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Epicduel possibly trying for the wrong area?

 
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1/28/2014 17:52:54   
One Winged Angel1357
Member


So I just wanted to make something a bit thought provoking so here is a rather random GD idea.

Do you think that EpicDuel is trying for the wrong genre of games? They give us quote unquote endless possibilities for builds but the style of gameplay, player vs player focused, limits us into using the OP'd builds and trying to counter the OP'd builds.

So if you had the chance would you try to adapt ED to a different genre of play or would you keep it as a PvP focused game? Please give a little defense to your idea or a lot of defense depending on how you feel but remember to respect each others opinions when you are disagreeing with them
AQ DF AQW Epic  Post #: 1
1/29/2014 3:14:00   
Sauerkraut
Member

ED being a turn-based PvP game was the reason I started playing it, instead of, e.g. an mmorpg or (real-time) strategy/battling game with more focus on npc grinding.

Despite bigger and smaller balance issues I enjoy the game and would not probably not enjoy drastic changes in its basic concept.
Epic  Post #: 2
1/29/2014 3:18:29   
DarkDevil
Member

^you stole my words before i think of them

everything implies on me too.

< Message edited by DarkDevil -- 1/29/2014 3:19:21 >
AQ Epic  Post #: 3
1/30/2014 5:15:00   
Archlord Raistlin
Member
 

The origin and basic principle of this game has been PvP. To most of us semi-regular players,
this is why we play it. However, some variety is always good since grinding out PvP battles
day after day can get boring without something else to do once in awhile. That is why missions,
level ups, achievements, and war events are so important. It breaks up the monotony that this
game can fall into...

As part of the Artix family I would think ED could easily add content appropriate to this game without
losing the basic PvP feel. For example, I think the arcade and all the house items have been a good
addition to the game. It's not a big game changer and adding the daily missions are a little bit of a
diversion. The addition of level 40 has kept me around lately and it has been fun actually to work
towards something again.

On the down side...this war is lame and serves no purpose. It is not even a war anymore, it's just
the way it is now. Many likely miss the war "events", which were fun, had an end, and were not
pure drudgery. The mecha war was very entertaining, despite the issues of matchups and npc's.
The original intent of this current war was to nerf tokens and provide a new faction battle scheme.
In typical ED fashion, the truth is they just wanted to nerf tokens and the new faction battle scheme
was just some fluff to make the nerf sound reasonable. Perhaps there are some factions who like
the new setup, but I don't know of any...

Here's the key...
The reason I play this game, and I suspect others do too, is to create one character with a variety
of skills and abilities that can be creatively changed on a whim and develop this character into a
well-rounded fighter capable of handling almost any general PvP battle. What is necessary to give
me some creativity??? CLASS BALANCE

Over the years dev's have created their own balance problems, e.g. TLM, or just ignored issues year
after year. They have focused on 1v1 balance and simply hoped it would work out for 2v2 and Jugg.
They use OP nerfs instead of building under-powered classes up. They manipulate the battle engine
to falsely create seemingly competitive matches and think they have "fixed the balance". If the game
were truly class balanced, they would not have to spend so much time figuring out how to implement
those critical blocks or crits into each and every battle. I have played enough that I can pretty much
see it in action daily...

In 2v2, balance is not making me go last 80% of the time. Balance is not manipulating the game so
that more often than not the match comes down to the last attack regardless of who is playing...
Balance is allowing us to build our characters in different ways, using different skills, and have a
reasonable chance to succeed. Too often now, each class is funnelled into using one particular build
because it's the only one with a good chance to succeed. I should have 3 or 4 builds at my disposal
that could work well. It feels like there are only 3 or 4 builds used in the whole game... For example,
as a CH can I use a multi build...(laughter...NO), can I use a massacre build...(slightly less laughter...
on occasion but almost impossible in 2v2 due to energy thieves), etc...

I have some small hope that work can be done to correctly balance this game. I have spent over a
year being the worst class (CH) and recent changes have at least made this class slightly more tolerable.
How it can take so long to identify the class/skill problems...idk. It is brutally obvious if you just play the
game for a few days. It shouldn't take years to correct. The big obvious problem now is TM and their
energy control. Way too many ways are available and repeatable.

I would not like this game to become AQW. Thoughtful class balance changes that give the players
back some flexibility and diversity...and encompass all modes of play... would be welcome. For some
reason I still hold on to some hope...


Post edited to remove unnecessary content. Check your PM box ~M4B

< Message edited by Melissa4Bella -- 2/11/2014 16:13:17 >
Post #: 4
1/30/2014 6:28:36   
Noobatron x3000
Member

I think the time to stop nerfing classes has come it clearly isnt working something else just replaces them, Buffing the others is probably the way to go.

