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RE: =AQ= Warwolf Prime Giftmaster Set Vote

 
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=AQ= Warwolf Prime Giftmaster Set Vote


Dardiel's Accuracy/Beast Manipulation Set
  44% (70)
GwenMay's Hypercrit/LS Set
  43% (68)
RobynJoanne's Information-Based Set - The Hunt
  11% (18)


Total Votes : 156


(last vote on : 8/10/2024 15:00:13)
(Poll ended: 8/10/2024 15:00:00)
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8/11/2024 9:11:49   
Magmamax1818
Member

lmao at the 15:00:13 vote. And I thought I was being spicy voting at 14:57.
Only got bronze at the latevote contest
AQ  Post #: 101
8/22/2024 3:32:03   
Rastaban
Member
 

I'd be surprised if it wasn't announced around the time of the next release less than a day from now.
Post #: 102
8/22/2024 14:19:37   
  The Hollow
AQ Lead


I understand everyone's eagerness to know the results, but I am waiting for the moderation process to be completed before announcing the winner. I know this delay is frustrating, especially for those who participated fairly. We're dealing with many accounts involved, and with only two people vetting them, it's a time-consuming task. We want to ensure the integrity of the results, which is why we're being thorough!
AQ  Post #: 103
8/27/2024 12:42:23   
  The Hollow Roaming
AQ Lead


We want to express our sincere gratitude for your patience and overwhelming participation in this poll. The response was tremendous, with 90% of the votes being legitimate, resulting in a closely contested race!

After a thorough review process, we've adjusted the totals to ensure fairness. This included removing votes from:
  • Alternate accounts (2nd or 3rd accounts created by the same player)
  • Highly suspicious accounts (accounts without any characters)
  • Votes from accounts less than one month old after 8/8 (Did not alter the outcome)


    The final adjusted totals are:
  • Dardiel 70 - 5 votes removed
  • GwenMay 68 - 8 votes removed
  • RobynJoanne 18 - 0 votes removed

    Congratulations Dardiel, your submission has emerged victorious! Your creative ideas will be the foundation for Warwolf Prime's abilities. Tibbles will be delivering your Warwolf prizes next week.

    Thank you all again for your enthusiastic participation and for helping shape the future of our game!
  • AQ  Post #: 104
    8/27/2024 13:01:13   
    CarrionSpike
    Member

    Thanks again to the devs and forum staff for ensuring fairness in the voting process! I'm excited to see the completed set next week :D
    Post #: 105
    8/27/2024 19:03:53   
    GwenMay
    Member

    Congratulations to @Dardiel and his supporters for winning the poll! I have no doubt your suggestion will make an excellent set, and I look forward to seeing it in action next week.

    Thank you to all the supporters who voted for my suggestion honestly. While I know this is disappointing news, I am very grateful for all the time and energy everyone invested into providing feedback, supporting, and voting for my set. We ran a great race, and demonstrated unequivocally that hypercritical and lucky strike items enjoy broad support amongst the playerbase. While we did not quite make it this time, I sincerely hope that our enthusiasm for hypercritical and lucky strike encourages staff to prioritize revisiting those mechanics so we can receive more such items in the future.

    I believe it's appropriate to briefly address the elephant in the room: the cheating by certain voters that staff identified. I strongly condemn any such behavior, and am disappointed that some of my supporters thought cheating was necessary for my suggestion to prevail. To the contrary, staff have confirmed in the official and unofficial AQ discord servers that had the voters who cheated voted honestly instead, my suggestion would have won. The irony is palpable. Nonetheless, staff made the correct choice in eliminating the votes of players who cheated, and I hope everyone (both those who supported my suggestion and those who did not) joins me in uniting behind Dardiel's suggestion as this summer's donation contest draws to a close.

