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

 
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7/10/2013 13:01:58   
The Finnish Phoenix
Member

I am definitely looking forward to Hex! And Fiend. :)
AQ DF MQ  Post #: 126
7/13/2013 19:00:02   
clintonian
Member

i would like to see gold being fixed to your exp and not random
Post #: 127
7/14/2013 8:08:00   
Raiii
Member
 

^ That and it being shown on our screens in-battle perhaps below our name. It'll be easier to 'monitor' the amount of gold we have when we're farming for it.

It's hard to farm gold as it is if you're non-SG

~Puncture

_____________________________

AQW Epic  Post #: 128
7/14/2013 13:03:19   
BreadandCookies
Member

Can something be done about the whole 'jumping back and forth' thing when four attacks are selected?

Also, maybe a description of status effects when they are moused over. For example if you are 'Poisoned' you mouse over the icon below your health and it reads, "Player takes 300 damage per turn".

< Message edited by BreadandCookies -- 7/14/2013 18:46:37 >
AQW  Post #: 129
7/14/2013 20:06:14   
Tracheonyx
Member
 

More than anything what i want to see in an artix game (but probably never will) is TRADING. With this game, I dont even mean money but say ive got the ogre mage which my buddy x wants and hes sick of his orc warlord so we want to trade characters. you should be able to trade any character as long as theyre the same rank.

Other than that, I'd like to see some significant backstories to certain characters (due to the nature of the game, probably NPCs) that lead to equippable weapons. Also OS can mimic ED's cores system and have weapons that come with a free card... just saying.

I hope the alignment system is actually put into effect soon and has considerable bonuses for being extreme in either direction or just staying in the middle.

Jumping back and forth is annoying while attacking- it makes it feel more segmented. Get them to stand closer together and this wont be a problem.

So far the lowdown on elements is- light sustainability through loop healing and decent damage, shadow self sacrifice for quick damage then void reflection for sustainability comboed with kinda op dots, water ridiculous loop healing but no damage, earth all rounder heavy on the defensive side, fire quick damage with some WAY op DOTs, Ice wicked percentage winning but taking forever to do so. The missing elements are chaos and lightning- i'd like to see chaos take a debuff turn where it focuses on making the enemy discard and lose energy, and lightning lots of cards like neutralize.

I'd like to see some achievements that allow you a card, and make card customization a collective card pool that you can equip any card to any character.

Last thing I really really want to see is element specific bonuses. E.G.- earth +500 health, water +2 starting energy, shadow +100 damage on combos 3 or higher, ice + 200 max defense (able to go to 2200 instead of 2000), lighting +2 max energy, etc.
Post #: 130
7/14/2013 20:29:07   
BJEBLE
Member

@Tracheonyx I don't think it's going happen in this game because people will just constantly ask to trade for their like super rare hard to find just so they don't have to look for it, and rares would lose like all their value, so I don't think that would happen.
DF  Post #: 131
7/14/2013 21:37:28   
Jmagician
Member

quote:

Last thing I really really want to see is element specific bonuses. E.G.- earth +500 health, water +2 starting energy, shadow +100 damage on combos 3 or higher, ice + 200 max defense (able to go to 2200 instead of 2000), lighting +2 max energy, etc.

I'm really liking this idea of yours. Not saying it should be those exact bonuses, but the idea of giving specific types of bonuses to elements is really neat.

quote:

Also, maybe a description of status effects when they are moused over. For example if you are 'Poisoned' you mouse over the icon below your health and it reads, "Player takes 300 damage per turn"

This is also a great idea.

EDIT: I really would like to see some of these great ideas put to good use. I mean, I can skim through some of these and can bet that it would IMMENSELY benefit Oversoul. I guess what I am trying to say is that instead of a Character Suggestion Contest, Nulgath could offer some sort of Oversoul Ideas Contest that isn't related to characters, but more in game features. This one would have to be more strict in terms of guidelines for specific ideas as some of them may be out of the game's limitations. But, just because some ideas may not be feasible doesn't mean better and more realistic ones should get ignored. So there you have it, OS Ideas Contest. Would like to see it

< Message edited by Jmagician -- 7/14/2013 22:38:23 >
AQW  Post #: 132
7/14/2013 22:53:17   
Tracheonyx
Member
 

@jmagician thanks, it just makes sense to me- why would a fire mage have as much ability to be hit as a ten-ton bullheaded monster or a being of solid rock? Idk what fire would have but i think chaos could start with 100 counterattack as they might be the anti-meta class
@bjeble- yeah i get it theres a whole line of reasoning why no artix game has p2p trading yet. It's just something ive missed for so long that with this new game i hope they implement it.

< Message edited by Tracheonyx -- 7/14/2013 22:56:48 >
Post #: 133
7/14/2013 22:54:01   
BJEBLE
Member

I would like to suggest that when you possess every character in a dungeon, you get a reward. Now, depending on how hard the to possess the characters in the dungeon are, it would mean different rewards.Like a gold reward of 1k for every dungeon would be a fair starting reward.
EDIT: @below Yeah, and in the future, there would be rewards for quests like in every other game made by AE, which would make CC packs so much easier to get, so you can finally get that one card that you want.

