Camoflague MerC
Member
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Solution to everything: Attract more players by making the in-game currency strictly cosmetic like Dota 2, TF2 etc. Bring back passives and tweak class skills to make them interesting and unique like they were when the game first came out. The same skill on multiple classes just adds to the drab feeling you get from the game in its current state. When i started playing this game in 2009 the passives made things alot more interesting than this huge mana dependance we have now, the passives certainly weren't balanced, but heal looping mages, health stealing perma blocking bountys, and undamagable mercs were all OP, but that doesn't mean it was broken, with everything being OP you can still achieve almost perfect balance, Dota 2/LoL are prime examples of this, not saying those passives should be brought back, in a strictly turn based online PVP game like this passives that strong just hard countered many builds, ruining balance, less impactfull but more interesting and unique passives like the ones i have suggested are what is needed. Severely reduce price costs on everything that isn't purely cosmetic/neccessary for a fun, fair pvp experience which doesn't make everything feel like the biggest grind (a new player has too just look at the price of everything then click X and never return) and doesn't take a light year to grind away until you can finally get items on par with people who waste money on the game, rewards players simply for playing, you have little enough of those as it is, if you want to build a player base up again you better keep the tiny community you have currently from leaving. Make retraining free so players can freely experiment with builds without wasting credits, seeing as this is what the game is based around and the most interesting part of the game putting any kind of limit on it is an instant off put for a large amount of players, Losing games simply because the other player has more credits than you because they have not retrained and has been able to purchase better items/cores etc. is massively off putting for new players starting out who just want to experiment and have fun coming up with their own builds, or trying out someone else's, killing creativity in anygame is a huge no no, the argument the devs/moderators/whoever even cares about this game have for keeping the retrain cost is the mentality which has gotten the game to the stage it is in currently, a plankton adrift in a sea of blue whales. When a new player trys out Epicduel the majority are turned away by the aforementioned, and i haven't even gotten into the 'Story' and Wars/Quests, why would they play Epicduel when they can play a much better and immersive game which has everything this game doesn't have with a player base 100000x larger, the most comparable big MMO i can think of is Dragon Nest, an incrediblely fun and immersive free MMORPG with a fantastic story with a diversity of completely unique and very interesting classes which are heavily customizable and have endless skill combinations, very fun, intuitive and skillful PVP mechanics with a large amount of strategy involved, compared to a game like Dragon Nest, Epicduel is a 2D side scroller from the 90s, which asks you to pay absurd amounts of money if you don't want to spend the next 10 years grinding for your next pixelated sword, it was an interesting concept when it first gathered some attention, even with the extreme advantage paying users had, and also retrain costing 500 credits a pop, it was alot more fun then than it is now, because of the above reasons. A smart developer REALLY listens and invests time into their community. I don't play this game and yet i have put in the time and effort to try and steer this game in the right direction because i liked it when it first came out (and I'm on break nothing better to do haha), don't make your community feel like they are completely wasting their time in these forums trying to help YOU make a better game.
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