Broken builds in 2vs2 (Full Version)

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Thylek Shran -> Broken builds in 2vs2 (8/31/2013 0:09:28)

To prevent broken builds in 2vs2 there should be terms which must
be complied to be able to enter a 2vs2 duel:

- equipped primary weapon + gun + aux + armor
- a minimum of resistance and defense (>20 for a lvl 30+ character)




Mother1 -> RE: Broken builds in 2vs2 (8/31/2013 0:28:42)

Not supported in the least on either for the following reasons.

1 We have a very small population as it is and putting a restriction on 2 vs 2 because you feel their build is broken not only takes away from their fun, but can cause longer waits period. While some don't mind other players would mind.

2 The min resist and defense would cause many builds to have to play another battle battle mode or adjust their builds in a way they may not want when omega was made for this purpose. The stat minimum is going against what omega is all about.

Example. I want to play as a glass cannon (strength support good example) for 2 vs 2. I have it where I have high offensive power and low defenses (a perfectly working build in both battle modes) now all of a sudden I can't play 2 vs 2 because of this unfair restriction?

3 Just because a person is missing a piece of gear (a gun or aux for example) doesn't mean they can't fight and win in battle. There are many times that I got a player who was missing a piece of gear and they still played as well as a person with full gear. It is how you use what you got that counts not having full gear.

4 You will be killing the low level population of 2 vs 2 since many players at low levels don't even have full gear yet especially at level 1-20.





My Name is Jake -> RE: Broken builds in 2vs2 (9/12/2013 5:01:39)

I support having primary + gun + aux + armour to be able to enter 2v2. It usually ruins the fights it someone is missing something.




dfo99 -> RE: Broken builds in 2vs2 (9/12/2013 9:27:39)

except the def suggest, this is a nice idea for lv 29+, i prefer wait than, fight unfair battles




goldslayer1 -> RE: Broken builds in 2vs2 (9/12/2013 19:25:20)

@Thylek Shran
Recently I've been writing my ideas into massive suggestion page, sort of a collection of my ideas that would greatly improved Epic Duel.
Perhaps you heard of an old one I suggested for the match making system, called Combat Ratings.

Heres a quote of the idea expanded.

quote:

Combat Ratings - Match Making

Since as far back as I can remember, match making has been a problem for team mode, and now also juggernaut. I think you all have been through it by now, a level 35 partnered with a default primary wep level 29 against 2 fully geared level 35s. Or a level 35 vs 2 maxed out level 29s. It sucks, its unfair, its not balanced.

so I propose a solution. Combat Ratings for the match making system.
this is going to sound a bit sophisticated, perhaps because it is.

but what the Combat Rating system will do, is measure battle capacity in a sense.

it will measure your Level, Stats, damage, and cores if its still here.
once this is all measured, it will come up with a single number (not single digit, but number)

Say for example (these are just sample numbers) that I am
Lvl: 36
Stats from weps: 140
Damage from Weps: 147
Cores: 8 Cores

so how do we determine this Combat Rating?
lets put a value to each of these things.

Level: 8 CR per level.
Stats: 1 CR per stat
Damage: 2 CR per damage
Cores: 10 CR per core.

going by this example, a level 36 player would have 802 Combat Rating.
But how will combat ratings work in the match making system?

Well its simple, introduce a range, much similar to levels, but with combat ratings. However that rating is not based on a number, its based on a percent.

an example range would be 80%-120%. at 802 CR, that is 642-963.
So if i have 802 CR, in Solo mode, i would only be able to play with players between 642-963 CR. the %s for this can be increased/decreased as you see fit for a bigger or smaller range.

you might be thinking, why have it like this?
well truthfully the current range system of 0-6 levels within your range is very flawed. by flawed i mean that it doesn’t take into account the increase in levels.

at level 10, 6 levels below is lvl 4.
at lvl 35, 6 levels below is lvl 29.

the power of the player of higher level gradually deteriorates as levels get higher and only will get worse. This is why juggernaut and team mode have so much problems. However this is designed to measure the player’s power capacity by counting the worth of the level, stats, damage, and cores. This idea then match makes players of the CR range. In turn, it is more balanced and consistent. And it will balance team mode and juggernaut better. However a minimum Level Range should still apply to account for some inflation.


