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AQ3D What dungeon is your favorite?

Discussion in 'Adventure Quest 3D' started by Heromanguy12, Aug 10, 2017.

  1. I'd say it's harder now than before (if playing at the dungeon's level recommendation, not overleveled) since potion spamming was a thing back then. Otherwise, playing the dungeon at level 27 should be easy. Only way I can see the dungeon become easier than before at the dungeon's level recommendation is if new classes were introduced, especially a dedicated healer class or a tier 3 class.
     
  2. Heromanguy12

    Heromanguy12 Ogre Hall of Fame Royal Ogre

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    Pretty much all content will become easier when we get a dedicated healer class because how AE designs content currently.
     
  3. Depends. They could always add bosses that require some form of teamwork, maybe a boss that handicaps certain class skills or something else unique to bring difficulty. If Akriloth's challenge was level scaled, that would already be difficult for a lot of players. If there was a healer class, they could always add a boss with some unique ability to cancel the player's healing ability 50% of the time or something that'll level out the playing field. They've made bosses with unique abilities in AQWorlds, so I wouldn't be surprised if they did the same for AQ3D.
     
  4. Heromanguy12

    Heromanguy12 Ogre Hall of Fame Royal Ogre

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    I do think that we do get a healer class, AE starts to make content with that in mind. Make mobs and bosses that could limit healing is an example or maybe a skill that deals a lot of damage and must be healed.
     
  5. Making the (player's healing amount) ∝ (to the amount of HP a monster has, as well as factoring in the difference between the player and monster's level) could be the right balance for a Healer class, so long as the healing amount isn't a lot. In other words, for monsters with less HP, you won't heal as much, but for bosses with a lot of HP, you would heal a higher amount (though probably not enough to survive in a solo battle). I feel like Healer class isn't out yet because it would probably be too OP; the game wasn't really designed with Healer class in mind since attack stats still dominate the game. Or maybe instead, they could make the potency of the heal depend on how much attack stats the player has (the less attack, the higher the healing). That itself could make Healer class unstoppable though, since people would probably focus on defense stats (but in return, they get a slower battle). I would like to see less dependency on attack stats though, so there's more diversity in gameplay. They can already create diverse battles with unique attack patterns like Akriloth, but I'm really hoping for dungeon battles that can alter the norm of the items or classes we use. I still want to see a dungeon where you can permanently die from a monster, and need a Necromancer to revive you, for instance; that would be interesting to see, and players would have to carefully kill monsters one-by-one in that scenario.
     
  6. Heromanguy12

    Heromanguy12 Ogre Hall of Fame Royal Ogre

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    Healing amount from any healing source is already dependent on your total HP (Health stat) so it does already scale just fine. It's really about how often healer class can give out healing which determines how content should be designed. I really want to see reviving be a thing using a class like Necromancer or Healer when it comes out. Make death actually feel that it exists.
     
  7. If they made death a feature, it would sort of mess up the story since the hero is supposed to be immune from death considering the hero's goal is to defeat Vane, hence the concept of "respawning." Nevertheless, a concept where you need a Necromancer to revive you in a dungeon seems like it would make the game more fun, even if they replace death with some other necromancy concept. Otherwise, altering or adjusting the story would be the best approach to reflect that idea. For that to happen, I think Death's power to grant the Hero the ability to respawn would have to be restricted to certain areas; like maybe Death can only grant powers in certain places, but not every place due to other powers conflicting... maybe a dungeon is sacred or has some spiritual power that nullifies other powers. I'm not really sure, but if there's a new concept added to dungeons, that concept ought to not conflict with the story.
     
  8. Heromanguy12

    Heromanguy12 Ogre Hall of Fame Royal Ogre

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    You are dead as long as you don't press that button to respawn so it's still there but you won't be spending that much time being dead. Being able to be revived by a healer has been a stable of MMORPGs which AE hasn't really embraced so AQ3D would be an opportunity to do that, but it would certainly conflict with the story about your character being Death's champion. Dungeons where you can only be revived by a class with an ability to do that would be nice to see happen.
     
  9. Would be far better than the dungeons we've been getting lately. Having to spend 10 minutes killing waves of monsters in a dungeon run (like in the recent Dr. Trollenstein dungeon) is frustrating, especially for mobile players... and especially when you're grinding for a specific drop in that dungeon which can take over two days. It just encourages players to leave the dungeon and rejoin until they find a dungeon that's almost completed, and it sucks to be the player that gets disconnected mid-way through the dungeon.

