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4/27/2016 19:06:35   
Scott Reese
Member

I don't think this would be a good thing because of the same problems already mentioned. But I DID think of a way to build on your concept and also satisfy some of those problems.

Upon going idle a random unique mission will become accessible, with a simple PvP requirement (not necessarily wins, just matches). The reward could scale based on time in idle mode, with the higher reward given for going back to PvP play quickly, and the lower rewards for when you've sat there a good long while.
Epic  Post #: 26
4/27/2016 19:18:09   
Xendran
Member

quote:

A Band-Aid fix as opposed to what....a full on surgery? So you'd rather do without something that benefits everyone for another 3 or 4 months, than with it. Interesting. Just trying to make sure I understand this games playerbase thought process. Eh doesn't matter to me


Yes. Surgery is necessary, and an extreme one at that.
We don't like seeing something bleeding out be treated cruelly with bandaids that barely stop the hemorrhaging and watching it slowly die while withholding the life-saving treatment from it...

Besides, look at the last who knows how long of updates.
Do you think, honestly, that it would really make a difference that mattered if updates stopped completely?
I want you guys to understand how few people really play this game. This game has numbers by which other INDIE companies have games widely viewed as dead. Tribes Ascend before the recent revival of it (and maybe still, haven't checked) was averaging around the same player count as Epic Duel. That game was considered to be a catastrophic failure caused by developers who did not understand the core balance of what people playing their genre would enjoy and as a result abandoning the game to make Smite.

Shutting down all main-developer updates would barely dent the income of this game. Do nothing but guest art implementation, you can still sell that, and that's about what we've been getting now.
Announce that you're doing a massive overhaul to epicduel. Hype this and manage the PR right, and they could end up making more money by not having any updates for a third of a year.
At the very least, any losses would be minimal assuming they know how to handle a game company. I hope to god they do indeed know how to handle something like this, because this kind of decision is going to be inevitable.

There is an upside to the game needing such serious reworks, it means things would be much less likely to be crammed in because of problems in initial designs, and doesn't need to be designed "around" things like weapons relative power levels to each other or anything. There's nothing set, so you can just work from the ground up but still have a massive amount of available art assets and a large amount of the backend programming for the systems the game uses done.

A perfect example of something that was cammed in due to a previous problem was rage. The entire point of rage was to help deal with tank builds being overpowered.
Thing is, tank builds were over powered for one singular reason: Damage reduction is a flat value, and ONLY a flat value.

This spiraled out of control and has caused innumerable problems since then depending on how the rest of the game has been at various times. This is the root of so many things from Agility to Focus to Rage to enforcing a minimum damage cap, to ultimates being balanced around flat defence shields and being OP as a result, but now they're balanced against no shield and are trash if your opponent has a shield up. (Also, I know that Agility was introduced to counter high health, but high health was only a problem because base defense was too high compared to damage. Again, flat defence causing the problem).

There are just so many problems that spin out of control from one fundamental thing, and this is exactly why you can't bandaid fix stuff over and over.
When you have a gamebreaking problem in one of your core mechanics, you need to bite the bullet and fix it. EpicDuel thought it could get away with bandaid fixes that would hide this problem for the entirety of its lifecycle, but this was clearly wrong. Rage was absolutely the first step into this, and a sign of their inexperience at the time.

I don't hold Rage against them, but I'm confident Agility and Focus were absolutely bandaid fixes that were done in order to prevent having to rebuild the entire core of their system during the most successful point of EpicDuel's life, potentially scaring away all the players.
I understand from a business standpoint why a decision like this might seem safe, but it was a huge gamble whether or not you'd be able to design your game around it in a way that would hide it well. I say it was a gamble because someone with the skills to intentionally hide a problem like this would have the skills to not cause this problem in the first place, but they also had learned since the introduction of a system like rage and were probably banking on that additional experience, hoping that it gave them the correct answers.

