speedmeteor101
Member
|
Very sorry if I become more of a a nuisance!!! So I had some suggestions posted else where on FB and they may or may not have been seen but this seems more official so I will repost here... Is that okay? well I guess you guys will delete it if not but here goes :/ 1st: "You know how in blade haven there were spells cast with certain patterns? maybe you could add a button on the keyboard that corresponds with the swipe from edge on mobile devices and bring up something like the spells from blade haven (in video here [ https://www.listenonrepeat.com/watch?v=ZANfkH0Pw1Q ]) You could possibly do a trinket/potion system [trinket for extra battle effects/spells and potions for speed healing] or something because I think this could stop players from complaining about the (too few) skills and slow healing (aside from the glitch where unequipping armors heals you completely during battle), yet still prevent clustering the phone screen. I think trinkets (like from DragonFable) would be great rare drops and expensive items in shops. Also, is ballyhoo coming to AQ3D? 2nd: If you have Multiple Inns there could be some universal games to play with other characters to gain a small currency for [AQ3D version of AC's or maybe points towards an in-game pay-for item/action] like darts, Chess, Checkers, [Poker, maybe?]. And then pay for a night to eat and sleep at the Inn to gain 1 hour of faster health regain (only use once every 2 days or sumthin like that). I'm guessing you already had plans for something like this, but to know players want it may make it more of a priority after beta... maybe? Also, for Inns, I know you guys wanted to add some minigames so here are my ideas: Barfight (special map), Arm wrestling, Darts, Chess, Checkers, and Rock-Paper-Scissors. 3rd: Day and Night cycle [i feel like this can be done many ways] -Day and night cycle moves by server, so depending on what server you are on it is a different time of day -[Like Dragonfable] you can sleep til night or for the night (so you get sent to a different map like in dragonfable. Then if there are different NPC's and glowing thingies at night like there were in dragonfable, the game will feel much more real and will make a wonderful experience. 4rth: I feel like we shouldn't use /join 's until we've gone to an area by foot before. That would make the art much more appreciated! (same for map if u add one). And it wouldn't be bad to use quest-chain along a path of unlock-able areas or branching paths or whatever :P but i feel like that'd be just great along with level-locked areas that you already had in your other games 5th: Maybe another element to PvP... [Edit: With the update right below this would be considered a team deathmatch] What if you had a map or zone where there were 2 sided wars (a normal war except PvP) against other players or guilds or something. This would make for a great attraction, how ever it could work... kinda like a MOBA with in an MMO. No intent to be messy or anything but that would beat out other MMO's and completely destroy MOBA games like League of Legends and Dota as it would be more immersive and have more of a personal value as your skills weapons and other equipment are reminiscent of your journeys and battles from other in-game experiences. Update II: I think you have an opportunity add EVEN MORE to the game using pvp. Now that it's in 3d, you can add things like Capture the Flag, Team Deathmatches (where team w/ most kills and least deaths wins), Domination (Claim the most flags for your team until the timer runs out) and Maybe last man standing (or every-man-for-himself deathmatch?). You could possibly bring back the "Aeris Battlespire" but use it as a hub where players get to choose if they wanna join a CTF, Deathmatch, Domination, or 2 Team Deathmatch map or you could do one hub where players opt in to a random match and get a random type of PvP. This would make the game sooo fun... 6th: one of my most memorable moments was when the undead took over swordhaven and there was that tiny cutscene with artix crushing the giant skeleton in aqw... ahh and then just about everything dragonfable was so beautiful.... The hero is born cycle should be recycled because that was so clean. then you fight your first battle like in just about every ae game... you want to make that starting cutscene upon character creation short, but memorable... I also feel dragonfable did well with just about everything so AQ3D becomes a 3D MMO version of DF it would be the bomb! though i gotta give almost the same credit to all the other a games besides the fact that the dragonfable proportions seem more mature to me. So long story short, the opening cutscene in DF blew me away (in ch1 and ch 3) so an opening one for AQ3D would be nice, and then with certain quests having those moments where defeating someone or getting close or getting defeated by someone triggers a cutscene... that stuff is jus' lovely. You see this was honestly the most fun part of DF for me: https://listenonrepeat.com/watch?v=5Btdzmr5HX8 because of the wonderful tone set here and Same here, https://listenonrepeat.com/watch?v=t2HOcRxqz-4 , but the dynamic contrast in the setting brings me back to the past yet shows a true evolution in the art and wholly displays the development of the story. These here make a great model for intro, to me. Best out of all AE games! Then all parts of the tomix saga in df were phenomenal including the cutscenes and where they were placed. And in AQW the first few sagas really stuck with me, for some reason... especially in swordhaven and with sepulchure's death. [this was a response to a question so parts may sound weird, but the idea here is an opening cutscene to aq3d similar to their other games (esp DF)]. BTW about the intros: It'd also be really cool if we could start somewhere like (or similar to) Oaklore and travel to battleon