    Dungeons are more fun when they're short and sweet (like the dungeons from Pre-Beta and the early parts of Beta), when there's an engaging challenge (like the Akriloth and the Frostlorn dungeon), or when there's some fun gimmick (like the idea of a dungeon where perma-death is a thing and Necromancers/Healers are needed for teamwork). Dungeons requiring players to do parkour (which is hard on mobile players) while killing monsters (Darkovia Clock Tower) or spend over 10 minutes seem to be the direction the game's going, and it really feels like quality is being sacrificed for quantity (or at least the illusion of quantity) these days. In other words, since weekly content isn't practical, we get dungeons that are more time-consuming to make up for what would be short content.
     
  10. Heromanguy12

    Heromanguy12 Ogre Hall of Fame Royal Ogre

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    AE's weekly content practice just doesn't work the same in the 3D environment. Let's hope that Lolosia saga chapter 2 part 2 brings a dungeon that is short and sweet. The dungeon we got in Lolosia saga chapter 2 part 1 was short, but I wouldn't say it's sweet enough. AE has started to use the feature to make untargetable targets targetable which could see more use in future.
     
  11. Short and sweet would be far better than cutting corners for something impractical and grindy that nobody wants to really bother with. If they do add a new dungeon for Yokai Isle, I think a new boss battle similar to Akriloth and Frostlorn would do just fine... like maybe a dungeon where players can fight O-Dokuro but with new attack patterns. Or maybe a simple dungeon with three rooms to explore and kill monsters with references to Yokai folklore. I'd rather not see another dungeon where you have to spend 10 minutes or longer killing waves of monsters, especially since players tend to stall (sort of AFK, but they're watching the battle and moving around from time to time to not get kicked from inactivity).
     
  12. Heromanguy12

    Heromanguy12 Ogre Hall of Fame Royal Ogre

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    Korin was talking about a dragon boss fight during yesterdays AE developer stream that is coming with Lolosia saga chapter 2 part 2. You apparently fight it on a platform and it can change sides which is a new thing so I guess that's something to look forward to.
     
  13. As long as it's not heavily parkour-driven. Platforms can be nice, if implemented properly so that every player is able to traverse/dodge with ease without setting up precise jumps. If it's something like jump between two small platforms every second and not fall into a lava pit, that would be a nightmare for players. But if it's something like hit a switch or lever on top of a platform during certain attack phases, maybe that wouldn't be a bad idea. It all depends on the implementation.
     
  14. Heromanguy12

    Heromanguy12 Ogre Hall of Fame Royal Ogre

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    I wouldn't mind having PvE encounters where movement is the king. AE is not going to go too extreme with it obviously because AQ3D is a cross-PLATFORM game. I bet they could if it wasn't but that's how it was meant to be.
     
  15. hfi

    hfi Banned The Pit

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    My favourite dungeons are umbralcave and the livingstone alcove dungeons becauze those two dungeons are the one who i used to farm potions when the dreafool labyrinth is not in game!
     
  16. Shiro13th

    Shiro13th Ogre Newling

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    I like akriloth dungeon more
     
  17. ArtificeJoker

    ArtificeJoker Big Bad Ogre Ogre Warrior

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    Umbral cave. Or even doomwood dungeons. Due to their puzzle thing inside.
     
  18. hfi

    hfi Banned The Pit

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    Yea its really fun in akri dungeons esp the extreme one cuz its really challenging and it really has a trill :D

    Thats what i really like in the dungeons of doomwood esp the unbral it has too many different rooms inside that is really cool :D
     
    Last edited by a moderator: Nov 13, 2019
  19. I'd say the Nightlocke dungeons in particular felt like a puzzle since a lot of it was pulling levers and a good bit of traversing; not a lot of forced monster fights compared to other dungeons, especially newer ones, but I will say the Doomwood dungeons overall are a bit bland after you already know how to reach your objective. In other words, the replay value isn't as strong. On the other hand, the Temple dungeon in the World Tree with the Wall of Pain felt like a more worthy puzzle... the map itself is randomized for every new dungeon instance, so it's like you're playing a bit differently towards your objective every time you visit the dungeon. I'd say the least favorite puzzle dungeon among players is the Clock Tower in Darkovia, not because of the puzzle itself, but because of the long traversal; the parkour is already tough for a lot of players, but what makes it frustrating is dying (to monsters, spikes, etc.) and having to get back to where you were all the way from the beginning. I like the idea of parkour-incorporated dungeons, but they definitely need checkpoints (like a lever to activate stairs or something helpful for players).
     
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  20. Heromanguy12

    Heromanguy12 Ogre Hall of Fame Royal Ogre

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    We don't have a dungeon with parkour that includes checkpoints yet so that's something AE could look in to.
     

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