This was the wrong decision, and the slow death of EpicDuel is the result. However, I do understand why it happened, both from a causal perspective and the decision from a business perspective. But now, we're here where we are now and the past is the past. What we need now is for people to be on the same page, understand the reality of the situation, understand what will happen if these core issues are not fixed. Alongside this, we need to accept the problems created by the past, and work together to fix them. Trying to hide them, downplay them, or spend an 8th year after these 7 long ones we've been through already explaining why they aren't actually problems or why they can be fixed with a bandaid is just bad for all of us. It's bad for me, it's bad for you, it's bad for the developers, it's bad for AE, and it's bad for the image of Free2Play games. No amount of exposure, advertising or platform availability is going to save epicduel from itself until the core of the game is fixed, and this is something we should accept and work on.



< Message edited by Xendran -- 4/27/2016 19:42:05 >
AQ DF Epic  Post #: 27
4/27/2016 19:40:07   
The berserker killer
Member

 

I'm not here to discuss how bad the game is. I'm here to offer a suggestion on what we can do to make it better.

I'll try to say it more simpler and be more clearer at my point. So i'll try to use bullet points...

- We are all on the same page. The game needs serious work.
- We're not going to get that serious work for a long time. Maybe even till December comes around.
- Devs cant be asked to make full on releases to keep players entertained until December or whenever Bio Beasts is finished.
- That's months from now.
- In the mean time we should have fun until we can have their undivided attention.
- Small features would help enhance player activity.
- This suggestion is a small feature.
AQ DF Epic  Post #: 28
4/27/2016 19:44:30   
Xendran
Member

I understand, but I'm explaining in depth why bandaid fixes to "enhance" player activity are *not* good for the game and don't even work to increase playercount. They just continue to waste resources and draw out the game's death.

If they worked, then EpicDuel should be roaring with success because this is literally all they have done for the entirety of their balance updates. The only true overhauls epicduel has ever had were unrelated to how its core mechanics interact (Passive removal is not an overhaul, everything still functions the same at its core without them and they were given counterparts in actives regardless. Same with x10 all numbers).

I personally don't consider wasting resources on things that are damaging to the game fun.
To be honest though, I have a feeling the devs are on the right track. Everything hinges on whether they redo the core combat design.
They seem to realize that they do need to pretty much abandon EpicDuel and focus 100% on BioBeasts for now until it is fully complete. This is okay, and this is how game development should go. They need to put their undivided attention on BioBeasts so they can learn as much about unity and additional game design (and the value of having a designer in a game like ED which is so much more complex than BioBeasts).
They need to also monetize BB well. Money runs this world, and they need to cash in to be able to afford to revive ED in a manner that won't result in ED simply dying again.

After BB is completely done, then work on ED should begin. It should also be hyped to all hell and plastered everywhere on AE.
It feels like this is the direction they're taking, and I'm glad they seem to understand that while it's difficult to do, they have to just sort of drop ED for right now and focus in.

There are additional features that are small that I genuinely think could add to this game, don't get me wrong.
I'm also not saying we shouldn't make any suggestions at all because the ED devs won't be working on this game for a while.
I'm just trying to say that when we make small suggestions, we should look for small suggestions that truly improve the player experience or quality of life within the game, rather than bandaid fixes and things to remind us about the game that we forgot we were playing. We want to not be bored enough to go AFK, not have a bandaid fix that would bring along the terrible views of the game as well as clashing badly with the genre and mechanical target playerbase (This game's target playerbase is a bit schizo, the post-AE art and writing targets young teens and preteens, but the mechanics target young adults).

< Message edited by Xendran -- 4/27/2016 19:53:16 >
AQ DF Epic  Post #: 29
4/27/2016 20:00:34   
The berserker killer
Member

 

I cant comment on whether or not theyre doing the right thing with BioBeasts, it really is not even my concern at this point. I mean, to me, it's blatantly disrespectful to practically abandon us. Thats my personal feeling.

