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RE: =AQW= New Server changes - More Feedback Needed

 
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5/3/2017 12:42:19   
megakyle777
Member

I wish to take on the topic of what a hardcore sever and normal servers entail. Whast i would like to see is this:

Normal: Make you as OP as you can, throw balance out the window. DO some real wacky things with powerful complex classes or powerful specials. Who cares, it's for those times when you want to feel awesome.

Hardcore: More stratergy. More numbers. Harder foes. All that good stuff for those who want a more complex AQW.

Things I'm kinda torn on:

Hardcore Rewards: Ok. Look, I get want to appeal and convince people to play hardcore. I really do. But thing is this: Neither server should be discriminated against. I should not feel like I'm losing out if not playing hardcore, and I should not feel like I'm having a ultra rough time if I play other then normal. I don't know if that makes sense. It's part of the reason I am both for and against Hardcore Server rewards: On the one hand, if you are playing Hardcore you DO deserve SOMETHING. Bugt in doing so, you recreate a issue with rares: YOU MAKE SOMETHING NOONE ELSE ON NORMAL CAN HAVE. And we have a whole bleeding thread dedicated to this right now.

My suggestion in TLDR terms:

Normal: Be OP. Have fun. Feel like a god.
Harcore: For those who want toughness and foes that can kill.

On the topic of rewards... maybe have both servers have different rewards exlusively for different players? But THEN you make a divide between hardcore and normal and well...
DF  Post #: 101
5/3/2017 13:44:25   
Metakirby
Constructive & Helpful!


quote:

On the topic of rewards... maybe have both servers have different rewards exlusively for different players? But THEN you make a divide between hardcore and normal and well...

Maybe make it so the non hardcore server has a daily quest, or something similar to get these tokens, but then you can also farm more of them if you go to the Hardcore servers. Kind of like Artifact Hunter did with it's Ancient Artifacts, you could get so many a day for very little effort and alternatively you could farm Gravefang for them, if you Really wanted it ASAP.

There's no way of reaching a point where neither the "hardcore" or the "casual" playerbase gets rewards equal to effort and none of them is benefitted more than the other. If you make a reward exclusive for the hardcore server only, people will play to get that, if you make it available for the same amount of effort, there wouldn't be much reason to play on these hardcore servers. If you try to balance it out so the effort on both ends will be equal and then say "it's a matter of preferance", well, that's impossible, because 1 method is garanteed to be the goto method to get this reward the fastest. It's just going to take a little bit untill the people catch on and everyone will do it the most effective way.
AQW  Post #: 102
5/3/2017 13:58:21   
Ted Zlammy
Member

@megakyle

Hmm, I personally think it's fine to put some exclusive rewards on this new hardcore server. Sure it might seem like it's rough on the average player, but there's some stuff in the regular server that average players don't exactly go for either. Such as AFDL, the entire Armor of Awe set, Void Highlord and the Necrotic Sword of Doom.

The exclusive stuff on the server should be meant as a badge of honor for saying "I beat this ridiculously hard task," the same way the Helm of Awe is one for beating Raxgore 250 times, AFDL is for beating the RNG and the grind involved in it, and how VHL and NSoD is a long draining grind as well.

Odds are the stuff on the hardcore server will be waiting for folks the same way these hard to farm for items are on the regular servers. Should folks decide to take the leap to go for them, they'll be there. But, eh, that's just my personal opinion on this matter.

---

Anywho! Just read the the thread and saw that Luck is going back to normal in the new server. That's kinda nifty and should help some of the classes that were seriously affected by the nerf (which was amusingly enough just fixing the math for luck in the first place) fair better. Gotta give my ol' Artifact Hunter a go in the test server now to see how it is now.

< Message edited by Ted Zlammy -- 5/3/2017 14:00:48 >
MQ AQW  Post #: 103
5/3/2017 13:59:21   
iDreadnaut
Member

I think the hardcore server should get some exclusive rewards, which cannot be achieved in any way in the regular servers. Many games have features/unlockables/weapons/endings that can only be achieved if the player beat the game in Hard+++ Mode, it isn't something uncommon. Also, I'm not asking for game-changing rewards. AQW is all about "If you want it, farm for it. If you don't want it, don't farm for it". It's not like most players won't farm for an item just because it's in a tougher server. People already don't farm for many items simply because they don't like how certain items look.
AQW  Post #: 104
5/3/2017 14:03:41   
Tenzan
Member


I see issues will arise from having casual and hardcore servers, like low-levelled players sneaking in and steal kills. Here's an idea as an alternative to having exclusives drop to one server. The hardcore server could have a permanent boost in exp, gold, rep, or class points as an incentive to players who like a challenge and want to farm.

