Here’s how AdventureQuest 3D’s brand-new PvP mode will work starting next month

    
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This will probably be fine.

Yes, the time-honored art of punching your fellow players in the face is coming to AdventureQuest 3D, and if you’re the sort of person who isn’t really fond of having all of your battles be filled with thoughts of fighting other players… well, Artix agrees with you. Lead developer Artix opens off his explanation of the game’s PvP by stating that he’s much more interested in PvE and cooperative experiences, and while it’d be ridiculous to have no PvP in the game, it’s important that all of it is optional and fun rather than mandatory.

While the game’s multi-class system allows for some classes to be better than others at PvP, the development team is hard at work to ensure that every class also has some balance tweaks to not make every single match hideously lopsided. The combat style will be rolled out in phases, starting with the madness of a wide-open deathmatch arena, making something of a battle royale experience to start the implementation. It should be up on the test server for players to try first before it goes live.

If you’re eager to take a deeper look at how the game plays in the meantime, don’t miss our stream tonight at 8:00 p.m. EST on OPTV.

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PanagiotisLial1

I usually like PVP being optional but fun too

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Akagi

I think the game still suffers from being a poor mobile port on PC. Last time I checked, the UI still looked like a mobile UI and the controls felt very clunky. I hope they make it more professional like it’s direct counterpart and contender – Villagers and Heroes, which also shows its signs of being a mobile port, but less so.

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PanagiotisLial1

UI was ok, not great in aesthetic but easy to use, just a bit oversized in order to make it multi platform, kind of like Albion was which was originally planned as multi platform too.

For villagers and heroes, cause I tried it in early beta, it started off as PC game for sure, but havent checked it in ages – its possible they slowly turned it to look more fit for mobile

Mewmew
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Mewmew

When was the last time you looked?

The game was created on and for PC but with mobile in mind. It’s not a mobile port. I’ve been testing it since the beginning, it was on PC far before mobile.

They did a lot of stuff with thoughts of making the game mobile friendly. At first it was a bit too mobile friendly and not as PC friendly, but that has changed over time and patches. Now it plays much better on PC and most of the time I even forget that a mobile version of it even exists.

Villagers and Heroes totally is a PC original. It wasn’t even made with mobile in mind at all when it came out. It was created to be a browser game at first, so maybe that’s what is giving you a mobile vibe.

Villagers and Heroes was created to be a kids game at first. AQ3D was made to be more for adults and a bit goofy (or at least, it was supposed to be a bit goofy like AdventureQuest Worlds and stuff – it’s getting there now but had a bit too serious of a start).

Anyway the UI isn’t so bad in AQ3D even though it definitely was made to be mobile friendly. I think it’s far easier to navigate through stuff now with lots of keyboard hotkeys as well. I use the mouse scroll wheel to scroll through stuff though so I don’t know what it’s like to try and play with a mouse from the 1980s that doesn’t have a wheel or something :D Maybe it feels a bit less functional then.

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Akagi

I think Villagers and Heroes started as A Mythical Land and it was originally a browser game that required some plugin to be installed in order to work. And ever since the first time I tried it, it always felt laggy and delayed. Right now you can use the settings to make it look like an 8-bit NES game and get like 400 FPS in-game. And even like this, the game feels very delayed and clunky.

I don’t know with what it was made in mind, but this has always been a gripe of mine about the game, the other being weapons and how when you change a weapon, your skill set changes too. It’s really a pain in the ass having to change a weapon when you’re out there doing quests. It’s like “Oh, I got a new sword, gotta remember not to sell it or destroy it, so when I go back to town I can Gnogment it”, I actually think they made the Gnogmentation to be on-the-go, which remedies the problem to a certain extent, but it does not make the problem go away completely.

I think the UI in general also feels like in needs more work done to it, especially how quest dialogue looks. The other major thing they should work on is their engine and the responsiveness and removing hat god awful input delay.

I’ve played the game back in 2012-13 and as recently as a month ago. The world is nice, the story is nice, the visuals are nice, but the gameplay feels so clunky and a pain in the ass.