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RE: =AQ3D= Suggestions Thread and Rules

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9/23/2019 17:08:31   

PC version:
  • Room panel that lists room name, room number, and user list.
  • Key to revive, like "Enter."
  • New screen sizes like 960 x 1080 (half of a full HD 16:9 monitor) would be nice for multitasking. My laptop doesn't have dual monitors :(

Both versions:
  • Make it so dungeon chests drop loot for ALL players. I was in the Screaming Woods dungeon and opened a gate leading to a rare chest, but this other dude just spawned in and killed the chest before I could make it back. How frustrating. The same problem happens with weaker bosses.
  • Character page for Dragonslayers should display the Dragonslayer helm icon instead of the Mage book icon.
  • Character page for Pirates should display the usual skull and crossbones icon instead of a low resolution Pirate hat.
  • Character page for Moglomancers should display the Moglin icon instead of nothing.
  • Rename Chiropteran Greaves to Chiropteran Gauntlets or something.
  • Fix the typos. There are a lot...
  • Extra button in "News" section that leads to AQ3D news on the web, like the Design Notes button from AQW.
  • Make travel forms faster. Horse forms are awkwardly slow despite their strong gallop animation. If possible, make maps like Arcangrove a little smaller.
  • Add a mute hotkey.
  • Add an audio cue for when timed bosses spawn.
  • Allow me to craft Arcane Sentinel Visage into a version without the wings.
  • Colorblind friendly UI, especially for party member HP. I'd like green on black bars with a white outline.
  • Add a teleport to Vampire Castle.

Updated 12/4/19

< Message edited by Darches -- 1/16/2020 19:48:05 >
AQ DF MQ AQW  Post #: 626
9/28/2019 3:33:56   

So my idea is pretty simple for AQ3D, I was thinking a sign up sheet for online players that anyone online at the time can sign up for to help other players. Show basic information like level and name to all players and a button to whisper to the said person on the list for players looking for help. It would make it much easier to want to help and be able to help other players. Thanks for reading!!!

Side note though I would really love a kitsune morph and a tail with this up coming yokai area if not this year next year thanks again!!
Post #: 627
12/17/2019 10:21:13   

-an in-built character page that you can view ingame
-badges on the character page could be displayed differently because characters have a lot of badges and to scroll really far down is annoying to find a particular badge. if the grid pattern for displaying badges in aqw worked why not do the same thing in aq3d?
-a search bar to finding particular badges would help us find badges on a character's page who has a lot of badges
-if these were implemented there would be more reason for players to use the character page feature especially

-in large groups the names and titles can get annoying and the toggle is an ok solution to this, but it is an all or nothing setting, players have to sacrifice the ability to see the names of all players/monsters/npcs for the sake of being able to see their screen properly in a crowded area filled with lots of player
-and a solution i suggest is the option to being able to change the transparency of names, whether it be a slider or a dropdown with only options between opaque(default)/translucent etc
-also sometimes I'd like to have player names turned off but the option that is currently ingame turns off the name for all NPCs, monsters as well, so a feature implemented to only turning off player names rather than ALL names gives better motivation for players who WANT to turn off the names for other players but can't because even the names of the monsters/bosses and quest NPCs would be turned off too

-the category sorting and search bar for the inventory is a perfect feature <- why aren't these essential features applied to when buying/selling items in the shop as well?
-regarding the treasure chest items that give you treasure shards after disposing them, there is obviously a trend to delete most of the items recieved from the treasure chest for the shards to buy a different item in the chest shop, therefore it seems like a tab in the inventory only for treasure chest items makes sense because we have to go through our whole inventory to find and manually click on the items to check whether they have been recieved from the treasure ches

< Message edited by Vachow -- 2/16/2020 10:14:08 >
Post #: 628
1/7/2020 11:38:19   

Druid / Fungalmancer / Mushmancey
Whatever fits best.
Auto Cast
Attack Power: 25
Cooldown: 1.25 Seconds
Type: Ranged
Description: Repeatedly fire magical energy towards an enemy.
Rank 1
Unlock the Inoculate skill

Attack Power: 65
Cost: 120 Mana
Cast Time: 0.75 Seconds
Cooldown: 12 Seconds
Type: Spell

Description: Infect an enemy with Spores, dealing damage over time.