I'm sure everyone knows that upon making suggestions we should try to suggest things that improve the player experience.....but are we not running out of ideas? I know you don't intend it but it seems as if you're criticizing me for 1 idea as if it were my only idea. I've realistically offered 500+ small suggestions that can improve the player experience, this is just one that I haven't suggested yet. Perhaps you should look at this idea as one of many instead of a whole.
AQ DF Epic  Post #: 30
4/27/2016 20:21:00   
Xendran
Member

I understand you have posted many other suggestions, that does not change my opinion on this one or other similar things that are distractions rather than improvements to the core game or additions of things that enhance the core game .
Looking at ideas as one of many is simply the wrong way to do it, because not only can you assume that every single one of those ideas that it's supposed to go with be guaranteed to get implemented, but none of those ideas change the impact that this one has anyway.

Abandoning EpicDuel in order to create a successful project in order to revive an already dead game I would say is acceptable, and the most respectful thing they could do for us as long as they are transparent about it. Continuing to slowly kill our game with bandaid fixes and denying that there is a core problem would be a real disrespect
What I would say is unacceptable is what Hi-Rez did which was abandon Tribes: Ascend before it had died and caused the death themselves hard and fast because of it, and did NOT claim to have any intent to use money from Smite to revive Tribes in any way (and they didn't until very very very recently from what looks to be a very small group of passionate developers within Hi-Rez).

Can you explain to me how this would bring new players or help players keep playing?
Not to sound like a jerk, but do you really think the reason people are logging out of epicduel and going AFK is because they aren't being reminded to play? I'm pretty sure it's because they're bored due to the game being broken.

I understand my posts recently have been very serious and very packed with details, but that's because EpicDuel is in it's most serious time and circumstance right now.
This is the real big-time, and the difference is we aren't at the point where we merely risk more players leaving ED by the wrong decisions getting made, but we risk ED no longer existing due to not being able to sustain itself.

Because of this we need to cut away at all the fat. We need to get players to understand why EpicDuel needs to be temporarily abandoned and explain why they shouldn't feel disrespected, and that EpicDuel is really the whole core of this anyway. They're not working on BioBeasts to abandon you, they're working on BioBeasts so they can get more revenue and the ability to make both BioBeasts AND EpicDuel better. Based on BioBeasts being a game with a planned feature complete status, it stands to reason that EpicDuel is going to get the better end of this deal.
However, we also need to make sure the developers really understand why the game is in the state it's in, and this does involve me writing some pretty serious posts saying some pretty serious things about the way this game has been handled and developed. None of it is meant to be insulting, but none of it is there to be praise either.
We all have to learn from everyone's mistakes and this time we can't screw up, we can't play around the issues, and we need to get serious with how this next year goes or our game could get straight up deleted forever.

If all players felt disrespected as you did, then even if the devs came back and took all that BB money and spent it on ED (Which seems like it's the plan. Not literally all the BB money but you get what i mean), if you all felt disrespected that the devs wanted to bring you a better game, that's support they've lost and could potentially slow down the launch enough that it really hurts them. If they reinvest all that money into ED, they end up not getting as much publicity as theyd like and end up having to rely on old supporters supporting the new game, if we all decide not to support because of a misplaced notion of being disrespected, then we've royally screwed ourselves and everyone involved.

< Message edited by Xendran -- 4/27/2016 20:29:20 >
AQ DF Epic  Post #: 31
4/27/2016 21:39:44   
The berserker killer
Member

 

Once again, you don't seem to understand. This isn't meant to be a discussion on the future of EpicDuel. This is just one suggestion. At no point did I say that it should be implemented as soon as possible or take precedence over any other suggestions. At no point did I say it would impact the game in a drastic way. With all due respect you have great ideas and it may be your concern to get players to understand why ED needs to be temporarily abandoned but this thread isn't about or for that nor is it any of my concern. Whatever happens in this game happens. I haven't logged on in a month and i don't plan on it till gifting.

This is just a suggestion. Just something going in the air. Feel free to discuss the future of EpicDuel but somewhere else at least.

As per this suggestion, like I said before this will merely just get players online.
AQ DF Epic  Post #: 32
4/27/2016 21:42:09   
Xendran
Member

What i'm talking about is merely context as to why i disagree with this idea more than just for the idea itself.
I've already explained negative consequences as well as inconsistencies, and pointed out that players don't log off of games simply because they have not been told enough by the game that they should be playing the game. They log off because they aren't being engaged.

