Juggernauts forgotten by DEVS (Full Version)

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ConQrR -> Juggernauts forgotten by DEVS (11/30/2011 6:29:55)

I want to remind some facts about juggernaut mode.

1- We need a button for juggernaut for entrering to battle anywhere in the map.

2- There should be daily faction juggernaut board and also factions total juggernaut wins should be shown in the faction page.
Because juggernauts kinda useless for factions because of current state of LBs.

3- There is a Leaderbords section at he home page of ED. Juggernauts are not exist there also.

4- Lvl range should be reconsidered. 29 or 30 will be good for higer lvl opppnent. (by soulprisnerx)

I probably missed some points, please add your ideas and disscuss.





SouL Prisoner -> RE: Juggernauts forgotten by DEVS (11/30/2011 6:37:58)

well i do agree 100% wid u , but u 4got 1 thing i felt that is needed desperatly and that's the oponents lvl to be decreased to lvl 29 or atleast 30 . 31 is way too MUCH!! theirs not much difference btw lvl 34 and lvl 31 , *i meant not much .


and facing 2 lvl 31 is lyk not a worth trying , and even worst it gets when both or 1 of them is varium !! thats the time i remember TITAN !! (KILL) [:@]




I am Primal -> RE: Juggernauts forgotten by DEVS (11/30/2011 6:56:28)

it;s not just juggernaut thats forgotten 2 sv 2 is aswell. 2 vs 2 players have been complaining for many years and we've gotten nothing.

but ye ai do agree the lvl range in juggernaut has to be lowered.




Basicball -> RE: Juggernauts forgotten by DEVS (11/30/2011 7:01:32)

I dspeately supprt this, i've had a jugg faction since juggcame out, and it's realy hard to find members as there's no real benefit in it :/




ngshuyi94 -> RE: Juggernauts forgotten by DEVS (11/30/2011 7:30:52)

As a non-varium jug, b4 i became a lv 34, 2 30s are already really difficult, in fact i get pwned if both are varium, not to mention 31s now.

Supported! ~




Jekyll -> RE: Juggernauts forgotten by DEVS (11/30/2011 7:44:25)

Yes, its really bad when you face 2 LVL 30+, Varium or not. These are people we encounter in a normal 1v1, so having one more person against you completely destroys your chances.




Arturo20 -> RE: Juggernauts forgotten by DEVS (11/30/2011 7:45:19)

quote:

As a non-varium jug, b4 i became a lv 34, 2 30s are already really difficult, in fact i get pwned if both are varium, not to mention 31s now.


Same. Now I play 2v2 again cause of this.




Prakash 007 -> RE: Juggernauts forgotten by DEVS (11/30/2011 7:56:45)

looks like there are so many lvl 34 non var juggs, the way i see it is there shuld be lvl cap of 5 lvls below the jugger and an average of 6 lvls, a lvl 34 faces a lvl 29 and a lvl 27, or 2 lvl 28s




SouL Prisoner -> RE: Juggernauts forgotten by DEVS (11/30/2011 7:58:26)

as mentioned b4 and telling it again !

Dev's r making balance decissions only thinking about 1v1 and not 1vs2 ! . thats the points they missed out and juggers r totaly being MOCKED !! (*noob healing !!!. only words frm ur opps )




I am Primal -> RE: Juggernauts forgotten by DEVS (11/30/2011 8:15:46)

do u know why they only care about 1 vs 1 it's simple

is there ANY 2 vs 2 mods?? nope so they pretty much know nothing about how to fix 2 vs 2
is there ANY jugg mods??? nope so they don;t care
i'm not sure if anyone else has noticed but all the mods do 1 vs 1 most of the time. so therefor u they don;t know much how to fix the other battle modes.

when testing classes it should be done in ALL battles modes.





ngshuyi94 -> RE: Juggernauts forgotten by DEVS (11/30/2011 8:18:27)

^ Very true. [8|]




Smackie El Frog -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:11:12)

I agree with this 100%

We truly need a faction juggernaut count asap.




Charfade -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:13:43)

The problem whats always been with Juggernaut is player matching. If Jugg was its own button, and 2v2 went back to the way it was... would people click on the Jugg button? Chances are no unless there was some kind of challenge or intensive. Which we haven't found a reasonable solution to.

Also there is an interface issue with this. First have you seen how crammed the bottom button bar is? No room for a 1 more button unless we really extremely shrink the chat area. Which we wont do. And then there is the problem where new players can't play Jugg until a certain level. Which means that added button is useless to new players. Each button on the bottom bar needs to be usable in some way at any time to any one player. So to simply fix juggernauts fades into may other aspects of the game and would not be a 1 week fix but rather many weeks.

same goes for no more room on faction juggernaut count. A almost complete redesign is needed.

