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RE: =AQ= Houses With Estates - Discussion

 
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5/8/2012 16:16:53   
Darquess
Member

You know how many times this thread has been on?

Really, what is so interesting about houses? They arent useful apart from

A: Estates can have buildings on them.

B: We get loads of potions from them.

C: We get storage space.


So why is there constantly debate? Houses with estates are cool. Yes, the houses and estates look nice and are worth doing. End of.

_____________________________

IN DARKNESS TAKEN
AS I WILL
SO MOTE IT BE!!!
Post #: 576
5/8/2012 16:42:11   
battlemaster25
Member

^

A: People just like to talk about things, even if it would be redundant.

B: You've admitted it, houses look nice and are cool. That's enough to make it worth discussing.

C: A new Deren house came out recently. Talking about the latest releases is a big part of this forum.

If you don't like it, just don't read the thread. There's no reason to be one of those "stop-having-fun" types of people.
AQ  Post #: 577
5/8/2012 16:57:01   
Darquess
Member

sorry
it just comes out alot.

I did see the Deren house. It looks cool.

Maybe there should be a split somewhere down the line in selecting houses?

One side is comfort, going through houses, mansions and palaces.

The other, strength, forts, castles, citideals...etc.

Maybe worth looking into, becuase who dosnt like a bit of choice?

And turret placing would be very fun, especialy if zards came and tried to invade, noly to have boiling oil poured onto their brains and them being reduced to HALO's Grunts

(You killed my brother!, Argh!, We're all gonna die!!!)

Apoligies again.
Post #: 578
5/8/2012 17:18:38   
saiyen
Member

Houses are pretty good and always nice to own one, i especially like the new Deren one, gave me a reason to sell my old one now i'm loaded with tokens because of it.
AQ DF MQ  Post #: 579
5/8/2012 18:46:40   
Phrixus
Member

Could someone (possibly an admin but I'm eager to hear everyone's input if they'll give it) give some critique on the idea (pertaining to a castle) of a complex resource that has smaller counterparts?

*For Example: A village that houses people who work for you like a fief could be a very stable complex item. The upgrade payments could be labeled as a level of kindness shown to these people that they use to expand their village. They would already be giving you some of their food as a thank you for lending them your shelter and protection. but the more you fund them to expand the more they can donate. Think of it as a mutual or reflective investment.

These people could count as very low level guards, so they would need protection, and probably in the form of knights. There could be both foreign and native/domestic knights. You could differ the two by having domestic knights trained inside your village cost lest but be just a bit weaker than the foreign knights who are more well-traveled. Of course the more experienced foreign knights would cost a bit more.

One could also fund a shop where a villager can bring in more revenue from a trade.


*What of an entertainment resource? One that can bring money to you? A small amount would probably be all it brought and it could possibly take a while to upgrade but what of an Entertainment Square/Theater, Colosseum, circus? If one wanted to side-step a bit of violence (though Guardians already fight in an "arena") you could have the Colosseum host chariot-races only. Or get creative and say, assorted monster races such as zard, thunderbird, zeel, etc.

Chariot races could have colored- teams added to them much like the old Roman empire where fans of their color were often said to be more passionate for their team than their country. The owner could pay for more colors, or concessions. For one day a week you could take away the rules and make fighting allowed during races which would for that day, gross a higher income for the owner.

Circuses could provide different workers/attractions. One could pay for a Drakel Strongman (Just recycle the Destroyer art), or a sword swallower (You could recycle the Zard-style martial art master) you get the idea.

The more workers/attractions/teams/actors/racers you have for these entertainment establishments the more you make. Being the owner you could always make a profit so while the cost of having more participants is greater, so is the related income for having them.

Theaters/Entertainment Squares could be given more props and actors to put on more lavish performances, thus attracting more folks. You could even start out with an entertainment square and after a few levels upgrade to an actual amphitheater/indoor theater or something of the sort.

Just present the formula Revenue-Cost=Profit. Each stage of this entertainment item could cost a certain amount and produce a certain amount of gold. I feel such methods would be necessary to manage such a large estate to minimize the possible pains of much upgrading.

Lastly for these, leveling up your entertainment establishment would make them professional and impressive enough for people from other towns to come see the performance. This would of course yield a fairly good income for you. Nothing amazing but I think it would be reasonable.


Ok, what are the strong points and weak points of this post? I'd appreciate it if some folks gave their opinions. I myself prefer reading ideas for the housing system than speaking of the museum or something along those lines.

< Message edited by Phrixus -- 5/8/2012 18:53:55 >
AQ MQ Epic  Post #: 580
5/8/2012 19:12:04   
Dragoon23
Legendary AK!!!


I don't think the entertainment one will go through as it sounds sort of like the bank suggestion (invest some gold and get interest meaning you're getting gold for doing nothing) which gets shot down every time.

Sure you have to buy the entertainment but after a point you're going to be getting gold for doing nothing except maybe scaring away invading monsters.
Post #: 581
5/9/2012 12:05:00   
Darquess
Member

See my idea above on castles and mansion tiers.

Total War games do this sort of civillian managment very well, but thats a war game with huge empires and armies. If you had a castle or large city, you would have a large army to defend it and the lands surrounding it, and you would also get much gold.

As you can see, this renders AQ obsolete, as income is gained quickly in huge numbers and your army can go flatten the new army that appears every week for you.
If this dosnt happen,it will mean that the town isnt worth doing, because i real lfe, if you owned a city you would have lots of people and reasources to help you.
It would be the end of normal gameplay.
Post #: 582
5/9/2012 13:15:13   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


@Phrixus: Eh, I think we should start (and most likely keep) it simple. As far as I know the staff isn't prepared to jump in with the Captain's project and the Captain is flooded with work of the many things he has got to do. The easier the project is to complete, the more likely it will be started at all.

I do think we should have some resource drains other than sending armies for kingdoms (which I will refer to as fiefdoms since I think it is more accurate and realistic*).

I'm not sure how the idea with the planets is right now, but let's say we're using them to build our fiefdoms after all. I'd say we should have a neutral faction. I'll explain this by using Kairula as I'm most familiar with that planet.

We have the Gnil, a race rising through the ranks of sentient life on the planet. Everything on Kairula seems to revolve around them. One side nurtures them and sets them free, while the other captures and imprisons them for use as slaves. (I'll leave Warpforce out of the picture here.)

You get a village or small settlement. You get civilians or "followers" by either hunting and enslaving Gnill or freeing them from capture and gaining their gratitude. The major advantage is that you can use the same art, rather than having a treetop town and a ground-based town.

The current use I see for kingdoms is getting cheaper troops (as your alien allies can get supplied back home), gold income by importing alien goods and selling them and some house items like a "Gnill Lighthouse".


Should we however get a fiefdom on Lore, I'd like to govern a small village of moglins.

*A kingdom sounds like 500000 Z-tokens, which hardly anyone could pay. Fiefdoms on the other hand sound more affordable. (50000-100000?) That and you can have more fiefdoms than kingdoms.
AQ DF AQW  Post #: 583
5/9/2012 13:56:42   
SIGMUND
Member

Well the question really becomes this.....
Could you afford to buy a kingdom in reality.???

The answer is No.

Only a few people could pay to start a Kingdom. Probably about 20 multi-billionaires in the world?

So only a few people in the Game could afford to start a Kingdom. Which seems to match real well.

Then it is up to that "King" player to recruit other players to join his kingdom. The regular player can choose to join a kingdom or stay unaligned....

I haven't thought through how this might work in the Game but I would suggest that the "Kingl" player pays something to the "subject players" to retain their loyalty for a month or a quarter year.
The "subject player" can choose how loyal they are going to be and get rewards based on that loyalty ???

I am not sure if this is possible in the game ??? but it might work ???

AQ  Post #: 584
5/9/2012 14:04:42   
Nex del Vida
Member

In addition, there's another (simpler) issue that prevents houses from developing much past where they are now: quite simply, Captain Rhubarb is really really really busy. The Housing project was his brainchild, and to my knowledge he updates it when he has free time, which is basically never. I honestly never thought we'd get another type of house at all, so the Deren Estate is a lovely surprise (though I can't say I'll be buying it).
AQ  Post #: 585
5/9/2012 14:05:26   
  Dwelling Dragonlord

ArchKnight AQ / OOC / L&L


@SIGMUND: However a kingdom is made up of provinces, provinces are made up of city-states, city-states are made up of village communities. (Kings, governors, mayors, town elders respectively.)

I'd be content to rule a village. You could have some PvP-wars with the system. The real question is how you would be granted the authority. All allies I've met on the alien worlds and on Lore seem to tolerate us as an "emergency-general" in times of war, but being a king/ruler to them? They have their own leaders who will not stand on our involvement. Tyranna will have your head, should you think of doublecrossing her. From what I hear she does to her loyal knights I wouldn't dream of what she does to traitors.
AQ DF AQW  Post #: 586
5/9/2012 15:17:21   
Dragoon23
Legendary AK!!!