Can you provide some evidence or reasoning as to why you believe it would keep players online or get new ones?
AQ DF Epic  Post #: 33
4/27/2016 21:51:51   
The berserker killer
Member

 

You get xp and credits for being online.. I can reword that a hundred times to make it look more appealing by saying things like "you get compensated for your player activity" but that's simply the gist of the idea. You stay online, you get more money/xp, you buy more stuff. You buy more stuff, you test out your stuff. Conjoin this idea with several others such as hourly events or any of the ones below and players will be online so much that it'll be unhealthy. Reason? Because people will be waiting for the next hour/next event. People will socialize while waiting. People will explore.

quote:


Suggestion: PVP Area:

One of the main problems in this game is that theres no place for people to PVP. Hear me out, we have the 1v1 and 2v2 buttons. We have Jugg. But what if there was an entire map/area devoted to PVP?

What I am suggesting is an Area that will host PVP battles once every hour, on the hour, for rewards. The catch is that this will work differently then the usual battle system. Players are free to walk around in this area and, upon clicking on another player, they will be engaged in the PVP based on the "Map" they are at.

Example:

Pay close attention because everything I'm suggesting should be doable . When the hour comes around, players will have 5 minutes to spawn into the PVP map. Lets use 1v1 PVP for now.
Now players will spawn in on this map on either Team Red or Team Blue after joining a "queue".
You can simply create a "Join Queue" button for this.
At the end of the 5 minutes, players will no longer be able to spawn in.
Both teams will be on opposite ends of the map.
The match will start at the end of the 5 minutes and players will compete in that battle mode while engaging in PVP upon clicking on the other team.
Red team names will be in red, Blue teams names will be in blue
There will be a level 35 requirement.
Upon clicking on someone from the oppositie team, you will automatically engage into a PVP.
The loser has to respawn with a cooldown of 1 minute while the winner gets to continue on to whatever the Objective is.

Objectives can include:

Flag Capturing- Working the same way as the old flag system (The one without battle tokens).
Team DeathMatch- Just kill the other team, and gain 1 point for every win.

The only way to make your own team will be to create a Squad. Squads work the same as Factions but are solely for PVP areas. You can create a squad up to 15 players and can only recruit people from your alignment. Being a Squad leader is different from a Faction Leader so it IS possible to be the leader of both a Squad and a Faction. It is also possible to be a leader of a Faction and a member of someone elses Squad.

Varium can be used to respawn faster.

Awards include Credits and arcade tokens for the winning side.

Realistically speaking, all of that is possible to implement.

EDIT: 2v2 areas can work with ally link. I personally don't like the idea of jugg areas but it's not just about me so feel free to comment.




Suggestion: Faction Donations
My suggestion is to have Faction Donations. Now I thought about this a lot and came to the conclusion that Donations should be credit based as it is a currency that everyone has access to.

The way this will work is that in the far back room of Faction HeadQuarters there will be several flags that individuals can donate to in order to receive Faction Bonuses.

Starting off, every flag will be at level one. Flags will be maxed out at Level 20.

Upgradable flags will include:

1) XP Boost %
2) Credit Boost %
3) Arcade Token Drop %
4) Increase Bomb Drop %
5) Increase DMG % vs opponents of different alignments




Suggestion: World Boss
My suggestion is to have a Daily World Boss. Meaning that once a day, during a specific time (WHICH IS WHY THIS GAME NEEDS AN IN GAME CLOCK), a random NPC will gain the attributes/characteristics of Delta Vault.

A banner will come on players screens alerting them which NPC is the Daily Boss.

Players will attack said boss with a leaderboard tracking the damage dealt by each player. The leaderboard will be used to give EVERY participating player an reward however giving the top 10 players something exclusive (like more credits or something) even if the boss is not defeated.

If the boss is defeated, the fixed amount of credits that every player would've received (if the boss was not defeated) would get multiplied by 5. XP would get multiplied by 2.

Example: Titans the boss.

If we do not kill him, yet I participated, I will receive 10k credits and 500 xp.