< Message edited by BJEBLE -- 7/14/2013 23:03:01 >
DF  Post #: 134
7/14/2013 22:59:54   
Tracheonyx
Member
 

Definitely. that might tie into the achievement thing i was talking about. this would also solve the problem of there is absolutely no way to make money other than straight up killing people.
Post #: 135
7/14/2013 23:25:27   
Jmagician
Member

The main reason why I wouldn't want to focus on an idea that revolves around alternate (more efficient) ways of obtaining gold is that there simply is no need to. This game is still in Beta and I am 100% sure of the fact that Nulgath has some ideas lined up that will allow us to get gold in other ways than just beating monsters. Most likely in the form of quests.
AQW  Post #: 136
7/15/2013 1:13:16   
TheSage
Member

@Tracheonyx : There will never be any form of player trading, just look at the problems occurring with account trading/stealing in AQW. If there was trading you can multiply that problem by 100 or more lol

I think the alignment system has been scrapped, it is to far into the game to add it since over 200 characters are now out, and some were pre-planned to be either evil or good.

As for element bonuses i don't know what is planned other then the damage modifiers or that there even is anything else planned, but there will be stats coming eventually and you might be able to set up those stats to cater to a specific element or to counter one.

_____________________________

AQ DF MQ AQW Epic  Post #: 137
7/15/2013 5:28:22   
99th Dracopyre
Member


Oh, sad to know about the Alignment idea. :(

Anyway, I'd like to see a screen size selection like in the original AQ. Where you can choose what size of screen you can play in.

~Draco
AQ DF MQ AQW  Post #: 138
7/16/2013 18:20:31   
GuardMouse
Member

Maybe instead of having the AIs stronger on the Testing Server make the PvE encounters 1 Level higher than you so there's a challenge and also a reward of more EXP and Gold
AQW  Post #: 139
7/16/2013 18:54:45   
Jmagician
Member

To add to GuardMouse's suggestion, it would be awesome to see more advanced stages in OS be it dungeons or any other different types of areas in the future to be more difficult. Like the monsters in that area can be a level or 2 higher than yours.
AQW  Post #: 140
7/17/2013 16:50:09   
Vestrova
Member

What i really want to see:
DOOM KNIGHTS!
and maybe seppy comes back thru space and time? :3
or a revived chaos seppy!
DF AQW  Post #: 141
7/17/2013 19:17:45   
Jmagician
Member

@Vestrova: Wasn't Seppy killed off through Drakath in that battle? It would be nice to possess his soul >:)
AQW  Post #: 142
7/17/2013 19:59:08   
Kiazz
Member

Nulgath should just scrap the element modifiers all together. The disadvantages in random pvp would sentence someone to death, especially if the person was at a lower level or goes second. Duels would be hindered by the need to change characters in order to match your opponent's element might even result in a deadlock. All elements work out, currently, in one way or another. The element chart works already, but it may need some rearranging. I like the way attributes and exclusive cards of different elements currently work, and coding elemental modifiers would be extra work anyway. (Extra work that might be better put elsewhere. More specifically, certain characters unique words (aegea, etc.) and animations (seraphim, jim, etc.)) Just my two cents. :)
Post #: 143
7/17/2013 20:13:13   
Jmagician
Member

@Kiazz: Characters at this point are too dull of a feature to have more work put into them. The core features are much more important. Plus, element modifiers will most likely be added when multi character dueling begins. If not, no one randomly PvPs anyway. Think about how successful the Pokemon franchise is in competitive battling. Element modifiers will definitely bring nothing but benefits to OS.
AQW  Post #: 144
7/17/2013 20:31:56   
Kiazz
Member

@Jmagician Exactly. "Too dull." But I agree, the core features, really, should be the cards. Aesthetics is another facet of a game, however. Each element has exclusive cards, like I said before. I still disagree with element modifiers, even with the presence of multi-character dueling. Even more deadlock/arguing/stalling. "No one randomly PvPs anyway" is not a point, as I think that Nulgath had this feature implemented for a reason and should therefore be elaborated upon, no matter how insignificant it is. A possibility, when Oversoul starts getting more players. So should Oversoul just straight up copy Pokemon? I mean, it even has the capture/possess feature. This is a different game and should have different attributes. Element modifiers will, actually, change the entire nature of the game and with it its uniqueness. Therefore, I don't think that element modifiers will "definitely bring nothing but benefits." The way they are now, "every element works out, one way or another"~A forumer who's name I'm forgetting. I don't want this to change. The viability of every character is what appeals to me in OS, and Pokemon is different in the fact that there are actually some stronger pokemon than others. "With the right CC, any character can be decent"~Another forumer who's name I'm forgetting. :(

< Message edited by Kiazz -- 7/17/2013 20:34:51 >
Post #: 145
7/17/2013 21:04:46   
Jmagician
Member

