Home  | Login  | Register  | Help  | Play 

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

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [Oversoul] >> Oversoul General Discussion >> RE: =OS= What would YOU like to see? IV - READ THE FIRST POST
Page 22 of 30«<2021222324>»
Forum Login
Message << Older Topic   Newer Topic >>
2/25/2014 9:57:05   
Mondez
Member

@odsey
The problem I see is that with elemental passives comes the mentality of how it goes against other elements. I wouldn't like to see threads being spammed like "such and such element is OP because I can't win" which is pretty much a terrible excuse.

For balance I say the passives should target an element's weakness like how Ice lacks on the offensive capabilities so it's passive increases the damage output of its skills and attack cards by 25-50.

Fire lacks in defense and eats energy so increasing it's defense and energy consumption partially would help, but lowers the damage if passives can be activated in battle.

I think an option to activate the passive once in a turn or a battle if it gets bad through a certain percentage would help benefit the players for balance.

< Message edited by Mondez -- 2/25/2014 10:00:47 >
AQ DF MQ AQW Epic  Post #: 526
2/25/2014 10:03:01   
odsey
Member

@Mondez I agree with your point. E.G:Some people think that when they lose to a certain element and a passive is activated, they think that the passive is OP because they can't win.

And yes, targeting an weakness of an element is quite an interesting idea. Perhaps this could synergize with the advantages of the element?

As for the activation:

Maybe build a point like system. When enough points is collected you could activate the passive effect.

Or it could only be used limitedly in a battle so that luck wouldn't make it activate too much.
AQ DF AQW Epic  Post #: 527
2/25/2014 10:08:19   
Mondez
Member

@odsey
That's perfect. Limited in battle hence why I suggested adding in it to be activated at a certain percentage of health left aka the Destiny Draw or Destiny Effect if we are going on terms of a card game so the limitation should be one if the passive is a complete game changer. The points I can see if used in battle can act as a rage meter in which elements that can heal can take a huge advantage of the system because of their known longevity in battle.

< Message edited by Mondez -- 2/25/2014 10:09:54 >
AQ DF MQ AQW Epic  Post #: 528
2/25/2014 10:17:28   
odsey
Member

@Mondez The passive activating at a certain health is certainly a interesting idea as it could be a game changer. What do you mean by the rage meter?

< Message edited by odsey -- 2/25/2014 10:24:50 >
AQ DF AQW Epic  Post #: 529
2/25/2014 10:30:31   
Mondez
Member

@odsey
I was thinking the point system was like an overdrive aka rage system to where every move and charge the player makes increases points towards in activating the passive. I mistook it as that since I use a point system in the games I design to act as an overdrive system.
AQ DF MQ AQW Epic  Post #: 530
2/25/2014 19:08:27   
DidYouKnowThat
Member

Sooo. . . like EpicDuel's rage bar thing whatever. . . . .?

I don't think this thing, the passive thing whatever that activates when low on Hp, could make it easy to overtake the enemy though, because then it just means whoever gets to lowest hp and activates it first wins. LOL

Dude should still have to struggle to win, say if the dude who activates has 1,500/5,200 hp, against a dude who has 3670/5200 hp. . . .should only be a SLIGHT boost. . .
(Though it would have some a nice strategy. Put some slight defense/damage against enemy, and save energy. Then your energy-build up right, and when it activates, you use up all the energy
in one swoop and sweep. Hehe)

So then Elemental Resistance can have its role in the game and crapp . . . . .:PPPP

< Message edited by DidYouKnowThat -- 2/25/2014 19:09:48 >
Post #: 531
2/27/2014 8:20:47   
odsey
Member

@Mondez DidYouKnowThat I agree. Rage bar(in ED) has its cons and pros and I think it has its flaws. Perhaps it could be similar like the ED rage but it is improved?

