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6/2/2015 1:13:53   
Kd
Member

It's pretty self explanatory. Right now items have no set stats, and we get to adjust stats as we see fit. As I understand it, the goal for this was to allow for more player flexibility and creativity. However, I think having no pre-set stats reduces variability because all items (without locked cores-so most items) are the same. Why not make items have set stats like they did i the past, then allow for us to add additional stats as well like in the game's current form. Basically, items with set stats plus enhancements, except now "enhancements" are purchasable the same way the current weapons are. I get players would have more stat points, but I think that would be a favorable change as well. These are just my thoughts. What does everyone think?
Epic  Post #: 1
6/2/2015 18:05:11   
AQWorldsFarmer
Member

I HIGHLY wish we would move back to this system.
As the game is right now, its too easy and meaningless to come up with a build.

Although enhancements could probably be a step in the wrong direction at the moment.
I do believe having Pre-set stats and requirements would add more creativeness back into the game.

Maybe we could even keep weapons "Upgradable, something we didn't have in delta"
-As you level you can check what the stats will be at that level, and upgrade it

One issue I do see with this is mass raging because a lot of items people own will now be rendered useless. Because if we move towards this
system, all these freely-placed stat items people bought will now take on new stats, raging the people that bought them.
A solution I see to this:
Offer a 100% Sellback for a week after installment. (this includes the cores).
Post #: 2
6/3/2015 17:50:06   
Kd
Member

I'm glad I'm not the only one that wants to see stats/requirements return. It's a bummer that most items are just for cosmetics now. I don't really enjoy the dress up game.

To address the rage point...
When items went from having stats to having freely-placed stats this issue was dealt with. I don't know that it would be a huge problem, probably not one that requires a 100% sellback feature because I just dont see the devs doing that. Maybe 100% is too high?
Epic  Post #: 3
6/3/2015 17:54:57   
AQWorldsFarmer
Member

The change would render multiple weapons that a player owns useless, and therefor a waste of that player's credits. Offering a 100% sellback for a few days would allow
for players to get a return on the items they wanted, but now can't use.

quote:

When items went from having stats to having freely-placed stats this issue was dealt with.

Its been so long, how did they deal with it again? (or are you talking about the achievements for enhancements? Because thats a completely different story)

< Message edited by AQWorldsFarmer -- 6/3/2015 17:55:54 >
Post #: 4
6/3/2015 18:06:24   
Kd
Member

Oh okay. Now I get what you're saying. That certain items would have lower stats than others were the previous system returned than they do now?

When Omega started, items lost their pre-set stats. IE my alpha blade that gave me +7 tech and +8 dex (or whatever it was) now just had empty slots for me to fill the stats with. A better example is the infernal interdictor, which was a varium item that had very good stats relative to something like the free light blades. Now, they both just have the same amount of empty slots. The devs basically just said deal with it. That's sorta what I'm suggesting would happen if item stats were to return, just in reverse- your sword that you bought that had 28 empty stat slots? well now it ALSO has these requirements and these stat boosts.

Which brings me back to the OP. Do you think it would be a good idea to get rid of/reduce the empty stat slots if you add stats for every weapon, or leave them as is? I.E. now the sword has 28 slots+pre-set stats/requirements versus just stats versus less slots + stats?
Epic  Post #: 5
6/3/2015 18:56:00   
AQWorldsFarmer
Member

Ok, tell me if this answers you question, cause I'm a tad bit confused.

Scenario 1:
Player buys a weapon at its basic stage, no stats or damage

What will Happen:
-Player will be able to sell the weapon for however much he paid for it.
-Player can choose to finish upgrading it, the cost will be however much it usually cost - how much the player already has invested into the item.

Scenario 2: Player Buys a weapon fully upgraded:

What will Happen:
-Player now has fully upgraded version of weapon w/ the specific stats
-Player can choose to sell it at full price to be re-imbursted for his loss.

Scenario 3: Player buys semi-upgraded item

What will Happen:
-Player has item with upgrades equal to the amount of money invested into the item already.
-Player can choose to finish upgrading it, cost will be however much is cost to upgrade it to that point - investment already put into the weapon
-Player can choose to sell weapon at however much he has invested into it.
Post #: 6
6/4/2015 1:13:50   
Kd
Member

Yes, we are on the same page in terms of selling back items. My next question was which of the following should happen if the old system is brought back?