If we DO kill him, and I participated, I will receive 50k credits and 1k xp.

If we DO kill him and I got in the top 10, I will receive 50k credits, 1k xp, and something like 30 arcade tokens.

If we do NOT kill him, and I got in the top 10, I will receive 10k credits, 500 xp, and 30 arcade tokens.

Those are all just examples of numbers.

This system will keep cycling so, in order for that to happen, you must first create a World Boss version of at least 5 different NPCS and implement them in game along with abutton that players can click on to challenge this World Boss. If a World Boss event is not active, then a error message will display alerting the player that the event has not yet started.

EDIT: No experience points shall be received, at all. This will purely be a credit experience


< Message edited by The berserker killer -- 4/27/2016 21:53:08 >
AQ DF Epic  Post #: 34
4/27/2016 22:05:08   
Xendran
Member

You claim these things will bring new players, but you have not once said why.
Why are players going to socialize instead of doing what they were already doing, but now doing it while being AFK on epicduel? Sure this could potentially boost online players if you spam this stuff all the time, it's not going to boost battling players though.
Why would anything that requires you to actually have input that requires combat to get the rewards after being AFK for a while be any more of a draw than simply doing real fights unless it was more efficient? And if it's more efficient to AFK than to battle, you have a SERIOUS problem.
Great, every single person drawn by this is now not battling anywhere near as frequently.
Some people who used to battle for rewards are now doing this.

There are just so many problems that interconnect with this, then you combine it with the fact that in general people don't like this kind of stuff in PVP games.
All you're doing is drawing people out of battle, and there's no logical reason for it to draw any new players into the game so all it does is give further incentive to not battle. Then the more people that do this, the more common it will become as it gets harder and harder to find matches, and will speed up the current vicious cycle of player loss.

Many of your other ideas are very good, but this one is not and as a designer myself I want you to be able to have more perspectives and I want to be able to give you more angles from which to critically look at your own ideas. Not to bring you down, but to improve the quality of future suggestions because you have a passionate and creative mind for this kind of thing. I know exactly the mindset you're coming from because I used to be like that and someone like the current me came along and while he didn't personally show me how to do things, the games he made were such inspirations and so perfect to me that I couldn't imagine making a game that good with my current skillset and sought out every avenue to learn more.

I know it sounds like I'm being harsh, but I really do want you to be able to critically look at your own ideas so that you can refine them and turn them into things even better than you originally though. It's a learned skill and I still have to keep a close eye on myself to not fall into the traps, but I really do want you to take a hard and unbaised look at what this feature would actually do to the game. Think about other games, the gaming community, how epicduel functions and the things that are required for epicduel to be pushed into an enjoyable state.
I really do think that once you detach yourself from any personal feelings towards ideas you have the best you can (And this is the hardest thing to do, we all struggle with it. We all like our own ideas. I still struggle with this, and every game designer in the world does.) that you'll agree with me, but not as a sign of "defeat", rather just a way to know that you have to refine the idea more, or diagnose exactly the issue you were trying to solve with the idea and work from the other direction to find the solution.

One absolutely core and crucial thing to understand though, is the root of the problem you are trying to solve.
If we bring this idea absolutely down to it's basics, it comes down to Improve player retention via improve rewards.
The issue here is that rewards are not the reason people do not play epicduel, hence this solution doesn't have anything do do with the actual problem it claims to fix, and there's no logical reason why it would, with many reasons why it would damage the game (including the previously mentioned playerbase fragmentation).

Again, I'm not saying you're bad, it's just this idea when fully analysed and thought through would not be positive for the game.
I'm also not saying to stop making suggestions like this either, because this discussion may have never been had and neither of us would have taken the time to look at the outcome if you hadn't posted it.

I can't stress enough that I'm not trying to bring you down, but rather show you how you can improve your suggestions. The more detached you get as well, the more you are willing to make drastic changes to things you've made for the better. I know for sure there are times even today where I'm hesitant to change a system i've caught a problem in because I've invested into the idea already, and get tempted to simply mask or hide the issue, or hope it doesn't actually cause problems. This is something we've gotta get past though if we want to keep improving.

< Message edited by Xendran -- 4/27/2016 23:29:29 >
AQ DF Epic  Post #: 35
4/27/2016 22:12:18   
The berserker killer
Member

 

Sorry it really seems as if I'm not getting anywhere, thought it was pretty obvious. As I have already explained the points you are bringing up. Anywho thanks for your input. Whether it's implemented or not is of no concern to me, just a suggestion.
AQ DF Epic  Post #: 36
4/27/2016 22:16:16   
Xendran
Member

I'm sorry you feel that way, however due to you refusing to answer the majority of my questions or situations posed, I'm going to have to agree.
It's unfortunate that you don't wish to discuss the suggestion in greater depth and refine it, but that is your personal choice.

< Message edited by Xendran -- 4/27/2016 22:18:20 >
AQ DF Epic  Post #: 37
4/27/2016 22:42:27   
Altador987
Member

@Xendran
I understand that your opinion is that this won't help with the future of ED and therefore you don't support it but it seems as though you don't have much of an argument on the suggestion itself other than that. While you have given your context, simply put: you think the game is dying and any small suggestion that isn't a surefire way to restore ED back to it's 1k numbers isn't worth mentioning. Or at least that's the vibe you've given...and that may be true but why bother explaining at all with that sort of negativity? I'm not saying your view doesn't matter but you aren't arguing the suggestion in the same context Berserker is. Are there possible flaws? Sure as is with any suggestion but not giving it a chance simply because you feel it's pointless isn't really worth mentioning within this thread, you might as well have started a new one titled: Why suggesting partial fixes is redundant. You haven't actually pointed out inconsistencies with fact either, retorting with "why would people get on to be idle" is silly as he clearly wouldn't have suggested the idea if he thought they wouldn't be at the very least tempted to do so. Considering you're a game designer you could've at the very least provided examples of why this doesn't work but for some reason refrained from doing so. You state you're trying to help him make better suggestions but then why not suggest something better? or simply leave it at not supported? You may not be trying to bring him down but the criticism you've offered isn't objective it's subjective to what you feel is important, which is fine of course because you're entitled to your opinion, however your statement of trying to improve another person is flawed.
AQW Epic  Post #: 38
4/27/2016 23:28:23   
Xendran
Member

Just from the post above you:

quote:

You claim these things will bring new players, but you have not once said why.
Why are players going to socialize instead of doing what they were already doing, but now doing it while being AFK on epicduel? Sure this could potentially boost online players if you spam this stuff all the time, it's not giong to boost battling players though.
Why would anything that requires you to actually have input that requires combat to get the rewards after being AFK for a while be any more of a draw than simply doing real fights unless it was more efficient? And if it's more efficient to AFK than to battle, you have a SERIOUS problem.
Great, every single person drawn by this is now not battling anywhere near as frequently.
Some people who used to battle for rewards are now doing this.


These are issues with it.
This idea is a bandaid fix which is a problem in itself, but the real problem and reason i don't support it is because there is no evidence to suggest that it would increase the overall amount of battles and players playing.
The problem the idea claims to fix does not at all tackle the reason players stop playing, so there's no reason to believe it would have this effect.
Also, the goal is not to simply have more players online. That doesn't do anything, you need more players participating.

Also, you appear to be cherrypicking pretty heavily from my posts. You claim i did not explain anything, but not only did I, but you also ask me to disprove a negative.
Those "why" questions are questions that if cannot be answered adequately, shows a massive flaw in the idea. If nobody can think of why or now it's going to fix the problem, why would it be able to fix the problem?
Those questions are meant to point out the illogical connection behind the suggestion and the intended result. There is no reason to believe to that this would work at all, and only encourages people to stay out of battle which is the opposite what we want. Combine this with the resources spent and you have multiple negative aspects.

You then say that I say small suggestions are not worth it, despite me explicitly stating this is not true. Small and Bandaid are not the same thing, and some bandaid fixes can be huge changes.
Examples of small changes i am massively in favour of include all faction quality of life benefits like Co-Founder, and anything that allows more interaction between faction members and more reason to be in a faction. These are the kinds of things that help player retention because it's not the game begging to be played with a splash screen, but the game pulling you in with additions to a system that you really enjoy.

