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So for anyone that's been playing the alpha, any sort of suggestions would be appreciated.

"The tutorial is too long", "The early quests are boring"... whatever!
Connor Brennan
Fractal Entertainment
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Hello! We aplogize for that. This has been on our todo list, but with lower priority, this message bumped it up!

The logon system is now fixed to allow up to 16 characters max for username and password (this is the same as the game itself).
Connor Brennan
Fractal Entertainment
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This might sound like a strange one but, during the first quest to slay the bandit leader, his dialogue sounded like a rape joke, between him and the nun. He IS a bandit after all. That could strike some terrible chords with people on release, and could use some clarifying or changing. Remember the Tomb Raider outcry..

I thought the tutorial was very well done, it was well paced and humorous but there were things it didnt cover. The locked chests for example, the first time i saw one i assumed it was a future premium thing where you have to buy a key to open them, but then i found out rapidly clicking them did it.
  • Khor's Avatar
  • Khor
  • 1 year 6 months ago
1st) As I have been playing knight only, some times I find it annoying, that when I want to use her healing skill, I have to aim one of the characters. They are moving slightly, sometimes its possible to place my mouse over wrong one.

My suggestion, make it possible to use skills on character icons at the mid-left side of a screen.

2nd) Unless players in arena (those who are afk) can use potions (damage reduction, poison, and others) make it impossible to use those in arena at all (vs AFK players). Other way advantage given by those potions is clearly over powered.
xD
Please reduce the amount of Rating that is lost when you lose in the Arena. I was the #1 person in the arena and I battled someone who was the #2 and he was pretty difficult so I won 2 and I lost 2. However, just by losing 2 matches and winning 2 matches (a draw), I was knocked down all the way to 3rd place in the rankings. Battling him I would only gain +8 Rating, whereas losing to him I would lose 51 rating.

My suggestion is that you should either increase the rating earned by a lot when you're battling someone around your rank, or to greatly reduce the amount of rating lost when you lose. If I am the #1 and I gain 8 rating for beating someone who is #2, I should only lose like say... 15 rating (at most) for losing to him. Otherwise I will NEVER battle people around my rank, because I would rather collect a minimal amount of rating from someone I know I can defeat than to risk dropping 2 ranks for battling someone right below/above me.
On the topic of Arena:

I feel that Arena Tickets being purchasable could easily deter many players in the future AWAY from the game. One of the huge allures to this game for me, is the possibility of really fun Arena PvP and topping the charts if I can.

However, I can say as one of the players currently in the top 3 in the Arena right now, that if I were to drop even $10 into Arena Tickets and have 75 more goes at the Arena, then I would easily top the charts of the Arena because I would have a week more of Arena usage than anyone else.

Granted, this could really only be "useful" to someone who could win all the time and that may not be the case once we have a lot more players, but once we have enough players where with have a solid top 100 arena base or something, I could see how those players could never be caught up to if they're spending money. And that, to me, does not make doing PvP worth it.

I would much rather have you put the Arena on a system where you do not have a limit to the number of battles that you can participate in. However, once you have defeated a single opponent say, 5 times, you can not battle that opponent anymore. And, if your opponent is below your quality (bronze, silver, etc) then you will not gain rating off them. This would make it to where you could use the Arena to your hearts content, and even PvP as much as you want for fun, but where you would eventually not be able to collect anymore rating that day.
Hello! Thanks for your comments!

I want to talk a bit about the PVP design philosophy of the game for a moment.

First, there are 3 major types of PVP in the game:
The Arena (Asynchronous PVP)
1v1 Deathmatch, Hero Deathmatch, 3v3 Deathmatch, Battlegrounds (Synchronous PVP)
And finally, Guild Wars (Guild vs Guild battlegrounds)

Each type of PVP has it's own design philosophy behind it. The Arena is meant to be your main source of Arena Points (You *should* get quite a few more points per match than you do in synchronous PVP). This is ultimately the "grind" version of PVP. You're fighting bots which are never going to be as smart as players. We may even implement a few buffs to the bots to give them a big of an advantage (since they cannot use items, and such).

The Synchronous PVPs are were you show off your skill. Each one has it's own rankings, and since you're fighting actual people, it's a lot more balanced. Your arena point gain here is pretty low, but since there is no limit it can start to add up over time.

Guild Wars is the end-all-be-all end-game of SideQuest. Guilds will compete for the top spots in the world of Mederlund. There will be weekly tournaments, massive rewards and awesome new mechanics.

Finally, as for the Arena Rating system, we may very well revisit it at some point. We agree that fighting people at your rating level should nearly mostly equal win/lose bonuses and penalties respectively.
Connor Brennan
Fractal Entertainment
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