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RE: =OS= What would YOU like to see? II - READ THE FIRST POST

 
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11/29/2012 21:04:15   
AQWPlayer
Member

thejop, love your idea :D
I wanna get back the 1 SG that I lost accidentally...
AQW  Post #: 326
11/30/2012 0:38:26   
FieryEaglen
Member
 

A quest feature, and including that, with a boss feature in it. Also, the boss should have 10 or 20 healths higher than you so that's make it hard. And to that, if you defeat a boss. The boss will drop a 3 Treasure Chests, but you can only pick one, For example, I defeat the boss, Nulgath (Example), and he dropped 3 chests. The fist one is a Character, the second is a Ultra Rare Character and the last is a Artifact. And I choosed the 2nd treasure and I will get a Ultra Rare Character. Also, a Adventure Feature, where you will encounter 3 monsters and a boss. When I defeated all 4 characters, I would move on to the second stage, and there will be 10 stages. If you completed all the stages, you will get a Character you like that's in the Character Shop. And I also wanted a Name Changer, for a price of course. You will need 5 SGs to change your name. Enhancement or Armoury to your character. But with one special price, you will need to get a Enhancement Scroll from Bosses. (NOT IN TREASURE CHEST) A 100% chance. And also will drop Level 1-10 scrolls. All I wanted in my mind now.
Post #: 327
11/30/2012 2:35:41   
Xzel
Member

I know some of this has already been written but i want to state it again.
1) Having cards that can change the weather of the surroundings. For example a 10 charge card that can change the weather from normal to a snowy background for a few turns that can benefit the user like barbarian or frost void, like giving the enemy a DoT over time, freezing the enemy occasionally and having another turn advantage. Or having random weather in the background during pvp and pve matches that may give both players a disadvantage.

2)Making each character have stats and different abilities. For example between a Lightning wolf(master), Bill Assasin and Lei crossbow and Lei blades, Lightning wolf is naturally more agile and have a higher chance of starting first in both pvp and pve matches while the others when attack have a small chance of stunning the enemy for a turn.

3)Making alternative ways of the enemy losing like having a limit to a amount of cards one can have in a deck. And chars with no attack cards but only ablilities to win by destroying all the cards the opponents have in their decks and hand. For example, a 20 charge card that is has a permanent effect of revealing the enemys hand to the other player and forcefully has to discard 2 cards from his hand. His cards having effects of being able to skip the enemys turn and being able to use cards from another players deck or hand. Like Yu-Gi-Oh. I also would like to chars that have weak attack cards with good blocking abilites which has a Ultimate card which cost 20 charges that if it dies it is able to respawn again with full health and 0 charges.

~Excess smilies removed. Please keep it to a limit of 3 smilies per post, any more is spam. For more information, please read the =AE= Comprehensive Forum Rules > Posting Behavior.
Mritha


< Message edited by Mritha -- 11/30/2012 16:09:42 >
AQW  Post #: 328
11/30/2012 3:25:18   
BumFoolingGuy
Member

^above:All three can be done except the last one slightly

I'm going to put it in my version:There could a special effect carried on certain element user attacker's hit on their turn takes an extra 1 damage by the first special in their slot, while on another basic special would be cards discarded by the first damage done, and only some cards will be discarded by the bigger charge attacks, while their charge takes on the rest of the damage, so if a 4 charge attack for 5 damage two cards will be discarded, while 2 charges shall be taken away. Based on my sight of understanding...of the Battle Spirits color decks and their specialties and watching the new one:Sword Eyes(Since I notice the charge and rush cards on the wolf and based the surge to be with the charge)

< Message edited by BumFoolingGuy -- 11/30/2012 3:29:35 >
AQ DF MQ AQW Epic  Post #: 329
11/30/2012 13:30:32   
Dyablo
Member

