Home  | Login  | Register  | Help  | Play 

Allow PvP battles to have a direct influence on the war, and not just a way to get drops

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions >> Allow PvP battles to have a direct influence on the war, and not just a way to get drops
Forum Login
Message << Older Topic   Newer Topic >>
10/3/2014 15:41:56   
Variation
Member
 

I really believe these wars could be so much better if we could not only use bombs dropped from PvP, but also fight at objectives for influence gain/damage. Sorta like how it was in Dread War 1.0, I loved the influence/damage mechanics of that war.

The actual system, with this proposed system you would gain war influence and do damage to the objectives from winning PvP battles at the opposing alignment's objectives. Solo battles would grant you 5 influence/damage done to the objective, team and juggernaut battles would grant you 15 influence/damage done to the objective. If the objective is inactive or deceased you will not gain influence from fighting at that objective, but you can still earn PvP war drops from winning battles at that location.

Many players could help in the war so much if they could just get more influence. The war drop rate can really troll you sometimes, and that really hurts you if you're trying to level up your regional war achievement and reach the top tier in war influence for the prize. Many players can't afford a constant supply of War Commanders and this system would benefit those players greatly.

So I want to see how the community feels about this suggestion. Would the developers time be worth implementing a suggestion like this? Would heavily increasing the drop rate outdo this suggestion? Do you believe this is a good idea to help players level their regional war achievements and reach the top tier in war influence?

Thanks to anyone who voices their opinions on this popular topic.
Post #: 1
10/3/2014 16:02:28   
Mother1
Member

I suggested something similar to this before but 100% supported.

It would give battles an actual meaning again, and it would also help take away some of the pay to win from the world domination and war hero cheevo's.
Epic  Post #: 2
10/4/2014 8:16:04   
ConQrR
Member

Supported. Old influence system way better than now.
Epic  Post #: 3
10/4/2014 8:42:21   
comicalbike
Member

supported
Epic  Post #: 4
10/4/2014 9:26:16   
kaiseryeux21
Member

very much supported. I really don't understand why PVP fights doesn't directly give influence on this war in the first place. I just wanted to give my opinion which i hope will spark something on the dev's minds. With the current war system that you have, you are not rewarding the most deserving players in this game. why? Just take this example; Player A won 100 battles and only received 20 bomb drops which happen to a lot of players. While Player B only won 50 fights but due to extreme luck, he received 30 bomb drops which again happened to some people. Are we going to have this kind of system? It's like saying, I can be a little LAZY in this game but still rewarded because of random drops. How do you think Player A would feel about it? His effort did not paid off. As a result, Player A might quit due to dissapointment, and player B remains to be a little LAZY. It's a loss-loss solution for this game.

I hope this sparks something.
DF Epic  Post #: 5
10/4/2014 10:13:48   
Variation
Member
 

^Yeah that's part of the reason why I brought up the drop rate. That was my main reason for making this post. Many players simply can't afford War Commanders and also many players don't have the time to get trolled by the drop rate. Some players have school, work, dates, etc. when they have the time to finally play the game and they can barely get any war drops, how are they supposed to help in the war? At least if influence/damage was rewarded for PvP victories they would be rewarded for their effort, even if it's not as good as a reward for getting a war drop. There are some players who do really well with the current drop rates and have little trouble getting to the top tier, however there are players who are constantly getting trolled by the drop rate. If we add influence/damage at the end of battle victories at objectives at least all players would receive benefit from it.

I didn't create this thread for myself. I already have 250,000+ influence, but when I'm in-game I see so many players who are struggling with War 2.0 trying to level their war achievements and reach the top tier. Many players of Legion and Exile forces alike are very disappointed that they can't be a better contribution to their alignment, and I feel really bad for those players because many of them have a great deal of trouble with war drops. I bet many of those players who are struggling with war drops could very well reach the top tier if we had more sources of influence.

The developers have been really good about accepting suggestions for War 2.0, and I really appreciate them for that. I'm very glad that they added a tier prize system for both the winners and losers of the regional wars. It was also very nice of them to implement war balancing mechanics such as the war rally system. Nothing is wrong with reinforcement systems, and I'm glad the developers see that. I wouldn't have posted in this thread if this suggestion wouldn't greatly benefit War 2.0. I really hope the developers take this suggestion into consideration because many players could make these wars so much more effort based if influence was rewarded for PvP victories as well.

I really appreciate the players who posted their opinions on this idea. It really does mean a lot to the developers when suggestion threads such as these have some feedback.
Post #: 6
10/4/2014 21:14:46   
InFlamed Fury
Member

Old influence was so much better.

Supported
AQW Epic  Post #: 7
10/5/2014 13:30:40   
slumbering insomniac
Member

supported
Epic  Post #: 8
10/5/2014 13:34:48   
Ndi
Member

Supported.
AQW Epic  Post #: 9
10/5/2014 14:56:38   
  Battle Elf
has ten 1v1 wins


In the future, please explain your reasons for supporting a suggestion, instead of simply listing approval.

