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EpicDuel: Past & Present

 
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9/3/2016 21:44:53   
Gold Shock
Member

Many of you have either forgotten or are unaware what made this game so great.

It was the personality. The community.

It had little to do with the latest build or stats.

Being creative and keeping every class capable of killing each other with opposing builds. But unfortunately those days have gone, and now you have to get in line and pay up to become the best class.

EpicDuel had so much potential and interaction then. Nightwraith And Titan actually would visit in game and communicate with the players in the forums.

Many players were doing all they could to make a name for themselves and faction competition was extremely fierce. When I say fierce I mean actual rivalries: Battle Tested vs BkoC, Knights of the round vs DSX, Three Stars and a Sun vs Legit.

There was incentive to actually reach level cap (30) and join hardcore factions: Three Stars & A Sun, The Evil Council, Death Syndicate X.

The old ED forum was much more edgy and far less censored.

There was an attitude and swagger to some of the true legends of the game back then. It was a glorious time.

There was also a lot of hope And faith in both the promises and potential growth of the game to come. And let me add these are the promises Lord Machaar stresses about.

Sadly, many of those old players who literally helped create this game with their blood, sweat, tears and dollar support are long gone.

When this game was first released it was raw and simple. Mages were the only class that needed to be nerfed and that could of been fixed by reducing reroute. They messed it all up with agility and focus (with damage increase which has now been scraped). Now the gamma bot is pretty redundant. There is a lot in this game that should of never made it into game and now because of it, builds are now very limited. This is a shame because when this game was RAW (Early Beta) builds were creative.


Beta: Early beta was a fabulous time. From the day Alpha ended up until probably around late april of 2010, this game had a very large amount of potential. At the time their were no major requirements on skills, no limitations such as focus and agility, no major skill requirements, no OP +5 builds with Gamma Bot, people were friendly ( FLATH!), and best of all, the players were free to do as they pleased with their builds, and to get creative!

What made beta so awesome, wasn't about the skill trees or class builds. It was the attitude, personality and community that was being established back then.

Gamma: This stage will in my mind always be the time that killed this game. No matter what you say, the developers had a choice to make, and they made the wrong one. Gamma should have been a time of feature rich updates, full of new Game engine perks and story driven releases. Almost every release was horribly thought out and Varium based, and releases such as the suggestion shop only started coming towards the end of the stage, and can be considered Gems in a very large desert of ruin.

Delta: Although their is a glimmer of optimism somewhere inside of me, Delta seems to be yet another Gamma. Many of you were not along for the ride a few year ago, but those who were probably know exactly what I am talking about. However the game has changed, and so have the players, and yet another decision was made by the developers of this once great game. Whether or not they made the right choice this time around has been determined.



< Message edited by Gold Shock -- 8/6/2018 2:28:02 >
AQ DF MQ AQW Epic  Post #: 1
9/3/2016 23:48:13   
totalawesomepro
Member

Well put my friend.

I completely agree with you. Back in beta were truly the golden days of the game. There are so many memories of this game... now sadly this game is dead. I just wish the devs would start making some changes to this game; it's really been WAY too long. Now I only still play AQW, a game that is still just as successful as when ED came out. I remember the awesome community, being part of a faction, hell I even went onto the number 1 spot on daily 1v1 leaderboards as a lvl 20 Tech Mage in Delta phase... those were the days.
Post #: 2
9/3/2016 23:58:45   
Mr.Pablo Jr.
Member

Personally, the community when ED was alive and kicking was always the best part about the game. There were always so many people who were passionate about the game and willing to help others both in-game and on the forums. Whether it was G00NY's NPC builds or just a first time forumer sharing their ideas, EDF always had a thriving community that was full of activity. Despite the player base being larger, I thought during Gamma, most active players knew each other and were closer to each other. At the height of Gamma, faction competition was extremely fierce, yet players had respect for one another and their accomplishments.

However, despite all the good the ED community brought, I believe the community was also responsible for the game's downfall. Many new players took to the forums to complain about which classes was OP and this started a toxic cycle that completely destroyed ED. While there were some balance problems that needed addressing, such as varium advantage (the decision to open up credit enchancements was a good one), there was just too many unexperienced players who complained about certain builds just because they couldn't beat it. None of the competitive/smart players I've talked to actually legitimately believed one specific build was unbeatable. The excessive and drastic nerfs to classes ultimately destroyed the game and drove away scores of player.

I can almost say with certainty that ED will never reach the numbers it once had, but I still have hope that the game will continue. Since Gamma and early Delta, ED has almost become an entirely new game. My only hope is that the current player base would learn from the past and focus on what made ED great.
AQ AQW Epic  Post #: 3
9/4/2016 1:53:39   
NDB
Member

I also think Beta was the best phase. I started in Beta June 2010. Perhaps I am biased. I still enjoyed Gamma greatly. Like many players, I bought varium, used promos/varium weapons and enhancements. A healthy gap between free and paying players was necessary to some extent, in my opinion.

Most games, like Epic Duel, that I have lost interest in follow a similar pattern. In the earlier days, much less has been written or discussed about the game which allows the smarter or more strategically ambitious player to more easily advance. In addition, unique weapon stats and requirements (level and stat) greatly increased the overall complexity and diversity of builds, making it more difficult than it is now to create an effective build without investing correctly--both in terms of virtual currency and stat points. Level gap was not as pronounced because it was not feasible to always have weapons matching to player level (weapon level progression was also not as linear as it is now!) and reckless or less keen players were penalized, sometimes very harshly. As the game grew older, effective strategies and builds were developed, more veteran players were able grasp game mechanics, people in general were less reckless and more experienced, and the game became what I call "spoiled". Smarter, dedicated players no longer feel they have as great of an advantage over less experienced players anymore. While the introduction of the three new Delta classes may be controversial, I feel that they at least deferred for some time this inevitable trend that was already setting in. Omega, on the other hand, hastened it through the removal of unique weapon stats, specific weapon stat and level requirements, enhancements, and the gap between free and paying players; while all of these changes increase the number of possible builds a single player can create in theory, it also made it possible for every single player to create the exact same build or similarly functioning/effective build in theory.

While it was sometimes sickening to play PvP on my F2P accounts near the level cap (a disproportionate number of varium players were level cap; playing in the lower levels was a completely bearable mostly varium-free environment) during the Gamma and Delta phases, to me NPCs provided a justification good enough to keep most players content including myself. Of course, even payed players used NPCs. But so many preventative measures were passed starting since Delta to limit the effectiveness of NPC farming by making NPCs more difficult to defeat, or at least take a much longer time to defeat. This attempt by the developers to make NPC battles more compelling (competitive, and thus more engaging and prone to produce gaming "flow") instead annoyed us. And, of course, there is no need for me to write the real reason why people stopped using NPCs. Sometimes, in order to make an effective game, it is more important to simply give the players what they want than contemplate morale issues (fairness, battle record integrity; also, unrelated this theme is the reason no one wants to say--to force people to encourage people to play PvP to make it appear as thought the game is not as dead as it is). The same can be said about the changes I wrote in the previous paragraph about, especially removing the gap between free and paying players.

Few people were immediately turned away by the Delta phase as was with Omega because it maintained many (almost all) of the basic elements introduced in Gamma; while a side by side comparison between a day in Delta versus an earlier phase would be shocking, the game still felt more or less the same and people were able to adapt without becoming frustrated. In fact, Delta brought us the Infernal war and the Ebil War that followed which are arguably the most successful events in Epic Duel's history because they were fresh and gave people what they wanted ;). Omega was the first phase to dramatically take away from (might I dare say sabotage?) the older phases rather than build on them and this, in a way, rendered the game unrecognizable and thus unappealing to so many old-time players.

One of the most important yet subtle feature of the earlier phases, as OP mentioned, was the low level cap and the occasional cap increases. I appreciated the game more when it was easier to reach the level cap. In addition, being at or near the level cap was advantageous because you were more likely to fight players the same or lower level than yourself--an indirect reward for your achievement. This is certainly not the case now with a ranking system that demands experience enough for a dozen level cap characters--a task most players cannot hope to achieve in a godly amount of time (this makes us lose hope and desire to continue playing)--before reaching a point where you can definitively say you have reached a point where you can no longer get "better". Instead, the occasional level cap increase was more reasonable; a goal of reaching the newest highest level for a player that is already at the level cap is much more achievable than the new system and therefore fosters motivation rather than despair.

However, Epic Duel in its current state is not a bad game. Its downfall was the result of a snowball effect that left it helplessly buried in stigma, unable to crawl back up because neither the players nor the developers are willing to give it a chance. In a hypothetical past in which Epic Duel was released in its current state where there would be no negative emotions associated with it, I feel strongly that it would have received the same, if not more, applause than the real first version of the game. New games run on optimism, excitement, and enthusiasm (everybody wants the chance to fight for all-time leaderboards when it is still possible); most are actually horrible. I think that most people would agree in a heartbeat that the current Epic Duel is a better game than it was when it started when examined through an objective lense. Alas, the reality is the opposite.

As for community, I will have to admit that I personally made more friends and felt more welcome when most of the players in the game spoke English as this is the only language I understand. Disagree if you desire but I do not intent to offend anybody with my opinion. Artix Entertainment LLC is an American based company so it makes sense that Epic Duel's first players were mostly from the U.S. like myself. What we see today is a game so overrun by international users that any old time English speaking player would find it difficult to socialize and find a place in the community. This is human nature, not racism.

Thank you for reading.

nodelborgos
aka 3P1C.DU3L15T
aka Machaon

< Message edited by NDB -- 9/4/2016 11:51:12 >
Epic  Post #: 4
9/4/2016 3:30:30   
8x
Member

Yes.
Epic  Post #: 5
9/4/2016 13:10:09   
Greed Redemption
Member

The game was good until the meteor hit and the balance of our planet was destroyed into the new world we call Omega. All my friends quit it feel like they all died. This game has abused me mentally.
Epic  Post #: 6
9/4/2016 15:27:58   
  Exploding Penguin
Moderator


I started in beta but didn't really become active until gamma.

IMO Gamma was a fine phase, it definitely wasn't the best, but the only really bad thing that it did was introduce enhancements. Enhancements on maybe just the primary AND possibly the armor were okay, but once they came out on all gear and when robots (gamma bot most notably) became grossly overpowered is when the gap between paying players and f2p players finally got too large.

Right now, varium serves to add more options when build making or more build options by opening up access to different cores. This isn't really a great way to go about creating a fair gap between f2p and paying players. By making the gap essentially an entirely new skill, it makes balance a lot harder and the core either becomes unusable and subpar to the non-varium ones (armored roots or growth serum, as an example), or it becomes way too strong, especially when there are barely any other options available (Azrael's will coupled with there only being one other sidearm active core which is/was very weak). Back in beta and before enhancements, what varium did was simply open up new equipment with slightly better stats, but the key thing was that it offered WAY more options to build making, and a much easier way to balance these options out. New equipment with different stat spreads and stat requirements came out every few releases, and that was when ED was really fun. I felt like I had to play a lot to save up credits to get some equipment so that I could try out a new build. As a brief example, let's say I wanted to make a super duper, extremely high support build. Some of you may not know, but a lot of support-increasing weapons also had a strength requirement which required investment in strength, counterintuitive to the build you wanted to make. Harvest reaper gave +16 support, which is easily the highest if not 2nd highest in the game, while also having no strength requirement (I don't remember exactly but if it did have a strength requirement it was extremely low). Just to make the support build I wanted to make, I looked forward to when harvest reaper was going to be released and then saved up, anticipating when it would come back. When they changed the way equipment works so that new equipment doesn't have its own unique stat boosts and stat requirements anymore is when the game truly lost its glimmer for me. There wasn't as much excitement in new updates with new gear, and there was definitely less time that I spent on theorycrafting new builds with certain equips, and then grinding for the credits to get the equipment.