    We have had a difficult few weeks as a community due to the misbehavior of a few bad apples. However, we should not let this distract us from the amazing enthusiasm this community demonstrated for this poll, or the fact that 156 players (the vast majority, and far more than anyone expected) participated honestly and thoughtfully. Let us finish this donation contest with the spirit of charity it embodies, while providing constructive and respectful feedback on the suggestion process in the thread staff have approved for that discussion.
    AQ DF AQW Epic  Post #: 106
    8/27/2024 20:19:29   
    ming shuen
    Member

    Oh wow. Dardiel set won. We are also receiving the set next week? That's like, super fast, especially with a new mechanic like PCF.

    Have y'all been working on the set ahead of time or something? Or are you planning to rush it out? If it is the latter, perhaps taking your time would be better.
    AQ DF MQ  Post #: 107
    8/27/2024 20:30:28   
    Branl
    Member

    Any possibility we can get confirmation on whether the CC reward can apply to other aspects of the set? (so CC armor doesn't clash)
    AQ DF  Post #: 108
    8/27/2024 21:16:41   
    Strange Doctor
    Member
     

    I voted Gwen's but congrats to Dardiel. No hard feelings for me, can't even go past top 250 donors LOL
    Post #: 109
    8/27/2024 21:30:35   
    Branl
    Member

    quote:

    I voted Gwen's but congrats to Dardiel. No hard feelings for me, can't even go past top 250 donors LOL


    At bare minimum for you, at the very least, the set can establish ways for staff to implement items with similar mechanics for future items, even if you can't fully whale for the set.
    AQ DF  Post #: 110
    8/27/2024 23:18:35   
    Hymnsicality
    Member

    And also the misc and the shield are affected by the vote, so everyone who donated or was even thinking of donating to get those is very valid.

    Congrats Dardiel!
    AQ  Post #: 111
    8/28/2024 11:44:17   
    Sapphire
    Member

    We are roughly 36 hours away from the finale.

    But I have a question. LY the list was changed to update every 2 minutes. This year it clearly doesn't update that quickly, and might be around 30 minutes, but I don't know for sure. Does anyone know why this was changed, and what the refresh timing actually is ?
    Post #: 112
    8/29/2024 13:14:54   
      The Hollow Roaming
    AQ Lead


    The refresh rate timer on the contest page was increased to enhance overall system performance. That has now been lowered back to 2 minutes!

    quote:

    Any possibility we can get confirmation on whether the CC reward can apply to other aspects of the set? (so CC armor doesn't clash)

    The armor will be the only color-customizable item included in the set for the top 25. Due to incredible generosity from the community, we are adding CC options for the Warwolf weapons, shield and pet as well!

    < Message edited by The Hollow -- 9/5/2024 14:26:27 >
    AQ  Post #: 113
    9/8/2024 23:36:46   
    Branl
    Member

    With the release of the Warwolf items, there's two ommisions, I think could be implemented in ways that wouldn't make the set broken, but would nonetheless be greatly appreciated:
    1) The omission of Def Loss Potency from the weapon.
    2) The omission of a 0 proc ranged weapon from the magic weapon.

    For 1), an interesting idea I've heard to fit the Def Loss potency somewhere on the set while having to compromise the least:
    Instead of the shield's MC going to the eleshield:

    -(5 + (2 * WhZ / ActivePCI)) / 1.4

    I think:
    (2 * WhZ / ActivePCI)) / 1.4 on integration, with the MC instead going to +20 DefLoss Potency would be the best way to fit the potency onto the set while compromising the least on the set. Without the 5 Melee, you need 2.5 charges to make up it's absence, which I think is something players would be willing to trade for defloss potency.

    For 2), I think it might be an easier pitch to give a 0 proc ranged toggle to the melee weapon. Since the weapon doesn't have any stat based saves, this should theoretically be the simplest way to fit a 0 proc ranged weapon on the set.


    _____________________________

    IGN: Teryle

    There's a method to my madness.
    AQ DF  Post #: 114
    9/9/2024 4:42:43   
    Dardiel
    Member

    From impressions I've been seeing, it's a pain point that the shield takes so long to be "worth using" compared to normal shields and a big pain point that characters 7th fewer items generate WHz so much slower. From that, I suggest that the shield (as the most widely-available item) use its MC to aid in WHz generation - for example compressing a skill that lets the player spend their turn and gain a 50% melee self bleed (the bleed is optional, it's just a common cost among the other items and is a fun way to reward END) to get that much WHz.