Perhaps it could be named Elemental passive bar? I'm thinking that the bar would charge fully after a certain turns. This could also be made to support elemental resistance. I'm also thinking that perhaps the bar could have a different leans. For example there could be a fast lean, where the bar would charge faster although the power would not be same(weaker) as the slow lean. What do you guys think?
AQ DF AQW Epic  Post #: 532
2/27/2014 8:57:41   
Megadragonknight
Member

@odsey
I love your idea about the Passive stuff. I was thinking that each element should have a unique "Passive" or rather "Limit Break" ability.
Post #: 533
2/27/2014 9:00:51   
odsey
Member

@Megadragonknight I agree, every element should have a unique passive. Perhaps if it is possible, there could be more than 1 unique passive for each element. What do you mean by the Limit Break ability?
AQ DF AQW Epic  Post #: 534
2/27/2014 9:11:39   
Megadragonknight
Member

@odsey
If you know Cardfight Vanguard, you know my meaning. Like this, I was thinking to make Master and Legendary Rank character to be quite stronger and really live up to their rank as Master or Legendary, they should have this "Limit Break" ability where they activate the ability to deal greater effect according to each element's special ability.

Example, Energy Master/Legendary character shall activate its "Limit Break" ability and only for 1 turn, it will deal extra 100 damage be it DoT or attack card. Ice Master/Legendary character gain this "Limit Break" ability of freezing opponent 3 turn.

This Limit Break ability can be activated only when our characters' HP is below 1K and it must be level 20. That's one way to motivate players' to level up to 20.

Boss characters' won't have this Limit Break ability because they already have the deck which none of our characters have. Consider this as their "Limit Break" ability where they have instant 1200 damage, 800 damage card, corruption and 5 hit combo card.

Its going to be quite a difficult task to keep the game balance if my suggestion was to be considerate but it is not impossible to try it out.

< Message edited by Megadragonknight -- 2/27/2014 9:14:02 >
Post #: 535
2/27/2014 9:14:16   
odsey
Member

@MegaDragonKnight But don't you think that it could be abused? I mean if it is not limited to use certain element will be OP. For example, light can keep healing and when the health is at 1k, the limit break ability will keep activating.

@belowAlright, I thought that it is unlimited.

Edit:

Your suggestion look similar to my elemental passive.It is quite good although it has its flaw. For example, you must be level 20 to use it. It is situational and in pvp, if a legendary faces a legendary with a different level E.G: 20 vs 19 the level 19 won't be able to use it. And honestly I think that passive is better, although a limit break ability is a nice suggestion too.

@Megadragonknight Do you think my elemental passive is a good idea?

< Message edited by odsey -- 2/27/2014 10:45:04 >
AQ DF AQW Epic  Post #: 536
2/27/2014 9:17:53   
Megadragonknight
Member

@odsey
That's why I said my suggestion would be quite OP and will somehow disrupt the game balance. However, the Limit Break ability can only be used ONCE. Light Master/Legendary character will automatically heal 1K just once and never can it be activated again. Oh yes, for Ice limit break ability, i wrote wrongly, it should be automatically freeze opponent for 1 turn.

Edit:
@Odsey
Would you think its still a good suggestion? I wonder what others think? If everyone agree to my suggestion, maybe Nulgath can consider it and then OS game system will enhance further.

< Message edited by Megadragonknight -- 2/27/2014 9:24:24 >
Post #: 537
2/27/2014 10:35:22   
Kiazz
Member

That cupidtheus becomes capturable and at the same rate as before. I mean, considering the amount of characters that have returned and which became ridiculously expensive, like, even from this valentines, 50k gold and capture with decent spawn and capture rate suddenly became 12 SG, I think one little character could be given without this hassle. For christmas we got rudolphtheus back, again, non-capturable/gold-able only SG. Revonthurkey became uncapturable for thanksgiving. Jack Frost's spawn rate went insanely low. Etc. While loveweaver and jack frost (kinda, like, there are a lot of better non-rare, less costly choices) sorta justify it with their card decks, I don't see how cupidtheus can. There are a multitude of better choices than cupidtheus, like even love machine, the gold char in the exact same event but slightly chubbier, for example. It's just not right. :I
Post #: 538
2/27/2014 12:07:34   
Gorillo Titan
Member

