I'm assuming this is already known, but you can run around the left-side mountain, run up an invisible wall behind Akriloth until you're ontop of his head, and mage him down VERY slowly.
Still, what an amazing fight. Only just came back to aq3d after many months, and i'm blown away.
A clock visible somewhere in the menus or settings that runs on server time (if this already exists somewhere, whoops), for 2 important reasons:
1) So we can always see when daily quests reset
2) to make meetings more easy (e.g. "discord server meeting at 3pm server time". 100 people from 20 different timezones can read that and understand without confusion).
Morgul's book. it's simple. it's lore. it's an unlockable. it's fun. basically, miscellaneous "read me" things are good.
An equip slot for an equip that has no 3d-model and isn't visible. Like an equip slot for Ring, Necklace, etc.
increasing the player count on a map, but allowing us to toggle how many players display on our screen at once. (e.g. only the closest 4 or 8 people will load, but 50 are in the room. Completely togglable, so I can display all 50, only my party, or 0 if I want to).
Experiment a bit with maps and depth perception. I forgot the name of it, but basically, in 3d game maps, the furthest background layer is usually a sphere which holds the entire map inside. It's like Rainbow Road for the Wii, where you're racing in the middle of this sphere, but when you look below the area you can move on, there's so much space and detail. Perfect for a boss fight room where the floor is an invisible flat plane with nothing but the background graphics extremely far away.
A large-scale weekly event, 1 entry per week, limited amount of deaths per each individual player before they are kicked out. As an example.. 10 floors, a few bosses, incredibly rare loot, and use the dungeon/enemies/bosses to tell a story. Some dialogue inside, but not cutscene dialogue; just have the NPC characters move around & talk in the chat in scripted sequences. When the sequence ends, the fight begins. Tell more of the story (another perspective, or including additional information) in a book outside the event, in which players unlock the chapters in order by earning rare page drops from the event itself. Pages should be very rare, so if there are 10, the expectation is getting 0-2 each try. And if more floors are added to continue the story or tell a different story, having all the previous pages will be required to start at the new floors (11-20. Players only get to play 0-10, 11-20, 21-30 at a time, etc).
Rarely, a super boss fight on it's own map where 100 people can fight at a time. No drops, just XP and Gold, but some kind of condition where the boss can win, and end the instance (gotta make it interesting). Good chance for lower levels to catch up.
Gear needs more "alternative-stats". e.g.
1) If enemies stun, gear can have stun-time down.
2) Gear can weaken the effectiveness of status ailments like bleed or poison, or reduce the chance of these ailments to apply
3) Gear can have "red-carpet attack -x%".
Ideally, useful alternative would be balanced by the gear having bad stats or a bad alternative stat. The idea is to create interesting items that are not used generally, but are used by very specific builds/classes that can take advantage of the upside while mitigating or not being affected by the downside. e.g.
1) auto-attack deals 1.5x, but your ultimate is disabled (some classes would have bad ultimates)
2) critical rate down, critical damage up (some classes will have skills that guarantee a crit)
3) high stats, attack speed halved (great for party healers and supports who don't need to fight, and maybe a class will have a set attack speed that doesn't change from any effect or stat).
4) normal stats. If Evasion <300, +400 Evasion (Tank up, but you can't rely on dodging).
Or you could force specialisation, by giving normal stats to gear, but extra stats/effect if you're a Paladin, etc.
Occasional upgrades for old gear to keep them relevant? I like how the Guardian Blade was updated, and you can do that with other gear too (e.g. Furnace Hammer -> Furnace Hammer II). The problem is one or two weapons will always be "the best", so there should be more variables and stats to an equip that make it different (elemental resistance/damage? is this planned?)
Two points here: not everything has to be a set, and too many of the non-set equips (individual unique equips like Lion King's Sword that aren't related to any other equip) are swords. I blame this on a serious design issue, which is that you can theorise and 3d-model millions of truly-unique swords, but how many truly-unique gloves can you design before they start looking similar?? How many belts? The design space is just so limited there, so I would recommend one of two things.
1) Commit to the bit. Instead of throwing 2 sets and 4 miscellaneous Weapons into a release, put 2 sets and some miscellaneous belts, boots, shoulders, etc. Then when you have these individual items like "Boots of the Valley", offer upgrades for them as the game goes on, so they stay relevant.
2) Don't include boots/gloves/belts in a set SOMETIMES. Not every set needs a pair of boots/gloves, and every set certainly doesn't need a belt.
< Message edited by Loftyz -- 4/11/2018 18:15:59 >