Also, adding a level restriction would help make the distinction to players of what to expect, like you must be level 60+.
DF AQW  Post #: 105
5/3/2017 14:06:14   
Aura Knight
Member

A level restriction for the hardmode servers wouldn't be a bad thing. At least then maybe kill stealing wouldn't happen. Probably. With how challenging I'm assuming monsters would be, I don't expect random players to go there since damage could be too much to handle. However, until we get details on how things work on such a server, all we can do is make guesses.
AQ DF AQW  Post #: 106
5/3/2017 15:08:37   
Metakirby
Constructive & Helpful!


A level restriction is a must, we don't want another Eaglesreach scenario (low level players hopping into Battlegrounde). Or maybe just requiring comlpetion of the Chaos Saga, by the time you are strong enough to do the last part, you are probably well into the 30s if not higher, just a thought. It's based on the idea that once you beat the story portion of a game, you get access to a new game+ option. That's how a lot of games usually work.

For me personally, the reward should not be the incentive to going all into hardcore servers/hard mode. The main reason a hardcore server should be a thing is to give the playerbase that likes that sort playstyle a place to really feel like they need to strain themselfs, not straining ones daily schedule (and sometimes patience) because you need to grind for ages, but challenging fights and meaningful choices within those fights, not just a spamfest of lag and huge numbers to see how fast you can kill the next ridiculously beefy HP sponge with the newest released most OP class there ever was (mostly refering to Void Highlord).

What I'm saying is, give me a boss, that I cannot solo with Void Highlord, that doesn't just do millions of damage in a single hit (like Nulgath) and that I actually need other people around to beat. Not even Binky is that, it's just based on luck, wheter or not he is soloable. We already have Doomkitten that wrecks basicly any crit reliant class, give us some more of that, more of bosses that makes you rethink the fight as a whole.

Edited inappropriate expression. ~Shadowhunt

< Message edited by Shadowhunt -- 5/3/2017 15:23:02 >
AQW  Post #: 107
5/3/2017 15:18:14   
Aura Knight
Member

I'd like to see bosses that reduce our damage, prevent healing, cause a DoT on us, negate our evasion, lower our haste, and things of that nature. What I don't want to see are monsters that can stun-lock us to defeat. Perhaps the hardmode servers can make it so that parties work a lot better. And actual strategy is needed to fight things. But it's not like I won't try things on my own. When I do such a thing, I expect to be completely destroyed. A challenge isn't something this game gives me. Making me fight long for something is no challenge, but it is annoying. Lately, all fights for me have been use VHL and win. Having an easy time with things isn't bad especially if farming for things takes longer than I think it should. But it's easy to get bored. Perhaps this new hard mode server can give challenges that are worth accepting.
AQ DF AQW  Post #: 108
5/3/2017 15:23:03   
juanz1996
Member
 

So luck was the wrong one, that pretty much say it all. As for the code mistake well that probably was hard, anyway when errors like that are discovered usually come great improvements.

Totally like the idea of hardcore servers is almost imposible to please everyone considering that luck was wrong all the time and changing that will be a disaster.
AQW  Post #: 109
5/3/2017 18:58:36   
Loftyz
Member

If you're going to release hardcore content, I don't want SC + Luck-enhanced CDK to be at its current powerlevel. I also think Stonecrusher parties (+ another healing class) would be too unkillable, since Stonecrusher is absolutely insane and always has been. But I want to throw out some thoughts for what I think would make a hardcore boss fight interesting.

1) Not allowing a killed player to rejoin a hardcore fight-in-progress.
2) Not allowing players to join mid-fight (ideally, it should be in it's own kind of instance).
3) Giving some hardcore bosses AoE attacks
4) Only allowing 1 of each Class in each fight instance
5) Optionally, time this with AQW's 10th anniversary, continuing the plotline of Classic AQ's 10th anniversary (as in, all these hardcore bosses are resurrecting from the Dragon of Time).