1. Dungeons with different modes (Survival Mode, Adventure Mode etc.) where when you beat the dungeon boss monster (or the sub-boss of a sector of the dungeon...depends on the dungeon mode) 5 cards (or more) will appear on the screen, each has a prize and you get to choose one. Depending on the difficulty of the dungeon, the cards can have gold, SGs, artifacts or even characters.
2. I know trade can't be implemented due to a lot of obvious reason, so I'm suggesting a Market where players can sell their items (artifacts, characters etc.) for gold and/or SGs. Of course, the market can be risky, but with the right rules/restrictions list it can work.
3. Artefact items drops. A good "system" to make this idea work is to implement it when you defeat a monster (on neither the explore mode or dungeon, or both) you can choose to either have a chance to "find" and keep an artifact from the defeated monster or simply have a chance to posses the monster.
4. Achievements and prizes for acquiring them. For example: Get the "Bone-xecutioner" by defeating 1000 "Skeletons" to win 10.000 gold.
5. Small daily "Lucky Draw" contests (participation limits depends on the contest). For example you can pay 10.000 gold to choose from 10 cards for a chance to win something (items, characters, gold, SGs).
DF AQW  Post #: 330
11/30/2012 15:20:32   
Cyberbeast10
Member

I would like to say just 2 things right now...

First, every character needs a fixed amount of HP. The amount of HP you have is a really determining factor in fights as you face players with high HP leaves you weaker. Also, at low levels, certain moves are too powerful and, at higher levels, fights turn tedious. Fixed HP would be a nice way to give every level player a fair chance and allow to find imbalances more easily.

Secondly, I would like to suggest a feature to reduce the amount of luck during fights. Simply put, make it so you can trade a certain amount of charges for a guaranteed card in your hand. For example, you have 10 charge, so you decide to "trade" them to pick 1 card from your Deck (That isn't in your hand) and add it to the hand or guarantee that it will appear when you draw. Sometimes, we have more charge than we know what to do with.
AQW Epic  Post #: 331
11/30/2012 15:35:39   
Zeuster
Member

@Cyberbeast10 but aren't card games BASED on your luck?
i enjoy it..if you could do that..imagine some characters being able to get some of those strong cards
DF  Post #: 332
11/30/2012 18:09:44   
DarkLore
Member

Here's a really good suggestion! Please note it could be hard to program but I've seen other games do it. 3d, but don't know if 2d ones have. As oversoul bodies take damage in battle they show signs of wear and tear. Blood, bruises, scrapes, damaged armor/ripped clothing, etc. thumbs up if you agree with this ingenious idea!
AQ DF MQ AQW Epic  Post #: 333
11/30/2012 18:41:13   
HellishOdin
Member

Turn the option to have the beginning chat off, slows my computer down somewhat.
AQW  Post #: 334
11/30/2012 18:46:38   
Bluebird2198
Member
 

Since the charging is specifically pattern-based and there seems to be a lack of upgrades when you level, I say that each charge is different per level ie. it goes up when you level up + some other upgrades when you level.

There could also be a time unit thing. Say, when you level, its speed gets faster which determines who goes first and so on.

Maybe you could do duel battles and a PP vs EE and PP vs PP.

You could do a chess or checker type battle setup to be able to do multiplayer pvp with like teams and such, having one person on the team move a turn (decided by speed).

Maybe be able to get rid of characters that you have captured or be able to see the first form of a monster to know if you have it already.

Make the max charges go up to 99 just so we can play all of our cards on one turn with enough charging.

You could make a character that, when you do a 5-hit combo, he actually does a string of 5 hits instead of one swing all the time.

Each character has different stats from others. (Speed, defense, attack, luck, dodge, accuracy, etc.)

A rarity status for each character saying how rare it is and other things like that.

A character page with links to wiki searches for each monster so you don't have to constantly ask "Where did you get that?"

A multi-monster battle with one side and another side, only it's one v one, but you have a team of say 5 monsters.

A conjurer that can bring in a random character.

On the map screen, take off the "Battle" button on the Map screen, and replace it with an options button. (Reasoning being: Who would go to the map, just to battle at the spawn area? Also, I need to change the options but I don't want to have to go back to the spawn and then back to my spot on the map.)

How about a way to be able to switch between evolutions? I mean, 1) It would help so you don't have to get another wicked rare character just to have to spend even more SG on it, and 2) I evolved my Rev Egg, and it looks amazing. But, sometimes I want to go cruising around in an egg. IS THAT TOO MUCH TOO ASK?

OMG EMOTES! ~ It is done.