@Kiazz: I definitely see your point. But let me expand on my "No one randomly PvPs anyway" quote. See, you have to think of the reason as to why this is. Nulgath had stated at some point in time that due to a bug fix that finally allowed unregistered players to see the "Create Account" button has spiked account creations like crazy. However, we still have found that no one really clicks that "PvP" button in Solace. Aside from the fact that the main focus of this game is solely getting level 20s and CC packs (just farming), the PvP gameplay itself isn't that great. Reason why is because many characters are re-skins/virtually the same deck wise. CC does help, but it didn't help as much as I thought since there are no limitations involved. Limitations that would actually help in uniqueness and variety (counter-intuitive, but it is a fact). Think about how greatly elemental modifiers would help in this regard. There would be so much excitement from having to face amped up opponents as well as amped up AI in PvE due to "elemental weakness". I for one think that challenge is something to be desired. Challenge as well as thinking while coupled with the multi character duelling feature that is part of the game. It isn't necessarily being more like "Pokemon" but more a better "PvP game". Elemental modifiers have been in existence with AE games since the beginning and it shouldn't end with OS. All in all, I believe there is more reason as to why people don't PvP much anymore aside from the main focus being shifted to farming. I believe that elemental modifiers will help substantially.

< Message edited by Jmagician -- 7/17/2013 21:06:26 >
AQW  Post #: 146
7/17/2013 23:29:43   
Kiazz
Member

@Jmagician Right, but can it really be attributed to that ONE reason? Account creations don't necessarily mean actual gamers, take AQW for an example. Reservation of name, checking due to AE relationship, friends, etc. are all reasons for account creation. And really, even if there are THAT many gamers, a reason they're not PVPing is probably the level gap, another problem that should be addressed. Multiple level pairings should be done, eg. 1-3 levels in difference, as was implemented in DF, another AE game. The level gap is due to the difficulty of getting to higher levels without XP boosts, but I feel that this does not have to change as Nulgath is needs the money from SG sales and people that have worked hard for their levels already need to be respected for that. Limitations? Too many features cause discord and can render themselves redundant (some mobile phones, for example :I) I was here for the AQW Beta, and I know they had elements there too. Why do you think it was scrapped? It remains as one of the most popular AE games they've developed. And Nulgath started out working there, as well. Even if there were more excitement from winning against an "elemental disadvantage," the opponent may feel discouraged from using that character again if a loss occurs, and you can always be taunted for losing even with an advantage. On the flipside, if you lose against elemental advantage, you can chalk it up to that. Do you see where I'm getting at? Right now, if you win, it's a fair win. Vice versa. Besides, how will elemental modifiers be seen? Will we have to eventually calculate the little percentages, now that the hp bar has moved from 15 hp to 1500? Can the cards be updated in battle, on the spot, or what? It'll just confuse most gamers that start off even more; (I used to charge to 5 and stop. I thought the number of points returned from drawing a card corresponds to number of cards in hand D:). Also, players take too long with their turns in PvP anyway, even without the little percentages added due to modifiers. The Beta Revolution was a good move, and was beautifully done. But I believe that this elemental modifiers would be too radical, as a change, and thus would actually change the nature of the game.
Post #: 147
7/17/2013 23:46:40   
Jmagician
Member

@Kiazz: Hmm, I agree. There are many different reasons why PvP'ing randomly isn't so popular such as the level gap as you mentioned. However, discouragement is something that can never be dealt with. It is just impossible to stop players from feeling bad after a loss or a battle that should have been won but was lost. Reasons to be discouraged from PvPing are solely based on the player's nature. Not implementing elemental modifiers for this reason isn't right. Elemental modifiers was scrapped in AQW most likely because players team up to battle monsters anyways. In PvP, the classes are way to complex for battles to even need elemental modifiers. The way OS is currently and the way it is developing would only benefit from elemental modifiers because it is the only thing so far that could actually make PvP'ing more complex. The cards we have at the moment are extremely straight forward and the path towards winning a battle is only so bumpy thanks to CC. I would like to say that if cards were more complex and more abundant in variety, CC being more strict rather than being simplistic (add 5 of any card to any character) and perhaps even some rules in game such as no more than 3 Poisons can be active (out of the blue example) then we just might not have any use to elemental modifiers. At least not for making the game more competitive. But, unless such scenarios are the case, we would need elemental modifiers.

EDIT: I would like to carry on this debate, but perhaps in PM so we don't clog the thread :)

< Message edited by Jmagician -- 7/17/2013 23:54:04 >
AQW  Post #: 148
7/18/2013 0:16:18   
Desmodus
Member

A dragon dungeon, where all the dragons go to relax, chat with friends, and get possessed by oversouls.
AQ AQW  Post #: 149
7/18/2013 0:21:53   
Kiazz
Member

Nah, I don't see the need to carry on with this, as I'm not debating for the heck of it, I really, really want to see it get scrapped (the whole reason why I'm even debating with you), and just to let Nulgath needs to see why. If he actually looks at the suggestion threads.

By the way, I think that character deletion should be implemented in addition to the ability to sell characters upgraded with soul gems. Maybe give full price or maybe a bit less on the first day this is implemented? I seriously regret some purchases I've made. :)

< Message edited by Kiazz -- 7/18/2013 0:47:41 >
Post #: 150
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