@Kiazz but Jack can still be found in the wild.
Post #: 539
2/27/2014 18:08:12   
Kiazz
Member

Is that a good thing? I'm pretty sure that it should be a seasonal rare and that this is either a bug or it is still winter where the devs are.
Post #: 540
2/27/2014 18:48:45   
UnderSoul
Member

@Kiazz Late February is considered winter in most north american places I've been, so probably the latter.
AQ DF MQ AQW Epic  Post #: 541
2/27/2014 20:46:18   
Kiazz
Member

So you say. We're going off on a tangent here, so hmph. But does that justify its altered rate of appearance, and therefore an example that can support making cupidtheus the same as before, justifying its complete, instead of partial, return? Even without Jack, there are still a plenitude of altered seasonal characters that have been altered like that. (Plus, like I said, prettier, debate-ably, free or non-seasonal characters with better decks.) And cupidtheus' deck doesn't justify it, returning back to the main issue. (And his appearance, hmm..)
Post #: 542
2/28/2014 22:27:06   
Gorillo Titan
Member

PVP to decided contest winners for a week or month when you first log in you have to decide on the character you want to win for the contest and every pvp win you get after that is counted as a point the character you want to win it would be pretty easy use the same feature as the leaderboard to add points and also it would motivate people to pvp more.
Post #: 543
3/1/2014 11:36:30   
Kiazz
Member

There are some people like MDK who would probably like to vote but have vowed to never PvP or something; is PvP really the main purpose of this game? You'd be cutting off a majority of the player base, especially if they never don't bother to rank up characters or are new. It'd also make the choices a bit more biased towards things like a better deck; "Got to leave yourself some work for tomorrow." -Pratchett
Post #: 544
3/1/2014 11:41:30   
Gorillo Titan
Member

OS is labeled a pvp game pvp should take some part in the game even have a pvp leaderboard and the truth is most people vote on characters based on the decks rather than reading long stories or looking at the animation. I would like it used in at least one contest kind of like how the other AE games do war to slay so many creatures to unlock the next area.
Post #: 545
3/1/2014 20:51:30   
Blackshock
Member

Why not have domination wars where there are two sides (ex. vampires vs werewolves) and the winner of the war has the encounter rate of the creatures of their faction increased until the next war or something?
AQ DF MQ AQW  Post #: 546
3/2/2014 6:48:51   
megakyle777
Member

First of all you'd need to suggest a way for wars to work. Oversoul is vastly different to most AE games, and this it needs a different war system.

...I'm all FOR wars, which is why I suggested a What Would You Like To See In Wars Thread for the topic, but a war idea needs to be made that fits OS.
DF  Post #: 547
3/2/2014 7:38:28   
Blackshock
Member

well one thing that I could think of would be that there would be two NPCs in the lobby. One for side A and one for side B. If you sign up for A, then the game matchmakes you with a player that signed for side B. Every win you make for a side A match would give points for A and likewise for B.
AQ DF MQ AQW  Post #: 548
3/2/2014 7:42:47   
megakyle777
Member

I'm all for a war system like that, but it has a few pros and cons:

Pros:
More interaction between the sides leading to more talk and whatnot.
Being able to fight other players in a real war

Cons:
Could lead to spam, flame wars, ETC
Unmatched players EG level 1 vamp vs level 20 wolf
Sides need to be balanced well storywise. If it's simple good VS evil fight evil will always win. You need stuff like Orcs Vs Ogres or Vamps Vs Wolves - stuff with no clear cut side.

I think we need to pour more suggestion into a war system. Not that I think the guys will see this.
DF  Post #: 549
3/2/2014 7:51:30   
Blackshock
Member

You can always use a different character for a war and say you're fighting on behalf of a faction.
AQ DF MQ AQW  Post #: 550
Page:   <<   < prev  20 21 [22] 23 24   next >   >>
All Forums >> [Artix Entertainment Games] >> [Oversoul] >> Oversoul General Discussion >> RE: =OS= What would YOU like to see? IV - READ THE FIRST POST
Page 22 of 30«<2021222324>»
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition