What AdventureQuest means to me.
Well, to anwser that question first we have to

figure out what AQ is, not simply labelling the

gameplay expierience as the best rpg ever but with a

more scientific approach and risk it to dulling to

single-player RPG with server-stored characters.

Another hazard is just giving your character an

alignment say chaotic neutral and sticking with it

which does not exactly help to define AQ either.The

biggest plus of the game seems to be turn-based

combat and there semms to be no harm in overstating

that as long as it is done in the comparison to

Fallout or HeroesIII or Disciples but that aswell

can indicatee to the tip of the iceberg underwater

rocks or reefs situation when some aspects of the

other game in their setting is clearly superior to

AQ's, while that special feeling of meeting most of

the NPCs at the beginning of the game accomplishes

what other games couldn't do - gives you reasuerance

and a feeling of safety yet it can result in a false

impression of staying out of trouble or harm's way

and there can be some debate on this curious effect

being considered the merit. Obvious advantage of

AQ's interface is the ability to cast spells on the

fly with a single click which can certainly hold

plenty of appeal to nether-tempted part of

playerbase. It's quite easy to spot the downsides

which can be pretty handful - there weren't any

spells released which would provide superior

coolness factor after Brillhado Feathers and

Twilly's healing now occurs automatically rather

than after clicking Heal Me Please button, weapons

no longer deal stable two-digit damage and monsters

don't see stats useless to their build as valid

investment, the simplicity of three bars reduced

by sp bar and pets/guests use sp/mp as a resource

rather than just staying at their spot. While at

that is almost impossible to determine AQ's one

original and all-aluring aspect which is supposedly

originated from playing other games and being fond

of one or the other item/mechanic, which can equal

but is not limited to vampric rage(Crystal of Restless Shadows) or reflect(well, that's a Dragonfable thing) damage. Weekly updates and daily caps play their part aswell first greatly enhancing the replayability quality while second providing a great incentive to play regularly and safe-keeping carebear's worh while greatly diminishing hardcore member's of the community.

Reply · Report Post