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=AQW= Puzzle releases that make you think: Yes/No?

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=AQW= Puzzle releases that make you think: Yes/No?

Yes, I am super-smart! Bring it on!
  34% (37)
Nah, I prefer fighting only.
  11% (12)
Yes, if I can complete it on my own.
  54% (59)

Total Votes : 108

(last vote on : 7/31/2017 23:35:08)
(Poll will run till: -- )
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1/25/2017 12:35:39   
Battleon Sorceress

Heroes and villains -- would you like to see more releases that challenge your mind, not sword arm? That make you *think*? Not necessarily map-based puzzles, but riddles and hunts and seeking out clues to progress through releases. I have a test release in mind to see what you guys think... and help us hone the idea. But first, let's hear your thoughts!

< Message edited by Alina -- 1/25/2017 12:36:42 >
AQ DF MQ AQW  Post #: 1
1/25/2017 12:37:57   

I'll go with number 3. I'm more of a solo player
Though, I'm curious about number 1.
Will it require group effort? Like us forumites have to decode some runes similar to DF (But that was mostly to satisfy our curiosity)

< Message edited by LouisCyphere -- 1/25/2017 12:38:13 >
AQ DF MQ AQW Epic  Post #: 2
1/25/2017 12:39:44   
Battleon Sorceress

Louis: Thanks for answering!
I think in-game group puzzle challenges could be fun, but would require careful design to allow for players who may not want to (or be able to) interact with others. Very early results point towards us trying this "test" clue hunt next week and, based on that, we'll either do more of them or change the type of puzzle/challenge release we do in the future.
AQ DF MQ AQW  Post #: 3
1/25/2017 12:41:50   
Edme MacHeath

I do enjoy the maps you can equip such as the one used to go to the hyperium.
So yes I would love to see more of that. Although some puzzles were flat out difficult such as the minesweeper game at Cornelius.
So I'll also go with 3

I really wanna see what group puzzles would be though.

< Message edited by Edme MacHeath -- 1/25/2017 12:42:42 >
AQ  Post #: 4
1/25/2017 12:42:33   
Renn Shadowheart

I wish for this to also correlate with the story, so that you have a story with impact, and makes you ask questions about yourself, as well as having puzzles (not mini-games), and clues that you need to find.

An example of how this can be used is in a murder mystery (like /sleuthhound); you'd have to actually figure out what happened at the scene of the crime, and how it happened, as well as finding clues (which wouldn't be like the quests where you click on items with a big blue arrow, no you'd have to find them yourselves)

AQW Epic  Post #: 5
1/25/2017 12:43:53   
Battleon Sorceress

Renn -- that is an AWESOME idea! The team is a huge fan of games like Clue (and we <3 the Sleuthhound release, of course). Adding this to my list, thank you!
AQ DF MQ AQW  Post #: 6
1/25/2017 12:51:05   

I will say that i don't want it to be too clicking in the right place, but more decoding like mentioned above, for two reasons. My mouse is faulty and can triple click in one click, but you can also just spam click and chance upon the answer. I feel that an area that is very exclusive but can only be accessed by having certain items in your inventory and talking to people in a certain order, I feel that that could be nice for unlocking Reputation because they would know you more than just for killing rats but showing them a Chocolate Dubloon or a Frog and you get more well known
Post #: 7
1/25/2017 13:03:01   
Battleon Sorceress

And of the main types of puzzle challenges, which do you guys prefer... and why?

1) Clues / Hunts
2) Map-based puzzles
3) Minigames like Minesweeper
4) Other (reply with more details)
AQ DF MQ AQW  Post #: 8
1/25/2017 13:06:45   

I'll go with 1 and 3. Preferably 1 I guess.

1. Clues/Hunts can expand more of the lore of the game.
3. Minigames do provide a change of pace than clicking stuffs.

< Message edited by LouisCyphere -- 1/25/2017 13:09:07 >
AQ DF MQ AQW Epic  Post #: 9
1/25/2017 13:20:08   

I think applying something like the Ledgermayne boss fight pads to a puzzle, having players standing on separate pads and having the others possibly fight off waves of mobs for a time which could possibly be made to only spawn whilst players are standing on the pads, if a player steps off the pad before the puzzle is complete apply a DoT that's sure to kill them.

I know that's rather intricate for a simple suggestion but it's an idea for how I'd like puzzles to be.

