edwardvulture -> Omit Losses + Incentives for Competitive Players (12/26/2013 22:27:29)
|
This suggestion has been brought up before, and now it will be brought up again. This is a discussion thread for this idea. Although the discussion of this idea was not even close to unanimous agreement, it is the most logical idea to retain what is left of the epicduel player base, to return players that have quit, and for this game to get new players that stay. How this would work is that only the number of wins is visible. Loses and the number of battles would be gone. When a player loses the "Defeated!" screen will still show no record of the lose will be kept. The rationale behind this by me and fellow forum members is: -Quote from Drianx quote:
I think one of the main reasons why people quit is because they can't stand losing and amassing losses. With NPC wins removal developers actually forced people to either embrace the 'no wins without losses' concept, or simply move on. Therefore yes, I guess removing losses not only will keep people around, but make people keep their favorite class and build regardless the win ratios. -Quote from MrBones quote:
Every single player wants to win at least 85 % of their fights. This is impossible and no balance changes will ever make it so. Now in a 'perfect' balance scenario, between two skilled players, how would the winner be determine ? Luck ? Who wants to have 'coin toss' battles ? Ah! here's my insight and response to that. it would be alright to have "coin toss" battles if loses didn't go on your record because for that moment luck was just not in your favor and since it isn't recorded, you can just move on. -and mine quote:
I hope they remove loses because I honestly am not playing my blood mage or cyber hunter because I have a stellar record on them considering that I only played them in Delta where I barely enhanced them. I know for sure some people are not playing this game because of the fear to losing and tainting their records due to the balance problems we constantly see. Losing wouldn't be a big deal if it was "oh, ok. that's alright... at least I got exp and credits just for playing. Alright, next fight!'" instead of (relating to current times)j, "That bs bh build with the nearly unblock-able high dex and too much striking damage . It just kept chopping my HP down. I'm getting off this game until they fix the horrid balance" The fact is someone somewhere playing this game will ALWAYS complain about balance even if this game goes on after testing phases(which I hope will happen because this is like one of my favorite computer games). BUT if loses are removed, there are sure to be less build copiers, happier players, and more fun for everyone. I know that loses being counted was and are still an incentive for players to buy varium. After all it is nearly impossible for the average player to put new cores on every new weapon unless you want your credit/varium count to plummet. Tbh paying players and non-playing players are at almost an even playing field except for the fact paying players can get promos 1 year earlier. Anyways, what I forsee because of the legends release is that the grinding zone will be extended to level 30-38 and when most players have reached level 40 and are all legends, casual or new players like me who has not been in the level cap for almost half a year now will likely quit because the perks that these "legends' get will make fighting with a level disadvantage an even bigger deal. The most logical way for the developers to keep their dwindling player base and add to it is to remove loses and add new ideas to satisfy the competetive players(many of which are scattered over this["Would we have more players if we omit loses?"] thread). There are a lot of incentives for competitive players to stay, but new ones could involve achievements that tracks win%'s over either a time period and/or amount of wins. But most of all, the incentives for competitive/addicted players to stay is obviously legend perks which have not been fully developed yet. An argument that came up is that the game will be filled with quick kill builds, what we could do to combat this is to scale credits and experience received based on the duration of a battle. Also, to supplement the needs of players who feel like that they want to keep track of how they are doing(competetive/self-conscious players). A "Personal Battle Record" can be created. It will either be an extension of the leader-boards or an extension of the Achievements page. Like the current house privacy setting, you can adjust how many people see it, It could be just you, or it could be public. I'm debating to myself whether this should be available to view in battle. Just like how influence is kept tracked of, a "Personal Battle Record" will keep track of all your wins and loses and statistics that involve them. It could also be erased for a price if the devs hope to capitalize on this feature, or you can just reset it whenever. This could effectively engage the players to set goals for themselves. Here are a list of features that could be included if a "Personal Battle Record" is put in. -A Graph of your daily percentages over a time period of whenever -Win-lose ratios -The average length of your battles -Achievements that involve win ratios and #'s of wins to lose over time -Your activity, how much you log on or don't log on each day -Whatever else anyone could think of because this is not the main point of this suggestion. In concluion, taking out loses from our permanent battle records would make for a bigger and happier player base. If there are more players and they are happier, that will make them more likely to contribute to this game by purchasing varium. In its core, it is a win-win situation and therefore, it must be done as soon as possible.
|
|
|
|