Sell a character anywhere and be able to buy it back at any time for the same price you sold it for.

Chat in PvP duels.

Take the cap on shields off.

Other ideas coming!

< Message edited by Bluebird2198 -- 2/2/2013 9:50:49 >
Post #: 335
11/30/2012 19:19:02   
liy010
Member

I would like to see some combos, such as Iron Hide+Sacrifice, which does not work as of now.
AQ DF MQ AQW Epic  Post #: 336
11/30/2012 19:31:08   
Warlord Revan
Member

I would love to see some of the more classic characters like Sepulchre, Draklath, Galanoth, Artix, and Warlic, and I defiantly want to see a Nulgath character on his birthday, and I could almost swear I saw something about this being about Nulgath vs. Dage, so I would also like to see a Dage character and more undead too, maybe a necromancer character, some Dragonlord charaters would be cool too. And you always have to add more dragons, but make them hard to get so it's more fun for us the players. Good luck to you and your team, Warlord Revan.
AQW  Post #: 337
11/30/2012 21:01:34   
Nightmarefang
Member

A way to raise possession rate other than spending soul gems :P maybe spending a certain amount of gold or some artifact (when they're released). Also i've heard it said, but a free way to get soul gems (more than just confirmation and being an alpha tester). To add-on, possibly a chance when a player wins a fight in pvp or vs. high level random character.
AQ DF MQ AQW Epic  Post #: 338
11/30/2012 21:26:17   
DarkLore
Member

You do know Nulgath confirmed that when artifacts are released he'll include ones that raise possession rates a lot right?
AQ DF MQ AQW Epic  Post #: 339
12/1/2012 0:58:59   
Cyberbeast10
Member

Now there are various things I would like to say:

Dungeons: For this kind of game, dungeons are best made like gauntlets of fights as I doubt anyone would like to repeatedly click on the screen and wait for their soul to reach the destination, especially if are re-doing the dungeon. Now as for how I want dungeons to work (Note I am saying this as if dungeons worked in a "Floor" based system):

1) Dungeons scale with your level. Because then, old dungeons get abandoned. To make sure you can still create "high level" dungeons; every dungeon would have a minimum level restriction, but they will still scale with your level.
2) Restrictions. To keep dungeons "special", certain dungeons would have limitations added to them. For example "Max Charge level is 3" or "Max HP halved" or "Fire characters only", etc.
3) Soul bonus. A term, really. More like "bonus conditions". An optional restriction that, if you abide by it, will earn you rewards such as EXP or Gold or the option to skip dungeon floors.
4) ENEMY PLAYER HAS APPEARED. Well, a nice little feature for a PVP game that goes like this: There is a chance, while traversing floors, that you will confront another player that is in the same floor as you instead of a mob (Best done after we have level restrictions for PVP <.<). I do think this seems kind of...cruel, like forcing 1 player to lose the dungeon. So I would suggest this be done in select dungeons (Particularly, some of the more hard ones).

Quests: Okay, I don't want any generic hunting quests, making that clear right now! Anyways:

1) Restriction based quests: "Challenge quests" to be more precise. Quests that will ask you to battle (Either PvE or PVP) with certain restrictions (Which would be treated as "Bonus conditions" so it doesn't interfere with standard exploration).
2) Unless it is a "story" based quests or for any other reason, make quests auto-turn ins so you don't have to be annoyed with having to go back to the quest giver or anything. You did the quests, that's all anyone reallycares about.

"Bonus Conditions": Yeah, well...can we have this apply in any kind of PVE and not just something for dungeons and quests? It would just make every fight entertaining...

Leveling: Would prefer it if:

1) There are 2 kinds of levels: Soul Level and Character Level. Soul Level is the level of you as a player that grants access to certain things (Shop characters, Artifacts, etc?), while character level is...well, what we have now that would apply to things like Dungeons.
2) Character level does not affect HP, but instead gives 1 point for stat points (Those are being planned, right?).
3) A player will always have the option to reallocate stat points.
4) When leveling up, there will be a notification telling the player of what "dungeons", features, etc are now available (or at least, the more interesting ones).
AQW Epic  Post #: 340
12/1/2012 1:11:43   
AQisFuN
Banned


Faster Battles .
AQ AQW Epic  Post #: 341
12/1/2012 13:24:03   
Kyosu
Member
 

Okay, now that I've played more, many balance issues that need addressing.

