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RE: =AQ3D= Suggestions Thread and Rules

 
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7/28/2016 1:00:33   
megakyle777
Member

Immediate suggestion: in the craft shops, add a option when you hover over each craft item needed that says where they can be found EG "Can be found on Sneevils" or "Can be brought from Robina".
DF  Post #: 276
7/28/2016 6:40:33   
Shiny_Underpants
Member
 

^absolutely. This would only save time.
In-game it's difficult to work out where to obtain the items; and it's very annoying to have to go to the wiki every time you want a new item.
Post #: 277
7/28/2016 8:29:34   
David the Wanderer
Legendary AK!


Agreed, the craft items have really vague names for the most part. I mean, I can figure that "Green Slime" is dropped by Slimes, but "Forged Sword"? Where do I find that? A small description not necessarily giving away the name of the mob works as well, as long as it makes it easy to guess what kind of mob it is.
DF AQW  Post #: 278
7/28/2016 8:48:42   
Frost Moglin
Member

Would be cool if the tutorial and other places had some hidden enviromental secrets. For example, you could be able to to pick up some of the swords and equipment in the ground and use it.
Also, cutscenes could be more visual instead of just you chatting with an NPC.
AQ DF MQ  Post #: 279
7/28/2016 12:34:11   
omgGrim
Member

Opening character pages should open it in the Steam overlay similar to CS:GO with looking at their Steam Profile.
AQW  Post #: 280
7/28/2016 13:17:25   
LouisCyphere
Member

Would it be possible to add in the Quest Log the Quest Giver? With many quests that pile up or accepted, it could help in organizing different quests.
AQ DF MQ AQW Epic  Post #: 281
7/28/2016 15:34:24   
fabri17
Member

With the current interface it seems plausible to add shields into the combat mechanics. Maybe like... equipping a shield reduces the walk/attack speed but enables a "guard toggle" that disables attack but blocks damage.
AQ DF MQ AQW Epic  Post #: 282
7/28/2016 23:20:25   
speedmeteor101
Member

^me like that shields



idea
AQ DF MQ AQW Epic  Post #: 283
7/29/2016 1:31:48   
Shiny_Underpants
Member
 

^Anyone here played Ocarina of Time?
Stupid question, of course
Shields like that?

Maybe double wielding, such that claymores are two handed, whereas short swords are one handed, and can equip another item, like an amulet, spiritloom or dagger (or shield, of course)? That could be the trinket spot, as well. For example, a trinket enabling flying would clearly not work when holding a claymore. Well, not with this system, anyway.
A little like the Biggoron sword compared to the Master Sword...

EDIT:
To fix the economic overflow issue, I have a solution (that doesn't involve adjusting the game to suit farmers).
No trading between players, and the farmers aren't an issue, especially if there are normally no excessively expensive/good gold-buyable items.
Except, in the case of rares; rares can be sold between players.
To balance the rares, I think instead of making them cost a ludicrous sum (whereupon the selling value will be high, and distributing them will disrupt the game's economy- you still have to farm to obtain them), we make the rares cost a set price, plus a percentage of the buyer's total gold. They resell via the same system.
This actually creates a feedback loop, preventing gold overflow. Feel free to try to find a loophole here.
I'll be pleased if you do.
and surprised

< Message edited by Shiny_Underpants -- 7/29/2016 2:08:13 >
Post #: 284
7/29/2016 20:49:19   
omgGrim
Member

Inventory Tabs should be changed to show all of it at once or have the multiple tabs like in AQW.

Helmet, Armor, Gloves, Shoulderplates, Capes, Belt, Boots (Or combine some of these together into one tab), Weapons, Misc, etc.

AQW  Post #: 285
7/30/2016 9:18:04   
Agart
Member

The DC buyout feature for crafts is poorly made since it sets prices for items. When trading comes along, the players won't be the ones who set prices, unless the price of the gear exceeds the market value. IMHO If there is going to be ways to purchase gear with DCs, those gear should be DC exclusive, something like Valencia in AQ. This way players won't be discouraged to craft gears the traditional way and attain full satisfaction for doing so, resulting in a large impact on the players which will make them want to continue playing.

