RESTORE THE SIDE-QUESTS to the Main Story
They make NO SENSE - as has been pointed out before - in the sequence of only having them after completing the Main Story. The Rewards ONLY make sense when they are part of the original story line.
... KTB
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What would you change?
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This is a sticky topic.
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1. Provide some means for a character to get unstuck. With a warrior, I can simply Leap to get out of the problem. But Bounty Hunters and Mages have no such means.
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Concerning point 3:
Maybe putting a cap in the form of a 1 year expiry date (any medal older than that disappears). Tempers the false impression demotivating factor and reflects the recent activity of a player
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Sorry, with all due respect and more out of curiosity, I do not understand point #1 - people ranking 51 to 100 or 101 to 200, do often work really hard to get there with a feeling of accomplishment, which I find nice to be acknowledged. Actually the medal system is quite all right, just 1 oppinion o.c., because it makes no difference to actual ranking, but does speed up things in early stage ANB.
point 2 random ragadam spawn sounds great...
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Here's something: I'd like to be able to see how much time is left to finish an upgrade for all my characters on the character selection screen. Or at least be able to easily see if an upgrade has completed without needing to log into each individual character. It would save the trouble of needing to track it all in a spreadsheet.
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I’ve also got to add this because I it really frustrates me
The problems I sometimes have when I’m paying for things , usually on ANB or season pass , it keep happening.
I often pay for something but then Don’t receive it and I often have to send a help message to you (Travis) to fix, which you always do fix as soon as you are able
I don’t know whether the problem is my or Eternium end but this I do find really frustrating
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+1 on enough invincibility upon resurrection to get your hero out of harms way.
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1. Add some special "challenges" to each ANB to mix things up a bit. For example, one challenge might be that all competitors can only play a single wield Warrior for that event, or specify a particular gear set that is something other than the current meta (e.g., all competitors must play with the old Adventurer gear set or use only epic level gear), or have a "live off the land" event without any crafting allowed. Options like these are often played through player-designed Discord challenges, and they offer a break from just playing the meta over and over again. I also like the idea of offering a special ephemeral gear piece for each ANB event, such as an ephemeral Legendary level 77 weapon with competitive stats or even boosting the ephemeral Epic gear boxes up to ephemeral Legendary gear boxes.
2. Change season format so that each new season is played with a brand new hero, more like what happens in an ANB. Season competitors would select a new hero that does not have access to the account's existing gear sets, and that hero must build its own gear throughout the season. Currently seasons are more about what gear that you already have than about what gear you can build, and for new players that makes season competition feel grossly unfair. In general, devs need to find some ways to reduce the amount of effort needed to build a competitive hero so that new players don't drop out of the game before they learn enough to be competitive.
3. Get rid of medals. They create the false impression that you have to have medals to compete. People played ANBs competitively long before medals came along, and they will continue to play competitively without them. Medals are probably one of the main reasons that new players drop out of the game; they feel like they cannot compete with older players who have a chest full of medals. At the very minimum, place a cap on the total number of medals a player can use. Right now it is a treadmill since experienced players continue to earn more medals creating the impression that a new player can never catch up.
Some good ideas presented in this thread, but the challenge is to keep experienced players, who most likely have plateaued and getting bored with meta play, while also giving newer players a chance to get competitive sooner. If older players quit playing and newer players drop out then the game cannot continue.
Things to keep include: ANB events, season gem banks, CT rewards for reaching trial thresholds in ANBs, and work on bug fixes.
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1. Eliminate the sequential accomplishment requirement of some quests. E.g. Kill Adam, kill Bill. If you kill Bill first, then kill Adam, you don't get credit for killing Adam and have to run the map again.
2. Make internal calculations and displayed values the same. E.g. In jewelry crafting, you display rounded values. For jewel fusing, you use truncated values. Ether round, or truncate. I don't care which. But do the same in both places.
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Prioritized
1. Eliminate medals, if you want to award something to the best players then implement a new system/award and it only goes to those at the top, not 50 trials behind.
2. New content. New world and boss, Ragadam as a wild card who can spawn on any trial level.
3. Bom crafting; change to reflect that in jewelry completely random or for gems select the effect, all other attributes random.
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Hi,
1) the issue of characters getting STUCK and not being able to move or continue the trial or the story map … so frustrating
2) the mini map is vital to me, but where I play on iPad, it often obscures things flashing up underneath to do with bonuses and battle info flashing up during trails
3), characterisation of characters further, so being able to change colour of skin at the very least
many thanksLast edited by Hairball; 01-16-2023, 07:55 PM.
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