Sypherix
Member
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Wow, its been almost 2 years since my first post here.. Anyways. Equipment, especially max level gear There are still a few problems with the game's design (its flow, not the design in an artistic way) especially regarding items. With every new level cap comes the new best gear, and when you guys release them they are always in sets, all bundled up in one shop where you have to grind for certain items in the same areas over and over again. Its getting pretty dull. AQ3D just becomes a mindless grind after you finish the latest release on the storyline. There's nothing wrong with grinding though, its part of the game, but what really kills it is the way you guys present it. Its the same formula every new big release, "one crafting shop with the new best gear all bundled up in a set". A better way to approach this is to spread out the best items for example, level 20 gear all over the map, have different npcs in different areas handle the quests or whatever the "how to get this item" is, put some history behind each item, make us travel throughout lore to get these items, let us have an adventure, and not just mindlessly grind for something that will be replaced by better gears in the future when the level cap gets updated. Quests I really hope the game gets a revamp/redesign before the full release. The quests are still the same everywhere, theres still the usual "click on x amount of glowing things around the area" quest, the "kill x amount of monsters" quest and a quest for the boss fight. You just get flooded by so much quests everywhere, and they are the same copy pasted thing with different stuff to kill, different stuff to get in different maps. It just burns you out. But I think AE finally found the answer to this (I hope they realize) in the Ashfall III release. We only had to do a few quests for the entire area up to Akriloth, and the quests dont have the typical structure to them, you can't even call them the usual AQ3D kind of quest (which is good). You go through the area, killing monsters, riding on a rock on top of a river of lava where dragons just come up to you, clicking on books, and all this for one quest, a checkpoint as the game would call it. Now this kind of quest doesn't feel grindey because you dont have to worry about how much monsters you have left to kill or how much stuff you have to do because the only thing you have to do is to go through the area. I understand that this is a "raid" or whatever AE wants to call it which is different from the usual areas that the game has but if you apply this concept of not having to do a lot of quests to complete the area, I think the game would be much better. We need lesser npc quests (the ones where you have to go back to the npc everytime you finish a quest) and more quests like the ones in Ashfall III. We need more variety. More interactive combat The Akriloth fight was just great. That is the kind of combat we want to see, it was just so goood (i cant stop getting hyped lol). Akriloth's AOE attacks is what we need more in combat, in classes, in other monsters, and maybe with other stuff in the future like turrets and cannons. Imagine if the Warrior's and Mage's ultimate skills were ground targeted AoE instead, I'd imagine we'd have a scenario where players will ask for stuns from their comrades so they can land their ground targeted AoE spells, then players will have to get used to their classes because skillshot is now involved, actual skill is involved... we would have that kind of dynamic in AQ3D. I know I have said this before, but we want monsters to roam just like in the Nightlocke dungeons. It just feels dull when they stand idly at the same spot. Maybe you can't do this for every area but at least have some of them roam, especially on the areas that feel open worldy like Greenguard.
< Message edited by Sypherix -- 2/17/2018 6:44:53 >
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