fighting everything solo until then. Also it seems like they already are, but I really suggest bringing back modified versions of the older AQ3D maps like ravenspire (pretty sure that's coming back), Northpointe (same?), and the Fivelorn Forest (to beautiful for me to let go of shown here https://listenonrepeat.com/watch?v=eOQskqtP_Qw ). And with the fivelorn forest i know it would not be possible to make one lone zone like this, but if you remove or shrink some of the trees and split the area into smaller zones, it seems possible to resurrect. I feel the same about the other maps from 2013's AQ3D legend of lore especially https://listenonrepeat.com/watch?v=UIlnezqUqCY. [dude that ice world was just amazin] *btw another thing that made 5lorn forest beautiful was that the sky was blue but the "distance fog" was yellow... using those other colors make the game so much more beautiful and special! Maybe you could use a dark green rather than blue in that greenguard cave (this could also be seen in that flythrough trailer from the old one)... ___________________________________________________________________________ not mine but the comments section here was amazing! http://www.aq3d.com/news/inn-provements/ _____________________________________________________Update________________________________________________________ This was posted somewhere else, but in an effort to keep it all together: As far a quests goes, I feel like they get a bit too grindy sometimes (mostly referring to robina right now and I understand it's cuz it's alpha but it might stay that way) and could add a bit of the RPG feel that DF had... That way that dragonfable defined saga... (esp. Tomix and Ch1 Orb Sagas) where you felt yourself moving through the story... [maybe that's an issue of AE figuring out how to use cutscenes in unity as these play a BIG TIME role (as mentioned in point 6 {but point 6 was only about intro})]... many small cutscenes makes for a big story (along with a large, interactive one, too). This would be an opportunity to make use of the parkour and add even more elements such as timing... like a lot of the good FPS like FarCry3, and BattleField 3 & 4, and even 3rd person games like Assassin's Creed use the cutscenes as a time to show what they've got! Obviously Assassin's Creed would have this along with the deep story because it's a parkour game; but Far Cry 3 uses it in a deadly way to make the players fall in love, which is what you have an opportunity to do here! Here is the intro for FC3 (note these cutscenes happen throughout the game and get even more intimate!) http://listenonrepeat.com/watch/?v=rdSekw8doiI#Far_Cry_3_-_Opening_Gameplay_1200p Look at how climbing was involved and merged with the cutscene! I know this was part of the game's mechanics but implementing this stuff in a cutscene, you could do things like jumping from moving rock to rock evading a pattern of fiery breaths a dragon hurls at you! Jumping of a dragon's back to have to use your 'wasd' skills to evade arrows from an evil archer.... This was definitly used in DF once or twice along with other minigame like elements in cutscenes, which is what made it special for me. Using your cutscenes as an opportunity to add elements to the game that are not normally part of the game's mechanics like leaning your torso to dodge a punch or something would lessen some players general distaste to having too few skills with variety elsewhere... I also saw this in BladeHaven 3d: Dragonsbane, by the way! -before it was cancelled --> http://listenonrepeat.com/watch/?v=a3e-oRIWccw#BladeHaven_Boss_Comp_Video . good stuff... makes for a great game. The whole combat system for the bladehaven 3d game shown in the previous vid would be the perfect combat system for cutscenes in AQ3D. Also incorporating other mini game-ish things (take ideas from ebil games, for example, and makem 3d!) and plopping them in a bigger game helps to add on; like a moglin run parody of temple run [except not infinite]... kinda like how aqw did moglin punter except you'd make it part of the story: "deliver the note to Johnny without getting caught by the shadow-zards: *player runs through maze*. This is the kinda stuff that makes an MMORPG better than a normal MMORPG... keep all the elements of MMO but add a little emphasis to "RPG" and generate unique pieces to put into the story line. That's all as far as story goes! I had to get that out because this is seeming like it's gonna turn out to be another aqw but in 3d. If you merge it with DF and add even more unique elements, it could do even better than it may already be! quite a challenge nonetheless. On Combat So the current system may lack a bit of originality. It follows aqw's 4 skill set, which isn't horrible, but can make the game a bit boring, at times. Combos and patterns made out of the skills would add more skills in general and give players more options.. i know this would make class releases take a longer, and would drive Korin, the animator crazy, so i completely understand why you don't. Also if you could through in some way to at least boost your accuracy, with timing of the skills (like a window of time where your attack is strongest and/ or sure to hit), perhaps, and dodge (i guess stepping backwards or to the side at a certain time could boost chances of dodging) as this would make the game and players skill much more important and makes the game more immersive. (This is addressed in another suggestion below made by someone else and a couple of replies) In sum, this feedback discusses the too few skills and combat system still being a bit... embryonic. Quests will probably get cutscenes soon enough and won't be too grindy so yeah! ______________________________________Update____________________________________________________ Just for the record I feel that the functionality was best in AQ Classic, map, story-lines and story