Updated specific locations to be searchable, take a look at Las Vegas as an example.

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8
A AQ3D returning player experience. from lv 17-21
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First thing right off the bat that i will say:

WHY DOES AQ3D NOT HAVE A SUGGESTION BOX! Not on their discord, artix.com, fb, Twitter like such a huge disconnect with the aq3d community. So much communication available yet no way to really connect.

Second thing: I know devs will never read this but it is simply my delusional wish that it gets implemented.

So people say that scaling is fixed yet me after coming back from a several year hiatus (2.5y) i can safely say the game is not very enjoyable.

It has fashion✓ Solid leveling for starters ✓ (This is questionable) Gear progression ✓ (Again questionable) Class progression ✓ (With drawbacks) Easily playable by f2P with 0 disadvantage ✓ Community✓ (players are very nice) Storyline✓ and no.

Yet why does the game feel the same even if i level up.

Yes I get new gear but did I even need it?

My friend started from lv 1 and still at lv 9 has not equiped a single piece of gear and has not had any struggle whatsoever... Why she doesn't equip anything idk but she doesn't seem to need it.

My guess behind it is the crazy amount of stats we get per level up. (Just like 4 levels give 80 in almost all stats)

Gear is basically pointless for her right now, probably needs a buff in the damage it provides but otherwise its useless and shouldn't have even been introduced so early in the game if it has no effect on gameplay.

I'm trying to catch her up to the same level as me and doing the storyline but honestly considering the difference in our stats due to level gear I don't feel like I do much better then her. (She started with healer class and i was playing warrior/guardian) we had a 14 level difference yet it felt so static.

We did a few of the event areas (20th anniversary) which are honestly a little tedious since the monsters have a ton of defense and health but do almost no damage so we just stood there and waited for them to die from starvation.

Most monsters seem to be on speed since they just catch up almost instantly, not bad but not all monsters should move so fast, there needs to be a distinct speed between 33% 66% and 99% move speed for them. (A few rare 150% should exist for variation)

Plus all monsters seem to be ranged attackers so its impossible to sneak past them, basically walking the jungles of tourist towns trying to evade peddlers as a local.

• There are tons of quests, just tons of them which always gives you something to do at my level, but this becomes very confusing at the same time on what to do since once you veer of the story line - the quests you accept go haywire.

At the moment I have 39 quests.

-16 storyline quests? -23 side quests.

How do I have 16 storyline quests? Because their is no distinction between the main story line and side storys, their are no linked main storyline quests either I can just skip an entire section and go to the next.

Certain questline menus and shops should not be visible so early in the game, yes it gives players an option but it also completely derails them when they haven't even gotten past the tutorial.

Like really several questline from different sources can all be accepted or have visible menus when they shouldn't. This is more of a quality of life gameplay rant.

Starting zone...

Buy guardian? Mother effer I havent even left the starting zone why would it help me here where everything dies 2 hits.

Great cutscene but really man, needs some voice acting cause the silence is so... Silent. Or at least dedicated grunts like in legend of zelda where no one speaks but at least they feel alive.

Plus when the cut scene start everything, and i mean everything goes silent. Not even music. Could be bug or not.

This brings me to classes.

2 words.

Overly simplified.

I feel like you tried to make a system where people make raid teams to work together but ended up abandoning it befor it could fully take form, leaving behind a mis mash of crippled classes.

Like gosh-dam im not playing a ret paladin in wow, or garen in LoL.

Warrior - mediocre Damage, has a skill (Earth breaker)that looks like an AoE but isn't looks like it should apply a crushing hit weakening them but instead just does damage.

Not bad starting off right? Pretty basic just needs like 10% more damage all around. (Can be fixed by buffing damage from gear)

Mage - Damage, shoot fireballs but they don't burn and ice only slows on 3rd hit? Has a root on 3rd but it's cast range is low and monsters use skates to instantly catch up. Its damage is kinda wack for a wizard honestly.

