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RE: Is MQ Dying II+How Can We Improve It?

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11/20/2010 1:35:44   

I disagree with the need to include promotional Mechs. They are crafted to be a very nicely designed/usable bonus for having supported AE via a purchase of AE-related merchandise. Of course, for some, it's the item the promo comes with that is the bonus. Regardless, they still do their job of being a gift for supporting AE. Making them NGs is pointless, as NGs can be obtained freely, thus defeating the purpose of them being bonuses for supporting AE directly.

As for designs, they seem decent thus far. What's lacking are more of a series. There's the traditional Soluna style, which is evident by the simple but machine-like appearance of the Hammerheads, the Newbatrons, the Volt Thorns, the Battle Hammers, the Katanas, and the Kurosawas, need sequel counterparts.

The SCMMs have their own special design theme (BC and Viking being exceptions); one that is only shared with the Skullcrusher, but they do their job of having a unique design that helps influence players to find means to get them. The House mechs also have their own special design theme. However, they're limited more by the lack of modern themed equipment than the lack of mech variety (though going back to an old suggestion of mine, it wouldn't hurt to have some sub-specializations of each base House mech (Advanced Series onwards)).

And mech designs themselves are not the main issue. The main issue is the lack of standard/mainstream designs in the same vein as the Katana or Battle Hammer for players to access w/o having to really work for it. For some that just hate a job or area too much to bother, having at least one decent mech that they can purchase without having to do anything for it (other than getting the money for it) does allow for some encouragement to continue playing; either to get the next "free" mech that looks even better, or in the hopes that a new and nicely designed "free" mech appears.
Post #: 526
11/20/2010 10:25:56   

Since I'm being continually pulled towards DF, I going to make a few comparisons to this game and DF.

Things that MQ has that DF doesn't:

  • You never need to farm for equips. Everything is sold in shops.
  • There aren't any specific "classes". All you need to do is change your mecha and/or equipment and you can have a new strategy.
  • The elements system isn't really taken into account, so all you need to do most of the time is find a high damage weapon.

Things that DF has that MQ doesn't:

  • On the flip side of farming. You still need to farm for exp and credits(gold), and since everything is sold in shops, there could be significantly more farming.
  • The updates recently have been kinda...dull. I personally think things have been going downhill since the Dragonoid saga began. And right now the story hasn't even been moving forward at all. My guide is collecting dust.
  • DF on the other hand has gotten alot of good things lately, an ongoing questlines, voice acting events, Rolith's in game proposal to Alina. The list goes on and on.

What we can do to make MQ better:

  • Lessen the grind. One of the main factors that keeps players away.
  • Better updates. Too many small updates recently.
  • Get back to the story already. A factor that keeps me away.

< Message edited by jgamer -- 11/20/2010 10:26:43 >
AQ DF MQ  Post #: 527
11/20/2010 10:46:35   

It takes far more grinding in DF than MQ. Yes, it is easier to level, but if you want to get any good equipment, it takes ages.

The smaller updates are because it is understaffed compared to the other games.

They are getting back to the story. That is why the recent holiday releases have been mostly repeats.
DF MQ  Post #: 528
11/20/2010 15:45:57   

Mechquest my FIRST AE game that i have played and i dont think its boring and bad its really fun!. ( i dont want mechquest to die ) :(((
and a good suggestion would be to make more non-SC mechs.

< Message edited by thelight32 -- 11/20/2010 15:48:42 >


Post #: 529
11/20/2010 18:07:22   

In a way, in DF it is psychologically easier to farm--your EXP bar, for example, is much easier to see, as Zamuel mentioned, IIRC, and all the spare drops you get sell for quite a bit.
DF MQ  Post #: 530
11/20/2010 18:56:22   

Psychologically, but not actually easier. If they just made the EXP bar bigger, that would cover it.
DF MQ  Post #: 531
11/21/2010 2:56:37   
icemaster 77

*Facepalm* Forumlogin is right. DF is easier to farm.
MQ AQW  Post #: 532
11/21/2010 15:46:04   

The psychological aspect is a huge one. A more visible exp bar makes it feel like you're leveling faster whether you are or you aren't. Drops make it feel like you're getting freebies even though you are victim of the randomizer and forced to farm with the possibility of never getting what you need. The forced farming of drops does something else that I just now realized--it pads the number of players online which also has an affect on ad revenue. While MQ can get heavy on the grinding, you've got set goals within you're grasp and once you reach them you're done for a bit. As stated, you may never hit your goal in DF though the desire for it forces you to keep playing.

Something else that might help MQ is strategically timing XP boost weeks/weekends. Don't know when the last one was but they do tend to drive up traffic to MQ and people seem to like it.
DF MQ  Post #: 533
11/21/2010 15:54:20   

Weapon drops are REALLY ANNOYING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I did CCL over 200 times without getting the CCA.

While you are right, it does kinda help mask other things, it is really annoying by itself.
Perhaps, if there were weapon drops, which were also sold in shops?
If you have enough money, you can buy it. If you don't, you can do the quest until you get it.
DF MQ  Post #: 534
11/21/2010 16:08:15   

I think new version of the pvp where you can select the exact enemy and
the level of the enemy(level 1-your level +5). This would ease the pain of
farming. I like to find hard enemies and use new test builds, the random
enemy thing is aggravating when I want to fight a specific one.

More custom build enemies like on gark. In stead of coding new enemies,
equip some old ones with new stuff.