Scenario 1:
-Items now ONLY have the pre-set stats
-This is the same as the old system

Scenario 2:
-Items have pre-set stats + ALL of the custom additional stats they currently have
-This is the old system + the new system

Scenario 3:
-Items have pre-set stats+ A PORTION of custom additional stats they currently have
-This is the old system + a part of the new system
Epic  Post #: 7
6/4/2015 16:28:59   
justasxz
Member

could not agree more i loved the old system it was so good and this one serously makes game so much worser bring it back (scenario 1 plz) (would agree with scenario 3 too but no 2)
Post #: 8
6/4/2015 16:38:59   
AQWorldsFarmer
Member

quote:

Scenario 1:
Player buys a weapon at its basic stage, no stats or damage

What will Happen:
-Player will be able to sell the weapon for however much he paid for it.
-Player can choose to finish upgrading it, the cost will be however much it usually cost - how much the player already has invested into the item.

Scenario 2: Player Buys a weapon fully upgraded:

What will Happen:
-Player now has fully upgraded version of weapon w/ the specific stats
-Player can choose to sell it at full price to be re-imbursted for his loss.

Scenario 3: Player buys semi-upgraded item

What will Happen:
-Player has item with upgrades equal to the amount of money invested into the item already.
-Player can choose to finish upgrading it, cost will be however much is cost to upgrade it to that point - investment already put into the weapon
-Player can choose to sell weapon at however much he has invested into it.


All 3 of my scenarios list different things that would happen to reimburst players with loss credits due to the change.
Your scenarios are 3 different possible changes.

quote:

Scenario 3:
-Items have pre-set stats+ A PORTION of custom additional stats they currently have
-This is the old system + a part of the new system

This is basically the old system..(enhancements)


They took away enhancements because it imbalanced the f2p and the p2p
(huge amounts of credits to enhance items for f2p) You rarely saw a f2p with even have enhanced items.
This change made no sense to me, when there was a simple solution.
-Lower the credit cost of enhancements tremendously
-Add another 'item' requirement (a drop from an NPC)
Post #: 9
6/4/2015 18:18:02   
justasxz
Member

or just remove enchantments completly
Post #: 10
6/5/2015 0:42:31   
Kd
Member

quote:

All 3 of my scenarios list different things that would happen to reimburst players with loss credits due to the change.
Your scenarios are 3 different possible changes.


Right, I get the distinction. We're on the same page

quote:

They took away enhancements because it imbalanced the f2p and the p2p
(huge amounts of credits to enhance items for f2p) You rarely saw a f2p with even have enhanced items.
This change made no sense to me, when there was a simple solution.


We're on the same page again. What I'm suggesting is leaving the Omega system in terms of price/ability to change stats on weapons but also adding pre-set stats and requirements for weapons. The freedom to adjust some stats is good, but it's important to have some variability so that epicduel isnt just a dress up game and getting newer, better, or different weapons has a purpose
Epic  Post #: 11
6/5/2015 11:46:33   
AQWorldsFarmer
Member

@KD
Exactly. I missing seeing
+45
+32
+15
+2

Now its almost always the same:
+0
+35
+35
+14
in some combination.

This new stat system also took away a LOT of stats on weapons.
Remember caden's wheel? or as I called it "Tech abuse staff" +24 technology.
I'm not saying bring enhancements back, just bring back preselected stats on items like..

+15 str
+4 dex
+16 tech
+3 Support

+24 str
+4 tech
+4 dex
+6 support

and stuff like that, and REQUIREMENTS

I've even suggested integrating the best 'pros' of omega and delta:
Omega:
-Upgradable weapons

Delta:
-Preselected Stats
-Passives
-Consumables

How do you upgrade a weapon with preselect stats?
I'll give an example (using random numbers)

A lvl 15 has a sword with:
180 damage
+8 Str
+7 Dex
+3 Tech
+2 Sup

He levels up, and is now lvl 16:
Upgrade weapon for a particular price (credit or varium):
190 Damage
+8 Str
+8 Dex
+3 Tech
+2 Sup
Post #: 12
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