Certain skill cores either need adjusting or counters being introduced.
Post #: 5
1/30/2014 10:28:36   
Xendran
Member

Normally I'm against the philosophy of "leave class X alone, buff everything else", but they've been so nerf-heavy for so long that it actually is at the point where most classes are boring to use, and nerfing the others down would make them boring as well.
Buffing them all up is a very valid solution at this point

AQ DF Epic  Post #: 6
1/30/2014 15:02:25   
Stabilis
Member

I think we forgot how to be efficient when we spend time working with balance.

When we have 5 skills in a group (such as Resistance buffs) and 1 of them is twice as magnified as the other 4, we should nerf the 1 skill skill so it has an equal magnitude. When we have 5 skills and 1 of them is half as magnified as the other 4... we tend to ignore it because, "nothing is really overpowered".

But this is not appropriate. The 1 weak skill should be buffed in magnitude comparable to the other 4.


(Magnitude is the numerical value of a factor. So if I was driving at 10 meters per second, 10 is my magnitude. If Smokescreen removed 30 Dexterity, a Smokescreen twice as magnified removes 60 Dexterity.)
AQ Epic  Post #: 7
1/30/2014 15:20:39   
Xendran
Member

quote:

I think we forgot how to be efficient when we spend time working with balance.


What you're forgetting is the wow-factor of skills, combined with the actual enjoyability of classes. When you give every class a big load of minorly effective skills and then make it so you can barely use them due to energy, you get a very lackluster game.
This is the sole reason that with something like my class revamps i made every single one of them VERY powerful.

When i returned not long ago, i remember saying "Wow, that's powerful, i could make a build around it" when I was testing out bludgeon. Every skill should have a similar effect on players.

Also, it's only inefficient if you do not have the correct mindset, which unfortunately is true of the developers. Talented artists and programmers, not the same caliber of talent or passion in the actual mechanics design and balance department.
For example, it took me under an hour to design the entirety of my Dark Mage class. I'm not even close to the skill level of titan and rabble at programming though. This is why i've been saying for a long time, they need a dedicated balancer in their staff that has the power to veto any and everything that titan and rabble suggest in terms of mechanics and balance.

They are very skilled programmers, Nightwraith and Charfade are amazing artists, and Cindy has produced some awesome storytelling but they are not prepared to truly be mechanics designers. Another thing that confirms this to me is how simple epicduel was when it started. A person with a true PASSION for balancing a game would have never left the mechanics so simple, as it makes them so abusable when striving towards a player versus player game.

I am in no way trying to insult titan or rabblefroth, they are both extremely intelligent individuals and i have watched them get better and better at programming (especially Titan) over the course of the years that I've been here, I just feel that they need to take a step back and get some serious help in the mechanics department. They have good ideas, but the execution of those ideas is what really either makes it great, or drives it into the ground.
I also feel that they have been in their positions for too long, and have not spent enough time playing other games, to really be able to get into the mindset of a player, and what a player would enjoy. This is also true of the available microtransactions.

Other games have put time into things like item skin transfers, effects that glow, things that make you really stand out or let you make your character fit a certain theme. These have been wildly successful.
A caster mage, for example, could have his/her armor replaced with an effect that turns his/her entire body into glowing plasma, to fit the theme of plasma spells and energy control. A blood mage could have bloodied armor, or more brutalized and damged looking weapon skins available.

The lack of passion or true correct mindset also severely impacts the speed at which balance updates are released. I know i use myself as an example a lot, but my initial passion for epicduels balance is what singlehandedly got me into my current mindset for balance, and allowed me to become both the Vice President and Head of Mechanics/Balance for where i'm at now. When you look at something like my threads, you see the speed at which interesting mechanics are created, tested and tweaked. This is undoubtedly faster AND more drastic than the kinds of balance changes we see, especially with somebody who has enough experience actually battling in this game that you can predict entire battles in your head at a very fast rate. This is the kind of mindset and efficiency you need to properly balance your game. The entirety of the Dark Mage class was created in under an hour, and while obvioulsy not perfectly balanced has no true glaring flaws when compared with the other revamps of classes. Something like tech mage recieving Battery Backup is what I would consider a glaring flaw, but I cannot truly fault the developers for not realizing it at the time of implementation.

With Titan and Rabble's programming skills, and a DEDICATED balancer we could be seeing balance changes more frequently than once a week, let alone the current time it takes. Not only that, but a balancer would have time to spend actually playing the game to get the utmost feel for the balance without having to worry about taking time away from the programmers, time which is EXTREMELY valuable. As much as i don't like that the developers do not play the game anywhere near enough to balance it, every second they spend logged in is a second they could be improving the back-end aspects of the game and implementing systems for the future.

Having balance updates take so long and be so minor is taking away from the time they could be spending improving the security, tightening up the implementation of features, improving the engine to allow for more complex mechanics to be put in place, and so many other things that Titan and Rabble are capable of, but are not able to do due to them also having to take on the responsibility of balancing, which they are not prepared for. Dark Mage took me only an hour to have it at a near-finalized product. Can you imagine if epicduel got a new class every 6 months, that did not break the balance and had interesting, balanced, completely original skills? A dedicated balancer could make that possible.