The game should have more variety with how you obtain gear like it did back in pre-beta, crafting only seems pretty dull. Add more variety to crafts, not just "buy X materials, hunt X monsters,run X dungeon". The Gold cost for crafting items should be minimized if gears are made buy-able with gold, since most of the work is put into obtaining the crafting materials.

Add more variety to dungeons, maybe a secret room with a hidden treasure/monster/quest etc? Adds to the RPG feel. Add daily/weekly events. A simple, but fun one is to have a group of players fight many waves of monsters. If the group makes it to the end, they are given X amount of tokens. The tokens can be used to purchase event exclusive gear, etc. This keeps the game interesting and playable in the long run.
AQ MQ AQW  Post #: 286
7/31/2016 2:44:46   
omgGrim
Member

A small effect/animation for when using a support skill like War Cry should be put on any affected (effected?) players.
AQW  Post #: 287
7/31/2016 4:29:14   
TheFarReach
Member

Perhaps an auction house for craft materials. Or, if not, then a set of shops in which to sell them. Something like a Fur Trader to sell things like Wolf Pelts and Magical Leather, a Jewler for things like Giant Pearls and gems, etc.

Also, if there is going to be a reward for upgrading in the other games, perhaps there could be different morphs? Like a Dragon for DF, a mech or ShadowScythe for MQ,...something AQ themed for AQ.

< Message edited by TheFarReach -- 7/31/2016 4:32:00 >
AQ DF MQ AQW Epic  Post #: 288
8/1/2016 12:57:27   
Poderosa888
Member
 

I liked the game, but it did not like the motion controls. I think the A and D should be used to move the character and also the movement of the camera should be liability for the mouse.

I wish I could turn the magic on the QWERTY for personal reasons do not like the current 12344

I feel a little nauseous as the current drive, makes me a little dizzy. I think at least, could have the option to choose this means of control in the game too.

A cool thing AQ would like to see the 3D version is the RESET function. New HP and Mana going up after we get out of the battle, would find it cool if we could use the function and our characters stay kneeling and a light stay on them (the color of the light depend on the order you follows [Evil, Good, etc.])

I hope you enjoy the two suggestions.

< Message edited by Poderosa888 -- 8/1/2016 13:00:50 >
Post #: 289
8/1/2016 18:01:21   
Frost Moglin
Member

One way to make the combat system a bit better could be to make you unlock talents for skills as you level up. Talents would give the skill some bonus and you could have one active for each skill at a time. There shouldn't be a certain talent that's just automatically better, but there should instead be a variety of talents each about the same tier and some that combo with talents or other skills. For example, Mage could have a talent on Fireball that makes the next Lightning Strike on the target do more damage, or an icebolt talent that turns the fireball into an icebolt that slows enemy movement and attack speed.

@TheFarReach: For AQ, maybe a frogzard?
AQ DF MQ  Post #: 290
8/1/2016 20:32:12   
LurkBlackSmith
Member

A series of motorcycles based off of the single upgrades from the other games later?

Like a Blade of Awe motorcycle to ultra guardian armor based motorcycle for AQ. Dragon amulet engraved motorcycle, to dragonlord armor based motorcycle for DF. Mechquest styled mash up of random sc-exclusive mechas motorcycles. While standard plain upgrades motorcycles will just have their symbols on the front.
DF  Post #: 291
8/2/2016 22:04:27   
nowras
Member

Well, as we all know, this is a 3D game, not a simple 2D game like AQW so, not too many people would like this game with such simple combat system as all the other 3D games use much more complicated combat systems.
My suggestion is simple and won't make playing on mobile unfair compared to playing on PC.
Simply, add more skills (like 4 skills or more) for each class that don't cost Manna or anything else at all. Just like the Auto Attack skill but, these skills aren't used automatically, they are used when you click on them only.
Using these skills in specific order would make a combo. This combo does a special effect, extra damage or anything. The more complicated the combo, the better the effect. Some combos should cost something, others shouldn't.
I also suggest adding a finisher combo. It would be so complicated and really hard to do, but it would do an incredible effect.
Example:
Skill 1 + skill 3 + skill 2 + skill 2 + skill 1 + skill 4 + skill 4 + skill 2 + skill 2 + skill 1 + skill 3 + skill 4 +skill 2
This combo is an example of the Finisher.



