The berserker killer
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The point is, this isn't a war. As some constructive criticism I highly recommend that we implement flags for now and, while players are distracted, devs go back to the drawing board on how to make war fun. But if we absolutely can not bring back flags then there are a few ideas I have that are time and cost efficient which will 1) Decrease the pay-2-win advantage in the current war system 2) Keep the profitability of the war system up to allow continued development of other aspects of EpicDuel. My first idea is to have additional Tiers. 5k inf=10k creds, 10 tokens, cosmetic 10k= 20k creds, 20 tokens, cosmetic 20k=40k creds, 40 tokens, cosmetic 40k= 80k creds, 80 tokens, cosmetic 80k=160k creds, 160 tokens, cosmetic 160k=320k creds, 320 tokens, cosmetic 320k=640k creds, 640 tokens, cosmetic 500k= 100k creds, 1k tokens, cosmetic 1 Million= 1 Million Credits, 2k tokens, cosmetic and an "Unlimited War Commander" That suffices as a war prize and would really encourage players to pvp. My second idea is to DON'T BRING BACK FLAGS. That's right. Don't bring back flags. The reason I am saying that is because if I really think about it, we basically have flags now. Just a different system. So the real idea to be implemented for this suggestion is to Create Leaderboards on each objective, similar to how flags were which depicted the top 5 most influential players and to, also, depict the flag of the most influential faction near that objective. My third idea, which may be the most difficult to implement but also the most beneficial is to make Exile and Legion Leaderboards entirely different . What this means is that instead of 1 Faction Daily Winner for any battle mode, their will be two: The top Exile and Legion Factions. My reasoning behind this is because it could potentially even out the sides by primarily focusing on what players want: an advantage. Currently, the playerbase has dropped so low and competition has ceased to the point where nearly - 600 wins are required to win a 1v1 faction daily - 200 2v2s - 50-100 juggernauts. The top factions who are doing the 600 1v1s, 200 2v2s and 50-100 juggernauts happen to all be exile nearly every single day. So, ive done some recording/observing and noticed that the top legion factions on the daily leaderboard are only reaching a maximum of -300 1v1s -80 2v2s -20 juggernaut wins. Notice how different the numbers are. Now players love rare equipment/items which is a primary reason as to why many of them are coming over to exile. However, before this system, players loved something even more:Winning. By implementing a feature that will make legion and exile dailys different, switching to legion would be appealing to most players because of the low win requirement . Meaning that 10, players may switch over, win at least 10 dailys, and once they become popular and talked about more and more in the ED realm (amongst players) they will try to recruit and more and more players will start to think that they can do the same thing. Meaning even more players will switch over to legion to the point where the sides will, undoubtedly balance themselves out . I am aware this may seem "unfair" to factions in the past but that's the past and things are changing. Things evolve, we adapt, and we change. No ones stripping away their legacy. For the sake of this game, this is the way to go. Maybe we can implement a new leaderboard known as "Universal Domination" which will be awarded to the Top Faction, in all of ED (meaning of both legion/exile), with the most wins overall. Meaning that if Faction X(Exile) and Faction L (Legion) are 1v1ing and Faction X gets 2300 wins and is in 1st place, while Faction L gets 2100 wins and is in second place, then both factions get the Daily Win however only Faction X (Exile) gets the Universal Domination point. Those are my 3 ideas: 1) More tiers 2) Leaderboards on objectives 3) Legion/Exile daily boards are different Every idea I have suggested is, I believe, completely do-able and will require the most minimalistic approach and work while attaining both goals. I also had a 4th idea of implementing something similar to Dragonfable: PVP Drops that we collect and can turn in similar to Dragonfables PVP shops . If you aren't familiar with the shop, allow me to introduce it to you. The shop works in tiers meaning that for every weapon/item there is an upgraded version to it. What makes this shop difficult though is that you can't just buy your way to the top and get the highest tiered weapon. Each weapon is a pre-requisite for the next one meaning that everyone has to start off at the base. So, say if "Blade of Awe I" to "Blade of Awe X" (Roman Numerals) is in the shop. I have to purchase "Blade of Awe I" which will cost something like 100 PvP drops and 1000 Credits. The next step, the next item, is "Blade of Awe II" (Once again, following Roman Numerals). In order to purchase "Blade of Awe II" the requirements/cost would be 100 PvP drops and "Blade of Awe I". Meaning that for "Blade of Awe III", the requirement/cost