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RE: Would we have more players if we omit loses?

 
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12/24/2013 22:06:19   
edwardvulture
Member

I hope they remove loses because I honestly am not playing my blood mage or cyber hunter because I have a stellar record on them considering that I only played them in Delta where I barely enhanced them. I know for sure some people are not playing this game because of the fear to losing and tainting their records due to the balance problems we constantly see.
Losing wouldn't be a big deal if it was "oh, ok. that's ok at least I got exp and credits just for playing. Alright, next fight!'" instead of (relating to current times)j, "That bs bh build with the nearly unblockable high dex and too much striking damage . It just kept chopping my HP down. I'm getting off this game until they fix the horrid balance"
The fact is someone somewhere playing this game will ALWAYS complain about balance even if this game goes on after testing phases(which I hope will happen because this is like one of my favorite computer games). BUT if loses are removed, there are sure to be less build copiers, happier players, and more fun for everyone.
I know that loses being counted was and are still an incentive for players to buy varium. After all it is nearly impossible for the average player to put new cores on every new weapon unless you want your credit/varium count to plummet. Tbh paying players and non-playing players are at almost an even playing field except for the fact paying players can get promos 1 year earlier.

Anyways, what I forsee because of the legends release is that the grinding zone will be extended to level 30-38 and when most players have reached level 40 and are all legends, casual or new players like me who has not been in the level cap for almost half a year now will likely quit because the perks that these "legends' get will make fighting with a level disadvantage an even bigger deal. The most logical way for the developers to keep their dwindling player base and add to it is to remove loses and add new ideas to satisfy the competetive players(many of which are scattered over this thread).
AQ DF MQ  Post #: 76
12/24/2013 23:33:23   
Pemberton
Member
 

How will we know if game is balanced without win/loss % ?
Post #: 77
12/25/2013 0:13:27   
edwardvulture
Member

Like how we find out now. Players complaining on the forums
AQ DF MQ  Post #: 78
12/27/2013 16:40:20   
ur going to fail
Member

How about instead of showing loses, we show only the wins, but in the loses category put only the win %. Your win % after playing this game for a while will only slightly budge after reaching commander or even warlord. I could have 80% win % and use a 50% win rate build and the 80% probably won't even go down to 79% until after a month.
Epic  Post #: 79
12/27/2013 20:28:51   
Jekyll
Member

^It's still possible to calculate the number of losses using (Total Wins / Win %) x ( 100 % - Win %).
AQ DF AQW Epic  Post #: 80
12/27/2013 21:53:50   
Drayer King
Member

In all honesty. It is my drive to play. But also to defeat. When I see my 12k wins to 4k losses. And my 2k winz to 1k losses on my main. I feel accomplished knowing I did so with out npcs. But also because I have a fun build not one used by all. But one I made to combat other builds. Im a talc mer with the poison stall build comical uses. I admit it I "borrowed" comicals and his faction mates build. BUT I did not follow the bhs and just become the majority class. I also use the poison stall in 2v2 not 1v1 seeing my win loss rate makes me want to improve and build new builds to combat the copycats.

It is my drive as a player and many other. High win rate. Fun builds. Creatuve builds. Its our drive to play the game and "pay" to have the rates we have.

All in all its helps the devs earn money, and it lets those creative enough strive to do better
Epic  Post #: 81
12/28/2013 18:52:05   
edwardvulture
Member

Here is my actual suggestion thread. Notice I added a "Personal Battle Records"

< Message edited by edwardvulture -- 12/28/2013 18:53:13 >
AQ DF MQ  Post #: 82
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