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I never knew it would be like this...

 
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6/16/2012 12:50:51   
Chosen 0ne
Banned


Hi everybody, chosen here.

Thought I'd create this thread about faction competition.

5 day's from today, I created my juggernaut faction, in hopes on achieving many goals.

For the first hour, competition was easy, then it skyrocketed.

I didn't know how stressful running a competing faction would be. (I have like 13 private chats open while I battle at all times)

The stress is so immense it's quite odd.

I don't even know how CAD does it lol. Anyways, this thread is about the change to juggernaut.

Now I believe the reason for this mess of factions competing for daily jugg lies within how easy the mode is. I think we should raise the level by 1 again, as battle modes should not be 100% to win. It's also important that influence goes down some. I say bring it to at least 10. But 15 makes it way to easy to win a World Domination. if you have an active juggernaut faction, and all members do 50 wins, that means you have earned 13,500 influence, not mentioning flags, or members that pull 100 wins. This gives any faction that does so, the advantage.

Jugg battles are way to easy for a lvl 34 with gear, so easy that non variums can pull out 100%'s. Which is almost insane. Anyway, I just know that this juggernaut thing is getting out of hand; I do not know how to solve this, but I'm sure if we all put our noggins together we can solve this.

_____________________________


DF AQW Epic  Post #: 1
6/16/2012 13:05:12   
Algorithm
Member

The juggernaut mode in general will become a serious issue if the developers don't do something about it. The mode shouldn't be half as easy as it currently is. From what I can conclude you really only lose Juggernaut at max level if you have a poor build, or if you're experiencing 'bad luck'.

Other factors that play a role are enhancements, and whether you use boosters or not.
Post #: 2
6/16/2012 13:07:46   
Mr. Black OP
Member

Well at level 34 full varium its easy, but the problem is if they make it too hard then lv 34 non variums wouldn't stand a chance. We need to somehow find or make a middle ground.
Epic  Post #: 3
6/16/2012 13:11:54   
Guppy
Member

quote:

We need to somehow find or make a middle ground.


There is no way to make "middle ground", since there will always be Varium players and Non-Varium players. Just make the Level cap for Juggernaut like only 2 or 3 Levels higher or lower then yourself.
Post #: 4
6/16/2012 13:20:49   
Lord Machaar
Member

@Chosen One
Don't worry Mr. Chosen, Lv. 35 is coming and it will raise just by it self, but if we did rise it up right now, and so we can face 2 lvl 30s, then they will be able to use same weapons as us, and another remarque, how can a Lv 30 in 1vs1 can defeat a lvl 34, since jugg can defeat 2 lvl 30, Unless, if ur point is when u face lvl 30, U must lose... now i'm sure u didn't get the point of reducing the lvl CAP that a jugg may face down from lvl 31 to 29, well it's pretty explained right over here. ^
MQ Epic  Post #: 5
6/16/2012 13:20:49   
goldslayer1
Member

quote:

I don't even know how CAD does it lol.

well ill give u a couple of suggestions.

have capable co leaders.

when ur running a faction, u need to keep track of activity.
supply ur members with builds that will get the job done in ur mode. (in our case its 1 vs 1. i along with turk, make sure we supply builds to members if they need it)

when u have co leaders, try to make sure they play at different timezones.

this way, lets say ur playing for a couple of hours, ur co leader gets on after ur done playing, and then he gets off, and another co leader gets on. this ensures that u have a commanding officer at the helm most of the time so that the faction can cruise by on dailies.

have ur co leaders, or ur officers take part in the major decision making, such as taking flags, planning dailies.
right now, because of the changes done, its alot easier, but before u needed to stay on top of things, like flags, dailies, members, donations, activity.

eventually what this does is, take some of the load off of u, and splits it between u and ur co leaders to make it easier.
any extremely well managed faction can be good if things are done right.

another thing, if ur going to be competitive, i would suggest u have a requirement for wins, and token donations (if ur doing flags)

and reagrding ur members, since ur gonna be competitive
u need role players, and big players. (ill use 1 vs 1 as an example)
Role players will do for example 200+ wins daily and on a consistent basic.
Big players will do 350+ from time to time to give the faction a bigger boost.
and if u work as a TEAM, then u can win.





ok now onto the next part of the topic, i must say i agree.
juggernaut seems to be alot faster than team mode.
right now the top 2 vs 2 faction has 472 wins. and the top juggernaut faction has near 800 wins. (even second place jugger has more wins than first place team)

i did not take into account the recent lvl decrease for juggernaut.
perhaps a viable solution would be 10 influence a match since juggernaut tends to be faster, and at a higher winrate % than team mode.

perhaps adding a lvl to the juggernaut's enemy aswell.
almost every faction has 90%
some even close to 99%

< Message edited by goldslayer1 -- 6/16/2012 13:27:37 >
AQW Epic  Post #: 6
6/16/2012 13:37:20   
Mecha Mario
Mechanized Plumber


If you wish to discuss about Juggernauts, please use the =ED= Juggernaut Discussion Thread instead.

Locking this up.
DF MQ AQW Epic  Post #: 7
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