If there is one thing I want to return from ED, it's not even passives. It's the equipment actually having unique stats bonuses and unique stat requirements. RIP Caden's Wrath and its +32 technology.
Epic  Post #: 7
9/4/2016 17:41:42   
NDB
Member

quote:

If there is one thing I want to return from ED, it's not even passives. It's the equipment actually having unique stats bonuses and unique stat requirements. RIP Caden's Wrath and its +32 technology.
Epic  Post #: 8
9/4/2016 19:54:24   
ambien
Member

beta was great l remb me as a non varium the 1st non varium to be on all time list during gamma in 1v1 an never left the all time after that. when a non varium had to make abuild that could beat a varium player, when players would help other players with builds for the bosses to beat them. when faction would start at restart on friday night an go for the 1v1 or 2v2 champ for the day, when tokens you won after battles if you won that got you the badges from wins in 1v1 or 2v2. when it cost tokens to fight the bosses, remb when ed was fun.




now ed is like watching paint dry, or grass grow. nothing will happen to the game, same war , same war winners as far as the side. when deves say we will fix ed remb the 40 day saying titan said then we will work on ed. well 120 days later nothing. maybe the deves should say nothing no more an just do something an do not tell anyone an see if we see the change. because when they say we do something it does not happen. better not to say nothing an do nothing then to promise the world an give nothing for the game.
where have all the mods gone to hmmmmmmmmmmmmmmmmmm well since nothing happens l guess they say what is the point of coming on.


yes the old days of ed were fun the new days of ed --------------------------------------------------------------------. anyway


my thoughts on this past an present always the syfy
Post #: 9
9/5/2016 2:00:12   
Xendran
Member

TL;DR: EpicDuel has lost control over its speed, and immensely asymmetrical skill balance. This means the developers have been unable to focus on a specific experience and craft it into the best version it can possibly be, because there is such a potential variance of what is happening in fights, and the game tending toward being faster and faster.
This combined with an insanely high level cap and massive power gaps between players means you never know what to expect from EpicDuel, and not in a good way.
This directly affects how players feel in a battle and as such has a huge impact on the community feeling of the game.
Back in beta, the game had a much more consistent feel, and balance more often naturally shifted based on the builds that were being played, rather than developer intervention.

-----

Back in beta, the game had a much more consistent feel, and balance more often naturally shifted based on the builds that were being played, rather than developer intervention.
One of the most overlooked things about a game like this is that variety comes in the form of meaningful skill decisions, and minmaxing straight up numbers should play less of a factor.
The tiered diminishing returns system is actually very useful in theory, however EpicDuel fails to abide by an effectuve set of rules and guidelines regarding skills, and what kind of skill composition makes up a class.

The more you can predict or encourage players to build in specific ways, the greater control you have over the experience they have in a battle.
This means you can focus on crafting a great experience around this, since you have a fairly good idea of the length of most matches.

One of the biggest things that has contributed to EpicDuel's decline is the game speed. This comes in two forms, both number of turns and actions per turn.
At its core, EpicDuel can be thought of as a hero based card game, with Skills being your "Cards".
Card games are some of the most in depth and enjoyable turn based games that focus on two players, right alongside large strategy games (Risk, Civilization, etc.).
Because a card game is much more related to EpicDuel, card game design philosophy is the best place to get inspiration from with the design.

Each stat in EpicDuel is like a color in Magic the Gathering.
The availability and power of skills related to your stat is determined by how much of your character is invested into that stat.
This follows the same concept as picking a colour, and colour splashing in MtG.

One thing i'd like to say, is that "stat spam" builds are not a bad thing. They are actually exactly what you want players to be doing.
However: You need to have a fair amount of control over the range in which players are doing this. It shouldn't be something like 70 to 150, most players should fall within a fairly similar range. Something like 80 - 100.
Players playing within this range should have a strictly balanced Damage to Survivability ratio.

When you have a strong core of "I'm going to be a dexterity build" and "I'm going to be a support build", it allows you to craft a much more refined and thematic experience around each of them.