    On a similar vein, I think the WHz cap could afford to go up faster - I think changing the increase from 5 to [10% of cap, rounded to nearest 10, minimum 10] would prevent shift gear from being a per-turn obligation especially since it's currently possible for WHz gain to outpace the cap's rate of increase. Alternatively and/or at the same time, shift gear could spend ALL current WHz with reduced efficiency for WHz above the cap (eg cap, + excess^0.75) so that outpacing the cap's rate of increase doesn't mean value is just being lost forever. The initial proposal had excess value boosting FS rate and overflowing into boosting the FS multiplier; if that's not reasonable to implement, value beyond boosting FS rate could channel into other buffs like having a % chance to grant celerity (eg 50% melee excess has a 50/119 chance of player-side celerity, while 150% melee excess gives 1 turn and has a 31/119 chance to give an additional action).

    And since I'm talking about "lost value" - I think the shield would feel better if its hard cap was exchanged for something like the ranger adaptation curve; eg while beyond 50% eleshield (which happens at 35 WHz assuming no MC contribution), the eleshield calculation changes from 2*WHz/1.4 to 25/(50+WHz-35); gaining more WHz still gives value, but cannot physically ever hit 0 and gets progressively slower as the WHz increases. Or it could kick in sooner; eg triggering at 75% instead of 50%, setting the eleshield to 30/(40+WHz-17.5).

    < Message edited by Dardiel -- 9/9/2024 5:14:26 >
    Post #: 115
    9/9/2024 4:59:52   
    KhalJJ
    Member
     

    I like both of Dardiel's suggestions, and Teryle's 0-proc ranged suggestion, though I assume this may have been originally omitted for a reason
    Post #: 116
    9/9/2024 7:08:41   
    Branl
    Member

    quote:

    From impressions I've been seeing, it's a pain point that the shield takes so long to be "worth using" compared to normal shields and a big pain point that characters 7th fewer items generate WHz so much slower. From that, I suggest that the shield (as the most widely-available item) use its MC to aid in WHz generation - for example compressing a skill that lets the player spend their turn and gain a 50% melee self bleed (the bleed is optional, it's just a common cost among the other items and is a fun way to reward END) to get that much WHz.


    The charges coming online too slow IS a common argument I've seen, so I do think there's a good argument to be made for a once per turn QC that generates a batch of WHz. I still felt it prudent to bring up the Def Loss Potency because I've seen that be a desirable enough function for some players to go for the weapon primarily for that.
    But I do understand wanting to incentivize using the unique charge mechanic of your set, rather than risk taking attention away from the unique mechanic for generic potency that will likely wind up on a future item/items.

    I guess my worry is that the Def Loss roll of the pet being vs Dex makes it pretty hard to consistently win rolls without boosting Cha or potency. But I think your idea is better for interacting with the unique mechanic of your set.

    quote:

    On a similar vein, I think that the WHz cap could afford to go up faster - I think changing the increase from 5 to [10% of cap, rounded to nearest 10, minimum 10] would prevent shift gear from being a per-turn obligation especially since it's currently possible for WHz gain to outpace the cap's rate of increase. Alternatively and/or at the same time, shift gear could spend ALL current WHz with reduced efficiency for WHz above the cap (eg cap, + excess^0.75) so that outpacing the cap's rate of increase doesn't mean value is just being lost forever. The initial proposal had excess value boosting FS rate and overflowing into boosting the FS multiplier; if that's not reasonable to implement, value beyond boosting FS rate could channel into other buffs like having a % chance to grant celerity (eg 50% melee excess has a 50/119 chance of player-side celerity, while 150% melee excess gives 1 turn and has a 31/119 chance to give an additional action).