Titan especially, I have seen get so much better at programming than he was back in 2009. It's a GIANT amount of progress, and EpicDuel Omega was one of the finest examples of this. The problem is that the severely damaged balance prevents players from seeing this. The core system is a wonderful idea that makes it so much easier to implement all kinds of new skills, but they are barely able to take advantage of it. The fact that they have now multiplied health and energy has fixed the previous rounding issues and allows for many more interesting percentage based skills, and even percentage based skills with decimals. There is so much potential still in this game that is just not being taken advantage of, and the poor balance is not only preventing the developers from reaching this potential, but it also prevents the players from seeing this potential. This means that not only does the time have to be split on balance, but they have to deal with attempting to keep the community in a reasonable state. It's a very bad position to be in, and it is likely extremely stressful on the developers.

I never saw this before i became a developer myself, but you have no idea the kind of stress that attempting to keep players happy while also pushing updates that seem like they have substance to them, potential overworking due to determination, and community backlash causes.

Whoever it is, it does not matter, as long as it is a logical minded person with a true passion for balance. It could be me. It could be you. It could be somebody we've never seen or heard of before. But it has to be done, for the developers sake (and sanity), and for the future livelihood of EpicDuel, before the playerbase dwindles further than it already has.

This is a post that I feel should be read by everybody that plays this game, so they can understand WHY the game is the way it is, rather than simply assuming that the developers are not capable of creating a great game.

< Message edited by Xendran -- 1/30/2014 16:03:25 >
AQ DF Epic  Post #: 8
1/31/2014 1:39:32   
Pemberton
Member
 

Then passive switch to energy skills is a huge disaster imo. Not only did it make balance worse, it also made the game more boring because no one can use the skills and cores.
Post #: 9
1/31/2014 3:44:24   
Goony
Constructive!


Some nice posts :)

OWA, I believe the game itself should remain as a non download browser based PvP MMO, The concept is great and these are few and fair between.
I can really see that the developers have taken a huge chunk out of their list of things that they wanted to add to the game since Omega was rolled out...

Just to put it in context, in Omega, they have automated a lot of the time consuming issues that previous versions of the game didn't allow them to easily do. We have a fully functioning mission console. The ingame items can be searched for. The war and the map itself has had a major upgrade in functionality. The final cap has been set and the game is fairer for F2P players. We have a PM system and with the inclusion of a tutorial for new players some major functionality has been implemented. There has also be some major changes to the moderator tools and other back end functionality that needed to happen.

I'll defend Titan and his team here and say that some of the features they have created are pushing the boundaries in a browser based flash game and that most of the features implemented would have taken a huge team to create. I can personally say that I have dabbled in flash and although I am no programmer or artist I can see how much effort and dedication is required to build a game like Epic Duel.

That said, what happens going forward? Hmm, they could concentrate on balance for a while, since the last real balance of the game was when Delta was launched... They could add some more features to improve the faction war, like tournaments and other events... Nightwraith mentioned power hour events... These events could make a massive difference to the game in terms of wow factor and competition.

Lastly, I'd like to add that a game like EpicDuel could be a great candidate for the new "Omni" multi device platform and if you look at some of the layouts that Artix has previewed it may be that we will be playing EpicDuel on a mobile at some stage in the future...

PvP is a harsh gaming environment, but in my opinion that should always be the mainstay for EpicDuel!

_____________________________

In Epic Duel,
success is not final,
failure is not fatal
and it is the courage to continue that counts!
Epic  Post #: 10
2/9/2014 13:31:53   
JariTheMighty
Member

@Xendran: I couldn't agree more with you. Everything you said about this game, the devs, the balance. It was all perfect.
AQ DF Epic  Post #: 11
2/9/2014 14:03:06   
Noobatron x3000
Member

@goony

There is a reason most pve games are far more successful then pvp games.

And the pvp games that do tend to survive usually have a fairly large amount of pve content (that is the ones that stand the test of time ) . I cant think of a game as pvp focused as epic duel that has lasted.

And lets face it without AE stepping in as early as they did they wouldn't of done I cant give site names but look around the web you'll see what I mean.
Post #: 12
2/9/2014 14:47:38   
DunkThatOreo
Member

Once again Xendran sheds his wisdom on us and speaks only the truth of things. Seriously how have the devs ignored this guy for as long as they have?
Epic  Post #: 13
2/13/2014 16:30:20   
Bionic Bear
Helpful!


@DTO I don't think it's ignoring, but rather being busy with something else.
Having a staff member (or a volunteer) for the sole purpose of balance sounds like a very good idea. While the programmers churn out classes and skills, the balancer can check them and make sure they would not be game-breaking to use.

Post #: 14
2/13/2014 21:20:15   
derpbuscus
Member

Have they been thinking alittle bit that TECH MAGE IS OP and OVERUSED??
AQW Epic  Post #: 15
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