Now, in terms of this relating to game speed, having massive variance in the potential speed of battles like EpicDuel means you can't craft a consistent experience for the player.
Also remember, out of any number of equally powerful builds, the fastest one is objectively the best and hence human nature will drive a large number of players toward that playstyle.
Think the Face and Zoo decks of hearthstone.

Because of this, you want to make fast builds strictly controlled and watched, easy to predict so you don't take an unrecoverable amount of damage before realizing how you need to counter them, and finally they should be slowed down when fighting the same build.
This means that fast builds offer a similar number of wins in the same time period as other builds. This gives players access to a fast playstyle but without making them strictly better way of playing the game.
Having the build get slowed down by itself also greatly regulates the percentage of the community that will be using that build at any given time.
If a fast build becomes excessively prevalent, then it will start to encourage players to switch builds. Not only will it be slowed down to a normal speed by battling others using the same build, but other players will develop counter strategies. This causes a natural cyclical meta, rather than forced meta shifts via developer intervention.

The game has tended towards ridiculously fast matches, lasting only 2-4 turns generally. In addition to this, only one action is taken per turn.
This is why ramping resources systems are used in card games. Not only does this inherently add a warmup to more powerful skills (instead of arbitrary warmups on various skills like we currently have), it also means you have much more control over your RNG elements.
Right now if you get stunned it just straight up takes a turn. In a game this fast, that is an instant loss unless your build is a straight counter to theirs or you also get some RNG.
When you have another resource system, you can have many more effects that take less than an entire turn of value, while also having them be more frequent.
This means RNG both feels better for the person using it since it works more often, and doesn't feel as bad when it happens to you because it doesn't mean a guaranteed loss.

There is an unprecedented amount of power and build speed variance at the level cap of this game, and the way levels are segmented doesn't work well with the power of stat scaling in this game.
First of all, everything before the level cap is a tutorial.
The purpose of a progression system in a dueling game like this is to teach you how to play the game by giving you access to it a piece at a time and asking you to redo the puzzle of making your build now that you have this new piece.
Once you hit the level cap, all pieces should be available to all players. All play at the level cap comes down to the player using skill and predicting their opponent in order to imbalance the flow of the match in their favor.

Secondly, a straight up bracketed level system is way easier to control.
You can make stats less directly powerful between each level (there are a number of ways to do this), but incorporate strong new mechanics at each bracket.

An example of how games implement this is by adding things like passives, new pieces of armor, etc. available at each bracket.

Skills increase in complexity and the amount of synergy they can have with each other as you unlock more through leveling.
Each bracket has a similar power level between them, and a distinct jump in power when moving brackets. The difference between the lowest and highest level in any given bracket should not be particularly high, and the increased reward for defeating them should be directly proportional to the winrate data collected from players match histories.



All of these things come together to create a fast and volatile experience. You never know what ridiculousness you can expect in battle, but you know it'll have something to do with the fight ending before anybody had a chance to think about what just happened.
This creates a fast and volatile mindset which makes players not get along with each other as much as they could be.

When we were in beta, these elements were much less pronounced, especially the RNG. Battles were substantially longer than they are now, so a stun lost you a lower percentage of your total turns that battle.
The natural cycling, and 3 playstyles per class setup that we had (Offensive, defensive, utility) worked really well. There were only a few extreme balance issues affecting the majority of the player base, most being edge cases like heal looping.


< Message edited by Xendran -- 9/5/2016 2:26:30 >
AQ DF Epic  Post #: 10
9/5/2016 13:21:55   
NDB
Member

@Xendran
Actually, I can say pretty confidently that battles are much longer on average than they used to be. . . And they have made some pretty significant efforts to reduce RNG if you compare the current formulas to the old ones, especially crit.
Epic  Post #: 11
9/5/2016 18:11:51   
Xendran
Member

I'm not saying the game has gotten THAT much faster compared to beta, but that the variance in speed is much greater and the game now tends towards matches being very extreme in length, whether short or long.
Currently I'm seeing most fights ending in 1 - 2 minutes, and some going way too long to a point of being repetetive. There's not much of a middle ground you can expect when you play ED. Extremes are the norm.
Back in beta, the slower player had more dominance over determining the speed of the fight except in the situation of a build that counters you. This resulted in many more builds averaging fights of 3-4 minutes and the ability to slow fast builds down enough to have a substantial match against them.

