LyRein
Member
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Most of the Forumites have already posted what I was going to say, so I hope it's ok if I quote them then add on extra info? quote:
Also, I feel like 4 skills is too few, at least for the Web version. I don't know what AE's plans are for combat, but I think 6-8 combat actions, plus auto-attack, and slots for items like potions would work. Another change I think would really add to the game is either skills having a degree of customization (do you want your Fireball spell to do more raw damage, or a D.O.T.? Heal in one large chunk, or over time? Etc...) or give classes more skills than you can use on the action bar to give the player some limited customization of a class build. This.. pretty much.. nothing to add... unless you want me to go hardcore PVP stats and affecting negatives and positives to certain skill strengths and weaknesses? quote:
Also, are the monsters supposed to attack you without provocation when you go near them? Seems rather unusual to have automatic aggression for everyone when it was reserved for special monsters or bosses in older AE games. I'd say early on, it's frustrating but I'd like to see this aggro in higher-levels, so it's not EASY? (That's another problem with 4 skills, there isn't enough combos and skills, meaning less chance of winning a fight, that AE just starts to make every class OP so people don't quit, which results in greedy, spoiled children). quote:
The mouse should let you control the direction of your character. Thats where I say TERA just that small part of it. Aside from that nothing really needs to be said aside from the walking animation its all good. But remember AE you chose Unity as the engine you could have chosen something else but yah, you went with it and that will create some limitations to your process. I just hope you can fix the mouse direction thing and can we use our mouse clicks to attack and control our direction, thats it. That would be nice but AE still haven't grown out their shell of classic RPG, which is a big problem in the gaming industry. You need to change how your game is, make it fit the needs of today, instead of doing a really quick game and releasing it as fast as you can, with huge problems in the future you'll have a hard time fixing (*cough* rewrite *cough). quote:
Finally, a few suggestions on movement. Personally, I like RPGs that reward player movement when it comes to dodging attacks and whatnot. For AQ3D, how about double tapping WASDQE makes your character dodge/roll/side-step, making combat more involved than just standing there and wailing on a target. This will make combat so much more fun, I agree on the "standing there wailing on the target" thing. In a real battle or war, you aren't just gonna stand there and stab anyone that runs at you. You will move and run, dodge duck dip and whatnot, because A) You don't want to get any major injuries B) You don't want to take an arrow to the knee (i had to i'm sorry) It just makes the player more involved and actually makes combat all the worthwhile, stand-still combat really bores me. Now look, four skills with potential to become overpowered AQW style skills and stand-still combat in a 3D game does not sound fun.. or challenging.. quote:
1: Why are we not always back/fowardflipping when jumping, 2: Why do we have a cool jump/flip, when we cannot jump over (or on but mostly over) anything like the railings of the inn second floor or the small fences around town with a cliff? It seems like a waste of a animation. DX I think flipping at all is odd, let alone all the time but this is AE, they build their games off their childhood so I can see that happening. I do approve of the idea of jumping over things, however.. Let me add the obstacle course now. It'd be nice if you were actually trying to balance on the wooden platforms and doing a risky jump animation to the next platform. These small details.. Now my part... I really really despise the /join feature in a 3D environment like AQ3. While it is convenient, it's a bit obscure, because 2D use frames as I've said, so /join makes sense and looks sensible.. 3D is like travelling in real life, you need to ride/walk to places, take the train or ship or plane. It would be better in general for this game to use HUB teleportation (teleporting to hub towns you've VISITED). To get to an island town you can take a ship, to sky town an airship, to underground towns a minecart. Then once you ARE at a town, you can click a gate/teleport device of some sort, which allows you to teleport to the town in fast-travel from other devices you've accessed, for a small fee. One forumite HAS linked me to a FAQ where Cysero said he plans to do this, but the reason i'm still adding this in is because he said for ANY area, as in forests, caves, dungeons and I don't really like the sound of. He didn't say it was official, either (knowing AE they'll probably forget that). Wouldn't AE want the players to have fast-travel AND explore their areas too? That's why this idea works, you can fast-travel to HUBs you've visited, then explore the connected areas on your own to get a sense of adventure and immersion. Battleon, I know this is extremely early but it would add to the world for some NPCs to be standing in the city, auto AI pulling a cart or something, just these details can make a big difference. Like AE planned for AQW, a cycle of NPCs coming into Yulgars Inn with dailies, random shops etc. On topic of Yulgars Inn, make the bar stand ... look like a bar stand? It's so tiny against the whole area, it looks like you just copy and pasted it from AQW and made it 3D. Make it long, with some wooden cups and jugs on the surface, NPCs sitting on the stools and chatting, each with their own fun little descriptions. Make Yulgar stand behind the bar with two arms holding onto the surface, welcoming you into his inn.. As for the seats and tables themselves, add NPCs there too, with some having mini-games like cards, chess or arm-wrestling? Just some features I feel like could've been done better or be added. You guys promise a lot of things but do not fulfill most of them.. ~Lyrein
< Message edited by LyRein -- 8/5/2015 16:01:48 >
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