I think this is the right place to ask this:

I'm trying to add a section in my housing guide about optimal estate set up for wars.

Would these be correct?

Forest Log Cabin Estate:
1. Mega World Portal
2. Corn Field
3. Woodcutter Shack
4. Stone Pit
5. Trade Hut
6. Storage Building 1
7. Storage Building 2

Tiki with Beach Estate:
1. Mega World Portal
2. Corn Field
3. Woodcutter Shack
4. Stone Pit
5. Trade Hut
6. Storage Building 1
7. Storage Building 2
8. Fishing Pier
9. Hydro Power Dam
10. Guard Tower
11. Vegetable Garden/Mana Collector/Fishing Pond

Frostvale Cottage Estate
1. Mega World Portal
2. Corn Field
3. Woodcutter Shack
4. Stone Pit
5. Trade Hut
6. Storage Building 1
7. Storage Building 2
8. Rock Quarry
9. Mountain Hunting Lodge
10. Guard Tower
11. Vegetable Garden/Mana Collector/Fishing Pond

Forest Mansion Estate
1. Mega World Portal
2. Trade Hut
3. Corn Field
4. Woodcutter Shack
5. Stone Pit
6. Fruit Orchard
7. Lumber Yard
8. Vegetable Garden
9. Mana Collector
10. Fishing Pond
11. Storage Building 1
12. Storage Building 2
13. Guard Tower
14. Optional

Darkovia Mansion Estate
1. Mega World Portal
2. Corn Field
3. Woodcutter Shack
4. Stone Pit
5. Trade Hut
6. Storage Building 1
7. Storage Building 2
8. Dark Mana Collector
9. Graveyard
10. Guard Tower
11. Vegetable Garden
12. Mana Collector
13.Fishing Pond
14. Optional

Deren Mansion Estate
1. Mega World Portal
2. Corn Field
3. Woodcutter Shack
4. Stone Pit
5. Trade Hut
6. Storage Building 1
7. Storage Building 2
8. Deren Wheat Field
9. Deren Mana Collector
10. Guard Tower
11. Vegetable Garden
12. Mana Collector
13.Fishing Pond
14. Optional
Post #: 587
5/9/2012 15:32:28   
afterlifex
Legend-X


Forest Log Cabin Estate:
1. Mega World Portal
2. Corn Field
3. Woodcutter Shack < Lumber Yard ( pedia says only "Forest Mansion Estate" but AQ estate list says "forest")
4. Stone Pit
5. Trade Hut
6. Storage Building 1
7. Storage Building 2

edit: you could also replace Stone Pit with Fruit Orchard as long as your willing to use the Trade Hut. It would provide more resources per hour but would need conversion for any building upgrades etc... A guard tower may change that thou depending on lvl.

edit: but in general I am not sure how viable double Storage Building's are for estates without guard tower, having massive amounts of guards is unreasonable most likely.

< Message edited by afterlifex -- 5/9/2012 15:39:52 >
AQ DF MQ AQW Epic  Post #: 588
5/9/2012 15:48:22   
Dragoon23
Legendary AK!!!


Hmm so Forest Log Cabin estate would be:
1. Mega World Portal
2. Corn Field
3. Lumber Yard
4. Fruit Orchard
5. Trade Hut
6. Storage Building 1
7. Storage Building 2
Note: Get's attacked a lot due to no Guard Tower.

or

1. Mega World Portal
2. Corn Field
3. Lumber Yard
4. Stone Pit
5. Guard Tower
6. Storage Building 1
7. Storage Building 2
Note: Slow Resource Production

or

1. Mega World Portal
2. Corn Field
3. Lumber Yard
4. Stone Pit
5. Guard Tower
6. Storage Building 1
7. Trade Hut
Note: Lower Maximum Resources
?

What about the rest of the estate set ups?

@below: okay, thanks for the help :)

< Message edited by Dragoon23 -- 5/9/2012 15:58:06 >
Post #: 589
5/9/2012 15:54:40   
afterlifex
Legend-X


Nothing sticks out to me as an issue with the others.