    I also think the increase to the cap from shift gear being higher (whichever proposed way staff would want to do that) can also help this set from being categorized as "good, but too slow for how the game currently works". The problem with charges that aren't busted like shieldcake, is that mobs are typically too easy to down for charges to become optimal in dealing with most of them. I think a way to charge faster, such as your shield idea, along with the cap increasing more from shift gear can help the set not get as much mixed reception (With the caveat that I don't think some players were ever going to like a set that takes time to build up power).

    < Message edited by Branl -- 9/9/2024 7:22:25 >


    _____________________________

    IGN: Teryle

    There's a method to my madness.
    AQ DF  Post #: 117
    9/9/2024 9:24:19   
    Telcontar Arvedui I
    Member

    I'm going to be the guy that says, "STOP asking devs to revise the released Warwolf items if they're not bugged."

    We've always known that devs will have final say on how the items turn out, and they may not turn out exactly as intended by us (as designers, voters and/or donors). We submit long-winded, detailed descriptions during the suggestion period, in hopes of minimising such deviations, but those deviations do happen, and have happened for years. IMO what we have so far already fulfils the theme of the design, so why the need to request for revisions?

    Further revision requests, when the items aren't bugged, are IMO toeing the line of a "second design period", to "compensate" for whatever is in the minds of those who requested said revisions. Sure, the pet isn't the best Fire pet out there, the Shield is slow, the weapon lacks a 0-proc Ranged variant (I really like playing a Spearman, so I am slightly sad). But we should just take it in and leave it if it works as described in infosubs, use other items that fit our needs/desires, and let the devs look forward instead of backwards at already-released, not-bugged content.

    < Message edited by Telcontar Arvedui I -- 9/9/2024 9:36:07 >
    AQ  Post #: 118
    9/9/2024 14:34:07   
    Branl
    Member

    quote:

    I’m going to be the guy that says, “STOP asking devs to revise the released Warwolf items if they’re not bugged.”


    And I’m going to be the guy that has to write an incredibly long winded reply to your post. I apologize in advance for my lack of brevity, but there’s a lot I want to cover here. Some of these things aren’t even directly related to your post, so please don’t view the post under purely confrontational lens.

    quote:

    We’ve always known that devs will have final say on how the items turn out, and they may not turn out exactly as intended by us (as designers, voters and/or donors). We submit long-winded, detailed descriptions during the suggestion period, in hopes of minimising such deviations, but those deviations do happen, and have happened for years. IMO what we have so far already fulfils the theme of the design, so why the need to request for revisions?


    To explain my desire for “revisions”, I’d like to try to explain my thought process regarding how I engage with this game, the metrics by which I propose ideas, and why, in this specific instance, I’m okay with staff considering minor tweaks to items.
    I have three major criteria that I consider when making proposals regarding the game or items:
    1) Would this change be a good thing for the playerbase at large?
    2) Would this change present major complications to development time for the game broadly?
    3) Would this change positively or negatively impact the game itself?

    Positive answers of varying degrees to these questions are responsible for the majority of the arguments or ideas I present to the staff or community. Note that I believe in adherence to positive responses to these three questions to varying degrees. For example:

    The top 7 situation. Once everyone in the top 7 were contacted and informed that all of them would be receiving a Golden Developer Ticket, I, and everyone else in the top 5, were unified in the belief that Aegon and AANGZUKO, deserved it. However, If I were to adhere to the idea of your post (staff should adhere strictly under the original confines of the ideas/formats they laid out), then I should have been vehemently opposed to any extension of the golden tickets period. An additional two Golden Dev Tickets would unarguably cut into development time for the game at large. However, it’s much more important to me that staff make decisions that present the most good to the players and the game than to try to force them to commit to the original confines of their contests or ideas. I think even you are willing to make those allowances, considering you also supported the extension of the Golden Dev Tickets to Aegon and AANGZUKO in the Donation Contest Consolation Prize thread. My point is bringing this up isn’t to accuse you or hypocrisy, only that everyone has varying degrees of strictness to their ideas. You simply have a stricter view of the situation than I do, and that’s perfectly fine.

