I see both of you guys' points and both are very valid. I personally prefer semi-linear stories. I like how DF had chapters because the story within the chapter could be played however with many smaller stories inside but the chapter was one BIG thing. And Ch1 and 2 were basically the same aswell beside the addition of a new area (atlea) and then all of lore changed in 3. I think If they keep up stuff like that we'll be okay. And how AQc had the branching areas [like I said above, w/ darkovia / dracowerpyres] they could do the same thing with these areas. Let's say we have a crossroads that leads to 3 areas. They wouldn't be level locked, but locked based on the completion of the previous portion of area. Then lets say you beat a teir 1 portion of an area and you'll be strong enough probably (due to lvling from the previous portion) to survive in the next portion of that area whereas a player with a different playstyle would do, maybe, all 3 teir 1 areas at a crossroads and have an increasingly easier time working through the three [though more time consuming to complete one]. The other player would have it harder in the first of the 3 branches in the cross roads, but for the others it would get increasingly easier. So in the end, the players do the same amount of work, and put in almost the same amount of time (depending on how resourceful you are with your method) and the end result is the same. So it becomes how you get there that matters... it kinda reminds me of cookie clicker to be honest.
Also on a tangent, i wanna remind AE to have a ranger class somewhere with ranger appropriate armors as well. I just thought of that, and it would be a niiceee alpha treat.
Back to what I was saying, another idea just came to me. I don't like running through the same zone for half an hour killing the same 4 monsters. I know it would require a lot more loading and deletion of chunks, etc... but I'd much prefer areas with quests more like DF. That's more of a personal thing, i know, but if players agree they can voice it out. You see I didn't like doing this in aqw so I sucked up the fact that DF was turn based (which was actually okay in the end), appreciated the animations, and loved the crap out of the art in the quests. AQ3D is leaning more towards aqw: STAY HERE AND PLAY IN YOUR LITTLE SANDBOX!!! DF was more like, "go through the labyrinth, appreciate the art, be awed by the story and cutscenes along the right path in this labyrinth, and get to the end and find a special cutscene with EVEN MORE!! [keywords: cutscene and path]!!! (and because aq3d doesn't have cutscenes yet, I have hope because cutscenes allow for events to happen that are not part of the game's mechanics like advanced parkour, flips, ladder climbing, special block/dodges on key press IDK so many options)." The rest of dragonfable was like aqw, location-wise. The difference is that aqw turned these same locations with beautiful art similar to that of DF and turned the area into a battlezone, in turn, creating an inescapable sand box. I liked how it felt like in DF you just had this GIGANTIC system of locations where the main paths were monster free, (for the most part cuz there were somma those random battles [usually cutscene based, tho] anyways where the main paths were monster free) and the the quests served as extensions to these areas. I think you can do the same thing, here... you just need a creative idea like templates or something for quick production (like dragonfable had) and to make a room or small portion feel unique (in a monster zone w/ lots of rooms or a more set path) add special items like furniture for a castle, shackles with a skeleton in a normal dungeon... AE knows what to do. I guess the main reason why they'd be hesitant to do this is because of all the loading screens that would be needed (and time isn't too big of an issue if they have template rooms). Whatever :P
If u wanna better idea of what I'm saying, I have a good example. Onigiri. Funny thing, the friend that brought me to AE showed me this. It's built much like aq3d but just has bigger areas and can handle more stuff because it is a PC downloadable game. I think it would be the perfect role model for your system.
Combat - I'm not sure if their really are classes in that game though so you can't relate to that. It gives you a few skills per weapon... so each weapon has its own unique skills. Regardless, that's the same idea with your classes. Very few skills to use. I don't reeally know how to deal with that.... I think they use other charms similar to trinkets in DF, or some attacks you could store in that fifth skill slot in aqw. I think you should take advantage of this and make this option for an extra purchasable skill a bigger part of the game. Maybe allow players to buy bomb packs for quick larger damage... stun pack to stun the enemy longer... you know. Make it easily accessible and at a reasonable price, which you already know how to do.
Area/Quest relation - This game does it kinda like you sometimes... kill 8'o'these and bring me dat booty (of the pirates). But not as much as aqw which i hope won't be aq3d. I wanna go along a path. Like in DF. This game (with all of its resources) makes a nice scenic path for you to travel on with almost each quest. And a lot of these dungeons end up having checkpoints with cutscenes (hmm sounds a little like DF) and if I remember correctly some of those cutscenes were interactive sorta like [that super high flip-slash that's not 1 of ur skillz]. I hope you, like they did (and technically in DF because all quests weer dungeons), take advantage of the dungeons... it'd be best to be the kinda dungeon where things don't respawn after you kill them or something (respawn at a low rate so you see the next monster ahead)?... (clear all the monsters in the room?) something so that we have a definite path that works with the plot, not of the main story, but the plot of the quest itself. And of course a cutscene here or there like those used in DF would help to explain the story well to. And really, I don't know how you would pull something like this off, but if you could, the game could get 10x better (jk I just feel it's vital).
Now I know cutscenes aren't implemented yet and we have yet to see our first real dungeon, so I do have hope that it will evolve past its alpha aqw state and form something better such as the combat in dungeons described above. [Glad to know we get daily dungeons, but I just hope they're not always storyless/questless "fight to the end and claim a reward." (cutscenes plzzz)] As far as real combat goes, I, along with every body else, I think, am hoping for combat at least a little better than just 5 skills and synergy with other classes. There have been many great suggestions on how this could work better, but I guess that it's too much work to change now, though i wish it weren't. Still, we know it's gonna be a great game and have faith.
If you did or didn't understand it, could you voice your thoughts on this, reexplain it in brain-friendly terms, or ask questions to help me explain it better? I really wanna make sure this isn't just a personal thing for me and I wanna know what you guys think.
< Message edited by speedmeteor101 -- 12/27/2015 3:54:37 >