Smarter AI with some programmed attack orders that work with weapons
instead of random button masher enemy.
MQ  Post #: 535
11/21/2010 16:09:44   

You already can fight a specific enemy, you just need to know the ID.
DF MQ  Post #: 536
11/21/2010 16:16:20   

Searching out a players id because he uses something you want to fight and
finding that he is no longer in or a star ship that has a action figure it is a pain.
It is not the same as looking a never changing list and picking a enemy and his
level for test and farming purposes.
MQ  Post #: 537
11/21/2010 16:49:11   

Just ask in the Q&A, does anyone have X mecha equipped.
DF MQ  Post #: 538
11/21/2010 17:18:56   

Wep drops can work so long as the extremely random element is removed. XD
We <3 drops, but we don't like the grinding that requires getting the right one.
DF MQ  Post #: 539
11/21/2010 17:22:47   

The random element is what gives it all the virtues zamuel mentioned.
DF MQ  Post #: 540
11/21/2010 17:23:49   

Except for the freebie part. ;)
DF MQ  Post #: 541
11/21/2010 17:25:37   

Freebie was just one of the many things it gives. And, it was one of the worse things.
DF MQ  Post #: 542
11/21/2010 17:32:13   

I don't know, I thought you were against the grinding element of drops. XD
While it does help accumulate points, it is true that it is very irritating.
Maybe it could function like the Ducky Dive (though with a much higher % of finding it) where it drops different levels?
DF MQ  Post #: 543
11/21/2010 17:34:04   

I am. But zamuel does have a point.

I like my idea, of shops and drops. You can grind for a random drop, or you can buy it. Basically, you might get lucky, and are guaranteed to get the one you want after a certain number of tries.
DF MQ  Post #: 544
11/21/2010 17:39:09   

It's an interesting idea, yes. ;D
Maybe I'll merge mine with yours. Package deal. XD

Boy I'm tired. Can't make posts more than 2 lines. Sorry. @_@
DF MQ  Post #: 545
11/21/2010 19:12:27   

Asking people in q&a dose not mean that there will be anyone who has it.
Also not every enemy is a mech players can use.

Setting up a pvp system where you can select any enemy in the game from
a list is much better than asking around and hope that someone who has it will
set the post and equip it.

I like the idea of enemies dropping things that are in shops and maybe a very small
amount of NGs or bonus credits. On a side note there is a drop system in place now,
valor and other types of badges. But more useful stuff like the above is much preferred.

< Message edited by Morphling13 -- 11/21/2010 19:17:30 >
MQ  Post #: 546
11/21/2010 21:44:35   

I agree about weapon drops. That 1 in 100 chance is basically worthless, especially if you have to go through a quest first like Zargon Bat cave. Either increase the chance, or make them available in shops as well, or give possibly smaller but guarranteed treasure like extra credits or nova gems.

@ thelight32
Actually we had the Rocking Werewolf, Skelepunk and return of Frankenmecha OC (which is old but not outdated) in as many weeks, which are all good mechs and available to all. My only complaint is that they are leveled the same so whatever you purchase becomes available and outdated together. They could have staggered the levels better. It's not that there is too little equipment or too few mechs but that there are still GAPS that need to be filled.

I would also like to know if we going to get more weapon slots (+10?). The bonus mech slots helped alot. Since all weapons, mods, treasure (like valor badges/elemental embers) and personal equipment go on the same list this is a reasonable request. Twenty slots is simply not enough at 25th+ level after going through Necryptos and Yokai, it is barely tolerable at level 20-24, and I'm sure many would like bonus slots before that.
DF MQ  Post #: 547
11/21/2010 21:51:24   

well, i would agree on the SCMMs becoming every 3 months, but to make up for that with little effort, giving them a larger scaling would help. That way You could keep the ones you have much longer since there wont be new ones in a month. With this spare time from not making new mechs at an incredible pace, something like a GEARS training class could be put in, something that offers speed farming for xp program. Maybe a minigame that offers xp that varies on your progress through the mini game, or pay a small amount of ng to get a large xp bonus while you farm on gears students (NPC students). Anything that could increase rate of lv. would be nice. I know MQ is supposed to be a game slow to progress through and a little bit of a grind, but is it really fun hitting the same enemies over and over every minute for hours and only seeing small results after days of hard training? Not everyone has entire days to sit in front of the computer screen smashing the battle button til you're doing it in your sleep...
MQ AQW  Post #: 548
11/21/2010 23:58:33   
Captin Kadrit

I think Mechquest needs two styles of grinding one being actual battling the other being some form of tower defense but that is just me.

I would like to see more basic mechs with some series like the Volt Thorn it has been a level 1 mech since it was introduced not including the rare golden Volt Thorn.
MQ  Post #: 549
11/22/2010 10:51:47   


Make SCMM once every 2 or 3 months(I prefer 2)


i would agree on the SCMMs becoming every 3 months

Absolutely do NOT stop doing SCMM every month, that is one of the best things about Star captain upgrades, and is my favorite thing about MQ, but I also agree that regular players should have more stuff in soluna. Soluna needs to be a little...more upgraded with more weapons, shops, jobs, buildings, mechs, etc. for the free players. I remember being a free player and always having a hard time finding a decent mecha for my level. Im not saying that to start to flame, but I agree that they need more stuff for the regular players. They also need either increase the experience monsters give, or lower the experience required to level up. It's hardest to level up in MQ out of all of the AE games.

I also think that the past and future SCMM should scale all the way to 100, so we can use them all as we please forever. I would love to have my favorite be used forever and actually do decent damage...

< Message edited by jrobot2 -- 11/22/2010 10:52:38 >


AQ DF MQ AQW Epic  Post #: 550
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