While RNG has been lowered, it's still consistently way swingier than pretty much every other turn based game out there.
I'm seeing tons of fights ending in 4 turns right now, being stunned is often literally 25% of a battle.

Imagine in Hearthstone if you had a card with 30% chance to skip two of your opponents turns. Does that sound fun for either player? Huge inconsistency from the users side, basically a guaranteed loss on the receiving end if it works.
That's what stuns do in EpicDuel.
It really contributes to the negative emotions felt in battle that has driven the player count down alongside all of the other things.

It's not one singular thing that makes ED feel worse than beta, but its all of these things adding together over time.

< Message edited by Xendran -- 9/7/2016 0:25:55 >
AQ DF Epic  Post #: 12
9/7/2016 5:46:02   
Arcanis
Member

I spent more time reseting my game and forum passwords (which I naturally forgot since I was last time near this game) than I spent fighting.

95 people in server? Sheesh

_____________________________

AQ MQ AQW Epic  Post #: 13
9/7/2016 5:54:09   
kaiseryeux21
Member

These kind of sentiments somehow urged me to get active again in the game after 6 months of hiatus. But i still need a little motivation. Perhaps a new small update will do. We'll see.
DF Epic  Post #: 14
9/7/2016 8:32:35   
Silver Sky Magician
Member


Ehhh as a non-varium player any time before Omega was anathema to me. The time between the introduction of Underdog and the winding down of content releases was the golden period for me, and I'm guessing most non-varium players. ED does need to be revamped from the ground up though for a more coherent and consistently engaging experience.
Post #: 15
9/7/2016 22:15:19   
kaiseryeux21
Member

This brings back the time when i was really poor (in game) & as a non var player its really hard but the challenge & excitement are all worth it. The Old Infernal War (fighting the Vault) is the most exciting event that makes me really play the game almost 15-20 hours a day. Purchasing my first & only Ultimate Game Card (1200 artix points) & buying the Tesla Armor is like winning a lotto. I was so happy that i even end up selling my primary weapon lols. (imagine i cannot engage into 1 vs 1 because i dont have a primary weapon). but was able to overcome it by fighting NPC's alot just to acquire a decent primary weapon. fighting & eventually beating (by luck) some of the most experienced & well geared player (deathnightmare, Syfy, Jarithemighty, Comicalbiker, wiseman, endtime, & many others) is such a big accomplishment. I know just like any other MMO games, everything has an end. It's just that this game has SO MUCH POTENTIAL but it was ruined by you know who, & you know what. I have manage to save 1m gold ( due to gifting) but i still haven't log in the game but i have lost interest to continue play due to lack of content & new features. Im now 31 years old, married & had a 1 year old daughter (started playing this game in 2009) but ED will remain the best game i have ever played & will always have a special place in my still childish heart.

< Message edited by kaiseryeux21 -- 9/7/2016 22:16:10 >
DF Epic  Post #: 16
9/8/2016 0:56:31   
Gold Shock
Member

@Arcanis

quote:

I spent more time reseting my game and forum passwords


Well look who decided to drop in...An Eternal Paradise faction officer himself. Another very commendable faction back in the day, it was a casual orientated faction filled with hardcore players (exiles equivalent to TEC). Speaking of me mentioning Flath, you were in the same faction as him :) Good to see you man. I'm in the same boat man, if I do log on, it's spent looking at my dead friends list wondering what happened to the players.


@Kaiseryeux21

Hey Loyti!!! Yep, all of those sentiments have just been building up for me. You and me have a lot in common as we were both in Variation during omega ( Let's be honest, that roster had the oldest and best players in omega). That faction made me so nostalgic because it had a "Smackie El Frog's" faction feel to it. Speaking of age, you have a year on ConQqR xD.

quote:

But ED will remain the best game i have ever played & will always have a special place in my still childish heart.


