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Bonus Credit for Rounds Survived

 
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6/25/2013 10:41:10   
Midnightsoul
Member

Simple. Every round you survive in a battle, you get like 5 bonus credits, even if you lose. This will make sure that people who suffer from long fights are devastated from the effort they put in.


But to protect that from people who would just sit there and stay, the devs should make it where that a round would only go up if a player at least uses a skill.


EDIT: I think this is a really good way to help balance out the credit gain ratio between tanks and other slow builds versus the quick and aggressive builds.

EDIT2: Remember, guys, I said around 5 credits per round. I didn't mean it MUST to be 5 credits. I understand that's a lot. Maybe 2 or 3? I don't know.
Anyways, I just wanted to clarify that I also want it where the loser can get the bonus credits too.
Finally, I believe there should be a bonus cap at around Round 10.

I also made my original post bolded where all you people who don't understand what I meant can take a look at it again. What I meant from "But to protect that from people who would just sit there and stay, the devs should make it where that a round would only go up if a player at least uses a skill" also means basically you don't get bonus credits if you don't do anything which indirectly means you don't get credits for AFKing. I really wish if certain people can stop being rude to me, I don't want to make any names, but I've only been posting suggestions and I'm trying to avoid any flaming.

< Message edited by Midnightsoul -- 6/26/2013 17:54:08 >
DF AQW Epic  Post #: 1
6/25/2013 11:23:46   
blackd97
Member

I support this but 5 credits per round is a bit too much , how about 2? And what about credits per round survived at 2v2 cause if you partner get 1 shotted is like juggernaut so you got to survive or to win , credits per each round survived will be a great idea.
Epic  Post #: 2
6/25/2013 12:43:59   
Trae
Member

Not supported
I'd keep doing 1v1 till I got a friend then we both afk 4 an hour then poof
7k creds
I it only counts for rounds you take damage have your friend and you have max defence low offence
3 damage each turn and keep healing
I like the idea but it would be 2 easy I abuse it
Epic  Post #: 3
6/25/2013 13:55:47   
Dual Thrusters
Member

Not supported

everyone in the room goes afk. BAM! you're rich
MQ AQW Epic  Post #: 4
6/25/2013 16:34:21   
killerman164
Member
 

easy to exploit. Even if I was jugging 2 noobs and I beated them (While I have a noob partner of course), now for the bonus credits 5 is too much each round, now if it were 5 credits every 10 rounds. I'd support that
Post #: 5
6/25/2013 20:34:13   
Midnightsoul
Member

@dual thrusters

Read my first post before assuming.

quote:

But to protect that from people who would just sit there and stay, the devs should make it where that a round would only go up if a player at least uses a skill.


See.


@On topic
Guys, they're not official numbers, it's only an idea. Please don't take this the wrong way.
DF AQW Epic  Post #: 6
6/25/2013 21:10:07   
Khalix
Member

How about adding a +2 credit bonus every time a player enters his/her 5th turn.

In a 2v2 match, for example, you only get a +2 after you have done 5 turns and +4 if you've done 10 turns.

But +5 per round is absurd.

Look at most lvl 35 2v2 matches- They consume at least 5 turns, that's a +25 credit bonus- Doubled in power hour.

Devs would most likely say no to that. If you were to look at the projected credit increase (From the upcoming update), the increment for 1v1's is 5 (37). If you fork in the rounds you survived, tanks would be economically advantaged in comparison to other builds while making the increment that the devs made close to nil.

< Message edited by Khalix -- 6/25/2013 21:11:18 >
Epic  Post #: 7
6/25/2013 23:30:02   
Midnightsoul
Member

@Khalix

quote:

Guys, they're not official numbers, it's only an idea. Please don't take this the wrong way.
DF AQW Epic  Post #: 8
6/25/2013 23:41:50   
Mother1
Member

Not supported as this will not benefit all builds equally. Besides we are going to get a credit increase when the token exchange comes anyways.
Epic  Post #: 9
6/26/2013 4:33:53   
santonik
Member

Today.
Today, all players will benefit from the speed relative to slow players. The fastest players are able to play many games at the same time as the slow one player game. You no longer need to be good at math that which one gets more credits..
I think this favors the fast players.


