RE: Replacing win:lose with RQQ in Omega (Full Version)

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goldslayer1 -> RE: Replacing win:lose with RQQ in Omega (12/14/2012 16:51:13)

@waxor
even if it was 2k wins and 9k losses?




Mother1 -> RE: Replacing win:lose with RQQ in Omega (12/14/2012 16:52:16)

Your idea is still flawed. You don't know the outcome or what happened in every single battle a person had. A person could have bad ratio not because they are bad, but because of many factors. Disconnects, getting paired with someone who doesn't work with you, or fighting against someone with a build that counters theirs.

So the saying you can never judge a book by it's cover counts for something here.




13891389aaaaa -> RE: Replacing win:lose with RQQ in Omega (12/14/2012 16:52:22)

Goldslayer please read the equation again! It takes both wins and losses.




The Incredible Hulk -> RE: Replacing win:lose with RQQ in Omega (12/14/2012 16:52:49)

@Gold slayer1 & 13891389aaaaa


Yup, I wouldn't care.

Aslong as I enjoy the game, That is what counts




goldslayer1 -> RE: Replacing win:lose with RQQ in Omega (12/14/2012 16:55:51)

@blaze
maybe thats just u.

but i seen a several players with 4 digit wins, and 5 digit losses.

quite honestly, i dont know how they put up with it, it makes me wonder how much more can they take until they quit.




13891389aaaaa -> RE: Replacing win:lose with RQQ in Omega (12/14/2012 16:58:40)

Mother1 i dont know how you manage to use my reason for making RQQ against me! Current system has the problem with losses due to DC's, partners luck etc. Thats why RQQ doesnt show losses and it graduatly makes win % less relevant as your wins go up so it could make low win HUGE win % npc ratios reduntant compared to Omega pvp ratios.




goldslayer1 -> RE: Replacing win:lose with RQQ in Omega (12/14/2012 17:00:23)

@1389
or remove losses, and players wont be scared to try out creative builds at the risk of losing.

this wouldn't change the perfectionist mentality in ED.




13891389aaaaa -> RE: Replacing win:lose with RQQ in Omega (12/14/2012 17:01:51)

When you see a player with 100k+ wins its reasonable that his win % is far lower than of a commander npcer because they had the same time to play but 100k player did 10 times more battles and therefore npcs are much smaller part of his battles. RQQ would grade as equal 10.000:50 and 100.000:50.000. If you think its unfair to 50 defeats player, just think about what 100,000 wins acctualy means.

Edit: If there were no losses then skill, varium, build, strategy, items and every other single aspect of ED would be 100% pushed out of ED and the ONLY thing that matters would be amount of free time that the one has.

Please do not double-post, it is considered spam and only clutters the page. Next time use the edit button to add in any additional information to your post.
For more information, please read the =AE= Comprehensive Forum Rules > Posting Behavior. ~Mecha




Mother1 -> RE: Replacing win:lose with RQQ in Omega (12/14/2012 17:13:24)

Losses are also needed since this is a competitive game. While we don't know all the loses are gained in the game, these are also used to judge players when recruited into factions. Also with losses it makes competitive players strive to be better as well since it is a constant reminder or what they don't want to happen again.

Also OP his is a forum for talking with other players. Not everyone will agree with what you are saying.




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