     Stats:... Wait a minute they are the exact same as warriors! 

Rouge - damage, damage, mentally damaged. Why... Why why why?. You had a perfected version in AQW why did this have to be done.

Healer - didn't play.

Ranger - interesting but lacks substance. Why didn't it get a critical chance upgrade, and attack speed ? This one reminds me of the ranger from the korean game serenia fantasy but that one is just a pinnacle of 2d games while this one is the one on crutches.

Guardian - Semi tank, semi support, a simple hybrid. probably the most well designed out of all of them, it seemed to have a purpose but when it was almost fully baked the oven was opened letting the heat out and then taken out early.

 •  Guardian summon needs to burn the enemy after since its attack animation is so long makes you question if its worth it..
 • Feels like the guardian stacks should do a little more, like increasing its damage resist by 1% per stack would make it a definitive tank and basically complete the class. (Would be 15% max stacks with guardian passive of 15% for a total of 30% for full stacks) 

The rest need to unlock.

Basically pure damage is the name of the game and skills are a bit to flashy for how little they do.

The flashiness makes you expect great things only to be left disappointed.

Yeah i get these are starter classes, but the whole point is that you need to catch the players attention In order to retain the player base.

Just because a class is a starting class doesn't mean it needs to be bad, the player will decide if they want to stick with a class or move on, not the developers.

IDK, it just feels like the person designing the classes is trying to force a very narrow play style.

AQW classes were not perfect, but they sure are way better then here.

Like the rouge could be so much more then just damage. • poison can blind. What does blind do? Reduces the hit chance of enemy's thereby increasing your teams survivability by allowing them to evade more hits. My god give it the AQW passive.

Warrior could deal significantly more damage and it just needs a better flowing kit overall.

Mage needs damage, simple. The lightning storm attack could give it a health shield depending on a % of damage dealt helping its solo play.

Ranger... More crit chance, more attack speed.

• The ability to search for friends...

Why did i struggle so much to add my friend.

I had to first summon them or them me, then add them? Why.

Took us like 10 min to figure it out.

Why can't we just friend them from afar.

• There are absolutely no benefits to ever join into a team unless you want private party's for dungeons.

If you are in the over world or doing daily boss simply ignore team invites since it has no VISIBLE benefit.

Your heals work better out of segregated partys since they buff all, same for attacks buff from warrior.

• Everything, and i mean everything new in the game seems to be only available with dragon crystals.

Like yeah older players might know otherwise that they can save for a few years and then buy something but for any new players these shops are absolutely heartbreaking and wouldn't encourage me to play knowing that such gear is out of my grasp. Especially in this economy.

If they haven't gotten bored of following the arrow to do absolutely every quest without a need to use their own eyes or brain, then the fact they can't hope to buy a 3500 gem mount or a 1500 gem full set will whittle them down until they are dust.

Theres is cool gear if you just farm it?

Yeah.

But ive been farming a gosh-dam shovel sword for 4 years and still don't have it!

(Was removed at one point now back from quest)

The likelihood of these players staying long enough to even get to that point are less then 1/100.

Starting from green wood plenty of new players can be seen (blue dragon server), but once you get to greenwood ravine and beyond the number drops to 1/4th of its previous amount.

You get the free mount at the next zone (westmere) but by then the number of players has dwindled to a fraction.

It took like 4 hours following the storyline quest to get there...

Please for the love of god decrease the number of quests required to move forward, increase the exp earned from those quests and just let us advance instead of having over 20-40 quests for the very first section of green guard.

•••••••••••••••••••••••••••••••

As for the events I won't really mention more about them since lets be fair, its a grind fest made for the actual player base of the game and no new player should even have access to those events until they at least finish the entire greenguard saga sadly I entered them and simply mentally crashed.

This concludes my returning/ new player experience.

Thanks you and i will be back one day to complain on the rest of the classes.

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1 year ago