Freeze (Full Version)

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Stabilis -> Freeze (3/26/2012 21:51:40)

My apologies for starting a new suggestion, but what if you could freeze your experience gain, and in return win more credits or tokens? I thought about this when I saw numerous lv 20s who. Did. Not. Even. Own. A. Primary. Weapon.




midnight assassin -> RE: Freeze (3/26/2012 22:24:54)

Give me time to think about it. [;)]




Mr. Black OP -> RE: Freeze (3/26/2012 22:48:52)

Yes, at level 34 it would be nice to get tokens or increased credits. Same with power hour for 34s. We just get double credits so it would be nice to get double tokens also.




Cyberbeast10 -> RE: Freeze (3/26/2012 23:07:38)

quote:

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.


Quote from Practel.

Anyways, I see something it can do. It could be used if you want a low level character so you can duel in a point in the game where things are a little weaker. Those levels are quite fun; STR builds aren't quite dominant in those points.




TurkishIncubus -> RE: Freeze (3/27/2012 4:48:45)

If i understand right, we will be able to freeze our exp. But the problem is Founders-Beta testers can freeze their lvl at 25 and be OP.




Stabilis -> RE: Freeze (3/27/2012 7:50:30)

^

I would have concerned about this if I knew just how many active low-levelled elders we have going each day. If we had 10 or so I would not worry as their signature is heavily diluted. Beta and Alpha weapons are powerful for their level though, I will agree with that.




MrBones -> RE: Freeze (3/27/2012 8:05:43)

I like the idea but for me it would work only when you reach the level cap. Right now, reaching level cap give no special reward whatsoever.

So your idea would be great when a player reach level cap, it's experince gain is frozen (it's already like this) but he could get many things in small bonus form like:

- Double credits OR
- Double tokens OR
- Booters give 30 instead of 25 health/energy OR
- Being able to get more health without losing focus OR
- 25 % varium reduction when buying gear OR
- 25 % credit reduction when buying gear OR
- A cheevo for reaching level cap (cheevo can only be given once as the cap raises) OR
- House items that can only be bought when you are max level OR

The list is endless. But to resume, something needs to be done to put an incitative and to motivate players to reach the level cap and I think DepressVoid might be on to something with his idea.




Dreiko Shadrack -> RE: Freeze (3/27/2012 8:13:01)

Reaching the level cap really really shouldn't make the player suddenly jump in power. And really unless it's the max level cap (the point where there will be no more level cap raises) a cheevo for it doesn't make much sense.




drinde -> RE: Freeze (3/27/2012 8:13:45)

^

A jump in credits isn't exactly a Power Jump...




Dreiko Shadrack -> RE: Freeze (3/27/2012 9:56:22)

Isn't it? Remember that you can enhance equipment with credits, increasing the ability of level capped players to gain credits would drastically change the overall balance of things.




drinde -> RE: Freeze (3/27/2012 10:02:10)

Trudat. [>:]

What if it boosts Tokens? We needs reward! RAWR!

Well, it would be nice. :P




rej -> RE: Freeze (3/28/2012 0:51:33)

I like the idea. It would give players at the level cap a guaranteed bonus to their income.




Joe10112 -> RE: Freeze (3/28/2012 1:14:57)

Suddenly, the world of Battle Tokens opens up to me:

You are now able to buy Boosts (Credit Boost/Brainwash) with tokens now.
You can buy weapons with (lots of tokens) now.
You can convert tokens to credits.
You can use tokens to buy achievements. Oh, wait a second....


Anyway, I like the idea of "freezing" your EXP and stuff but gaining more credits and stuff. Only problem as said before was that you could just get 10,000 varium on a low-leveld char, get the BEST ITEMS possible and just basically sit at level 20 or so, where everyone is a noob, enhance your items to the maximum, and just beat the heck out of everyone.




Stabilis -> RE: Freeze (3/28/2012 7:48:40)

^

Yes, and I also heard that RabbleFroth is altering matchmaking, for example... not only changing level settings, but potentially matching players according to total weapon damage + stats.




RabbleFroth -> RE: Freeze (3/28/2012 11:58:20)

quote:

Yes, and I also heard that RabbleFroth is altering matchmaking, for example... not only changing level settings, but potentially matching players according to total weapon damage + stats


This is not being done currently. I am reworking the stats of most of the items in the game, but there are no changes to MM in the works right now.

About freezing experience, it's been brought up briefly, not sure how we feel about it. Can't really say how much value a feature like that would add to the game. Might open up opportunities to "farm" lower level players and such, which isn't really fun for anyone imo.




Stabilis -> RE: Freeze (3/28/2012 15:17:06)

^

Would this be acceptable if:

Players are matched by total skill points plus damage? i.e...



Player A = Cyber Hunter, LV 25, Beta Brutalizer (10 enhancements), Beta Blaster (10 enhancements), Beta Bazooka (10 enhancements), Founder Armour (10 enhancements), Gamma Bot

Player B = Tech Mage, LV 25, Nightmare Staff, Talon, Pie Launcher, High Priest P M, Rusted Assault Bot

Player C = Tactical Mercenary, LV 29, Jelly Maul (3 enhancements), Machine Blaster (1 enhancement), Serpent Blaster (1 enhancement), Tesla Armour E (2 enhancements), Azrael's Borg



Total Damage Points (weapons + armour):

Player A = (28 + 28 + 31 + 7) = 94

Player B = (23 + 25 + 29 + 4) = 81

Player C = (33 - 4 + 33 - 4 + 38 - 4 + 9 - 4) = 97



Total Stat Points (damage points are converted to stats by multiplying by 4 [4 stat points are needed to increase damage by 1]):

Player A = (30 + 27 + 27 + 27) = 111

Player B = (16 + 4 + 12 + 8) = 40

Player C = (28 + 20 + 16 + 18) = 82



Total Scores:

Player A = ([94 * 4] + 111) = 487

Player B = ([81 * 4] + 40) = 364

Player C = ([97 * 4] + 82) = 470



Since Player A and Player C have the closest scores in comparison... Therefor Player A and Player C will be matched against each other in the 1 on 1 system as opposed to having Player B matched against Player A or Player C.

This can be done with multiple instances... in 1 on 1 this sequence can be used to compare 10, 20, 50 waiting persons to be processed. I recommend using the current level range of player level +/- 4 because of encumbrance.




PivotalDisorder -> RE: Freeze (3/28/2012 16:00:48)

already suggested this months ago in suggestions topic, got the idea from the XP NPC in world of warcraft.

@Rabblefroth: the matchmaking isn't too bad unless you are at level cap, then it seems to break and leaves you with 34+28 vs 34+34 and it's basically an instant loss.
don't worry about item counting yet, but please consider putting some extra code in that reduces the potential level gap BETWEEN TEAMS when it's level capped players.




nico0las -> RE: Freeze (3/28/2012 18:55:14)

Yes please. Saves time.




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