Also, I'm suggesting something else, this one might seem complicated, though. I don't know if this is already available In this game but, we should be able to dodge moves by moving around the screen. Like if X NPC hits X place and you were in that place, you get hit but, if X NPC hits X place then you move around and you're no longer in that place, you don't take damage at all. NPCs that attack slowly should deal higher damage than NPCs that attack fast so the game stays balanced.

< Message edited by nowras -- 8/2/2016 22:21:15 >
AQW Epic  Post #: 292
8/4/2016 3:30:38   
Shiny_Underpants
Member
 

I have a suggestion related to stats.
In a 2d game, a stat might increase your damage, dodge, etc.
In a 3d game, what the stats represent can be realised. Meaning that instead of having stats that increase dodge percentage, we could have a stat that increased speed, for example.

3D effects could include:
Deflecting some damage to our foe when attacked
Applied knockback effects to attackers
Increased speed/mobility

These suggestions probably wouldn't work with the auto-aim and text based approach currently taken by the combat system. The only way they'd really work is if the combat was adjusted to utilise mobility, and enable the player to control dodging, i.e. if it was skill based.
Post #: 293
8/5/2016 23:39:51   
omgGrim
Member

Clicking or right clicking on a username in the chat should bring up the char info, report, ignore page.
AQW  Post #: 294
8/12/2016 8:42:08   
chaosup
Member

Suggestions :

1 - Option to choose the voice of the character
2 - Hear the voice of choice of other players to get close
3 - Icons of fast click to potions and separate transformations
4 - Reduce the size of the head to equip Alpha Knight Helm (female characters)
5 - Book of badges
6 - Because the helmet takes the hair of the character? Men and Women are bald
DF AQW  Post #: 295
8/14/2016 18:43:06   
Gandiral
Member

My suggestion consists of being able to differentiate between old, rare, junk items and the new, powerful versions. This suggestion I am talking about is a way to show the difference between Harmless Zed (junk version) and Deathly Zed sword (the powerful version), Paper horn (junk version) and Brutal Horn (the powerful version), Dried slime (junk version) and Brain slime (the powerful version), and finally gate keepers chop chop (junk version) and The Bridge Keeper's Axe (the powerful version). A simple, and small edit such as a dark gray colouring to the junk versions would symbolize that players got those versions earlier on and are now useless and this would also follow suit of the junk theme. I do believe these junk versions should be easily identified as a junk item, hence why I suggest making all the rare junk items have a dark gray colouring to them so they can be easily identified.

I think the XP, and the gold boost sold for 100 Dragon Crystal's(DC) should be changed to better suit the price, or the time given. Either change the price from 100 DC to 50 DC so that players aren't paying 100 or change the time to 30, or 40 minutes. Right now 100 DC for a 20 minute boost is extremely pricey and should be changed to benefit the player more and make it worth the DC.

Double posts merged. Please use the Edit button if you have more to add as it is considered spam to post consecutively. ~Jorath

Signature removed. Please do not use signatures in this thread, as mentioned in the first post. ~Rickyb20

< Message edited by Rickyb20 -- 8/28/2016 13:20:40 >
AQW  Post #: 296
8/16/2016 21:15:50   
jsrjohnny
Member

A couple suggestions, and apologies in advance for the text wall. I edited it down a bit.

Regarding Grinding:
Players shouldn't be required to grind too much in order to advance in story lines or area. Killing 20 Flying Eyes in Greenguard in one quest just to advance is a huge turnoff to me. Grinding for more powerful items or cosmetics is fine, but not grinding for story progress.