6) Special abilities that actually matter to a fight, and are thematic. e.g.

a) "Escherion reverses the tables! Every 10 seconds, 20% of the damage dealt to him in that time is dealt to a single player!"

b) "Kitsune issues filthyscrub123 a noble challenge! Only they will be mercilessly attacked for the next 15 seconds, and everyone else's skills are locked! If the challenged player is killed in that time, Kitsune's damage is doubled!"

c) "Wolfwing stalks his prey! All skills are locked for 5 seconds if anyone's HP drops below 30% HP," (5 second cooldown once it ends)"

d) "Iadoa's prepares a special lesson! Only the player holding the Dragonoid of Hours is attacked. If, at any point, there are 0 or 2+ Dragonoid of Hours holders alive, Iadoa casts Temporal Disfigure, which wipes the party immediately."

e) "Ledgarmayne suppresses the Plane of Magic's flow. For the whole fight, Mana costs are doubled! His attacks also deduct a small amount of mana, and any player who falls to 0 mana is killed!"

f) "Mana Golem has disrupted the leylines! For the whole fight, all Skills have a cooldown of 10 seconds!"

g) "Evil shall perish! For the whole fight, Lionfang deals double damage to Evil-alligned Heros, but Good Heroes deal no damage to Lionfang! If, at any point, there are no Evil Heroes left, all Good Heroes are ejected from the fight instance."

h) "Grand Inquisitor raises the stakes! A powerful D.O.T. is applied for 20 seconds to anyone who uses a Skill, and stacks for each skill used."

i) "Orc Trainer brings back the basics! Only the four basic classes can be used!"

j) "Sepulchure marks your impending DOOOM!! In 10 seconds, every player will take 50,000 damage multiplied by the number of times this ability has been used this fight. However, the damage is reduced by the total amount of damage Sepulchure takes in that 10 second period. (and also reduced by any damage-reducing buffs/debuffs)."

k) "Exos' unstable powers are about to cause chaos! In 10 seconds, every player will take 80% of their Max HP as true damage (ignores all damage reducing buffs/debuffs on the boss and players)."

l) "Brutalcorn is fabulous! Spawns along with BattleGem A (while alive, locks Skill 2 and 3) and BattleGem B (while alive, locks Skill 4 and 5). BattleGems respawn."

m) "You're caught in Kathool's Gaze! For the next 20 seconds, Mana can't be gained or regenerated through any means!"

n) "Xeven has foresight of your powerful attacks?! Any attack or D.O.T. that deals 500 or more damage will be dodged! (only the smarties will understand this one)

o) The Sketchy Dragon is (Artix, please finish this pun). For the whole fight, all damage and healing will equal 1000.

p) Xan shares his pain! Any player who is healed from a skill or H.O.T. receives 1 stack of Healing Flames (max 5), which lasts until the fight is over, and reduces their damage by 20% for each stack. If any player has 5 stacks, Xan casts Original Ring of Shurpu, which multiples his D.O.T. dealt by 1000 times.

< Message edited by Loftyz -- 5/3/2017 19:19:18 >
DF AQW  Post #: 110
5/3/2017 19:48:51   
Aura Knight
Member

Seems things on the test server are starting to improve. There are still some things that need to be fixed on classes. But it's alright if they stay as is. I'm not complaining about these high DoTs and HoTs. But while I enjoy having high numbers on those things, that isn't how classes are meant to work.

But I do like that things on the test server are similar to how classes work on regular servers. If these other issues get fixed, I may be more inclined to use the test servers.
AQ DF AQW  Post #: 111
5/3/2017 20:43:46   
Shadowhunt
Member

Don't the high DoTs and HoTs in some way help offset certain things though? Again, it's been a while since I played much on the test servers, but the monster health regen essentially means they have more health, and I recall having a lot more issues with survivability as monsters seemed to hit harder. So don't higher DoT and HoT levels help offset those changes in some ways?
AQ AQW  Post #: 112
5/3/2017 21:10:41   
Aura Knight
Member

Perhaps it does. I haven't found a monster that was much of a threat. But I probably didn't look hard enough. The problem with DoT and HoT on some classes is that you get the full effect instead of it happening over several seconds. Insolent Fools on VHL was healing me for near 2k at one point. The DoT was doing around 1500 damage. And I think at one point it was at 2.5k. I don't mind the higher damage as this makes fights end faster but if this is a bug, it's best to fix it so that we don't have unrealistic expectations of classes on the new servers. As for monsters hitting harder, I haven't been noticing that lately. I think classes are getting to where they were supposed to be in terms of power and survivability.
AQ DF AQW  Post #: 113
5/3/2017 23:42:53   
Ninjaty
Member

From the original post
quote:

They use luck not so much because it's overpowered but because it's an easy way to get into the game and PLAY... without having to worry about numbers and enhancements.
And if that's the case, with the change in luck, they can't do that as easily / aren't having as much fun.