would be 100 PvP and "Blade of II". So on and so forth. Now this shop would be extremely effective, however it has one downfall as it Encourages a Play to Win environment. I am not sure if the devs are willing to take that approach. Each weapon won't have it's own unique stats, of course not, but each blade of awe will offer a core that increases in damage by 1% for each tier. I'm not saying that we have to have "Blade of Awes" or even swords with cores in the shops. If anything we can implement a War Bot, which is the War version of Vendbot. The only difference between Warbot and Vendbot is that WarBots items are way more extensive then Vendbots since WarBot will sell tiered versions of each core that vendbot has to offer. Let's go a bit more in depth. Vendbot currently offers: Mace: Basic Club Free Staffs: Apprentice Staff Free Wrist Blades: Light Blades Free Skill Cores: Aim Assist 6000 Credits Aim Assist 295 Varium Auxiliary Mastery 6000 Credits Auxiliary Mastery 295 Varium Concussive Shot 10000 Credits Concussive Shot 595 Varium Concussive Shot x25 1500 Credits Concussive Shot x25 95 Varium Deflection Shield 6000 Credits Deflection Shield 295 Dexterity Boost x30 1500 Credits Dexterity Boost x30 95 Energy Shot 10000 Credits Energy Shot 595 Energy Shot x25 1500 Credits Energy Shot x25 95 Energy Storm 10000 Credits Energy Storm 595 Energy Storm x25 1500 Credits Energy Storm x25 95 Frost Shards 10000 Credits Frost Shards 595 Frost Shards x25 1500 Credits Frost Shards x25 95 Generator 10000 Credits Generator 595 Generator x25 1500 Credits Generator x25 95 Gun Mastery 6000 Credits Gun Mastery 295 Laser Sights 6000 Credits Laser Sights 295 Lucky Strike (2%) 6000 Credits Lucky Strike (2%) 295 Meteor Shower 10000 Credits Meteor Shower 595 Meteor Shower x25 1500 Credits Meteor Shower x25 95 Nanosteel Armor 6000 Credits Nanosteel Armor 295 Ninja Reflexes 6000 Credits Ninja Reflexes 295 Overshield 6000 Credits Overshield 295 Plasma Meteor 10000 Credits Plasma Meteor 595 Plasma Meteor x25 1500 Credits Plasma Meteor x25 95 Primary Mastery 6000 Credits Primary Mastery 295 Strength Boost x30 1500 Credits Strength Boost x30 95 Stun Blast 6000 Credits Stun Blast 295 Support Boost x30 1500 Credits Support Boost x30 95 Varium Technology Boost x30 1500 Credits Technology Boost x30 95 Varium War Commander x10 2000 Credits War Commander x10 95 Varium WarBot would offer everything vendbot has, but tiered versions: Mace: War Club Free Staffs: War Staff Free Wrist Blades: War Blades Free Skill Cores: Aim Assist I Auxiliary Mastery I Concussive Shot I Deflection Shield I Energy Shot I Energy Storm I Frost Shards I Generator I Gun Mastery I Laser Sights I Lucky Strike (2%) I Meteor Shower I Nanosteel Armor I Ninja Reflexes I Overshield I Plasma Meteor I Primary Mastery I Stun Blast I The "I" is a roman numeral Digit referring to "One". Every skill, every core will have 7 tiers to it that can be upgraded and achieved with War Drops. I am not going to do the entire list, but I will do one examples so that everyone gets the main idea. Energy Shot Tiers: Energy Shot I: An attack that reduces the target's energy by 20% of the normal sidearm damage. Cost:100 PvP Drops, 5k credits Energy Shot II: An attack that reduces the target's energy by 22% of the normal sidearm damage. Cost:100 PvP Drops, Energy Shot I Energy Shot III: An attack that reduces the target's energy by 24% of the normal sidearm damage. Cost:100 PvP Drops, Energy Shot II Energy Shot IV: An attack that reduces the target's energy by 26% of the normal sidearm damage. Cost:100 PvP Drops, Energy Shot III Energy Shot V: An attack that reduces the target's energy by 28% of the normal sidearm damage. Cost:100 PvP Drops, Energy Shot IV Energy Shot VI: An attack that reduces the target's energy by 30% of the normal sidearm damage. Cost:100 PvP Drops, Energy Shot V Energy Shot VII: An attack that reduces the target's energy by 32% of the normal sidearm damage. Cost:100 PvP Drops, Energy Shot VI Luck Cores would increase by 1% for each tier. Now I am also aware that it might be impossible to turn in a core once it is implemented on a weapon. A simple fix would be to just allow cores to be removable but I do believe that devs have said that it's too hard to code. In that case, we'll just have to live with it. Yes. That means that unless you have two versions of a specific core that you would like to use, you would not be able to buy the upgraded version if you equip the core (since you cannot remove it to turn in to War bot . It's not a "Pay to Play" feature or a "Pay to Win". It's more of a "Play to actually Play" or "Play to win". We can also have tiered versions of armors, swords, anything even cosmetics such as bikes and home items. PVP Drops (you can call them War Memorials or War Trophies or whatever) `will drop at 5%. WarBot will look similar to vendbot, just armored or something and more war ready and will only be available during war time. This will give players something to look forward to.
< Message edited by The berserker killer -- 2/10/2016 19:25:01 >
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