Bandaid fixes are things that are specifically not going to fix a problem, but only hide or delay it. Bandaid fixes notoriously have a tendency to then make things worse later because the original problem is not being hidden anymore, and then any unintended balance introduced from the bandaid fix stacks on top of that.

I am not against this suggestion because I think it's pointless, I am against it because I think it would hurt the game. I've gone into such great detail because were are at a time in EpicDuel where we need to be as wary as possible of losing more players, or implementing systems that the general player base will dislike once ED moves onto Steam.
You need to take everything I say in full consideration because many of the feelings you got from my post are not what I actually believe or said.


I believe strongly in more things to do while semi-idle and not automatically triggered. This again can play into factions, faction minigames that don't require a bit of attention but maybe just a small amount of communication with a couple faction members on some screen or something. Involve it with the war or whatever. Various other minigames like the arcade. Once flash is abandoned, the game will really have a ton of possibilities open up ESPECIALLY with factions and how intensive and different from the standard gameplay their minigames and other things could be. I don't have a problem with finding other ways to reward peoples time at all, but literally sitting AFK and getting an automatic thing should not be the way to do it.

We need to engage players to want to seek out these activities themselves. Like going to godwars in runescape, or go play some pest control. Or some conquest if you want, or fight in soul wars, or do some trawler, or fish flinghers, or any of the skills.
We could have all kinds of interesting stuff like this to make the player want to do something else in game when they take a break from battling, rather than take a break and get reminded by the game to come back.

@the berserker killer: One thing I'll say is i would expect more stuff to do while you aren't battling in the form of primarily faction things. I also expect to see a LOT of the quality of life suggestions you have posted make it in because they are good. This is because of the death of flash, and I honestly have been wanting flash to die for a long time now specifically in hopes that ED will realize they need to get off flash. Flash being SO limited is absolutely the reason a lot of things haven't been added that seem like they should.

Faction co-founder for example i'm absolutely certain is limited by Flash using ActionScript 3. I don't care what anyone says about it being way better than AS2, AS3 was still absolutely not designed with the future in mind and there is no surprise that it didn't last.
Things like that should be dead easy with a C++ (Or C# or some various other options) client.

Literally everything related to the networking of the game will be infinitely more lenient in another language.
I'm not exaggerating when i say the difference will be like trying to design this entire game and write every piece of info about it on a single piece of paper versus writing a series of textbooks documenting the game.

The main thing is, the things I say about where EpicDuel is, that's not because i want to make this thread about that. I bring it up because it is applicable in multiple ways to why I think the concept behind this idea is flawed, and also helps illustrate just how connected all of this stuff is.
I also want to say that just because I heavily disagree with this idea does not think that I think TBK makes bad suggestions or is incapable of making good ones. TBK happens to be one of the people who has made the most suggestions that I agree with. A lot of these suggestions are very much based off of intuition though, and I can tell you that from my experience both as someone who plays and designs this is a perfect example of something that seems intuitive to most people but doesn't critically hold up when you take all the factors into consideration, including the opinions of the gaming populace, examples set by previously successful games, and the psychology of players. Sometimes intuition can get the better of you, and this kind of suggestion is something I would have thought was intuitive and obvious back 5 years ago for sure. As you gain more experience, more insight to the industry, learn from new teachers and talk with other developers, you become much more able to use your intuition alongside with your external knowledge and then apply your logic to both. Simply applying logic to intuition can be very misleading at times which is part of the reason game designers exist.

This is literally what a design trap is. Things that seem like good ideas, but are actually damaging to the game.
It's not a coincidence that the best games avoid the majority of design traps, and it's not a coincidence that many games that failed do so because of ideas that backfired despite intuitively seeming like it would fix the problem. Just like EpicDuel.

