Stabilis -> The Main Source(s) of Broken Gameplay (3/12/2012 12:37:10)
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My topic begins after the following quotes... May 12th... 2009: quote:
We've added an exciting new sidearm feature that we hope will resolve some recurring problems and add another dimension to our battle engine! Players can now equip an unblockable "Sidearm" as their secondary weapon. After the update, guns may no longer be equipped as the primary weapon in battle. The addition of a secondary weapon will allow players to inflict both damage types (Physical and Energy) if they wish. To equip a sidearm, purchase one from a merchant, go to your inventory screen and equip it to the "Sidearm" field. To use a sidearm in battle, you'll notice a new "Fire Sidearm" button in the battle interface. Click the button to attack an enemy using the gun. The stats menu has been updated to reflect your sidearm damage range April 22nd... 2009: quote:
Sidearm buffs (Guns now can affect your character similar to armor) ^ They gave Sidearms STATS. More power to Strength. April 28th... 2009: quote:
Some debuffs are now applied as part of a strike (Smoke Screen, Malfunction, Intimidate) April 16th... 2010: quote:
NEW STAT! Focus improves damage for all attacks through an even distribution of stat points. ^ New stat? Say it ain't so, Focus is more like a side-effect... of requirements. June 12th... 2010: quote:
We experimented with grenades in the battle engine and found that they were either not useful or seriously broke the game's balance, however, we were able to use recycle some of that code and combine it with our skill perk concept to produce: ROBOTS!!! These feisty androids can wreak havoc on your opponents by delivering a standard attack or a special skill. These bots are designed to serve players at all levels, as their damage scales with Technology and Focus as a player levels up. The special skills will be unlike anything currently available, making for some truly interesting builds and dynamically changing dueling tactics. The first prototype robot will be available from the Overlord Guard at the Overlord Facility, Mirv in the Barrens, Talia in Fortune City, Ulysses in the Wasteland, and Xraal in the Bio Dome. We are very excited about this feature as it introduces nearly limitless possibilities for new skill and battle strategy! Plus, in the future you may be able to place one of these guys to guard your house! August 4th... 2010: quote:
Item enhancements (customizable weapons) September 16th... 2010: Become a Landlord! quote:
As more and more Exiles flood to Delta V, property is in ever-increasing demand. In preparation for exciting new housing items, we are adding 2 awesome new homes! To reward enterprising real estate tycoons, we are offering the Landlord achievement to anyone who purchases 4 or more homes! ^ [:@]RAGE[:@] quote:
Balance Improvements It has been clear for some time now that EpicDuel was in dire need of a balance update. Thus after scouring the forums and discussing amongst our devvie selve, we have introduced a new balance stat, Agility, which is in many ways the "yin" to Focus' "yang". Agility will specifically address high health builds, penalizing players who invest too heavily in health points. Low agility will result in overall decreased defenses. The reasoning behind this is that as you add health points, your character becomes "clunkier" and less able to defend against attacks. The numbers we are using to determine Agility are mostly experimental, so if you feel they can be readjusted to accomplish the same ends, please let us know. The ongoing quest to find perfect balance in EpicDuel's three classes never over! ^ Uh... the fact that you chose to make stat abuse less productive is a good step, although it should have been handled by decreasing the overall effectiveness of health, ergo not having to add more features to handicap one of the core structures. For example you could have made health decay after 100 points. October 8th... 2010: quote:
Balance Improvements Due to popular player demand, we've modified the Agility table to take effect at a higher Health tiers than before. ^ Dear God, it is essentially overkill to having 180 health, why? If so many stats have been placed into health, is there no compromise? This is unnecessary. April 8th... 2011: quote:
Level Ranges and Encumberance: To keep the latest and greatest weapons from being out of the range of hardworking players, we have introduced a level range requirement to weapons. You will now be able to equip a weapon as early as 4 levels prior to the highest requirement, as long as you meet the stat requirements. However, there is a catch, we have introduced a restriction to this feature called Encumberance. You may equip a weapon before you meet the highest level requirement, BUT you will take one point of damage reduction for each level you are below the highest requirement. This new feature applies to Primary, Sidearm, and Auxiliary weapon types. Armors, Robots, Bikes, and Boosters are unaffected. ^ Stat abuse for low levels. The trade in? Lower weapon damage. The stats remain. April 15th... 2011: quote:
Diminishing returns on Strength, Dexterity, Technology, and Support begins 5 points later (after 55 stat points) ^ Well this promotes Focus above all else, notice that 55 is 10 points away from 45, the fifth level of Focus? Why should I have 90 Strength and Dexterity when I could have nearly the same effectiveness in stats at only 45 points in all stats? Or 55. April 22nd... 2011: quote:
More Enhancements! More Power! Got some dusty old bazookas and guns you've been keeping for a special occasion? Want to take the latest and greatest weapons to the next level? Power them up with sidearm and bazooka enhancements! Plus, to be fair to our non-varium players, credit enhancement prices have been slashed 30-40%! ^ No comment. ________________________________________________________________ Anyhow, back on topic. You see, I see, complaints time and time again about the overpowered and the reverse. We say it is classes or skills, and some people are very close to the reality, but I will say that certain certain features + stats are the root of balance disruption. Sidearms, which have scaled with Strength and give it extra power by adding a second element, making Strength that much more exclusive. Enhancements have been added to make Strength that much more obtainable. I won't just say that Strength has been issue before, no, Support has also been an issue before. But those are both stats, and enhancements influence this directly. Another issue we have is requirements. What do I mean by requirements being an issue? For one point, gear, besides robots will give you stat points. Requirements prompt you to have another type of stat, to receive the preferred stat. Not a big issue, right? Wrong. Requirements scale with player level, the higher your level, the higher your requirements will be. I had owned the Serpent Blaster before, at level 34, it requires 41 Strength. 41. That is 4 points away from being a requirement for the fifth level of Focus. Now imagine the requirements at level 40. That's right. Requirements are one of, if not the biggest bandaid to both: get players to use Focus, and try to stop stat abuse. But what am I ranting about, stat abuse, requirements, Focus, agility, encumbrance, skills and stats, the assorted? Well, my largest issue in EpicDuel, happened a very long time ago, when this game was made... the way stat progressions was designed. At first, it was impossible to be a Strength abuser besides the Bounty Hunters who possessed both Smokescreen and Bloodlust. But anyhow, at the time it was the 3 hit Supercharge. Now today we are dealing with a mix of Strength abusers (not users), belonging to the classes who can use it... all classes besides Tech Mage and Mercenary. Both classes do not have the proper skills to be able to either: rely on a skill (reuse it), or have it synergize (survive with the skill). Not to forget skills themselves. Stats and skills are one of a kind, but also relate very well. Skills can either have a requirement or improve with a skill. Not so bad right? Wrong. Skills that have requirements and are necessary to survival only enforce Focus. Skills that improve with stats only enforce stat abuse. Remove both of these features and scale them to character level and you will have this fixed. The core of this game needs dire attention. Talk to me if you need an explanation or advice.
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