Basing Dailys on quality/quantity (Full Version)

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Mother1 -> Basing Dailys on quality/quantity (9/14/2013 22:15:05)

It is just as the suggestion says. Instead of basing who gets dailies off of who get the most wins, they should be based off both. Meaning there would be a min amount of wins you would need to qualify for the daily, however once you meet that you need to have the best percent to win the daily afterwards.

With this in play if someone wants to win a daily a quick kill build (which I see so many of these days) won't win it for you but rather a quality build instead. With this new system for dailies in play it could help revive thought into making builds and help stop other problems.





ND Mallet -> RE: Basing Dailys on quality/quantity (9/14/2013 22:22:22)

Wouldn't this put more emphasis on luck since one crit could lower your ratio enough to lose the daily?




goldslayer1 -> RE: Basing Dailys on quality/quantity (9/15/2013 0:05:11)

not supported.

by having a minimum requirement for dailies, all this will do is make everyone use slow but high % builds until the minimum requirement is met. after that they can safely stop, knowing they have a higher %, because they dont want to risk lowering it.

it causes alot of loopholes doing it this way. especially with low levels.

i do not support any change what so ever regarding how dailies work.
and for a couple of reasons.

- it will make all of the hard work done before become useless (especially if its handled like the flag situation)
- i highly doubt ED's brass is capable of making such transition smoothly
- this system has been this way for a long time now, i do not see much reason to change it when it doesn't have much wrong with it.




CHELSEA ROX -> RE: Basing Dailys on quality/quantity (9/16/2013 12:10:59)

I think more discussion would be needed on this.
I would like to support this
Reason: in case of 2vs2 battles low levels dominate it as their battles get over quickly.
A system what mother1 suggests may help in balancing this




lionblades -> RE: Basing Dailys on quality/quantity (9/16/2013 15:28:40)

^I had lv15 dex caster that could win 90% of its battles in just 2 turns because so many people are noobs at that lvl so not supported
This only helps lower levels ever more as they always have higher win percentages (say juggernaut 90% win ratio at leaderboards one time lv25 and in 2nd place was a tact merc with 68%)




goldslayer1 -> RE: Basing Dailys on quality/quantity (9/16/2013 18:26:09)

@lionblades
exactly

the other issue with this is that win requirement.

lets say the faction daily requires 500 wins.

the factions will only go up to 500 wins, and whoever has the higher ratio can stop at 500 knowing that it will only get harder for them to be passed. meanwhile other factions may be doing double or triple the win requirement but not getting the higher %.

and regarding the loopholes, i could easily get on an alt, and spam 200+ wins in a day at a very high ratio due to low levels.




Scyze -> RE: Basing Dailys on quality/quantity (9/17/2013 15:05:34)

I do see that this will stop the builds that beat opponents quickly but then you're still going in with who has the most amount of wins. All you're doing here is adding another barrier which the person who wants to win the daily has to pass through. In the end luck will have a part in this new type of competition. How? Simply because critical damages, deflections and blocks can occur at any time and when someone with a Dexterity build is opposing someone with low Dexterity, luck will make them block, eventually.

Like goldslayer1 established, low levels will have a bigger chance of winning competitions after this suggestion is implemented.




goldslayer1 -> RE: Basing Dailys on quality/quantity (9/17/2013 17:45:05)

@scyze
I've argued this thing about speed builds back in gamma with the original str merc.

a GOOD str merc could achieve 65-80 wins an hour, but the price was a bad % as most str builds back then tended to average no more than 80% on a good day, and you would most likely end up with around 70%.

i did not find the build OP, there were much better builds at the time.
and despite its terrible win ratio, people still whined and complained about it until str builds in general were nerf.
merc took the biggest hit though, their stun, berserker, and DS were nerfed.

i did not find str mercs OP back in gamma. and partly had to do with the fact that the system was broken.
instead of fixing the source problem, they decide to nerf the builds.

and the problem with luck now, goes back to the system.
HP (or battle lengh, w/e you prefer to call it) is too low right now to whithstand being blocked or critted.
if they block you, you may have a chance by blocking them back, but if its a crit, consider your match lost.
and this is why i dont like the current system, that ED so much neglects.




CN2025 -> RE: Basing Dailys on quality/quantity (9/18/2013 6:17:16)

i support because people going for 2vs2 daily leave early if the battle is too long which is annoying




AQisFuN -> RE: Basing Dailys on quality/quantity (9/18/2013 8:33:54)

They should make a Win:Loss ratio leaderboard. The player with the best ratio at the end on the day wins a cheevo! And they should have dueled at least 40 times?

This way everyone, including people who can't play 24 hours straight on, have a chance to be on the leaderboard.




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