In short we have not forgotten about the Juggernauts or many of the other current issues in the game.




drinde -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:15:51)

^
How about a button that triggers a menu for BattleMode selection, like the old Actions menu?




Smackie El Frog -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:19:20)

@ Charfade

I think that faction revamp should come sooner than later since now the info is getting moved to where I cannot see it. Like with my officers donations if you check this link to a SS of my faction from the founders point of view.

http://i345.photobucket.com/albums/p384/smackieelfrog/factionbug.jpg




SouL Prisoner -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:20:13)

^char


well atleast they can change the jugg level frm 31 to 29 or atleast to 30 ,coz 31 is way hell out of control !




Charfade -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:22:53)

quote:

^
How about a button that triggers a menu for BattleMode selection, like the old Actions menu?


we thought about that to drinde, No doubt as we keep adding new elements to the game that a new way to present the interface is needed. IE how we added the missions indicator button that took over actions button.

Problem with that the old actions menu was eaten by missions. If you opened up every panel in the game you will see what areas are being used and... they are all being used. Now we thought about making them movable like in houses. problem with that is its very buggy and tends to easily break the game. In everything we have done we have come up with some kind of road block with this. :( A complete redesign of the interface is needed... time for that is coming soon.

@soulprisnerx so you think changing the player lvl pool will help? We would have to test a lot of player matching tests, we found last time we did this, Juggs were waiting a long time to be matched up.




ConQrR -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:24:45)

We click 3 times for entering a battle,

1. click to slayer
2. click to juggernaut
3. click to yea im sure im going to juggernaut battle

there should be an easier way to do it.,


@ below

We demand the button for just the Juggernauts not for the opponents.




Charfade -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:27:32)

Here is an honest question, what do you think about 1 Jugg button that Juggs use and it randomizes who will be the Jugg.

Would you still play Jugg if there was a chance you weren't going to be the Jugg.




I am Primal -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:37:21)

charfade can you please answer this just wondering why but. do u know why there's no mods who do 2 vs 2 or jugg? cuz if there is i'm sure u'd guys would have alot more knowledge on how to fix things.




Smackie El Frog -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:41:00)

@ Char

I'm a bit confused. Why cannot the I am a juggernaut battle mode button from slayer be put on the task tray? Is it because the devs cannot code the button to have a requirement of that juggernaut skull card?




Basicball -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:47:41)

@ Char: i'l try finding one of my sugestions which i think might be reasonable, of course, it's up to you guys to decide:

error: can't find it, anyway, here's what i was (sort of):
quote:

Basic idea: weaken opponents according to their levels (my require (for jugs) to raise the opponent level, tough you'd need testing to make sure.)
Here's how:(i'll explain it for jugger fights) when fighting an opponent, you look at their levels, imagine them being 28 and 31. you are 33.
what you do now, is you add up the level of all opponents, and devide that by 400. add 1. that's the factor they are weakened by (def/res)
so i this case: 1+((28+31)/400)= 1.1475 (so if someone had 30 def, they now have (30/1.1475) = 26.14 (26) def)
Now, take your level, and do the same => 1+(33/400) = 1.0825, so if you have 35 def, you now have (35/1.0825) = 32.33 (32) def

this way, if your opponents are higher leveled, you'll do a bit more damage, and if they are low levelled, they get a better chance because they get a better weakening factor.
It may also be implanted in 1V1 and 2V2, but it's generally a jugg idea.





Whilest i'm at it: is there no way to make dropout menus?
like: have 1 button for fights, and when you click it, have Solo and Team drop out (and juggernaut if you are lvel 20/of you have the card)
kinda like there is for the leaderboards

I also believe i have been told i the past that there were no faction jugger boards yet, because of some 'double achievement bug'.
isn't tis fixed yet?




Rooster -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:49:04)

Great idea Charfade. I would absolutely go for this. However, what do you do with the level 32-34s? With the current requirement for level difference, they could not be matched to a jugg, but would always fight as a jugg. UNLESS....They'd be matched to a higher level jugg NPC. How about them apples?




drinde -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:50:17)

How about a Jugger Button on all the Vendbots? Since they are everywhere.




Basicball -> RE: Juggernauts forgotten by DEVS (11/30/2011 9:53:52)

@char edit: well, as i'm lvl 33, and there would be a possibility of fighting 2 lvl 34's: i'd rather be one of the 2 then me...

but i get what you mean, it's not all joy and fun when you have to fight a juggernaut, that's why i think the level-based weakeing idea in my last post might be a good idea




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