Adhere less to a "baseline". As of now, all cards are fairly mundane and the same as most other cards. Damage, healing, boosts and charges. Instead of sticking to these 4 archetypes, cards should have more interesting effects. For example, Marked for Death could deal 7 or 8 damage instead of 9, but block all healing done within its active two turns. Another example would be poison. If opponents shield is up while this skill is used, it does nothing, however, if opponents shield is down and this skill is used, all damage done by poison will be unblockable. Further examples of improvable cards found in water decks: Refresh and renew and both extremely cost inefficient, but boosting healing may make them overpowered, so instead of directly increasing healing, a side-effect could be cures poison or negates all unblockable attacks for the next two turns. To be honest, I haven't really run these through a balance check/battle simulation yet, but the main point is interesting effects, to create interesting gameplay.

Even more examples:
Fire - Primarily a nuking element, could be changed to incorporate combos into nuking. For example, (Inferno, Cost: 4 Fire, 2 unblockable damage, increases the damage of all fire type spells landed by 2 for the next turn).
Earth and Ice - No complaints. I think Earth is pretty great right now and Ice is very interesting to use.
Light - Light is, as of now, a combination of healing and boosting skills to couple standard attack cards. Instead of healing, which is already found in water (overlap is boring P:), paladin could be a damage reduction class. (Heal, Cost 3 Light, regenerates the last hit of damage taken), (Might, Cost 3 Light, enchants your next hit to cripple the foe, reducing the damage of each of their physical hits for next turn by 2), (Holy Strike, 5 Light, Add 5 damage to a card, and cause it to clear all DoT effects on your character).

Other balance issues are the ambiguity of the role of the neutral element. All characters seem to start with some, but in most it is meaningless. Instead of the current system, I believe that most characters should have natural neutral regen of 1 per turn, on top of their regular regen, as well as some simple neutral cards. This will add a filler between charging for the character's base element (which smooths out battles instead of making them feel like competitions for who can charge the fastest), and as well as that, the fact that Neutral element characters will have higher regen in their base element compensates for the fact that their element adheres closely to the 4 archetypes of cards and do not have additional effects.

The lack of scaling of damage and shields versus the scaling of health is quite a problem. While a little bit of time increase in battles at higher levels is perfectly normal, the extent to which it is seen in this game is quite frankly, an oddity. Just to reiterate, I'll quote a system I proposed a few days ago:
quote:

Stat points --- ??? This system could possibly be implemented into the game. Str, Dex, Int, Wis, Vit and Luck. Strength for attack damage, intelligence for spell damage, dexterity for shield strength, wisdom for charge rate, vitality for health and luck for initiative.


A less terrible AI: While I recognize the fact that this game is quite PVP oriented, PVE is necessary for development and collection, and quite frankly as of now it feels about as difficult as middle school math. As in it might be hard if you're mentally deficient.

Smaller, less important changes:
Matchmaking in PVP: You should be matched with players around the same level. I understand right now there are few players, but something to definitely not forget about in the future.
Deck Customizing: This is an important change, but it is listed here because it shouldn't be rushed. A system I was envisioning, was a certain number of slots for extra cards to have in addition to each characters base deck, to make sure characters stay more than just skins.
Post #: 342
12/1/2012 14:01:20   
UnderSoul
Member

Why not replace Chaos with Void? There aren't any Chaos characters in yet so it wouldn't be too hard to change the name and colour. One look at the character suggestions shows tonnes of Void and 3 or 4 Chaos suggestions. People love the Void.