    To more directly answer your question, I support the staff making/considering minor changes to items that have the potential to make the playerbase happy while contending there has to be limits to the changes they can consider, given any full on revisions to items or ideas would require an extraordinarily long period of time to work out. It’s also why the scope of my suggestions were very limited. The only things I floated were replacing the MC value of the shield embedded in the integration mode eleshield with Def Loss potency. If it wouldn’t cut into dev time too much, I would more strongly support Dardiel’s proposed revisions, as they encourage interacting with the unique aspects of his set, and makes the shield a better standalone item. The reason why I think the shield should be a better standalone item? Because I don’t want the pessimistic projections of players regarding these items to come to pass. I’m quite sick of repeatedly hearing how anyone who didn’t go for “Top X” reward got “screwed” by Dardiel’s suggestion. I’m also thoroughly uninterested in the people making those projections also accusing me of hypocrisy because I’m more interested in making the set better for more people in a way I think isn’t that demanding of development time than strict adherence to a standard nobody perfectly adheres to (see the aforementioned top 7 situation).

    quote:

    Further revision requests, when the items aren’t bugged, are IMO toeing the line of a “second design period”, to “compensate” for whatever is in the minds of those who requested said revisions. Sure, the pet isn’t the best Fire pet out there, the Shield is slow, the weapon lacks a 0-proc Ranged variant (I really like playing a Spearman, so I am slightly sad). But we should just take it in and leave it if it works as described in infosubs, use other items that fit our needs/desires, and let the devs look forward instead of backwards at already-released, not-bugged content.


    I’ll have to respectfully disagree with this argument. If you want to argue that shifting an MC to an effect that was so desired some players went for the weapon primarily based on it (Def Loss Potency) is anywhere near as demanding of staff time as a second design period, then I invite you to do so. But, the staff have a very simple solution to this: Reject ideas that would push development time too far back, or reject ideas they don’t want to implement. Staff reserve the right to adjust or implement as much or as little of something as they think is healthy for the game. This is why there are changes to the items that weren’t initially brought up as issues in the dev notes. They will continue to do so, regardless of any player’s attempt to use precedent to force them to strict adherence to any idea. With this knowledge, I’d rather work with the staff in working out changes that would present the most good to players with the donation set, with the understanding that they can and will, draw the line where they think is necessary to avoid putting off designing for the maingame for an exorbitant amount of time. It’s why I voted despite thinking the popularity based system encouraged bad behavior within the community. It’s why I agreed with the extension of the Tickets to 6 and 7 despite the dev time it would take to make two additional dev tickets. I’m more interested in working under the framework the staff have set up to encourage good outcomes than self selecting myself out of impacting the process at all.


    < Message edited by Branl -- 9/10/2024 3:16:51 >


    _____________________________

    IGN: Teryle

    There's a method to my madness.
    AQ DF  Post #: 119
    9/9/2024 19:24:57   
    Grace Xisthrith
    Member
     

    This is a brief message aimed to support Dardiel's proposed potential changes, the potential addition of defloss potency to the shield, and state my opinion that the tradeoffs to allocating dev time to adjusting rare items versus not adjusting them is in favor of adjusting them.

    Separately, if the staff are willing to dedicate some time in the near future, I suspect other player recommendations would be much better founded after the full set releases. While there is definitely a feeling of strike while the iron is hot when giving feedback, I feel some feedback is potentially weakened by not having the full picture of the set.
    Separately, thank you to the staff for quickly working to fix bugs and make the items more user friendly. I've greatly enjoyed the art and utility of the 3 released items already. Awesome stuff!
    AQ  Post #: 120
    9/14/2024 10:05:52   
    Zeldax
    Member
     

    +1 on the suggestion about adding a 0 proc ranged toggle, probably on the melee weapon so that it wouldn't be that much extra work the devs. Would love to be able to use this on my FO beastranger character.
    Post #: 121
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