As long as they have:

Corn Field
Trade Hut
Mega World Portal
Guard Tower
Specialty Building
Specialty Building
Storage Building
Storage Building

the rest are a tossup for the most part. With non-Specialty Building stone and wood only being worth a place for a high lvl guard towers upkeep and to fill space.

edit: and if I had to pick a single Forest Log Cabin estate option, IMO it would be #3. For the simple fact during a war you don't have to worry about it filling up so a lower cap is a none issue you just use the resources as you get them.
#1 probably just can't be that viable, you would have issue filling it up and getting extra during a war. #2 would have issue during a war but probably not "too" bad filling up outside of one.

< Message edited by afterlifex -- 5/9/2012 16:02:34 >
AQ DF MQ AQW Epic  Post #: 590
5/9/2012 17:08:48   
Macho Man
Member

One thing that I hate with the Deren homes are the monster pools. With the Darkovian ones, we fought against dark based monsters which were fun IMO. Now all I face are Bun-bits, and we all know the mixed emotions that we have for them...
AQ DF MQ AQW Epic  Post #: 591
5/9/2012 17:53:16   
TRB1965
Warganizer!


I think there is a better way to maximize the Log Cabin Estate, but I need to make sure I'm correct on something first.

If you remove a level 10 building from your estate and later return it to your estate, what level is the building when you return it?

AQ  Post #: 592
5/9/2012 17:55:16   
Prosperine
Member

TRB1965, regardless of level, if you remove it and put it somewhere else, it WILL lose only 1 level :)

//Prosperine
AQ DF  Post #: 593
5/9/2012 18:12:54   
afterlifex
Legend-X


What is this idea TRB1965?
AQ DF MQ AQW Epic  Post #: 594
5/9/2012 18:14:37   
Elidragon
Member
 

So, a new house is cool and all, but... Any word yet on adding functionality to the museum? It was the blunder and failed promise of making a highly anticipated z-token item purchasable before it was ready with word that it would be done "soon", and then still YEARS later it not being completed, refunded, or even informed about, that contributed in me losing interest in this game. If something actually happens with it, I might finally feel motivated to play again.
AQ  Post #: 595
5/9/2012 18:16:18   
afterlifex
Legend-X


^ no, this new estate has been the first thing having anything doing with housing in a long time, Capt. didn't even make an appearance for it.
AQ DF MQ AQW Epic  Post #: 596
5/9/2012 19:08:13   
TRB1965
Warganizer!


So the most effective (not necessarily efficient) use of the Log Cabin Estate is as follows:

Raise all buildings to max level with possible exception of Guard Tower.

In between wars you should have
1) Guard Tower
2) Storage Building 1
3) Storage Building 2
4) Resource Producer
5) Resource Producer
6) Resource Producer
7) Resource Producer

You should also have Trade Hut and MWP max level in storage.

Trade Hut should replace lowest resource producer when your highest resource gets close to maximum. You should trade resources from highest to lowest. Do this as efficiently as possible to avoid having to trade the resource producer both and forth a lot. Be patient on this as well. Know how much resources you can produce between now and Thursday and only make the swap as needed.

Once you have maxed out your resources, then you should trade out resource producers for trade hut and MWP and level them back up. Don't get caught short on this. Make sure the upgrade can be completed before the war start or bag it.

Once the war has started, empty your armies as soon as possible.

Replace one of your buildings with a resource producer to allow maximum replenishment.

It would be a pain in the posterior and most certainly not a lazy man's option. and yes you might occasionally come out behind, but over all, this is an option for maximize your resources both before and during a war.

I think too many players view things as fixed and don't think of changes and weight things in terms of cast/ benefit analysis.


_____________________________

AQ  Post #: 597
5/9/2012 19:27:00   
BexnDan
Member

One major drawback with that plan TRB - Trade Hut costs 120,000 gold, and MWP 72,000 gold to level from 9 to 10. It may be a way to get a few extra wins but it doesn't make any sense unless you have more gold than you know what to do with!
AQ  Post #: 598
5/9/2012 19:33:31   
afterlifex
Legend-X


At best you would be blowing all the gold you make from the MWP at worst it would put you in the red. It for sure would put lower lvl characters in the red and they are the most in need of gold when estates already drain new owners as is.
AQ DF MQ AQW Epic  Post #: 599
5/9/2012 19:35:05   
TRB1965
Warganizer!


@BexNDan - so that's 1 days farming between wars devoted to recovering lost gold. And you will also make up some of the gold lost in gold from additional wins in the war. Not sure w

Someone with some time could actually calculate the numbers all the way around and see if it is EFFICIENT as well as EFFECTIVE.
AQ  Post #: 600
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