Dividing Tiers (Full Version)

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Cyberbeast10 -> Dividing Tiers (3/25/2012 21:55:25)

So after doing some PVP and getting a streak of Players below my level that still weren't capable of getting some high-quality weapons; I've come with a proposition: Tier Divisions.

Simply enough, this is to divide key level points in the game from other levels in order to prevent imbalances. For example:

Armors don't appear in-game until level 12 in the form of varium and non-varium at level 15. This is an adequate spot to place a Tier division between levels 11 and 12. Players under level 12 cannot duel people level 12 or higher; people who could have armor advantages.

Now, wouldn't this decrease the number of encounters in PVP? Well yes, however I also don't intend for Tier Division to completely stop PVP. In the case you can't find an opponent in your Tier for lets say 5-10 seconds, then the Tier division breaks and you may be paired with stronger people.




Chosen 0ne -> RE: Dividing Tiers (3/25/2012 22:18:39)

The low level's with armor have terrible weapons if they can afford that 7.5k




Mr. Black OP -> RE: Dividing Tiers (3/25/2012 22:23:12)

I like the idea, would also help the mid-late 20s from getting owned non stop by 30s or up.




Cyberbeast10 -> RE: Dividing Tiers (3/25/2012 22:29:24)

@Chosen One: That was an example. The problem is much more noticeable between levels 25 and 30, where due to the high EXP needed to level up, level 30 will usually be better geared than level 25 who won't have a large amount of credits piled up.




Stabilis -> RE: Dividing Tiers (3/25/2012 22:39:46)

This is a working suggestion for 1v1, how would you handling pairing in 2v2, and lastly pairing against a Juggernaut? Looks to be promised as a good suggestion.




Cyberbeast10 -> RE: Dividing Tiers (3/25/2012 23:11:31)

For 2vs2 I would suppose it would work the same way; people who aren't in the same tiers can't join the same 2vs2 battle; however, this would still be open to the "Division Break" if it takes an excessive amount of time to find a match. Hopefully, you can give your opinion if this would work for 2vs2 or not?

As for Juggernaut, I suppose it is the only battle mode which should NOT be restricted by tier divisions as the Juggernaut is meant to have advantages over the other 2 players.

As for those who don't understand how Division Break will work:

If Player A is on tier 1 and cannot find a match, he will be able to search for the lowest leveled player in the next tier (That is still within the 5 level limit, of course); I want to ask your opinions in whether a higher leveled player should have the same rule, or if a higher tier player can't search for a lower tier player at all.

As for how 2vs2 will work, the tier division will start from the first person to enter the room. If the 1st person to enter was tier 1, no tier 2 can enter. If a certain amount of time elapses since the last person to enter joined, without the game starting; a "Division Break" will occur.

As an added note; What about if a "Division Break" will occur, the player will get a warning ahead of time about it; and at the same time, get an option to extend the search time before commencing a "Division Break"?




Practel -> RE: Dividing Tiers (3/25/2012 23:13:38)

RabbleFroth is currently working on a new system to allow easier level gaining (live already) and credit prices along with stats will be well distributed so lower levels can afford good weapons, and that the weapons will be good for their level, and obviously higher level weapons will be better than the lower level weapon, which sometimes varies on the current system.

Apart from that, I'm thinking your asking to have stricter battle level differences, and hopefully you should notice, or start to notice within a couple of weeks after the new adjustments come into play that you will have a larger chance of winning to a level 30 than you did before.

Like Depressed Void stated, taking it into 2v2 and Juggernaut would also have to be considered, because obviously both of the two are largely different environments.

Also to address the no armors in levels 1-12, it's because generally people can survive without that extra boost for the first levels, and it's always best to get suited in a game before divulging right into it's unique features. However, since I can see this being an issue for some people, I will notify it to one of the artists and coders to see their views on it. Also over further viewing, no non-varium armors are obtainable till level 15, so I will bring that up too.

Another topic you brought up was dividing it for the purpose of balance, level ranges won't change the balance much, if you take a STR build at level 30 versing level 25s, then start to verse level 27s, it's not a whole lot different, especially not enough to change the balance of the game.

With Froth's new system, new players should have an easier time getting items, having a chance, and being able to supply themselves every certain levels. However, if your already at 34 or high 20s, you likely won't see much.

Since I've addressed most of the topics brought up in this post, I feel like this should be locked up, however, since I do feel strongly about this idea, I encourage you to suggest it in the proper forums.

Although there may not be "tier" differences, there should be some difference between how fast you can get gear and chance of winning in battle.

~Practel




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