Spores: Deals damage to enemies or heal allies over time.
Effect Power: 30
Heal Power: 55
Effect Duration: 8 Seconds

Spore Explosion: Deals damage or heal all targets in a large radius.
Effect Power: 125
Heal Power: 65

Enemies or allies effected by Spore Explosion become Inoculated with Spores.
If already infected, hasten the growth of Spores on the target by 1 second.
Rank 2
Unlock the Innervate skill

Cost: 125 Mana per attack
Cooldown: 1.25 Seconds
Type: Spell

Description: Infuse your body with mana spores to empower your attacks, at the cost of mana.

Auto Cast's Cooldown becomes 0.75 Seconds, applied before haste.
Each attack hastens the growth of Spores on the target by 1 second.

Fades when the caster is out of mana.
Rank 3
Unlock the Germinate skill

Cost: 25 Mana
Cooldown: 8 Seconds
Type: Spell

Description: Immediately detonate Spores in a large radius around the caster, cleansing the battlefield.
Rank 4
Unlock the Peaceful Presence passive ability

Description: Unempowered attacks return 12 mana to the caster.
Rank 5
Unlock the Fungal Frenzy Ultimate skill

Cost: 200 Mana
Cast Time: 1.75 Seconds
Type: Spell
Heal Power: 165
Effect Duration: 12 Seconds
Ultimate Meter: Unlocks at 2,000 Damage

Description: Create a ring of mushrooms around the caster.

Enemies within the ring are Slowed and continuously Inoculated with Spores, if not already.
Allies within the ring are healed every 2 seconds over the duration and continuously Inoculated with Spores, if not already.
Rank 6 Inoculate - Randomly increase the radius of each Spore Explosion, up to 50%.

Rank 7 Innervate - Empowered attacks hasten the growth of Spores on the target by 2 seconds.

Rank 8 Germinate - Reduced the cooldown to 6 seconds.

Rank 9 Fungal Frenzy - Increase the radius by 100%.
Rank 10 Unlock the Mana Spores Cross Skill.

Cooldown: 30 Seconds
Type: Spell
Heal Power: 220
Effect Duration: 12 Seconds

Description: Summons a mushroom near the caster, every 2 seconds heal an ally with the lowest health.
I really enjoy the whole Mushmen theme and thought a druid-ish type class would be a fun addition.
The goal was to make a class that focused on AOE support.
I imagine a Fungalmancer would have below-average damage compared to other spell casters, yet it would offer the ability the create chain reactions with the spore skill.
Assuming this kind of class would be considered a 3-star difficulty, its heavy buff/debuff management and possible mana-starvation would require patience to take advantage of the skills offerd by Fungalmancey.
Overall, id enjoy any class that used nature-themed magic!

< Message edited by godrick -- 1/11/2020 14:05:09 >
AQ AQW  Post #: 629
1/13/2020 22:23:31   

Platforming is extremely difficult on mobile. I started playing on my phone originally, now I also play on my laptop. Salire Draco was almost impossible on my phone, this being because of "miss jumping" due to using a touch screen. You risk alienating purely mobile players with too many of these types of maps. On my laptop it's no problem
Post #: 630
1/20/2020 0:58:10   

I just feel like the Lightning Cloud pet should be added to the Tengu merge shop, even if it's for a few hundred or even 1,000+ feathers.

And speaking of Tengu, in his Challenge zone, I think his regular form should no longer have the Spear Throw (or at least remove its Bleed effect) and his regular Shadows should no longer have the lightning stun.

Neither of their Super counterparts use any of those skills and it's kind of weird to make their regular forms more likely to actually kill you than his final Super phase <.<

< Message edited by mds2006 -- 1/20/2020 1:01:38 >
Post #: 631
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