More feedback regarding the new extra characters. The feel of the UI is on the right of the screen, yet when you login, the view becomes centered. Selecting a character again, the focus then goes back to the right again. This is actually somewhat dis-orienting, especially when you are trying to navigate this all. Along with the fact that your first 5 characters are on the right. But if this were like the orientation that I suggested, on the sequence of the login it would go right, left, right, center as you finally log into the game. I would suggest if possible, to either compress the character selectors so that you could fit them all into 1 row, or make the entire focus and feel of the UI centered. Right now it just feels all over the place.
Also @above, I think it would be a good idea if the first enemy had all 100% mods and even MRM so that every character can start off equally. @AQ Team, Would it be difficult to use a level 1 Frogzard or a more neutral monster in place of the Death Knight?
Also ,regarding what the DF and MQ teams did with 1 upgrade for all accounts, I believe at some point AQ tried to do this, but unfortunately there's a lot of work to be done around that due to the age and architecture of the game and it will involve the Captain getting involved, whom these days is infamously busy with things and isn't as available as he used to be for AQ.
So after playing a warrior for the first 10 levels, I have to say the battles do feel extremely slow without some access to armor/weapon skills that normally close the gap with higher level warriors vs. mages. In fact the early game warrior and rogues felt slow enough that I resorted to importing the scaled items from my other characters so that the battles felt less slow because the normal equipment you have access to at that point of the game, while adequete, takes much longer to finish battles in general.
No comment is needed of course of the use of bloodmage/bloodzerker in the early game. If you thought it was ridiculous to use them in general, try at the beginning of the game where you completely wipe the floor with everything that exists in your level range.
After more playing I'm going to double down on my observations on what I think warriors and rogues need for the early game:
1. More uses for their SP. Currently the only thing you use SP for in the early game is for PR/Konami Code (if people are even aware of this at that point of the game) aside from guests, although many early game guests due to not being updated do not have SP costs. I've suggested this earlier but warriors and rogues should have access to a spell that uses SP and your stats for damage. Maybe have the no-drop armors contain this as a built-in SPell and/or have the no-drop armors have a weapon-based skill that uses the weapon's element and type.
I can't stress enough how slow it feels to play warriors and rogues compared to mages in the early game. There's not enough access to easy damage sources and monsters still dodge at a relatively frequent rate because of the lack of DEX. At least with mages, while spells too get blocked, when they hit there's far more compensation to each hit as spells just tend to do more damage in general. As long as you hit 1 spell you've done a great deal of damage. But with regular attacks being dodged and some monsters in the early game having MRM's as high as 35, it's quite a pain to deal with.
2. Stat Trainers need to be nerfed. For a low-leveled player these guys are actually extremely hard to beat. Grimweld is a perfect fusion of tankiness and damage, while Neberon can do a huge amount of damage early. Sir Lancer is the only real option to train and even he gets capped relatively early as you can max out a stat as early as level 15. Costs should be looked at again as stat costs in the early game easily outpace the gold you get. With the Ballywhoo nerfs it's much harder to get to gold early, and therefore much harder to get stats to beat enemies early on as a warrior/rogue.
3. More in-game information that tells you about pets. At least in the early game pets do equal if not more damage than the players' own weapon attack. Letting players know about pets early on would be nice.
I think in general, it would be a good idea if there were a complete overhaul of the tutorial. Have it be broken up into several parts that lets the player gradually understand how the combat system works. AQ is a game where unfortunately is the bad combination of hard to play and harder to master. But doing this all, the player should be rewarded for completing the tutorial, maybe with an in-game bonus amount of gold or Z-tokens, or a special weapon that is very good for the early part of the game.
Perhaps for the progression of the game point that I had earlier, it would be nice if Twilly's "rumors" could point players to quests with really strong gear. This could be a lead-in to informing players about Mastercraft Quests and other questlines which have the best gear available. While Warlic is a nexus, I think it's more intuitive that players be guided to this via "rumors of powerful items" like what Twilly has for the seedspitter quests. Even with Warlic's menu, people likely don't understand the concept of Mastercraft. Items that aren't part of these quest lines can be mastercrafted, and there exists other sets outside of the Warlic Mastercraft Menu that are also Epic "Mastercraft Quests" (Golden, Reign, Shadow, Kindred, Morningstar, Talados, etc). While we do want players to explore everything, there's just no in-game guideance of telling people there things are and what they could be going after.
Fujin is both on the map AND on Warlic's menu. Mecha Knight and the Underworld set are buried under a lot of menu's in the Mt. Thrall with Hollow's in-game dialogue UI. All the MC quests should all be accessible in 1 convenient place.
@Digi: I'm liking where that's going so far. You could have scrolls that give you detailed information with arrow pointers about the relevant parts it is talking about. AQ already has the capability to disable parts of the menu, so it would be nice to have it so that a specially guided tutorial could be created only around certain aspects of battle.
I understand for the AQ Team at least this is a lot to digest, and will probably be extremely difficult to implement relative to the amount of reward it may give. Yet with the opening of slots people will inevitably play AQ and discover that even with advanced knowledge it's not really easy to navigate, so it would even serve existing players by streamlining a lot of what's out there already.
< Message edited by PD -- 4/13/2021 2:42:11 >