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RE: Chapter 1 Clean-Up

 
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9/18/2011 14:58:15   
Dragonlord John!
Member

There needs to be more reason to level up other than just good weapons. The main thing is storyline, so require levels to unlock the next stage of the story.
DF MQ  Post #: 26
9/18/2011 15:18:15   
Acient J
Member

quote:

How about the point where you are told to gather the orbs before Sepulchure? I don't remember a cutscene/quest about that. All I know is just going directly Sho'Nuff. But, it was stated at the DNs, which doesn't count.


I thought it was implied when Kordana said something along the lines of "We can't let the Wind Orb--or any of the Orbs--fall into the wrong hands."

Also, we didn't technically go to Sho'Nuff to find the Wind Orb. We started out trying to help either the Pirates or the Ninjas, and eventually found out that the item we saught was one of eight powerful artifacts that Sepulchure wanted. Sepulchure himself tells us this at the end of the quest chain. http://forums2.battleon.com/f/tm.asp?m=12457889

Another thing I'd like to see (for the DA part of the storyline) is a revamp of the DragonLord/Rider Training, something that makes it a little less scattered and more like a "path of destiny." Right now, Celestia/Elysia's menu looks like this:

Elementize
Customize
Titans of BattleOn
DragonRider
DragonLord
Baby Dragon
Recipe for Disaster
Primal Dragon Skills
Talk

It could be like this:

Elementize
Customize
DragonLord Training (Titans of BattleOn --> Train DragonLord --> Train DragonRider --> Primal Skills)
Baby Dragon
Recipe for Disaster
Talk
AQ DF MQ AQW Epic  Post #: 27
9/18/2011 15:22:49   
Tristar Nexus
Constructive!


It will never happen, but it would be really cool if most non-elemental monsters had a fixed level range. While higher levels unlocking new zones is cool, it would be awesome if you surpassed entire species as well. Say a warrior chip-monk was a level 17 monster, being a level 47 Deathknight and decimating an entire legion of warrior chip-monks with one attack would grant a rather empowering feeling. Then again weaker monsters showing up in later quests would have to balance out with even higher level monsters to maintain level difficulty... As I said, unlikely to happen.
AQ DF MQ  Post #: 28
9/18/2011 16:50:36   
Shadow Ravena
Paladin of Shadows


I have to agree with the locks- or SOMETHING along that line. Its just to confusing otherwise- DF is huge, has a ton of quests, and its to easy to ignore that quest book.
As for getting stuck... its an RPG. Stuck means need-to-level-up. Limiting the options of what to do, it should help players keep from abandoning the chain altogether till after a few others.
AQ DF AQW Epic  Post #: 29
9/18/2011 16:56:16   
Dragonlord John!
Member

I remember when I first really tried to get into AQ, it was right near the end of the Devourer Saga. I really wanted to play it, but I didn't really know how. I followed the map as best I could, but there was a ton of things never explained, so I just gave up.
DF MQ  Post #: 30
9/18/2011 17:16:53   
Glais
Member

My main suggestion is this.
NPC moves like MS to the Orb and Yulgar to Lim need to have some solution. As of now Ghost said it's impossible to have it so that new players see Yulgar instead of Lim, so things like the Fire War make no sense since we've never seen Yulgar.

Unfortunately, I have no idea how to actually...make it happen...

And I agree with being told about the Orbs. The Wind Orb chain was very random to me anyways.


_____________________________

DF MQ  Post #: 31
9/18/2011 17:21:37   
Master Champ
Member

I agree with locking certain chains until you complete the chains before them, but no level locking please. I also agree on the Yulgar and Celestia idea, it should be like that for any characters of similar circumstances also. The wars that are important to the story line need to be added in somewhere, and be required to do some chains (which leads back to the locking idea). A story line guide would be immensely helpful*.

*I know that the Quest Log somewhat serves this function, but it could be much better.
AQ DF MQ AQW Epic  Post #: 32
9/18/2011 17:35:45   
Hiye The Last Uchiha
Member

Oaklore should be explored nicely, and I believe the quests during it are rather fine. No locks required besides maybe Ser Ano.

We should come across Falconreach in the midst of it's First 13th War. A nice transition. Maybe showing an older version of the town, or blocking off some sections (Will explain)

Have Twilly introduce the Ice War with Frostscythe with a level cap, introducing some exploring to the game.
Throw in Robina and Valencia and other places to visit in the world. Make it so you visit Twilly when it's War Time with Xan after Robina.
War at See after Valencia

Then Warlic Time, allowing access to his Save Lymcrest Quests as well. Also throw a hint in about Amityville

Ash's Chain about Sepulchure and the White Dragon Box, and Thursday's questline.

Then the Spider War. Then Hatching Time!

