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Battle rewards increase with battle duration

 
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7/25/2014 20:16:07   
  Exploding Penguin
Moderator


Just as the thread title says.

Throughout most of ED (or at least throughout most of the time that I've been playing it) people have often favored the faster builds over the higher win rate ones for the sole purpose that it wins fights and gets battle rewards faster (EXP, Credits, previously influence and battle tokens as well). How about we make it so that the more turns a battle lasts, the more credits/EXP you get from it? Here are some general guidelines for this:

-Reward growth only starts after turn 5, meaning that winning a battle on turn 1 will give you the same EXP and credits as winning a fight on turn 5.
-Growth is the same amount each turn, but the growth per turn decreases a small-moderate amount on fights that go 10 turns or longer, and then decreases again on turn 15 and turn 20.
-Losing a battle will always give you the same amount of credits and exp no matter how long the fight was. Growing rewards only...reward the winner.
-Growth is infinite, but the rate at which you gain EXP and credits will drop off a lot so it won't be time-efficient to try and get 25-30 turn fights.

The main intention behind this suggestion is to not really nerf or buff anything, but to try and shift some popularity from the builds that are extremely easy to use and gets semi-fast wins to more spread out between the higher win-rate slower builds. Those who are not skilled enough to get the higher win rates that they want with the slower builds can still keep using their less-reliable but easier and faster builds, but those who are currently very skilled will end up getting credits and EXP a bit faster with their higher-win rate builds. It's really just meant to spread out and get more build diversity as well as promote slower, more strategic (and typically) higher win rate builds. I am NOT saying that higher win rate builds are exclusive to ones that are slower, but that seems to be more of an attribute to current builds with strong ratios.
Epic  Post #: 1
7/26/2014 19:23:26   
edwardvulture
Member

supported, was just about to post a suggestion like this(but it's been suggested for a while now). It would allow for "quality" wins and not fast wins.
AQ DF MQ  Post #: 2
7/26/2014 19:29:21   
Mother1
Member

I have mixed feelings on this one.

On one hand it would make some people try different builds for longer battles. On the other hand anyone who doesn't like long battles will be instantly punished with a feature like this.

So for now I can say I am for or against because this idea has it's ups and downs.
Epic  Post #: 3
7/26/2014 19:55:20   
edwardvulture
Member

how will they be "punished"? The base reward would stay the same...right?
AQ DF MQ  Post #: 4
7/26/2014 19:58:00   
Mother1
Member

@ Edwardvulture

Where you add a feature that give more of something for something you don't normally do in this case longer fights, it discourages certain builds because those builds will miss out. In a sense it is kind of punishing them because different builds will get better rewards from battle.

But as I said I am on the fence with this one seeing as it has it's ups and downs.
Epic  Post #: 5
7/27/2014 10:02:00   
The berserker killer
Member

 

Honestly I'd exploit this. I'd tell everyone to waste turns doing nothing for 10 turns then let the match begin.

So I can't support this with good intent
AQ DF Epic  Post #: 6
7/27/2014 14:00:06   
martinsen5
Member

@Mother1, I don't think they would be punished. Faster builds still win/lose at a faster rate than slow builds do. With this system, a tank build will be able to gain credits and EXP at the same rate as a glass cannon. Because as it stands, slow builds are the ones being punished. If anything, this suggestion would balance it, would it not?
AQW Epic  Post #: 7
7/30/2014 0:26:30   
  Exploding Penguin
Moderator


quote:

Honestly I'd exploit this. I'd tell everyone to waste turns doing nothing for 10 turns then let the match begin.


If this became a thing people would also exploit it by making builds circulating around the ultimate skills with 3 turn warm-ups. And if you mean waste turns doing nothing, I think 30 seconds + connection time between turns for 10 turns will not end up being that efficient in terms of money gain for you.

@Mother1: It's designed so that tank builds or builds that last longer in fights will still gain credits at around the same speed as speed-win builds, but it just promotes more diversity and creativity as some people currently avoid the slower builds simply because they don't earn credits/exp as quickly.
Epic  Post #: 8
7/30/2014 10:02:58   
The berserker killer
Member

 

It definitely will be if everyone wants more creds so we all agree to do nothing for 3/4 turns. But, then again, its just my opinion. Im just being burtally honest by saying I would exploit this feature hardcore
AQ DF Epic  Post #: 9
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