RE: War 2.0 Redux (Full Version)

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One Winged Angel1357 -> RE: War 2.0 Redux (2/9/2016 21:01:04)

This ultimately just comes down a matter of personal opinion. My stance being that you shouldn't be able to pay to skip PvP in a PvP game and still get the reward you stance being separate it so you can pay to skip for cosmetics and have to play for ranking on a different leaderboard.

Both opinions are valid but the two don't really mesh well




goldslayer1 -> RE: War 2.0 Redux (2/9/2016 21:51:43)

@OWA
Well when you look at it from that perspective, it wont mesh well.
But its hard to argue cosmetics being heavily P2W.

Since you mentioned skipping pvp, the other idea I had was to make the effects of Var Cans require participation. (Dont know if this was suggested before)
An example
Have a boss that requires you to use a Var Can to drop the boss' shields, in order to fight the boss.
The use of Var Cans gives 0 influence, only the battle with the boss does. But you need a Var Can to drop it's shield in order to challenge.
The influence between boss and players would have to be substantial, while also requiring a little more time and difficulty.
Since they would also drop from regular battles, F2P would be able to fight bosses, but then it makes this ordeal more RNG oriented for them.

A problem I see here (Basing this on previous wars such as Infernal and Frysteland) is that you wouldn't be able to do small Var Can and large Var Can because it being used under this system would give 0 influence. Unless you made 2 bosses, one for large Var Cans and an easier one for small Var Can.

Then there's the issue of scaling the boss to everyone's level. Otherwise lower levels wouldn't be able to use them.




Melissa4Bella -> RE: War 2.0 Redux (2/10/2016 13:42:07)

There is never any room on any of the forums for the tired "No you!" - "No YOU!" / "No me!" - "No ME!" arguments. SO, this thread will be cleaned and appropriate action taken. Temporarily closing this thread.



Thread is now reopened. I would *hope* that from now on player would have MUCH better things to do than to resort to such tactics. Others aren't interested in the petty and immature bickering. Keep that behavior off the forums. Period.




The berserker killer -> RE: War 2.0 Redux (2/10/2016 18:31:18)

The point is, this isn't a war. As some constructive criticism I highly recommend that we implement flags for now and, while players are distracted, devs go back to the drawing board on how to make war fun.

But if we absolutely can not bring back flags then there are a few ideas I have that are time and cost efficient which will

1) Decrease the pay-2-win advantage in the current war system
2) Keep the profitability of the war system up to allow continued development of other aspects of EpicDuel.

My first idea is to have additional Tiers.

5k inf=10k creds, 10 tokens, cosmetic
10k= 20k creds, 20 tokens, cosmetic
20k=40k creds, 40 tokens, cosmetic
40k= 80k creds, 80 tokens, cosmetic
80k=160k creds, 160 tokens, cosmetic
160k=320k creds, 320 tokens, cosmetic
320k=640k creds, 640 tokens, cosmetic
500k= 100k creds, 1k tokens, cosmetic
1 Million= 1 Million Credits, 2k tokens, cosmetic and an "Unlimited War Commander"

That suffices as a war prize and would really encourage players to pvp.

My second idea is to DON'T BRING BACK FLAGS. That's right. Don't bring back flags. The reason I am saying that is because if I really think about it, we basically have flags now. Just a different system. So the real idea to be implemented for this suggestion is to Create Leaderboards on each objective, similar to how flags were which depicted the top 5 most influential players and to, also, depict the flag of the most influential faction near that objective.

My third idea, which may be the most difficult to implement but also the most beneficial is to make Exile and Legion Leaderboards entirely different . What this means is that instead of 1 Faction Daily Winner for any battle mode, their will be two: The top Exile and Legion Factions. My reasoning behind this is because it could potentially even out the sides by primarily focusing on what players want: an advantage. Currently, the playerbase has dropped so low and competition has ceased to the point where nearly

- 600 wins are required to win a 1v1 faction daily

- 200 2v2s

- 50-100 juggernauts.

The top factions who are doing the 600 1v1s, 200 2v2s and 50-100 juggernauts happen to all be exile nearly every single day.

So, ive done some recording/observing and noticed that the top legion factions on the daily leaderboard are only reaching a maximum of

-300 1v1s

-80 2v2s

-20 juggernaut wins.

Notice how different the numbers are.

Now players love rare equipment/items which is a primary reason as to why many of them are coming over to exile. However, before this system, players loved something even more:Winning. By implementing a feature that will make legion and exile dailys different, switching to legion would be appealing to most players because of the low win requirement . Meaning that 10, players may switch over, win at least 10 dailys, and once they become popular and talked about more and more in the ED realm (amongst players) they will try to recruit and more and more players will start to think that they can do the same thing. Meaning even more players will switch over to legion to the point where the sides will, undoubtedly balance themselves out .