Team-Work, Complex, and Punishing if a mistake is made (Essentially making the team restart the puzzle from the start)

Lockpicking would be a nice thing to see coming back more often, similar to how it is in Dragonfable.

< Message edited by EmbraceTheDarkness -- 1/25/2017 13:24:44 >
AQW  Post #: 10
1/25/2017 13:24:26   

Absolutely, Grimskull and J6's areas are among my favorite areas in the game.
AQ DF MQ AQW Epic  Post #: 11
1/25/2017 13:26:37   
Aura Knight

I think puzzle releases could be fun as long as it isn't annoying like most puzzles in arcangrove areas. As for the kind of puzzles I'd want, any clue/hunt would be fun I guess. And if possible, I think our intellect should play a role in the determining the ease or difficulty of clues. The more intellect we have, the more challenging the clue. If we don't want much of a challenge, we simply don't use a caster class or wizard enhanced items.

Riddles could be fun too so why not have a gameshow type release that involves riddles, brain teasers and other things similar to those?

AQ DF AQW  Post #: 12
1/25/2017 13:43:54   


1) Clues / Hunts
2) Map-based puzzles
3) Minigames like Minesweeper
4) Other (reply with more details)

1) yes
2) so long as it ain't as time based like that one in natatorium
3) yes, but not that minesweeper one again.
AQ DF MQ AQW Epic  Post #: 13
1/25/2017 13:46:59   
Ted Zlammy

Minesweeper! ...Ahem, sorry. I just rather enjoy playing Minesweeper during my free time now and than.

But to the topic title itself, yeah I think it'd be neat if there were some more puzzle related stuff. As for the 3 suggested things, hmm~

Hint/Clues are kinda neat. Sometimes it's just nice to use some intuition and figure something out on your own, plus if you get stuck you can ask another player for a hint/guidance.

Map-based Puzzles though. Eh, I think they're hit or miss. Gilead's reverse symbol order thing to reach the Mana Elemental is kinda annoying, but I rather enjoyed J6's Hyperium, what with the Turrets and how you could collaborate with other players to temporary disable them (although most folks just chug an evasive potion or use a dodge boosting move and run past), open his secret shop through a combination of dials, and could pickpocket J6 to enter his VR room. Hyperium probably isn't the best example of just map based stuff though, since the J6 saga is also filled with hints and mini games. Great example of an very good story with puzzle elements though.

Minigames... As long as they're somewhat enjoyable to get through I don't mind em'. Some of the previous in game ones have been kinda iffy though. Two different Simon Says like games exist in both the Ember Isle and Brightoak stories, and they were a bit of an unpleasant annoyance to get through.

Overall though, I think I'm more in favor of Hints/Clues, but as long as the map based puzzles and minigames are well done/executed, they can be great additions as well.
MQ AQW  Post #: 14
1/25/2017 14:00:28   

I cal tell you right now I hated the Arcangrove puzzles to the point I quit AQw for a few years. Also that darn lock on the gate that get in the way of Nulgath farming. So please avoid those. I kinda liked the mirror puzzle in tower of morrirs though.
DF  Post #: 15
1/25/2017 14:38:47   

How I feel about it:

Map-wide puzzles that change every log-in that make you struggle to find your way around like many of the Arcangrove ones: awful.

Single-screen puzzle that you can get around quickly once you know the logic behind the solution: awesome. (the Minesweeper one doesn't count, not everyone can brain around the concept of Minesweeper)

For example, I really enjoyed the mirror puzzle in the Tower of Mirrors release, that made sense, and while some people struggled due to the size of some of the pieces, I can't speak for them.

< Message edited by Veya -- 1/25/2017 14:40:27 >
AQW  Post #: 16
1/25/2017 15:30:33   
Beshin Adin

No more fast movement puzzles, as my hands are incapable of fast moves
AQ AQW  Post #: 17
1/25/2017 16:16:03   
Doxus the OverLord

Puzzles is nice since they have something to do with the history.
This is how I think.
A nice way of having puzzles is for making different ends for same history and it would be cool if we went to a point that we can't go back, just go ahead and keep going. I mean like going to a side of the history and not being able to chose the other side after. This way, some history's decisions would be permanent.

Let's do an example to clarify my point:
What about doing it with troll/horc? It's two factions under conflict and will stay this way for ages. Think about doing Horc storyline and getting it up to rank 10 rep. After doing so, you would need to start doing history for Troll as an "Troll's hidden spy"

Just for giving a thought of something similar
I hate that "memory puzzle" that you'll be needing to hit right colors in right order.
I would be really happy if I won't see it NEVERMORE in the future.