_____________________________

AQ DF MQ AQW Epic  Post #: 343
12/1/2012 14:23:47   
The Stranger
Member

I would like to see quests and the ability to invite NPC's in your party .
Post #: 344
12/1/2012 14:28:16   
Zeuster
Member

@The Stranger it has been said quests will happen,
and every npc will be possesable so..i think by party in a video before stress testing it was shown multiple characters can be used later on
@Kyosu it looks like a good idea..fire seems to have that"nuke affect" with it's cards
idk about damage reduction other than from shield and such..
and we are still in beta and hp to card damage looks fine to me..
i don't want every fight to be like 1 minute..
i think scaling will come in due time
Deck customization was also said to come
@undersoul well chaos-void it was said(of course in aqw ) that the elements were very close..
and void could be chaos and such..after all it is just a name change..not much else
@below Nulgath will be released a a character..it has been said before

< Message edited by Zeuster -- 12/1/2012 14:42:32 >
DF  Post #: 345
12/1/2012 14:38:17   
losthoper
Member
 

I think there should be a a 2 vs 2 3 vs 3 4 vs 4 i think it would be interesting to see how people would work 2gether

i think they should release nulgath as a char would be AWESOME !!!

Please do not double-post, it is considered spam and only clutters the page. Next time use the button to add in any additional information to your post. If you do accidentally make an extra post then use the button to delete that extra post. For more information, please read the =AE= Comprehensive Forum Rules > Posting Behavior. ~Balu ArchKnight

< Message edited by Balu -- 12/5/2012 9:32:01 >
Post #: 346
12/1/2012 15:43:03   
spikedinosaur
Member

I'd like to see an "Elude" Button. So when you don't face a character you don't want, you can just click it and get back to the map instead of Refreshing the page.


_____________________________

AQW Epic  Post #: 347
12/1/2012 17:12:32   
Redingard
Member

This has probably been said a million times, but we need PvP filters. Like, if you're level 10, you won't fight a level 1 person. I think it should go like this...

1st Tier: Levels 1-5

2nd Tier: Levels 6-9

3rd Tier: Levels 10-13

4th Tier: Levels 13 - 16

5th Tier: Levels 14-20 (At this point, HP won't really matter)

And all of those tiers fall under certain categories for your characters, such as Apprentice and Veteran. You know, so you won't fight a Blood Void while playing as a Frost Void.

Also, if you do want to fight players higher or lower levels than you, you can turn off the filters at your leisure.

Come on, we're ALL tired of fighting Level 1 "void_of_nulgath xxdedxx"s. I sure am.
AQ DF MQ AQW  Post #: 348
12/1/2012 18:18:31   
Cyberbeast10
Member

I would just like to dedicate this post to the whole "Bonus condition" concept on my last post and put it into a bit more detail for visualization, in addition to another thing: Win streaks and hunter mode.

The whole "Bonus condition" thing is just that at the start of any battle (With the exception of PVP battles because it could physiologically affect players to not play their best) that a message would appear showing an optional restriction you could perform. Now, to be precise, 3 optional restrictions each giving a different bonus: 1 for bonus EXP; another, for Gold; another, for possession rate. This would in the end reward more skilled players for their efforts. Since at higher levels, players need better rewards, these bonuses should scale with your level (and the easiest method is to just double the values of your original reward).

Now, as for win streaks, the way they work would be that in PVE, when a player wins 3 consecutive times, they can enter "Win streak mode" where they will gain a bonus on EXP and Gold (10%, for example?), but all enemies will be stronger. This bonus can stack with Bonus conditions for a 120% increase in EXP. In addition, this win streak bonus can be "upgraded" 2 more times (10% more bonuses each upgrade?) if you keep up the streak (next being at 6 wins, the last being at 12). Again, this would allow good players to have to waste less time farming. Steak ends if you lose, change characters or modify any of your equipment settings. I say only in PvE because if this is done in PVP people will start hating on others who end their streaks.

Another thing, for people who spend hours trying to find rare characters, is that after a certain amount of wins (Say 10?) you're given the option to enter "hunter mode", which will decrease the encounter rate of the most common enemies and raise the encounter rates of the more rarer ones, at the expense that enemies get stronger (Stacks with "Win Streak Mode"). Hunter mode ends if the player loses a fight or leaves the area.

Let's face it, very few people like farming especially when the current setup of the game requires you to "farm" levels if you want to stand a chance in PVP. There is less need for farming in PVP oriented games because the main subject for replay value is the PVP element which is always interesting.
AQW Epic  Post #: 349
12/1/2012 19:10:23   
Bubbles222222
Member

all I want is the energy cap to be set to 30 not 20. I can't use all my cards with 20 D:

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