goldslayer1 -> RE: If You Could Implement One Update to EpicDuel... (6/8/2012 2:11:21)
|
i would implement Faction Improvements - this includes things like expanding on the Headquarters note pad so factions have more space to write. - create juggernaut dailies (and a jugger win counter) - put team and juggernaut faction rewards to be on par with solo factions. such as balancing out the tokens, influences, and scores so 2 vs 2 and jugger factions can get rewards at around the same speed as solo mode. - put a founder step down feature (a secured one) - create a Co-Leader Option where the co leader has the same powers as the founder, except for disbanding. - change the WD system where if u wish to win often (by hard work) it doesn't just rely on money. this would allow factions to compete for WD without it being a money roulette. an example change would be making the influence reset daily, and changing the war kill cannons into influence cannons (where u get influence for firing these) allowing player to have a paying options, but making it balance so that it requires alot of money if u wish to do it very often. so the system here would not be pay to win. as for what side wins, well i think it may be better if the WD was changed into Alignment Domination, and have both top factions of each alignment win one each day. similar to how it was in beta. - other faction improvement i would make is, adding the arcade pods to factions HQ, along with robot NPCs that give us many options such as retraining, buying boosters, enhancing, selling gear. this would generally make headquarters a good place to hang out with ur faction mates. - i would also give faction leader and co leader the option to to allow non faction players in the outside front door of the headquarters. (not inside, just on the first screen entrance) it would be similar to the house feature where it allows only u, or ur friends, or everyone. the options here would be, faction members only or available to the public, a booting system where u can kick a non wanted player from ur base would also be nice. this allow players to hang out in a faction's headquarters outside only. and if the faction is locked to members only, while a non faction player is there, then he can stay there in that screen only. (if he leaves he cant come back) this allows for factions to talk in private with other players. Rewarding - Reward shops should be made where players and factions alike get rewards for outstanding effort and dedication. - i would create a shop for players of said rank (example: commander and emperor) have access to items. the items could be anything like a well crafted weapon, to robots, to bikes. or even homes and home items. the rank requirement system would motivate players to strive for something, while rewarding players who reached those places. my suggestion would be to make it as far as emperor, because we dont have that many grand emperors yet. as the game goes on and we get more grand emperors, expansions could be made. - Faction levels: i would create rewards for factions with high lvls. (such as lvl 12) which aren't easy to reach as it takes years for dedicated factions to reach. example rewards would be a better headquarters that looks better. because realistically, a lvl 1 faction HQ shouldn't look the same as a lvl 12 faction which put in hard work and dedication over time to reach that lvl. this could go on faction improvement section, but i felt it would be better as a reward for high lvl factions instead of HQ art work being changed for everyone. Balance - remove plasma armor from CH and put back technician. - return static to its former self when CH didn't have plasma armor. - return smoke screen to TLMs - Remove mineral armor from TLMs and replace it with Defense matrix - return merc's berserker to what it was in mid gamma. - put field medic back on support - increase frenzy's power to what it originally was. - re-balance the luck factors so it isn't completely biased. - and make more changes that would balance the game. (dont have time to list them all) to balance, the above is what i would do if we were restricted to this system. if not, i would be more inclined to the whole system being re-written and put in Xendran's suggestion. Items - i would change the Enhancements system that ED has and make it one thats more like AQWs. this would allow full gear customization. meaning i could get default weapon, and turn it into a lvl 34 weapons with its respected stat depending on the enhancement type. - changes to the enhancements from var to non var would be made so that non vars have a better chance. a scale for this would be lvl 34 Varium enhancement for primary = weapon has 34 stats and 34 damage. (+2 stats if the weapon is a sword) lvl 34 varium enhancement for side arm and aux = 24 stats and 34 damage lvl 34 varium enhancement for armor = 24 stats and armor def/res be decided on a formula. like 34 / 4 = 8.5 round up to 9 def/res from the enhancement. lvl 34 non var enhancement for primary = 30 stats 34 damage (+2 stats if its a sword) lvl 34 non var enhancement for gun and aux = 20 stats and 33 damage. lvl 34 non var enhancement for armor = 20 stats and def/res be decided by a formula of 34 / 5 = 6.8 round up to 7. the forumla for this is very simple, for variums, primary is 1 stat and 1 damage per lvl (with the exception of sword) for gun and aux, its 1 stat per lvl, -10. and 1 damage per lvl. and for the armor its 1 stat per lvl -10. and the defense and resistance is decided by ur lvl of enhancement. in this case, since its 34, and a varium enhancements. devide 34 by 4, and round it up and thats ur def/res for the enhancements. for non vars primary its 1 stat per lvl -4 (-4 is for it being a non var enhancement) and 1 damage per lvl for aux and gun its 1 stat per lvl -10, then -4. and 1 damage per lvl -1. for armor 1 stat per lvl -10 -4. and the def/res is the enhancement lvl devided by 5. this would ensure that non var vs var is better balanced. non vars would only be 16 stats behind (assuming they have full gear), 2 def/res (for now atleast) behind, and 1 damage behind on gun and aux. now, of course there would be a full scale for this on every lvl. and the reason why something like this should be implement is, u could use ANY weapon u wish to use. allowing us to fully expirience the Art that the game puts into weapons. because as u all know, alot of low lvl weapons look good, however they aren;t suitable for competing environment, so they aren't very used. this system would eliminate that, and give players full customization of the game. another issue with this would be balancing. (while i know the staff have no say in the prices, here is my suggestion anyway) the enhancement prices for varium should be (L = the lvl of the enhancement for Primary: L x 20 = enhancement price for aux and gun: L x 15 = gun and aux enhancement price for armors: L x 20 = enhancement price for non vars credit enhancements Primary: L x 1000 = non var enhancement price for aux and gun: L x 800 = non var enhancement price for armor: L x 1000 = non var armor price. i did have an idea of having an option to buy varium enhancement but with credits. a huge load to be exact. like L X 2000 credits for primary and armor and L x 1800 for aux and gun. Server - make a way for the game to have 1 main server that can hold thousand of players. (like 5 thousand to 10 thousand) that doesn't increase the lagg. (perhaps buying better server) this way battles can be found faster. because i know its hard finding battle sometimes where u are queued for like 2 minutes without finding a battle, while u have another open server. 1 server would that can hold many, would solve this issue. then i would have a back up offline server, and if the main 1 crashes, the back up comes online. - i would also make a private world for guest players. while i do understand what that system is for, it is also abused by players who are banned, who log in as guest and are anonymous. having a separate world for them alone, where they cant change the world would solve this. - a tutorial on how to play the game should be made ingame. an example would be to have the new player fight in sample battles. and explain to him that as he lvls up he can get better gear, and unlock more skills. this would explain alot of the most basic things. like where the fight buttons are, what NPCs are for. NPCs - while the rewards for team and juggernaut are balanced token, influence, and score wise. they still would need what solo has. and thats NPCs. since team and juggernaut are about 3 times slower than solo. the rewards for those modes, should be 3 times the reward for solo. since solo has 15 NPCs an hour, team and juggernaut should receive 5 NPCs per hour. for team NPCs, u can use the ally link system to do NPCs, or u can have an NPC partner by ur side thats decent compared to player. and for juggernaut, the NPCs would need to be of appropriate lvl. i wish i had the time to list more things here. but this is so far IMO the things that should be done as a first step towards improving the game.
|
|
|
|