Nexus...
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Hey Everyone =) First Turn One of my biggest issues with EpicDuel right now is the first turn mechanic. Because of many other aspects of the game that I will discuss later, the player who receives the first turn usually has a very large advantage over their opponent right from the start of the match. I also think that one of the largest things that first turn influences is rage. Therefore I think the best solution can be found through the adjustment of how first turn affects rage, but other solutions might work as well if refined. The Problem: First turn has too large of an impact on the outcome of a match. Possible Solutions: 1. The player who gets the first turn advantage should not gain any rage from his/her attack (whether it be gun/aux, basic attack, or a skill) 2. The player who does not receive the first turn advantage should gain a set amount of rage (ie. 30%) 3. The player who does not receive the first turn advantage should gain a temporary boost to his/her rage generation rate (ie. 150% [50% increase] for 2 turns) 4. The player who does not receive the first turn advantage should gain a stat boost for his/her next attack 5. The player who gets the first turn advantage should have their passives sent into cooldown for a duration of 1 or 2 turns. 6. The player who gets the first turn advantage should have all on hit effects(cores) and chance for critical strike disabled. These are just a couple of the ideas that have been circulating for a good amount of time. Whether you agree or disagree with my ideas, I think it is safe to say that first turn presents an unfair advantage, and the opposing player deserves compensation. Damage I think how damage works in this game is one of the underlying and fundamental problems we are currently seeing. Right now, each damage dealing skill and attack holds too much weight. If an attack is blocked it can utterly ruin a fight for one person, where as critical strikes and deflects have the same effect. I cannot tell you how many times I have seen the tide of a match changed because someone's rage is blocked, when said persons dexterity is far higher etc. The Problem: The damage dealt in each turn is too easily affected by luck. Possible Solutions: This is something I have been thinking about a lot lately, and after reading a recent thread about animations, I had an idea which I think could absolutely change this game for the better. So what is it? Segmented damage. Each skill/attack will be broken down into a series of segments (animations). Each segment would hold a percentage of the total damage. To paint the picture, I'll use a quick example. Lets say you choose to deal a basic attack, and the engine roles that you will do 25 damage. You are completely reliant on this one attack to deal the damage you intend for that turn. If you are blocked, you deal only a fraction of the damage you needed, if you are deflected, you deal only half, and if you critically strike, you can easily ruin the match for your opponent. What segmented damage would allow for, is a unique roll for each segment. What this means (sorry very hard to explain): If you choose to do a basic attack, and the engine rolls that you are supposed to deal 25 damage, you will deal 5 attacks (example, can be changed), each dealing 20% of your total intended damage (ie. 20% of 25 == 5 damage) per segment. However, where it really gets interesting is that since each segment will require a unique roll, each segment will have a chance to be blocked, deflected, or do critical damage. This will allow for a far higher diversity of luck, while making it so luck does not have as large of an impact on the game. Say 2 of your segments (attack animations) are blocked, thats only 40% of your damage being negated instead of 95% (or whatever it is now). Critical strikes and deflects would work the same way. They might occur more often, but they would have far less of an impact, AND there would be a higher chance for your opponents luck to be negated by your own luck every single turn. Furthermore, the person with the higher stat (dex, tech, supp) would have a far greater chance for his/her stat of choice to work its effect per turn (and per game). All in all, I did a lot of thinking, and I think this solution would work spectacularly. It might seem a little rough around the edges, and poorly explained right now, but that is my fault. I personally believe this idea would bring the tactics and strategy back into this game, and open the doors to far greater build diversity. And yes, this would apply to all damage, even damage done by skills, cores, and robots. Resource Allocation Damage in its current state is not accurate! The current way damage works, or from what I have read/seen/heard, is that for each attack, your damage rounds. The engine calculates damage through the combination of stats and weapon power, outputs a decimal, and then rounds that decimal. If the engine outputs the number 36.4 as your damage, for example, it will round to 36. On the other hand, if the engine finds that you have dealt 36.6 damage, it will round to 37. This leads to inaccuracies in damage that would be very easy to fix. The Problem: The way HP/DAMAGE works right now leads to inaccuracies in overall gameplay mechanics. Possible Solutions: 1. Multiply damage and Hitpoints by 10 (this would allow for the addition of 1 more decimal place to all damage dealt, which would mean that damage would be far more accurate [ie. 36.4 damage would be 364 {instead of 36/360}, and 36.6 damage would be 366 {instead of 37/370}) This is the only solution I think would work in this area, and many, many other games have adopted it because it just works better. So that is it for now! I think these 3 areas of gameplay mechanics are at the very heart of the issues this game is having, and hopefully these solutions can be looked at more closely, and used or adapted in the future to make a better game. I'd like to thank Xendran, as a lot of these ideas originally came from him. Thanks so much for reading, Prophet Edit - Many Typo's Corrected (:x) Post moved from EpicDuel GD and removed unnecessary content. Check your inbox for more details. ~Therril Oreb
< Message edited by Therril Oreb -- 7/30/2013 4:12:09 >
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