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This Influence Change

 
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3/17/2014 12:08:27   
The berserker killer
Member

 

I've been playing this game for a long time now and one of the features that really had a huge impact on certain players is the Influence and what derives from it. For example, more influence landed you on the leaderboards, it landed you on flags, and in some factions it even gave you the title of officer. But now, honestly, I feel mega hurt right now for all the hours and time I put in to catch up to someone on a flag only for it to be taken away. I mean now influence isn't about how much hours you put in, or how active you are. Now it's about varium and im just absolutely disgusted about how far someone can get in one day by just upgrading all their bombs to super bombs. I don't see a problem with just having the original influence battles with the added bomb drops (that have no effect on influence whatsoever, just the war) because things like becoming officer now have no meaning to me. I used to look into some factions and on the leaderboards and see players with 120,000 influence, or 800,000 influence and I used to think "Wow, that's a loyal player" but now in just 3 days time i'm seeing players who had only 100 influence suddenly rise to 20,000 influence. I don't know about you guys but the way it is now to gain influence just feels like a low blow to me and other players who put in so much time and effort to be first on flags or make our way up the chain of command in a faction to become officer.

Don't get me wrong, I am a varium player and I think this is an amazing update! But this is one feature of the game that should not have changed. Instead of Rewarding War Hero for the amount of influence you were better off doing one of two things. Option A) Reward War Hero on "Damage to Turrets" while allowing influence gain to stay the same it has been or Option B) Keep someones influence in the War (gained from Bombs) and Personal influence separate.

This just doesn't feel fair to players such as Comical or Sr. Renato who were not allowed to get 20,000 influence in a single day but rather over multiple days and IMMENSE hours.

--Ghost God

EDIT: Typo, Bolding, and Last 2 Paragraphs

< Message edited by The berserker killer -- 3/17/2014 12:18:46 >
AQ DF Epic  Post #: 1
3/17/2014 12:11:11   
Mother1
Member

Remember the staff did say war events would hold more impact when it came to gaining influence. This was said back when the infernal war came around and trust me, if you think this is bad that war was worse when it came down to influence gain.
Epic  Post #: 2
3/17/2014 12:20:29   
The berserker killer
Member

 

It was worse? Dang. I wish they would have gave us a heads up about the weapons at each station then during this war (The weapons with influence boosters). The wars not even over and they just disappeared.
AQ DF Epic  Post #: 3
3/17/2014 12:21:08   
Ranloth
Banned


At the same time, the Top factions can widen the gap even further thanks to bigger Influence gain. It works both ways, and having an active faction vs. casual (trying to catch up), will give the active even bigger advantage.

quote:

Remember the staff did say war events would hold more impact when it came to gaining influence.

Also, this.
AQ Epic  Post #: 4
3/17/2014 12:27:49   
The berserker killer
Member

 

quote:

having an active faction vs. casual (trying to catch up), will give the active even bigger advantage.


True but it took me 5 hours and 1k varium to get 9k influence on the first day. I see something TERRIBLY wrong with that. Take an entire casual faction of varium mongers who just so happen to have ONLY 1k varium and 5 hours of play time and I see a major abuse of the system going on here
AQ DF Epic  Post #: 5
3/17/2014 12:39:46   
Ranloth
Banned


Active factions can pull of around 12-18 hours with ease, because why not, and it does happen. And they often have a lot more Varium too. There's no abuse here, only because you can use Varium to upgrade bombs. We were told about higher Influence gain a long while ago, back in Delta.

Wars are special events. They are meant to grant more Influence - because it's a War and the outcome is crucial - so missing out on a War may set you back greatly. This applies to casual and active. Also, casual factions don't really care about the War as much - not to the point where they'd have that 1K Varium to spare. Casuals just play for an hour or two at most, and try to avoid spending a lot of money on a game, if it's not needed.
AQ Epic  Post #: 6
3/17/2014 13:32:10   
The berserker killer
Member

 

That's a valid argument I guess. ^

--Ghost God--
AQ DF Epic  Post #: 7
3/17/2014 20:45:32   
Elf Priest JZaanu
Constructive!


A very interesting discussion...

The old fable 'The Tortoise and the Hare' could be applied to this thread.

Speed is amazing for immediate results. And when there is an opportunity, some players enjoy being sprinters. Others whom do not enjoy the sprint, so they choose to walk.
Both choices have benefits and challenges. This will be determined by the player and how they wish to compete in the marathon or the 40 yard dash.

I am one of those players who is a marathoner. I enjoy slow progression. It allows me to gauge game play in many perspectives. I don't play to win, but to compete. And with the mindset of competing, it allows me to continue to educate myself by challenging myself.

< Message edited by Elf Priest JZaanu -- 3/17/2014 20:47:45 >
AQW Epic  Post #: 8
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