Waztar
Member
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Hey there everyone and Artix Entertainment, It's been a while since I've played any AQ games or posted on the forums. After trying out AQ3D, I figured it was time to boot up the old forum account and add my two sense. First, combat. While I find 4 buttons to be a bit lacking compared to the many MMOs and RPGs currently on the market. I understand you're also trying to cater to the mobile market as well. As such I'd suggest adding combos to add depth to the limited combat system. Second, Items. Currently the inventory get extremely clustered between equipments, crafting, and junk. May I suggest adding multiple tabs to the inventory so that each ends up in it's own respected loot window. Third, Classes. AQ games have always had the problem of bloating the game with way more classes than they can balance properly. As a result, new classes always overpower the older ones. While I'd like to make a plea to keep the game simple with only a very limited number of classes. I know that won't happen. What I can suggest is rather than just making each class it's own, follow more along the Final Fantasy Job archetype. Each class and be leveled to unlock a new more powerful class. Specific class combos can unlock higher tier classes. As an example for the Warrior. Leveling the Warrior class would unlock Berserker or Guardian jobs. Each is a type of Warrior class but more defined. One a damage dealer, the other a tank. Leveling both of those, would unlock a Warlord class which is a stronger combo of the two. And so on for each of the classes. This will add a more linear progression to classes as well as better explain the power creep that happens as more and more refined classes are added. Forth, Talents. Right now there's no real reward for leveling up. While I have seen people suggest talent trees, a branch would be more appropriate. For example with the Warrior again, at level two you can change your auto attack to have a higher crit, or cause the enemy to bleed. At four, you can pick between a longer daze for less damage, or more damage for a shorter daze on Vorpal Strike. At six, you can choose to have Rending Cut deal more damage but a weaker debuff, or a stronger debuff for less damage. At eight you can pick between whirlwind pulling in enemies, or knocking them away. At level 10 you can pick between War Cry further boosting your attack, or boosting your attack and hp. These changes would essential work towards furthering the classes role from one type to another. As with Warrior the talent choices would lean him more tank or damage depending on which way you go. These are just some small suggestions I could name off after playing for a few hours yesterday. I'll be happy to add more if I come across them. Edit: Okay, So I've made it to Doomwood and I wanted to talk about the leveling. Leveling / Questing: Right now, there's a huge lack of variety in the quests. If you're going to hide most of grind behind kill quests, change the color and scale of the monsters throughout the zone make the illusion of there being more with less if you have to. The level jump from Greenguard, to the Caverns, to Doomwood is noticeable. Many of the monsters do not scale well as finishing all the quests in one zone leaves you under leveled when starting the next zone. This is alleviated when there are multiple players as monsters health does not scale to the amount of players attacking them. But, solo this can be incredibly frustrating. My overall suggestions for questing and leveling would be this, add more variety to the quests and monster types. Fake the different monster types if you have to by changing scale and color. Games have been doing that for years. Next the quests need to either give more exp to have you be at zone level once completing a zone and starting the next one. Or reduce the next zone to meet current leveling exp curve. Monsters hp should scale with the amount of players attacking them, keeping large group of players from overwhelming mobs.
< Message edited by Waztar -- 10/18/2016 20:21:37 >
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