H4ll0w33n
Member
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IF YOU NEED AN EXPLAINATION PLEASE PM ME, DON’T ASK ME IN THIS TOPIC BECAUSE I AM NOT ON OFTEN, I MADE THIS AS SIMPLE AS I CAN SO THERES NOT ALOT OF COMPLICATED MATH FOR THE SAKE OF OTHERS WHO ARENT GOOD AT IT LIKE ALL MY CALCULATIONS DIDN'T COUNT CREDITS FROM DEATHS BECAUSE IT WOULD JUST MAKE IT MORE CONFUSING. NOTE: CREDITS ARE TAKEN FROM FIRST ITEM I CHOOSE (NON-VARIUM), NOT AVERAGE, MAY BE INACCURATE SLIGHTLY. (I don’t have that much time to spend dealing with a small issue) (Credits of weapon/32 Credits=Wins) 1-100 credits==3 wins 2-175 credits==5 wins 3-270 credits==8 wins 4-360 credits==11 wins 5-450 credits==14 wins 6-540 credits==17 wins 7-750 credits==23 wins 8-720 credits==23 wins 9-729 credits==23 wins 10-900 credits==28 wins 11-990 credits==31 wins 12-972 credits==30 wins 13-1053 credits==33 wins 14-1620 credits==51 wins 15-1350 credits==42 wins 16-1224 credits==38 wins 17-1600 credits==50 wins 18-1981 credits==62 wins 19-1530 credits==48 wins 20-2090 credits==65 wins 21-1785 credits==56 wins 22-2500 credits==78 wins 23-1760 credits==55 wins 24-3600 credits==113 wins 25-4250 credits==133 wins 26-6051 credits==189 wins 27-6931 credits==217 wins 28-7000 credits==219 wins 29-10000 credits==313 wins 30-12000 credits==375 wins 31-12000 credits==375 wins 32-15000 credits==469 wins 33-14000 credits==438 wins IF TREND CONTINUES 34- 532 35-562 36-656 37-686 38-780 39-810 40-904 Levels that shows rapid increase in wins needed: 13-14|||23-24|||28-29 Analysis: 1-13 the average increase in wins is about 2 per level. [33-3=30/13=2.3] (High jump in wins needed) 14-23 the average increase in wins is about 4 per level. [78-38=40/10=4] (High Jump in wins needed) 24-28 the average increase in wins is about 21 per level. [219-113=106/5=21.2] (High Jump in wins needed) 29-33 the average increase in wins is about 24 per level. [469-375=94/4=23.5] It’s odd how the slope of the amount of wins required rises so abruptly at levels 13-14|||23-24|||25-26|||28-29|||29-30|||31-32|||. You have a cool down of 13 (level-0-13) then 9 levels before the next rise (Level-14-23) then you have 1, 2, 0, and 1 cool down a period which is why credits suddenly become significantly more important. At first a rise in 21 wins might not seem like a big deal but over time it adds up, after your level 28 from 24 you would need 106 more wins for one item out of 4 so that’s 424 more wins needed! In case you don’t understand it means at level 24 you only needed (113x4) 452 wins to get all the items you need ^^ but ONLY 4 level later will that have doubled to needing (452+424) 876 wins to getting maxed out O.O. AND if you still don’t understand at level 28 to 29 you will need from 876 wins to getting maxed out to needing (876+376) 1252 wins to get maxed out after ONLY ONE LEVEL. If this trend continues then at level 40 you will be expected to need (904x4) 3616 wins to get your ARMOR, PRIMARY, SIDEARM, and AUXILIARY!!!! Some people are asking “But why don’t they just keep prices at 15000-20000 then as the level rises?” My argument to that is if that be the case, at level 40 we would essentially be paying the same for a level 32-33 item, how’s that fair for us right now, the answer? It isn’t unless you want to get 3616 wins for maxed out equipment. Now this relates to VARIUM and a bit too stats!! The same thing is happening to varium, the rise suddenly came from: (starting at level 28) 280--->900--->975--->995--->995--->1200[I’m comparing the cost of sidearms]. This is just like credits because credits suddenly came from 219--->313 at level 28 to 29. The jump is less noticeable at levels 1-27 because they remain steady. Now the same thing applies, WHY are we paying for something more expensive than it should be? At level 40 you will see it still be 995-1200 which is exactly what we are paying for right now. If the trend in credits continues then ONE varium item can come out to essentially costing 2000+ at level 40. So my argument about this is shouldn’t the rise of Varium stay the same at a lower cost because it is something we CANNOT get in game. This is the difference, in credits we can get in game ^^ but varium we can’t, that means that the rise of varium pricing shouldn’t increase significantly from level 1-34. At level 1 a item would cost 50 varium but at level 33 it shouldn’t suddenly rise to 995, it should go to 300-500 varium for one item. NOW some people ask “Why doesn’t the price of varium just stay the same then and we let level keep increasing?” My response to that is it’s not fair, like I stated above about credits, a level 40 item costing the same as 33 doesn’t work out, and if prices don’t raise then WE ARE ESSENTIALLY AT THE MAX LEVEL CAP! Another question that people may have is “In AQW AC prices are the same and level cap is still increasing, why can’t it work with EpicDuel?” My response is AQW allows enhancements do a 1 Gold item can be as strong as a 1000 AC item. In EpicDuel, because the weapons stats are set in stone it means that you won’t be able to use a level 1 item as effectively as a level 33 item. SOLUTION TO THE CREDIT PROBLEM I have been thinking about this and at first I thought the solution was simple like everyone else did. To raise credits earned from battles. Now that is a solution but that doesn’t make sense because if credit increased by 10x or 2x then lower leveled players would have a very easy time. More credits earned also allows easier use of In-Game extras like class change and because if level 33 players got more 10x more credits than a level 10 player, it would be unfair for the 33 to be able to have a advantage over something that isn’t essential. The solution to credits being more important and how to solve it is big; it is CHANGING THE PRICE OF ALL ITEMS. Yes, that is true. If the items were raised at a controlled level then it would still allow easier access to buy the items. Like right now a level 33 item costs 14000 credits and that is 438 wins, if we changed it to costing 8000 credits then it would be 250 wins. It’s not that credits are becoming harder to earn, its weapons are rising at such a significant rate we can’t keep up with it fast enough since almost every update a new, stronger item comes out. Now some may be asking 250 wins is too little, well that is for ONE ITEM you would need 4 for a maxed out equipment which equals to 1000 wins compared to the almost 2000 wins. Of course this will only apply to items that are essential. What I mean by that is Bikes, Bots, ect. Should stay the same in pricing because they are WANTS in an EpicDuel World not NEEDS. You might want a bike but do you need it? No it only reduces the amount of time travelling and it is more like a item of show for the fact that you can afford it. Do you need a Primary? Yes because it allows you to compete in PvP and is essential to winning, unlike a bike it helps with performance not efficiency. Other thing to consider: 438 wins for a item at level 33 is counting that you win all of them, if you lose some it is going to take you longer, and if you want you can apply that to the entire argument if you really like math lol. NOTE: I am not going to relate this to dealing with experience because that takes another 3 paragraphs of explaining. Essentially it is the same thing, at level 29-30 experience doubles while at level 28-29 experience increases by only 1250, so to fix this we still want it increasing at a steadier rate starting from certain levels, which is why you might be able to afford all 4 needed items at level 30 compared to 25 because you have more time. This also relates to the broken credit system because of the odd increase in wins needed.
< Message edited by H4ll0w33n -- 11/3/2011 21:15:49 >
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