Introduces Sepulchure, Necrotic Sword of Doom, Frostscythe, Drakath, Xan, Necromantress, The Irismancer, and the Chaosweavers.

And see what you can do with Yulgar. That's all I can suggest in pacing terms.
AQ  Post #: 33
9/18/2011 17:37:00   
Mordred
Member

I think enemies should scale only fer a certain group o' levels, to give a point to lvlin' up.
AQ DF MQ  Post #: 34
9/18/2011 17:39:42   
Glais
Member

On involving Warlic and LymCrest, a small feature, but...change the sign saying FalconReach to CrossRoads or something, and then add a northern exit to make Warlic's place reachable again. As well as Warlic still available via Portal...

But anyways, I think adding more intro content to OakLore would be good. Rolith informing you about the story, possibly having to fight in the first Undead War before continuing.
DF MQ  Post #: 35
9/19/2011 3:19:11   
Acient J
Member

quote:

I think enemies should scale only fer a certain group o' levels, to give a point to lvlin' up.


So that some monsters will be level 30 to players below level 30, and then they scale starting at level 31?
AQ DF MQ AQW Epic  Post #: 36
9/19/2011 3:27:15   
BlueKatz
Member

Lock won't be that annoying, we only lock important quest. In RPG we still tent to travel to place that we can't do anything until we finished something.

As an example, a new player visit BattleOn but he didn't do Xan's story. Yulgar will say: "Hey I heard that Warlic need your help. You better head there first" and then he clicks "how do I get there" button and Yulgar say "The fastest way is to use the ___ (forgot name) right next to Guardian tower of Falconreach"

I mean how annoying can it be? It's not!

Or as an example: Player do Final chap (or maybe somewhere earlier) without knowing fake Gram as spy so the NPC say: "Hey, you should talk to Gram because of _____"
Gram is fairly big plot hold anyways.

Also I think players should be forced to meet MS before the Final also
AQ DF AQW Epic  Post #: 37
9/19/2011 8:12:59   
Wildroses
A beautiful Rose,
always and forever


I'm against any form of locking which will force you to do each elemental Orb saga in a set, pre-determined order. As long as you don't do an Orb Saga before the Dragon Egg Saga is finished (and I think the staff did a pretty good job of encouraging you to do it first in game, I could see it was important on my first play through, got obsessed and never did any other quest until I'd hatched my egg), and you don't do any of the chapter one finale before completing all the Orb Sagas, then I think we are pretty alright.

In all honesty, with very few exceptions I truly think the Orb & Bacon saga can be done in any order as they are fairly self contained and don't reference each other. The only serious exceptions I can think of are the Water and Darkness Orb Saga. With the Water Orb, it is best to do the Wind Orb first so you know why you can breathe underwater. And the Darkness Orb should be done after Ravenloss purely so you know who Tomix is. But I really think the freedom to move between quest chains if you get stuck should be there. Lots of people have trouble with the Mumragon in the Light Orb chain, and Gary and the Ice General in the Ice Orb chain. I did. If I had been unable to do anything else until I beat these two guys, I would have ragequit. They are difficult fights for new players. I spent weeks, no joke, trying to get past the Mumragon. It was only playing other quest chains and loving them which made me feel it would be worth my while beating it. When I started playing DF, I disliked interaction with other people online, so joining the forums to ask for help is not something I wanted to do.

One thing which made me unhappy when the griffin travel map replaced the lists of buttons was losing the list. When I first started out I didn't go on the forums for months, perhaps even a year or two. When faced with wondering what order to do things, I decided to go by the order of the rows of buttons. And it worked out great for me. I got the storyline in no time, with very few problems and inconsistencies. A map is prettier, and at some point there wouldn't have been enough space for buttons, so I don't think they should return. I suppose listing is what function the Quest Log has to play now. That's the downside of having a walkaround game. It's possible to walk into things you should not do yet. I'm the type of person who would do everything in the order I walked across it.

Locks should be used sparingly. If forced to choose locking down the quests to force players to do it in the right order in the interests of understanding the storyline, or letting players roam at will and risk them being confused, I would choose the latter. I think the way DragonFable is structured right now, ragequiters who can't get past one monster to do the storyline are more likely than quitters who do so out of sheer confusion about the storyline.

I'd like to emphasis the right now part of that last sentence. Now chapter one is over and chapter two is beginning, there is potential for things to get into an unholy mess. Where are chapter two quests going to start from? If they start from a pre-existing town, especially one with an orb questchain, that is problematic as new players might try and do the quest as soon as they finish the chapter one part. If a totally new town is created, new players might decide to walk or travel there before finishing chapter one. Locks very much need to be put in place for this issue. I think these sort of issues ought to be thought through as chapter one is being cleaned up.