You got it exactly right. Unlike the comments about how Luck is "OP", I have always just used it for simplicity, as I could use any item combination I wanted, without losing efficiency. All my items are thus equal, and I won't feel restricted from using something, just because of the class I happen to use at the time.
quote:

For all those of you who have come to know and love the feel of combat/gameplay on the current servers... Luck will remain the same on the new server. No changes, same power. You'll be the heroes you always have been.

Yay, thank the heavens. That is one worry out the window.
But now I have to go back and re-re-enhance the items I had already desperately managed to convert. Darn it! Wish this news would've come sooner XD

(I actually have to farm gold now, too)

< Message edited by Ninjaty -- 5/3/2017 23:56:17 >
Post #: 114
5/4/2017 2:24:07   
Pig dady
Member
 

Hi Alina, I have chrono infinity knight and I feel as though, for a chrono and a paid class it needs a damage buff.
It went strong when chrono commander was released, then onwards weaker chronos came now feeling as though it's lost that feel towards getting your class through the mail.
Can anything be done for this? Same goes for shadowtime. Without stone crusher, it's practically useless. The heals are good and all, You'd consider it to be more of defensive skill
but, when it comes to offense versus defense, OFFENSE always wins! That's what people want. Not sure if anyone addressed this so I went ahead and did so myself.
Post #: 115
5/4/2017 11:47:45   
Metakirby
Constructive & Helpful!


I have a Crit modifier of 1000 and it's not even a lie, I wish it was a lie. And then again, it does help out with with my Void Aura grind untill they hopefully fix it, I already sent a bug report on it, but I just thought I would share this moment while it lasted.
Who needs Chronos when you can just auto attack the enemy for 200k+ , it does only work about 50% of the time, because I actually need to crit to do that.

It doesn't even seem to stop, it just keeps going.

And I just got disconnected as I was writing this and it's gone now, well, at least I got through mostly all the Essences from the tough bosses.
AQW  Post #: 116
5/4/2017 11:56:20   
iDreadnaut
Member

Maybe it was that sweet rank 10 passive.
AQW  Post #: 117
5/4/2017 12:04:07   
Metakirby
Constructive & Helpful!


I can say as much, it doesn't have anything to do with the rank 10, because my alt which only has it at rank 5 can do it as well.
It's a gradual process and it took me a good 2 or so hours to get to that point.

< Message edited by Metakirby -- 5/4/2017 12:05:34 >
AQW  Post #: 118
5/4/2017 12:09:57   
Aura Knight
Member

I think the effects on skill 4 and 5 on the class are what keep increasing it. One by .07 and the other by 1.1 I think. If you use both enough times it could go as high as the 1k you got.
AQ DF AQW  Post #: 119
5/4/2017 12:11:34   
The ErosionSeeker
*insert cheesy pun here*


Rank 10 passives also don't work on Test, otherwise we'd probably get that sweet, sweet millions of damage from DBSK and Evo Shaman procs.
DF AQW  Post #: 120
5/4/2017 12:19:29   
Metakirby
Constructive & Helpful!


Maybe the actual increase is enchantment dependant, because with full Luck I'm getting a +3 increase with the last skill (+6 if you count the secondary increase that happens when it fades).
Trodai's effect doesn't stick though, it just fades and removes it's own buff, like it normally would.

@The ErosionSeeker
Not even rank 4 passives are active, I assume this is because it was the quickest hotfix to the bugs related to them, untill they actually find out what went wrong. Sadly, because of this, various classes's potential is not shown right now.

< Message edited by Metakirby -- 5/4/2017 12:22:30 >
AQW  Post #: 121
5/4/2017 12:22:03   
Aura Knight
Member

You're right Trodai's effect doesn't remain longer than the effects's duration. Guess problem is with last skill.
AQ DF AQW  Post #: 122
5/4/2017 12:29:14   
Beshin Adin
Member
 

Is Adventurer ENH a jack-of-all-trades ENH? If it is, it's an acceptable substitute
AQ AQW  Post #: 123
5/4/2017 16:41:06   
LadyYennifer
Member

Has the healing skill on Abyssal Angel been fixed? That's a real problem on the testing servers.
AQ DF AQW  Post #: 124
5/4/2017 16:51:51   
Metakirby
Constructive & Helpful!


If you are talking about the single HoT/DoT tick issue, then yes, your HoTs and DoTs should tick like normal. There does seem to be some inconsistencies where it still only ticks x amount of times, but for higher amounts, not sure exactly what that is about, I have mostly noticed it on Void Highlord, but for the most part, it works like you would expect it to.
AQW  Post #: 125
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