I'm not trying to insult anyone's intelligence here either by saying that they're falling for a design trap. It's immensely rare that someone who is not trained in game design successfully avoids falling into design traps. This kind of stuff is exactly why we have to spend years training, researching, breaking down games to their most fundamental parts, and building prototypes frequently to do the job.

Another thing that I failed to address earlier and I apologize for this as I usually encourage other people to do this, I did not address what i believed to be the core issue and suggestions to fix what i believe to be the core issue, player engagement (as opposed to raw player count, which this post focuses on) until this post.
I don't think you truly want to be rewarded for being AFK, but I absolutely believe you guys want more things to engage with the game. I think you all would be much happier with things that are not fully idle and just the game saying "Yo go do this", but rather a place you go to or a thing you do. Preferably with other people to make it more social. It can even be semi-idle like i said before, where you can reasonably do it while watching TV or a movie. What i don't want however is for people to start rallying behind an idea that is a lot worse for the game than people might thing. It seems so small that it's like "what's the worst that could happen", but the worst is a lot more damage than people realize.

--

P.S. To be honest TBK, you seem creative enough that you HAVE ideas for even more minigames and faction things, and based on your posts you appear to limit your creativity based on what you know about the limitations of flash. This is a fair way to do things but considering our situation...
I would say throw some more complex ideas around in these threads. Not like overly complex for the sake of it, but things that are simple and fun but would require coding that is probably too complex for flash.
The reason i say this is because it's absolutely inevitable that ED is released on steam (or somewhere online). It absolutely cannot continue with flash. It's going client or it's going going gone.
Because of this, you probably have more freedom with the coding intensity of your suggestions because it's safe to assume that if EpicDuel still exists to a late enough date for them to be implementing these kinds of suggestions, it's because it has a client.
I'm really interested to see what kind of ideas you want to see in this game, especially since I notice you like taking inspiration from other games but modifying them to bend rules.
This is a really good habit to get into, because learning how to bend other systems and modify them to work within other rulesets is absolutely fantastic practice for making your own rulesets (and you seem like the kind of guy who's into that kind of thing just like me).
Keep at it. I mean it. You're doing the right things to be on the path to becoming a great designer.

< Message edited by Xendran -- 4/28/2016 0:07:27 >
AQ DF Epic  Post #: 39
4/28/2016 1:50:58   
Scott Reese
Member

Real classy Xendran.

If I may say, I think this suggestion has some meat to it. Maybe not as is, but there has to be a way to make someone interested in getting back to the game by using their idle time to build that interest. You said it was to build a player base and I don't think that it will work as such. But what if the idea worked as a way of retaining the player base through healthy interest in battle?

Starting from the very beginning, a good question to examine until it's picked it to pieces would be "Why do players go idle?" Am I on the right track here?
Epic  Post #: 40
4/28/2016 9:02:26   
Altador987
Member

@Xendran
I did not cherrypick persay i argued certain points i disagreed with, i'm not in disagreement on all your topics, and while i personally hate bandaid fixes we're currently at a point where power hour sees maybe 300 players online at most...in other words there's no reason not to try anything. As far as i'm concerned this could do just as bandaids and be specifically temporary for a time, and while the future of ED is extremely important we can't look towards a future if we barely have a present, i'm all about planning however I believe we have to make small steps to get us back in the game so to speak, and you while you have extremely valid points most of them could've been made in a different discussion about the future of ED rather than a suggestion. Also if you're going to present an argument for or against an idea it's just common courtesy to give reason based upon knowledge as to why you are for or against the idea otherwise we are left to assume it's simply your dislike of the idea as reasoning. Also the why it would work was the reward, that was the obvious, it may or may not work but you'll never know if we don't try and frankly a suggestion like this one can't hurt considering there's hardly anyone left.
AQW Epic  Post #: 41
4/28/2016 9:31:04   
  Kokujoe
Moderator


**Please Note: Although many interesting points have been made concerning the future of ED, I'd recommend it, if it were done in a separate thread of its own. Since it has sidetracked this thread, from what the OP suggested, it is being locked!


~Kokujoe
Archknight


< Message edited by Kokujoe -- 4/28/2016 11:09:49 >
Post #: 42
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