Also, where is the chapter one finale going to be accessed from? Elysia isn't planning on standing in front of the inn forever is she? I think they should be put in Sunbreeze Grove myself, and locked until the orb sagas are complete. Celestia can say something like: "I just sent Elysia to Falconreach. Hurry and catch her, Sepulchure is attacking" before you get to the warcamp of Elysia. It might make it easier to remove Celestia from the Grove after her death is played for the first time that way.
AQ DF MQ AQW  Post #: 38
9/19/2011 8:30:02   
nightslayer321
Member

I think this list can be helpful for this thread (it's until dragongrasp but anyway...) Credits to Acient J.
DF  Post #: 39
9/19/2011 9:36:51   
GalaXyVenom
Member

The list should look like this:

1. The Dragon Egg Saga
2. Friday 13th I
3. Thursday's Story
4. Warlic's Save Lymcrest Saga
5. Xan Invasion
6. Wind Orb Saga (Either Pirate or Ninja [or both])
7. Any of the Orb Sagas
8. The Spy Saga (Grams)
9. DragonsGrasp Saga
10. Chapter 1 Finale

And I think it should be lock on 2 if you haven't done 1, etc. etc. ...

_____________________________

AQW  Post #: 40
9/19/2011 9:49:22   
BlueKatz
Member

Ummm, without any lock or alert it would be very very confusing. Basically we can solve most of the plot hole, but what about tougher one like Gram? Most people first play DF will visit that place very very early. If we don't have any kind of Lock it will spoiler A LOT.

About the Travel Map, I think we can use better system? I prefer a Map that have a side bar function like Quest Log.
I always want to make newer map for DF, the current map look way too old and crappy, not attractive at all
AQ DF AQW Epic  Post #: 41
9/19/2011 11:37:07   
The Odor
Member

I agree with wild roses. Locks should be used carefully. I could imagen that you have to start with the wind orb in the orb chain and keep the finale locked as it is now and depending on how they from chapter 2 have to complete the first chapter in the first place. And maybe stethe petrebellion somewhere.


< Message edited by The Odor -- 9/19/2011 11:38:47 >
AQ DF MQ AQW  Post #: 42
9/19/2011 12:06:19   
Vaasth
Friendly!


I agree with the rest of you about using locks in the storyline.

Also, with new players seeing Lady C until her death...what about the guardian tower? Seeing as it was rebuilt after the Final 13th with her statue inside...will new players see the old tower until they get to the war? Otherwise, that will also get pretty confusing.

~Vaasth

< Message edited by Vaasth -- 9/19/2011 12:07:46 >
DF  Post #: 43
9/19/2011 13:46:56   
Acient J
Member

Unfortunately, there's a lot of that in DragonFable. Has Falconreach always been this big? How much of it is game and graphic improvements, and how much of it is storyline expansion? Why is Aria always in the Pet Shop instead of Grams moving out once she has been identified as the spy? I'd personally like to see Falconreach grow in size as players complete more of the story.

< Message edited by Acient J -- 9/19/2011 13:47:10 >
AQ DF MQ AQW Epic  Post #: 44
9/19/2011 14:25:41   
Dragonlord John!
Member

Locks should be in place. I played through in the correct order because the orb saga's hadn't been made yet. You need locks to make other people be able to enjoy the low level quests meant for them.
DF MQ  Post #: 45
9/19/2011 14:54:50   
Baron Dante
Member

Galaxy: Again, why is Xan Invasion so far in the list? as J said, it happens during the Dragon Egg saga.


Anyways, I do agree on the locks being used carefully, but as for the Orb saga, also the Fire War has to be blockaded until Xan is defeated and Ice Orb chain is done. (Because Xan refers to how Warlic and the hero did stuff, and Gal refers to how Akriloth is alive during Ice Orb chain)
AQ DF MQ AQW Epic  Post #: 46
9/19/2011 15:18:14   
Zarkalor
Member

Wait, in the Monkee war, locations would change after doing individual quests. Why can't that work for NPCs?
DF AQW  Post #: 47
9/19/2011 15:22:30   
iPink
Member

Doesn't Willowshire actually happen BEFORE any of the other Orb Sagas? That's the sense I got, and that the quests were just released later. Forgive me if this has already been mentioned.
AQ DF MQ AQW Epic  Post #: 48
9/19/2011 15:29:38   
Baron Dante
Member

@Zarky: NPCs can have it done, and in my opinion (I think it was Ghost that disagreed), also where screens lead to.

@iPink: The first few quests may have happened early (Making Geo be placed there), but the remaining ones happen last.
AQ DF MQ AQW Epic  Post #: 49
9/19/2011 15:55:13   
iPink
Member

@Baron: Then perhaps the Willowshire quests should be separated into two parts like the Darkness Orb Saga.
AQ DF MQ AQW Epic  Post #: 50
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