Thanks,
Battle Elf
ED GD Archknight
AQW Epic  Post #: 10
10/5/2014 19:49:41   
The Basic Instinct
Member

For once, you're actually quite right. Seems like the current war influence is based off of chance, chance of getting a bomb or a missile.
Why not just based the war off of battle victories?

Therefore, supported
DF AQW Epic  Post #: 11
10/5/2014 20:20:36   
Variation
Member
 

^You should've private messaged me that side comment because it doesn't belong in this thread. I would gladly explain to you otherwise via the private message system if you message me with evidence rather than ambiguous statements. I won't do it in this thread because that would destroy it and this suggestion has a lot of potential.

I don't believe the drop system should be completely scrapped, as the developers put effort into creating it. However like I've implied PvP battles need to be more rewarding in the war. With the system I proposed players wouldn't be forced to use war commanders for consistent influence. If PvP battles rewarded influence(I've explained the exact mechanics in the original post) pure effort would greatly pay off. I'm sure the community would feel a lot more secure with a stable source of influence stacked with whatever bombs they may get. That's all many members of the community want, and I posted for them.
Post #: 12
10/5/2014 21:11:00   
The Basic Instinct
Member

I think your reply should be PMed instead. Bringing attention to things like this could ruin this thread and we wouldn't want that. I agree with the idea of bomb drops, but I feel that they should credit the player with every battle they do.
DF AQW Epic  Post #: 13
10/16/2014 14:59:38   
The berserker killer
Member

 

Just give us 1.0 back T_T. It was an amazing system that was actually fun. This is what we want
AQ DF Epic  Post #: 14
10/16/2014 18:01:16   
Variation
Member
 

^War 1.0 had extremely better mechanics. I know they won't bring War 1.0 back, but I strongly believe they should implement some of the mechanics of that war. Influence rewards from winning pvp battles at objectives was the main thing they should've kept. I have some reasons as to why they may have removed influence gain from pvp battles, but sadly I can't post them in these forums. War Commander x10s and varium are pretty much the only way to consistently earn influence. Winning pvp battles without a War Commander x10 doesn't equate to consistent influence because the bombs that are required for influence won't drop every single win. It would be amazing if your battle victories at objectives during times of war actually granted you influence. Players wouldn't have to stress themselves out so much over not getting consistent war drops with each victory. I also love the fact that if damage/influence was rewarded at the end of battle victories at active objectives the regional wars would become so much more effort based. I would love to see these wars require more effort than simply spending hundreds of dollars worth of varium(varium bombs), spending thousands of credits(War Commanders), or spending hours getting trolled by the drop rate to earn influence(not everyone, but many players are). If the developers implemented this suggestion it would bring a whole new level to War 2.0. While it may not completely fix the main problem with War 2.0(varium giving too much of an advantage), it would certainly help make World Domination and War Hero less p2w. I wouldn't have even bothered posting this if it wasn't worth the developers' time, but in War 2.0's current state it really is.
Post #: 15
10/16/2014 18:33:19   
Mother1
Member

@ Variation

My thoughts exactly and why I 100% support this idea. Cause no one who plays puts 20+ hours PVP for War hero or World domination should have their hard work destroyed in less than 5 minutes due to some rich person spamming super bombs. This is why many f2p players don't even bother going for these cheevo's.

But to add onto this idea I feel they should make the war go back to 1.0 format during cooldown as well. This means that if you are in a certain region and you do PVP battles there and win you can gain influence for said regional cheevo like it was in war 1.0.

Doing this would not only make it so world domination isn't limited to wars, but also give factions another incentive to battle during non war time days as well.
Epic  Post #: 16
10/16/2014 19:06:57   
Emperor_Blitz
Member

Supported 100%, actually my war hero has been stolen twice from people buying bombs 1 being @Variation haha and other was .Death Touch.
Epic  Post #: 17
10/16/2014 19:41:05   
Dual Thrusters
Member

quote:

Just give us 1.0 back T_T. It was an amazing system that was actually fun. This is what we want


That would have been a really good system if only it actually ended, and didn't reset everyday >.>
MQ AQW Epic  Post #: 18
10/30/2014 18:04:02   
Mother1
Member

@ variation

While it did have better battle system the problem was those who played it complained over twitter that it was boring and they wanted it to end. Others wanted it to be more rewarding which was why we got this system.

They should have just combined best parts of both systems and this problem wouldn't exist.
Epic  Post #: 19
10/30/2014 18:44:39   
  Battle Elf
has ten 1v1 wins


Please don't post in dead threads.

Locked.

Thanks,
Battle Elf
ED GD Archknight
AQW Epic  Post #: 20
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions >> Allow PvP battles to have a direct influence on the war, and not just a way to get drops
Jump to:



Advertisement




Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition