGMUND
Member

I have hoped for an official Kingdom to be produced by the Staff for the last three years.

My initial account could probably produce enough resources to support a Castle.
I would probably need a few more accounts to support a Kingdom.....?

However the conditions and rewards of the Estates system have changed so much in those three years that I thought I should see just how long it might take a new player to begin some Estates.
AQ  Post #: 392
12/11/2011 19:52:44   
Nessa Ellensse
Member

stone and wood = petrified forest


I would like to see some Frostval themed guards
AQ DF MQ AQW Epic  Post #: 393
12/11/2011 20:11:04   
  Grixus Faldor



Stone is the most neglected resource for Forest Estates... with all the buildings I have currently, I only generate 6 Stone per hour, whereas I generate 53 Food, 32 Wood and 16 Energy per hour, although, mind you, Energy is somewhat neglected too.

_____________________________

AQ DF MQ AQW Epic  Post #: 394
12/11/2011 20:25:46   
afterlifex
Legend-X


and darkovia lacks wood(which is odd being in a forest), neither of which matters with the trade hut.

quote:

Though that applies to all stone resources.

that does raise the question of were the graveyard gets its stone or at least the stone for tombstones to then be "harvested".

< Message edited by afterlifex -- 12/11/2011 20:30:49 >
AQ DF MQ AQW Epic  Post #: 395
12/11/2011 20:31:09   
Nessa Ellensse
Member

It's getting to that level 12 trade hut that is the problem. Once you have your estate buildings built up and your trade hut in place you're fine. You feel the pinch in the lagging resouces only while you're trying to get there.
AQ DF MQ AQW Epic  Post #: 396
12/11/2011 20:33:16   
afterlifex
Legend-X


..meh.. it's minimal..estates are meant to be built over time anyways i wouldn't doubt people are often just over extending themselves trying to do things too fast.

edit: it was much easier originally with less items, there are just too many items at way too low a lvl and you can get overwhelmed. Which why I am still waiting for thous "higher lvl items".

< Message edited by afterlifex -- 12/11/2011 20:37:53 >
AQ DF MQ AQW Epic  Post #: 397
12/12/2011 17:19:55   
Phrixus
Member

More power to you SIGMUND, it doesn't seem like anyone else is about to make one for us. That's why I was trying to create an RP game out of it lol.

***


And for Frostval Estates its Wood that's lacking but the Trade Hut really does help. Its just getting to lvl 12 like Nessa said.

How many of you would buy a Frostvale Mansion Estate if they released a rare one during Frostval? I know I would. *Sigh maybe next Frostval. Or anytime would be welcomed really*


I like proposing ideas for resources like I have pages back but its also frustrating knowing that it probably isn't taken very seriously or even looked at.

But...eh, maybe we could have a grounds keeper tent like a small sentry tent made to look like it was built for soldier or something with small visible tools and a campfire outside. Maybe you could set it to produce more for one thing than another or just one thing. Or perhaps when fully leveled he/she could produce a little bit of food and wood to sort of break even in their cost of living on the estate.

Perhaps the grounds keeper could gather food and wood or stone for you for whatever your estate is. I'm trying to think of a possible way he could gather some energy. A very small mill device?

Anyway Itd be nice to see such a groundskeeper even if you had to buy a Forest, Darkovia, Frostvale or beach grounds keeper based on your home. Maybe it could also be a "higher level" so it could function as a semi adequate guard given the name? I'd be happy with 90 really, seeing as it is a resource it might be high though.

What are your thoughts folks?

AQ MQ Epic  Post #: 398
12/12/2011 18:13:37   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


@Phrixus: I take it you understand my game was not approved? *sigh*


The magic trainer currently holds the most promise for me as it was said to upgrade magic weapons in the future.

I could do with about any building that hosts an NPC we can speak to though.
AQ DF AQW  Post #: 399
12/12/2011 19:14:57   
Phrixus
Member

D.D. Whaat?? No I didn't know that. I messaged you asking how it went but you must not have gotten it. I am sorry to hear that good sir. It was a very well put together system.

Oh now that is interesting. It'd be nice if something new was updated as far as what said NPC would say like each weak or so?

I always wondered if (assuming the castle system/kingdom system worked) there would be a way that messages could be left between players.
AQ MQ Epic  Post #: 400
Page:   <<   < prev  14 15 [16] 17 18   next >   >>
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> RE: =AQ= Houses With Estates - Discussion
Page 16 of 30«<1415161718>»
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition