Rezilia
Member
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Understanding how quests worked in the earlier games: AQ: You would have a series of battles, each of them randomly picked according to the theme of the quest, thus giving a sense of diversity that still tied into the quest's goal. You had no paths, so the overabundance of monsters you faced made sense. DF: You would have a series of battles, each of them restricted to a few monsters tied directly to the area - not simply the theme, that made sense as you went along. You had paths but they were quest-only paths so you didn't have to worry about the number of mobs. MQ: You would have a series of battles, many of them based on the quest's theme or area but many that were from a random pool for the whole game, which seemed tedious. Many quests were featured in areas you could walk through without mob encounters, so this made no sense. AQW: You would have an end goal that you had to get to by going through multiple screens, but often you could not complete this goal without killing X mobs. While some quests forced you to defeat each mob in a screen before continuing, most didn't. Fighting mobs became meaningless. HS: You would have an end goal that you had to get to by going through multiple screens, just like in AQW, but the screens were visually represented in a way that the kill X mobs requirements made sense. Fighting mobs had meaning, despite using a similar quest structure. AQ3D: You have to kill specific mobs a certain number of times, a number that is overwhelmingly more than the number of mobs actually in each area, in a way that's pointless and repetitive. The fact that you can't get quest drops until you have a certain quest is ridiculous since you've been fighting the required mobs dozens of times before that quest, and the idea that only certain mobs in an area drop certain items destroys any sense of realism. I do not remember what it was called, but there was a game I played once where you had to pick up items on the ground quickly or else other mobs around you would pick them up. This means that quest items would be dropped outside of the quests and they could drop from mobs not listed in the quest. If you combine that with mobs fighting each other and the "defeat the enemies on the screen before progressing" mechanic, as well as restricting quest accept/complete to only be done through the NPCs instead of the top-right of the screen, you'd make battles seem more meaningful. Decreasing the number of mobs required to the number in each area and replacing a killed mob with a different mob or variants of each mob would make the game seem like AQ, while keeping enemies thematic to each area and making each area look like their nest would make the game seem like DF. If you get mobs to move around the entire area in patterns that make sense for them (like sneevils staying with their boxes, and cave sneevils trying to fight the cave trolluks to get into their boxes, perhaps with sneevils jumping out of the boxes you try to look into), you'll make the battles seem even more realistic or meaningful and it'll eliminate the feeling of repetition. But really, just think about it. What makes more sense: Skeletons appearing out of thin air, or them appearing out of the ground and running toward you? Sneevils just standing around everywhere, or trying to get boxes / coming out of their box fort? Frogzards just biting people, or aggroing players by shooting fireballs at them from their mouths? If you want AQ3D to be like the earlier games, these things are important. 0.0
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