NOTE: Please keep in mind that the numbers used are just examples.
The numbers I used are to Coincide more with another idea I made regarding the Stat Balance of Epic Duel. However the idea can still work with the current stat balance.

If you're interested in seeing the entire thing, please PM me and ill send you a link to the Google Docs page.




Exploding Penguin -> RE: Broken builds in 2vs2 (9/12/2013 22:21:48)

I would promote the having fully equipped or almost fully equipped requirement, but not the defense/resistance requirement. While some people make junk builds with low defenses, some actually make good builds with low defenses.




goldslayer1 -> RE: Broken builds in 2vs2 (9/12/2013 22:42:59)

@penguin
wouldn't it be much better if players could still play without their gear, but without causing this issue of bad partners?

if you read my Combat Ratings idea (quoted above)
it explains what it is and how it works.

it would prevent players with bad/no gear to be with/against players that are of higher power.

so a level 29 with no gear would never be partnered with a level 35 thats fully geared, because their powers are not similar or close in range.




Mother1 -> RE: Broken builds in 2vs2 (9/12/2013 23:06:18)

@ Goldslayer1

I fell your idea would be a much better one then this one. This way no one get's kicked out of 2 vs 2 and everyone whinning about getting bad partners will won't get them. A win win IMO.

However I have to ask though what if there isn't enough players of the same rating?




lionblades -> RE: Broken builds in 2vs2 (9/12/2013 23:16:10)

quote:

I support having primary + gun + aux + armour to be able to enter 2v2. It usually ruins the fights it someone is missing something.

quote:

I would promote the having fully equipped or almost fully equipped requirement, but not the defense/resistance requirement.

^Supported (but mainly for high levels), I barely go on forums anymore but I had a similar thread a few weeks back.
Mainly because no one wants newbs to ruin there win ratio (They can ruin there's, but don't ruin mine as well)
And in the extreme case, it is such a burden to play 2vs2 if teammate does not have any gear at all besides primary.




goldslayer1 -> RE: Broken builds in 2vs2 (9/12/2013 23:54:27)

quote:

However I have to ask though what if there isn't enough players of the same rating?

its not about the same rating, its about the rating range.

the current level ranges are 0-6 below or higher.
meaning for a level 35, thats 29-41 (although there aren't level 41s yet, but you get the point)

the idea of combat ratings however is much different because it will measure the player's power capacity with a single number.

then you add a Combat rating ranges.
however the Combat rating Range is not based on a particular number like levels (0-6)
its based on a % of your own CR.

lets say the range is 80%-120%
and i have 800 CR.
the players i would be able to fight would have 640-960 CR.
i should probably add the equation for this to better explain it.
Your Combat Rating = C

(C x .8) = Minimum
(C x 1.2) = Maximum

Every Item (which includes stats, damage, and def/res), every core, and every level will contribute to your combat rating count.
so a gearless newbie would never be partnered with a fully geared level 35.
because he would most likely not be in his range due to the lack of gear causing his CR to drop.
the only issue this may have is the cores. not all cores are created equal.

and if 20% isn't enough range, then it can always be increased.




I feel as though this should apply for juggernaut as well.
because this can set the bar for difficulty in terms of statistical power.
right now, a juggernaut is no match for 2 maxed out 29s.

and ill show you another example why level ranges are bad.

level 10 vs lvl 4
lvl 10 is 2.5 times higher than level 4.

level 36 vs level 30
level 35 is 1.20 times higher than level 30.

so you can see, there is an enormous amount of deterioration as levels get higher.
having combat ratings to measure power and a battle range that is based on %s will account for the growth of levels and power.




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