It is amazing that a simple browser game has been my most played game over any platform. I don't even want to know how many hours I have put into this game. This game DOES have a place in my heart because their are moments when I am almost in tears looking at old pictures, videos, guides, etc. When you have feelings like that in this games current build, it most certainly means something is wrong and missing. I have held far more enjoyment from nostalgia factor, than from playing in omega. Simply put, this game was RAW to its core. I have not logged on in 45 days and feel great.


@Silver Sky Magician
@Kaiseryeux21

The balance changes made during Omega wrecked the playerbase. They essentially closed the gap between varium (paid) players and non-varium (free) players. As sad as it is, EpicDuel used to be the sort of game where paying for better gear would net you an advantage in combat. There were enough players back then so that non-varium players would usually face other non-varium players. And a varium player with the best gear was usually nothing compared to a non-varium player with an intelligent brain. If I knew each balance change individually, then this post would be a lot longer, but off the top of my head, I saw no point in multiplying health and energy values by ten. Wait---just thought of an obvious one. One of the first Omega changes was to remove stats on weapons. Prior to Omega, stats on weapons used to vary (the total number of stats was dependent on the weapon level and whether the weapon was non-varium, varium, or somewhere in between). Instead, you could now customize your stats to fit your level, but this is much more expensive than buying weapons at your level before Omega. It's not far of a stretch to assume that many non-varium players went broke during Omega, only the most dedicated farmers (hardcore?) with no life could still keep a good stash of Credits. Correct me if I'm wrong, but a top-tier (I know the level cap is 40, but I'm using the level cap during Delta- 35) weapon costs around 35k Credits. That same weapon would have cost only 14k (to 16k at the most) during Delta. Price inflation has become MASSIVE and Varium became a way to get weapons quicker, not a way to get better weapons. Like Loyti said, the gap that existed between Varium and non-varium was challenging, but well worth the excitement.

Sorry about this long post. I have been a passionate player of EpicDuel from its beta phase, and I knew the game rather well.

< Message edited by Gold Shock -- 9/8/2016 1:09:19 >
AQ DF MQ AQW Epic  Post #: 17
9/8/2016 6:02:56   
kaiseryeux21
Member

@gold shock. Hey bro, im happy you still recognizes me. xd. I came a little too late in VARIATION faction but it feels great to be a part of it. the faction that is really close to my heart is "ED WAR TRIBUNAL". SHUNDRAA & PEEBLES are just awesome. Miss those 2 guys and im hoping they're doing great right now.

on a lighter note, i hope ED will have the same glory days again. Hoping.
DF Epic  Post #: 18
9/8/2016 9:27:01   
Xendran
Member

The varium gap being partially removed is not the problem here.
Pay2Win games are hated by todays market, not removing the gap would have killed the game 2 years sooner.

Being purely stronger or weaker doesn't determine whether a game like this is fun or not.
Whether a game is fun determines whether you feel enjoyment by getting stronger, but as long as the game is enoyable you won't actually care if you can't pay to be stronger, or fight statistically stronger opponents for a challenge. Instead you just fight more skilled opponents.

< Message edited by Xendran -- 9/8/2016 9:29:13 >
AQ DF Epic  Post #: 19
9/8/2016 18:31:01   
  Exploding Penguin
Moderator


@Gold Shock

The multiplying of numbers by 10 was an objective improvement to the game. Let's say the difference between X bonus damage per strike and X + 1 Bonus damage per strike is dictated by having 40 or 44 strength. Before, if I had 43 strength, I would only be doing X bonus damage from strength on each melee attack. With 44, I would be doing X + 1. This essentially made those extra 3 strength points going from 40 to 43 entirely useless unless you put that one more point into strength. Multiplying health/energy/damage by 10 removed this rounding/truncation problem.