As a end note, I chosed option 3 due to the given fact of liking to play the game by solo.
The thing that clarifies it better as nothing I could say is: I'm going to all endgame items, just really thinking better about AoA and its set due to the given fact of needing people.
I'm not against team play, I'm just against playing the game only as team play or not having a solo way of doing the same purpose.

Just as an addiction, having a meeting place AND a party finder system implemented in-game would be an awesome feature. Think about it when you need people and just click a button and... HOOO! WE'RE DOING THE THING!.

And this aspect was talked in this thread. Just if someone is curious about.

< Message edited by Doxus the OverLord -- 1/25/2017 16:19:17 >
Post #: 18
1/25/2017 17:07:01   
Snow Angel, Bug Hunter, Class Tester

I'm a fan of the puzzles for the most part, as they bring a sort of different aspect to the normal gameplay that is usually "go slay X" or "bring me Y item". I agree with others that some of the Arcangrove puzzles (especially Natatorium and Mudluk) are a pain, as they're either complex or require some timing and movement that's very tough to do, especially if you're playing on a laptop and/or with a spotty internet connection. Being given clues and hints, though, I think is fun. Which is why I tried to start a thread for people to do that The "remember and regurgitate" puzzles like Simon Says are fine but they're super easy because you just type into the chat bar, so you don't actually have to memorize anything. Minigames can also be sort of fun, though again it can be hard to find a good balance of challenge and being possible for people not playing with a mouse. Arrow keys work for that kind of thing though (like the mouse maze in AQ. I farmed the bojangles out of that thing).
AQ AQW  Post #: 19
1/25/2017 19:56:07   
Bailey Hudson


And of the main types of puzzle challenges, which do you guys prefer... and why?

1) Clues / Hunts
2) Map-based puzzles
3) Minigames like Minesweeper
4) Other (reply with more details)

The ones, i want to see in-game with storylines / events / sagas are;

1) Map-based puzzles.

2) Clues / Hunts

3) Mini games
Post #: 20
1/25/2017 20:24:19   

I'd like to see more random generated puzzles like the one from sleuthound,going around the map checking every npc for clues

but i would like making use of details from map rooms instead. For example a a door that has a number lock and a riddle for each number,that riddle has to be figured out then the player scans around the map counting/process of elimination the item that fits the riddle.

and please if you're going to release puzzles for us to actually solve,please don't hold our hands by putting floating blue arrows to the answer
AQ DF MQ AQW  Post #: 21
1/25/2017 20:38:34   
Keeper of the Owls

Puzzles certainly couldn't hurt. Gameplay's been stale for almost 9 years now.
AQ AQW  Post #: 22
1/25/2017 21:10:11   
orc orc orc

Puzzles do certainly help in adding gameplay variety.

Remember Sleuthhound Inn? I love the mystery-solving in it. Bludrut Keep doesn't really have a puzzle, but its maze-like layout and map-decoding are two things I believe that could have been incorporated into newer releases. And of course, there's those notorious Arcangrove Saga puzzles which I personally like.

I believe there's a serious lack of variety in releases today. They're usually quest chains which revolve around 'killing x amount of enemies' and 'click x on the map'.

I believe exploration-based releases with puzzles, secrets, rewards and surprises would benefit the game. Think of Sleuthhound. That doesn't even have a proper quest chain, but is still enough to keep many of us engaged. J6's saga is another good example imo. Even the Nulgath Zone Tercessuinotlim, though it doesn't have puzzles, center around exploration and secrets. I feel that there needs to be more of the 'adventure' part in the game. The game has recently stagnated so much I do hope for a fresh, innovative release in the future.

< Message edited by orc orc orc -- 1/25/2017 21:14:27 >
Post #: 23
1/25/2017 22:24:55   

My two cents: Some puzzles are good. Minesweeper and statue blowing puzzles, like in the Nataorium or Tachyon, are not fun. Something like Simon Says works pretty well, as do the 'figure out this cryptic clue' puzzles.

That's just me, though.
AQ MQ AQW Epic  Post #: 24
1/26/2017 0:44:25   
Guardian Patrick

As long as puzzles or mini-games make the game more enjoyable, I'm for it (Yes).

Also make sure the puzzles/mini-games give players some small benefits. Players would love to replay then.
AQ DF MQ AQW Epic  Post #: 25
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