SOMETHING the DEVS should READ

Although I have a million individual suggestions, I wanted to invite the devs into the mind of a gamer. in order for this game to remain lucrative for AGS and exciting for the players.

Starting off a Jan patch notes with the main focus is paraphrasing “existing gear will now drop displaying higher numbers than before, so players can kill a mutated version of an existing boss” should never be a main focus. It also seemed to be the only focus.

Updates should focus on giving a player a “new” feel when then enter the game. With anything ie. environment, movement, animation, uxui, etc. Increasing numbers on items and changing variations should be like icing on the cake, but not the cake itself.

Let’s take some quick examples, and it’s fine if people disagree, but these are just ideas that should have been brainstormed.

Mutations, great idea to create challenges, but do they change the mechanics of the bosses or ai themselves and how about in the open world? Because that would be the true mutation.

Weapons, why are all weapons not two stats? It would make balance and scaling easier as gs increase and also make variations of equipment more useful.

Merges, why not merge into brand new servers so that everyone is on an equal playing field, equally unhappy, but equal. Companies jumping into something fresh!

Auctions, why not make small adjustments each patch, economy is a large part of the game and the greatest feature of NW seems the same as launch

Inventory, amazing having all these different gear choices for refining, gathering, pve, pvp, but why not have the ability to sort it, tag it, flag it?

Crafting/Towns, what an amazing crafting system, what are some ways crafters can dynamically change the world? Towns upgrades or change wars.

Invasions, why doesn’t the difficulty just scale with the level of the town?

Economy/items, if over the lifetime of this game many new items will be added, consider reducing the bloat of excessive items. Ie. Combining craft mods.

We can scan the forums all day and find ideas, but AGS doesn’t seem to lack a solid foundation. It just needs to take the time to review every action, swing, encounter and think how can this be perfected. AGS don’t settle for less than the best.

Hopefully, you guys see this.
The game is worth the price, easily. Just not the additional hours to grind.

@Luxendra @NW_Mugsy @Shadow_Fox @TrevzorFTW @Zin_Ramu @Kay

No. This is one of the things i tried to advise the AGS team about. I recommended that mutations be ability based, not modifier based, however due to the fact that ags is taking advice for our team (at blizzard) they went the modifier way.

I suggested that each type of boss have an affinity, like fire, ice, earth, etc.
Each type of affinity has a group of “dynamic” abilities they pull from each week.
Each boss has a set amount of static abilities each week.

Lets say there are 10 dungeons, each with 3 bosses. That is a total of three bosses. Each boss has 1 static ability, and 2 dynamic abilities. This means that each singular boss has 1+group amount * 2 possibility of cobinations, + dungeon count.

In other words with just 2 dynamic abilities in the fire pot, you have 90 Different combinations. Increase the dynamic pool to 20, and you now have 600 unique encounters that could be done.

The issue here is that you’d potentially 600 different encounters. This was done with 20 abilities, which could be added over the course of a year. You could start with 3-5 and add as you go, one or two each content patch.

the only problem you’d get from this really just comes down to players ability to recognize how to deal with each mechanic and that is very easy to do with game world-space gUI elements like that which you get with deadly boss mods telling you to enter, or get out of something.

These are QoL issues that will come promptly. gUI modifications are already being worked on.

Care to provide the source for that quote?

It’s not a quote… I’ll re-explain. They are not releasing brand new gear, brand new monsters with brand new mechanics. They are increasing the gear score, thus just increasing a stat on items that have already previously existed. It’s like raising the speed limit on the road and telling everyone they got brand new cars. The enemies are not new either, just because they do a different type of damage doesn’t make it any harder, it just means you have to grind out resistant gear. It doesn’t take strategy to beat a boss in this fashion. So mutators don’t make the game any harder, they just make the game take longer to find the right items to be able to beat the next obstacle and move on.

This is why I did a shorten versions because it is possibly that even what I just typed here was too confusing.

And as far as adding mechanics is just figuring out when to enter or dodge… Good mechanics require much more than that and… If the mutators are at random then it would allow players to have to learn new strategies to beat the bosses every week.
The way it is set up now if sounds like you just need to grind every combination of gear resistance/damage and then you can just cakewalk through any mutator.

Hope that helps.

Author didn’t disappoint, totally agree with this and what @Nourri said.

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Thanks! I do hope the Devs are able to build upon what they have done.

I think it honestly depends on the mechanic. If the mechanics encorporated group coordination then it would be beneficial each time. If the mechanics were also randomized each time you went through these dungeons it would increase the variation and strategy required to complete them.

Don’t you believe you could come up with a mechanic that was not so easily defeated?

Really? Nothing changes beside damage output? LOOOOOOOOL

AGS is really clueless about game developing; One of the oldest complains of the playerbase is same models/skills/etc everywhere and what they do with the “new” content? “Oh, I guess it’ll be a great idea if we just increase monster hp/damage”

People are going to find it extremely tedious on the very first week, congratulations to devs once again.

@Shadow_Fox I would love to hear your thoughts

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