Regarding Combat:
Have the player recover HP/MP instantly instead of over time when out of combat. This makes grinding less painful (see above).

Cosmetics:
Add them! Make them common or insanely rare or both. Many successful multiplayer games (I can name five off the top of my head) have utilized cosmetics to generate excellent cash flow.

Post #: 297
8/25/2016 8:44:51   
Abzj
Member

Relocating or even removing the "delete character" option from the login page and reinstating it in the account management section instead. It only takes two clicks to delete your account accidentally thus losing all your progress. I feel that it is too close to the "Play" and "Character page" options on the login screen. This isn't necessarily an issue on larger screens, but might be for smartphones/tablets with the release of Android and IOS in the future.
AQW  Post #: 298
8/26/2016 19:53:07   
D00MS
Member

Already see a issue with the mobile version the Dragon coin that lets you walk is to easy to move away from default location and doesn't like to go back maybe put a lock option on it wouldn't mind arrow customization eather but no big on that really needs a lock option though i just spent more time trying to get it were i want the coin then playing the game

Signature removed. Please do not use signatures in this thread, as mentioned in the first post. ~Rickyb20

< Message edited by Rickyb20 -- 8/28/2016 13:20:59 >
AQ DF MQ AQW Epic  Post #: 299
8/27/2016 22:34:17   
Reepler
Member
 

Introduction

Hey, I'm here to make some suggestions about the in game UI and general combat improvements.
Also, if the moderators could help make the pictures smaller to make this post easier to read, it would be appreciated!
I feel like there are a few things that can be done to optimize the user interface, mostly just moving around a few nameplates and the chat.


UI:
I feel as if having the enemy nameplate at the VERY top of the screen is a bad idea, as it makes it harder to track the albeit simple stacks of Poison.

Generally in UI design, it is best to keep the vital information in the CENTER of the player's screen, while keeping unimportant info towards the corners/bottom.


Screen space and the player:

http://i.imgur.com/cEU7cYe.jpg

The inside of the red cross is where vital player information should be placed, but the yellow inside is where combat information should be to keep eye travel at a minimum, making the player experience better ten fold.


Example of where the UI components could be moved:
http://i.imgur.com/UpXLFnQ.jpg
Having the chat on the bottom instead of the top makes the UI seem much more uniform and easier on the eyes. The reason for moving the nameplates to be parallel to each other underneath the player is to make vital information focused in one spot, instead of constantly looking up and down. Health and Mana potion buttons is a no brainer, as having to click through menus just to heal is obscene.

I have not looked into detail of the inventory/crafting system, so I cannot comment on those.

Another extremely important thing to note, however, is that this whole tablet interface on pc just simply isn't practical when compared to the standard actionbar interface of nearly EVERY other mmorpg.


Combat:

Just a few things I want to touch on in the combat portion of the game. I feel as if the combat gets needlessly clunky when trying to combo together abilities, like stacking Poison Strike to 4, then using stealth, spin kick, and then finishing by popping Scorpion Tail Strike for massive damage. The global cooldown when you press a button is needless, and simply promotes a button mashing play-style. This certainly seems fine for a tablet game, but it hurts the overall enjoyment of the game if you have to wait just to perform what feels like an intended combo. Keep in mind that this game is also on PC, not just tablet.

If you want people to take pvp seriously in this game, and to a somewhat lesser extent dungeons, you NEED to get rid of this silly global cooldown on every single move, but keep it on possibly more important skills like vanish or healing on guardian. I really want this game to be the best it can be, and it's the reason I made a forum account. If this game becomes another dress-up chatroom like AQW, it will indeed be my last Artix Entertainment game. Thanks for reading.


Image tags removed and font size reduced. Please do not use image tags, and please do not use a font size over 3, as both are considered spam. ~Rickyb20

< Message edited by Rickyb20 -- 8/28/2016 13:23:47 >
Post #: 300
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