RE: Wishlist (with construcive criticism) for the next phase of ED (Full Version)

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Exploding Penguin -> RE: Wishlist (with construcive criticism) for the next phase of ED (11/7/2015 16:45:49)

quote:

this is a PvP game first & foremost.


Not saying that removing losses is a good thing but league doesn't tell you how many losses players have. Not unless you specifically look them up through 3rd-party sites.




.Lord Ginger. -> RE: Wishlist (with construcive criticism) for the next phase of ED (11/7/2015 17:41:27)

Did league start with them, then take them away?




Exploding Penguin -> RE: Wishlist (with construcive criticism) for the next phase of ED (11/7/2015 17:47:25)

As far as I'm aware, no. I didn't actually start playing league until like 2 years ago.




Satafou -> RE: Wishlist (with construcive criticism) for the next phase of ED (11/7/2015 18:54:56)

League never originally showed other players win rates, however win ratio's on league don't hold nearly the same amount of significance as they do on ED. League hugely emphasises on the teamwork aspect of the game. In fact they have now decided out of the blue to make solo/duoQ into dynamicQ,which can be premade teams up to 5 grinding their individual rating. Also in league it is a lot harder to carry 4 other players, 5 including yourself to win a game than it is to win a 1vs1 or 2vs2 with a bad partner (despite the later still being fairly hard to do, at least nowadays). Not to mention it is easy to have a high win ratio in league at low elo i.e bronze/silver but in higher elo around high plat/diamond it is harder to maintain that high win rate you had in the lower elo games, simply due to the skill level required.

You just can't really compare league to ED, as ED requires no mechanics whatsoever, only very little brain cell activity which is more than enough to maintain a high win ratio. Individual win ratio's in games (ED is a slightly different case with the npc spam untill omega) show the skill level of a player. 2vs2's in ED also show the skill level of a player fairly well based on win rate, as everyone is already aware it's simply the more challenging battle mode, you have to predict not only what your 2 opponents will do but also what your partner will do and take all those factors into consideration when planing out your moves turns in advanced.

In other words what i'm trying to say is, ED you get matched against anyone, where as in league you get matched against people at a certain skill level, therefore win ratio's aren't necessary in league as you can tell how good someone is based of their elo where as in ED you have no idea how good someone is as there is no way to prove that anyone is as good as they claim to be.




Remorse -> RE: Wishlist (with construcive criticism) for the next phase of ED (11/8/2015 3:23:46)

^ Exactly,

And just like in league proving how good you are is a HUGE motivational factor for the game for a lot of people. (although in league rather then win rate it is using the ranking system).

Taking loses away has taken away this motivational factor for many players.

One thing I suggested upon the introduction of legendary ranks was to use it as a ranking system (similar to league) to provide infinite motivation to play rather then always broken bonus system they have now.

Can you imagine if league of legends offered extra stats based on you much exp you gained? It would ruin balance completely and prevent new players from joining the game which is what legendary ranks did initially.

Now it seems like a pointless feature which has arisen the need for a counter balance feature so lower levels can compete? Sound like something that should never have existed.




Exploding Penguin -> RE: Wishlist (with construcive criticism) for the next phase of ED (11/8/2015 3:31:33)

^This works in conjunction with the no-level system that cyber dream thought up. The basis of the idea is to make ED more like other competitive PvP games where play time is a minimal factor that only contributes to skill and barely any extra in-game advantages (In league's case, the little boosts you get are runes and masteries, but you'll only get matched up against people who are the same level as you anyways so it doesn't make a difference in most cases).

IMO ED would benefit a lot from this in terms of fixing the matchmaking problems we currently have.




Remorse -> RE: Wishlist (with construcive criticism) for the next phase of ED (11/8/2015 3:38:30)

Personally I think the level system can be good, It offers new players a slowly fed experience to avoid bombarding them with too much information at once which can be a real problem for developers according to a video I have seen on Extra Credits.

Though I agree battle advantage bonuses should be to a minimum.

There needs to be a fine balance between the level system and battle advantage so it's not overwhelming for new players.

League to me examples a perfectly done system, levels provide small battle advantages and it allows them to slowly introduce stat customization without bombarding information.

EDIT: Not to mention levels also feel great in terms of achievements, a strong driver for addiction in game can be reaching milestones and seeing your progress effect your game play. Another important reason for levels.




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