Future
Probably many would accept about issues like method. Beginning credit + round-based credit supply. It is a different issue which is the sum of the first. And what would credit per round. Limitation should be at some point. Probably would be good to be different restrictions on 1vs1, 2vs2 and juggernalt modes.
This would help to balance the credit supply.
I prefer this proposal.
Epic  Post #: 10
6/26/2013 10:31:38   
zion
Member

Too abusable by cooperative afk-ing.
AQ DF MQ AQW Epic  Post #: 11
6/26/2013 15:04:05   
santonik
Member

I do not know if you ever come across a credits factor that deliberately loses matches. I've seen. After all, they get a relatively quick money. Their idea is to discard the match as quickly as possible. These are the players who do not care about victory percentages. The new credits supply to slow down in this kind of behavior. But the slow style of play would possess a little bit more credits. It would be a good look at the credits supply because of what it receives over time. Of course when it would be good for abuse is missing.
Epic  Post #: 12
6/26/2013 16:46:32   
Midnightsoul
Member

Seriously, do people read my posts??? It's annoying how no one finishes reading my posts.

@zion

quote:

But to protect that from people who would just sit there and stay, the devs should make it where that a round would only go up if a player at least uses a skill.


@mother
Explain how

< Message edited by Midnightsoul -- 6/26/2013 17:02:49 >
DF AQW Epic  Post #: 13
6/26/2013 16:59:07   
Sir Caden
Member

Nope, Never i bet you're only suggesting this because you have no credits Pointless aswell playing a person with res at 42-50 with only energy weps and the other 42-50 res person takes the mik what would happen then?
Epic  Post #: 14
6/26/2013 17:02:14   
He Who Lurks
Member

Perhaps, it'd be far more easier to just add a cap to the bonus you get ? I'm pretty sure I've seen an idea(s) like this years ago but I can see how beneficial this is meant to be. I don't agree with the idea entirely but more with the concept. We should get bonus credits based on how fierce our opponents are.
AQ Epic  Post #: 15
6/26/2013 17:16:17   
Mother1
Member

here is how it will go.

Tank vs normal build: Since there is a slow kill build more turns will pass meaning that both winner and lower will take more turns and as a result get rewarded for this cause of the tank.
Tank vs Tank: 2 slow kill builds more turns pass both player get more credits due to taking more turns.
Glass cannon vs Glass cannon: 2 quick kill builds take a few turns before one takes out the other meaning they are disadvantaged by this.

In other words if you aren't a slow killing build or going against a slow killing build you are disadvantaged by this.

This favors slow killers and not all builds which is why I said it doesn't affect all builds equally.
Epic  Post #: 16
6/26/2013 17:46:32   
He Who Lurks
Member

^Actually you're incorrect.

1.There's no disadvantage. Builds that are glass cannon are in no way affected by the implication of this suggested idea negatively.
2.Glass cannon builds are actually at an advantage regarding credits per matches as they kill quicker. Meaning that they'll
amass more credits over time versus a tank build.
AQ Epic  Post #: 17
6/26/2013 17:47:25   
Midnightsoul
Member

Hm...well, it doesn't have to be 5 credits per round and stalling a fight doesn't mean you will get efficient credits. This isn't my decision on balancing credits per round. Plus, the base reward (+32 credits which will become +37 soon) is better to get because some people with fast kill builds can get 2 easy wins (64 credits) while the tank may still be on his or her first fight (around 32+15 credits). I do understand this is favoring slow killers, but not in a way where they have an advantage over fast killers, just enough to balance them out.

I think what He Who Lurks made a good point where there should be a bonus cap. I'll make an edit on the top. I will also add that losers should also get bonus credits.
DF AQW Epic  Post #: 18
6/26/2013 19:15:53   
santonik
Member

What would you say to this.

Starting credits..

the game starts.
Round 1.
Round 1 2.
Round 1 3.
Round 1 4. This or
Round 1 5. This is where the credits starts to raise.

Rough example.
Starting money could be about 30 credits.
Round 4 or 5 would begin to get the credits.
2 or 3 of the credit would be well-balanced.
Of course, should the limitations. Will there be a limit to round 15 or 20, The limit is equally important as the extra money.
Of course, juggernault and 2vs2 games take longer than 1vs1 games.
In multiplayer games could be a bigger limit. (Juggernault ja2vs2)
Epic  Post #: 19
6/26/2013 19:21:18   
santonik
Member

Makes little pranks that google translator.
Epic  Post #: 20
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