Some people have complained about the x10 change before but their reasoning has all been the same and it all stems from the exactly same motive which is that they don't want to take even a miniscule step out of their comfort zone and adapt to a change that does absolutely 0 harm to the actual battle mechanics of the game. There's literally no reasonable rationale that can be used to disprove the fact that the x10 change was beneficial to the game, unless for some reason people enjoyed being restricted and forced to lose out on efficiency or dump an extra couple skill points into something that now they don't need to do.
Epic  Post #: 20
9/9/2016 20:50:00   
Noobatron x3000
Member

The comment that removing p2w is the reason this game died..... just isn't true , P2w helped kill this game , But its beyond that , The game was broken from birth. p2w merely hid some of the faults and appeased the people who enjoy free wins, So ED managed to hang on by the skin of its teeth with a tiny insignificant playerbase for a few years.

Removed copy pasted comment from another thread. ~Battle Elf

< Message edited by Battle Elf -- 9/10/2016 10:08:51 >
Post #: 21
9/12/2016 0:23:30   
arthropleura
Member

I ultimately quit the game when passives were removed I still dont understand why that happened haha I've always had posts deleted when asking about it.
In my opinion they just "balanced" things by nerfing all stat abuse and variety of style of play. Removal of actual itemization AND hiding the win loss record? Everyone may as well be exactly the same with no indication of their ability. Finally I felt the 10x everything was totally unecessary spoonfeeding; I preferred having to make the optimum arrangedment of stats.
I wouldnt really call it a p2w fix when they literally removed almost all variation on items and allowing stat adjustments on weapons albeit with a ridiculously low limit. Anyways i just checked back to see how the game and people were doing to find around 100 people on the first server eh
DF AQW Epic  Post #: 22
9/12/2016 13:00:39   
  Exploding Penguin
Moderator


They took out passives because passives were "mandatory" skills that regardless of what build, about half if not more of a build's skill points went into the passives. In an effort to make build variety more widespread and all the skills equally worth leveling up, passives were removed. Of course, they were replaced mostly with energy-regenerating skills which did the exactly same thing so the problem didn't really get fixed. To answer your question, though, that was the main reasoning behind removing the passives.
Epic  Post #: 23
9/12/2016 14:35:10   
Lord Machaar
Member

^ Doesn't seem like a viable reason to remove them in my opinion. The sole reason was that the devs were overwhelmed by the balance dilemmas they've faced. At any given month of the lifespan of the game, there were balance problems, enhancements, pay2win gap, class differences, skills differences. I wouldn't blame the devs if they reduced the variety and uniquitiy in order to reduce the overwhelming balance problems, so they can focus on other main elements such as features (missions, wars and whatnot), events, items... Ofcourse have a well balanced and unique gameplay is a primordial component of any PVP game out there, but players also need missions and story events, features, and whatnot to keep them entertained, as logging in and doing PVPs would get boring at some point. You can tell that ED started turning slowly into an AQW lookalike, with all the story events (mission chains) and the NPC (farming aka botting) impact on the game in general. It's hard to hit the sweet spot between dedicating yourself to balance to make the fun and enjoyable, and also working on new features and whatnot. Omega didn't hit that sweet spot, at all... maybe partially... a little bit...
So personally, I don't think the main reason behind the removal of passives was them being mandatory in every build, because if that was the case, energy skills at the moment aren't just mandatory, but also kill variety. At least with passives, there was a little bit of variety and not all classes were energy dependent. Hence making the "mandatory thing" a non-sense.

Maybe in a larger scale, and looking at a bigger picture, devs knew that they had to give up ED at one stage, and let it evovle in its own. Balancing the game at the long run with many variabilities would suck a lot of time that the devs would need to build a new game. Therefore, sacrifice with a little bit of playerbase by eliminating variabilities, making the game less fun, but also balanced, assuring a constant financial support for their future projects with 0 efforts. Keeping the game fun, requires a lot of attention and time from the devs, sure keeping it fun would help mainting a larger playerbase with larger funding, but that won't be a free funding. But in the end this is just my personal view on a secret conspiracy made by the egyptions and carried on by a movement so called illuminati which the devs are part of (Sarcasm intended ).

< Message edited by Lord Machaar -- 9/12/2016 14:57:53 >
MQ Epic  Post #: 24
9/12/2016 16:01:52   
8x
Member

EpicDuel is clearly dead... because it is being dissected in this thread. *ba dum tss*
Epic  Post #: 25
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