development best in DF, and aqw is best for the general feel, i guess. Also can we have shields? Dey look so boss w/ some armors on the cosmetic levels (possible as gauntlets or part of a class) but they would be more awesome if you could add some sort of function to them too! (though I know that is not likely) Also, could there be options for models with different eye colors, eye brows, eye shapes, and expressions [mouth]? Ik this might not be the easiest, but it seems very possible. And if possible an option for some "buffer" models, too? I know the latter may not be as realistic but the face does seem so. Thx, AE Finally could we some day see a return in the "Grow your dragon" process from DF? (Possibly a return of Sunbreeze grove) Titan battles seem like they could be possible (for 1v1 single player/party matches or something) and titan battles would make the game much more attractive. Then reintroduction of dragonlords is possible and it could stay simple. so al you'd need is: 1. Grow Dragon Process 2. Titan Battles 3. Dragonlord idea (possible suggestion 4. sunbreeze grove) ____________Update on 12/15/2015: Quest-Style suggestion______________________________________________________ Remember how in DragonFable there were those random-room dungeons? Why not bring these to AQ3D? They would have to be limited to single player and/ or party to work and ideally the monsters would disappear instead of respawning. Here are some good examples of these from DF that you could possibly bring back to AQ3D Bounty Hunting - That good ole' gold farming dungeon the could go from 20 seconds to 20 minutes [can't remember name] - probably some of captain rhubarb's quests where you had to get lost in the jungle (basically) and pick your way through a randomized jungle dungeon(Perfect) 100 Room Challenge Dungeon - This would be a classic return... Imagine you and 3 friends in a party barreling through these rooms! (can't remember the exact names of the others... so these are not random dungeons but would make good ones or at least make a nice reappearance in aq3d) Environment around Warlic's Tent in DF - These would make for great dungeons and represent the potential AQ3D has with the environment (it's also less work in the long run) Sir Valance's quests (from Oaklore next to Rolith) - A bunch of sneevil quests... the environments here would also make for great dungeons though bringing these quests back would be good enough Now here would be some good additions (I think at least) - Haunted house dungeons - Just through in a set of twisty stairs every four rooms or so and it's logical small 5 room environmental dungeons - Imagine a sign from a town to battleon (through woods on a map) and on that sign text reads "twisty woods: shortcut to battleon" then there is a random-room dungeon (forest setting of course) with a random amount of rooms (3-15?) and let's say you can't turn around and you just keep choosing paths (choose out of 2 to 4 branches?) to the next room after all the monsters in that room are defeated (so no respawn). Now Apply that to the Sand sea (journey through the dunes), doomwood, winter wonderland, haunted castle, Minotaur Maze... ANYTHING! And it works. Then Zhoom would only have to make the code once (and maybe tweak for more specific thing like haunted houses vs forest), you guys would only have to design a room (forest back-ground fake 2d trees, a couple rooms in a haunted house), and then you get to recycle items and categorize them as floor items (trees, table/ witch chairs or vase), wall items (tree branch or painting), and ceiling (bird that flies around?, or chandelier) and boom! You can recycle these items. Then in the long run you recycle the code and you just have to spend a week or 2 making items to replace the old one in another dungeon! You could even slip these into quests and have cutscenes at the end of them to add to the interactive experience ;D haha. _______________ANOTHER UPDATE!!! ikr im sorry__________________________________________________12/17/2015__________________________ So for Titan Battles and Dungeons, I realized that making a multiplayer game have a single player aspects would kind of... not be the best for everyone. So I have a solution to this. Instead of single player or party there could be something better, though I say keep the party, because that would work. Let's say the cap for players in a part is 10. Instead of single player, you could do something like up to 10 players spawn in a room this would be the hub where you wait till you are satisfied with the amount of players spawned to begin the adventure. So for dungeons: You go to wherever you're going, for example, 100 rooms dungeon. You get to a room before the first room where the max number of players that can spawn is 10. Then when all are ready they run to a door and go to the first room in a dungeon. Then after this you have a bunch of randomly generated room types with random monsters in random places: possibly a chance to get 1 of 5, maybe, pre-built rooms with random monsters that go in monster slots. It'd be nicer if wall and floor items could also go in random places in their respective bastion (floor/wall/ceiling) but that might be too much. Idea is everybody moves once all monsters are defeated and whoever runs through the door first gets everyone else teleported to the next randomly generated room. Titan Battles: Same idea... party leader or a random person clicks titan battle and parties go in together or the max of 10. Then all who are ready click Fight or something and it's like 1-10 dragon vs giant creature. Basically a normal battle, but characters are replaced with characters on dragons and everything is shrunken Imagine people having titan giant transformations, or being able to control another creature... titan battles have so much potential...
< Message edited by speedmeteor101 -- 12/17/2015 18:56:20 >
|