I am aware this may seem "unfair" to factions in the past but that's the past and things are changing. Things evolve, we adapt, and we change. No ones stripping away their legacy. For the sake of this game, this is the way to go.

Maybe we can implement a new leaderboard known as "Universal Domination" which will be awarded to the Top Faction, in all of ED (meaning of both legion/exile), with the most wins overall. Meaning that if Faction X(Exile) and Faction L (Legion) are 1v1ing and Faction X gets 2300 wins and is in 1st place, while Faction L gets 2100 wins and is in second place, then both factions get the Daily Win however only Faction X (Exile) gets the Universal Domination point.

Those are my 3 ideas:

1) More tiers

2) Leaderboards on objectives

3) Legion/Exile daily boards are different

Every idea I have suggested is, I believe, completely do-able and will require the most minimalistic approach and work while attaining both goals.

I also had a 4th idea of implementing something similar to Dragonfable: PVP Drops that we collect and can turn in similar to Dragonfables PVP shops. If you aren't familiar with the shop, allow me to introduce it to you.

The shop works in tiers meaning that for every weapon/item there is an upgraded version to it. What makes this shop difficult though is that you can't just buy your way to the top and get the highest tiered weapon. Each weapon is a pre-requisite for the next one meaning that everyone has to start off at the base.

So, say if "Blade of Awe I" to "Blade of Awe X" (Roman Numerals) is in the shop. I have to purchase "Blade of Awe I" which will cost something like 100 PvP drops and 1000 Credits.

The next step, the next item, is "Blade of Awe II" (Once again, following Roman Numerals). In order to purchase "Blade of Awe II" the requirements/cost would be 100 PvP drops and "Blade of Awe I".

Meaning that for "Blade of Awe III", the requirement/cost would be 100 PvP and "Blade of II". So on and so forth.

Now this shop would be extremely effective, however it has one downfall as it Encourages a Play to Win environment. I am not sure if the devs are willing to take that approach.

Each weapon won't have it's own unique stats, of course not, but each blade of awe will offer a core that increases in damage by 1% for each tier.

I'm not saying that we have to have "Blade of Awes" or even swords with cores in the shops. If anything we can implement a War Bot, which is the War version of Vendbot. The only difference between Warbot and Vendbot is that WarBots items are way more extensive then Vendbots since WarBot will sell tiered versions of each core that vendbot has to offer.

Let's go a bit more in depth.

Vendbot currently offers:
Mace:
Basic Club Free

Staffs:
Apprentice Staff Free

Wrist Blades:
Light Blades Free

Skill Cores:
Aim Assist 6000 Credits
Aim Assist 295 Varium
Auxiliary Mastery 6000 Credits
Auxiliary Mastery 295 Varium
Concussive Shot 10000 Credits
Concussive Shot 595 Varium
Concussive Shot x25 1500 Credits
Concussive Shot x25 95 Varium
Deflection Shield 6000 Credits
Deflection Shield 295
Dexterity Boost x30 1500 Credits
Dexterity Boost x30 95
Energy Shot 10000 Credits
Energy Shot 595
Energy Shot x25 1500 Credits
Energy Shot x25 95
Energy Storm 10000 Credits
Energy Storm 595
Energy Storm x25 1500 Credits
Energy Storm x25 95
Frost Shards 10000 Credits
Frost Shards 595
Frost Shards x25 1500 Credits
Frost Shards x25 95
Generator 10000 Credits
Generator 595
Generator x25 1500 Credits
Generator x25 95
Gun Mastery 6000 Credits
Gun Mastery 295
Laser Sights 6000 Credits
Laser Sights 295
Lucky Strike (2%) 6000 Credits
Lucky Strike (2%) 295
Meteor Shower 10000 Credits
Meteor Shower 595
Meteor Shower x25 1500 Credits
Meteor Shower x25 95
Nanosteel Armor 6000 Credits
Nanosteel Armor 295
Ninja Reflexes 6000 Credits
Ninja Reflexes 295
Overshield 6000 Credits
Overshield 295
Plasma Meteor 10000 Credits
Plasma Meteor 595
Plasma Meteor x25 1500 Credits
Plasma Meteor x25 95
Primary Mastery 6000 Credits
Primary Mastery 295
Strength Boost x30 1500 Credits
Strength Boost x30 95
Stun Blast 6000 Credits
Stun Blast 295
Support Boost x30 1500 Credits
Support Boost x30 95 Varium
Technology Boost x30 1500 Credits
Technology Boost x30 95 Varium
War Commander x10 2000 Credits
War Commander x10 95 Varium

WarBot would offer everything vendbot has, but tiered versions:
Mace:
War Club Free

Staffs:
War Staff Free

Wrist Blades:
War Blades Free

Skill Cores:
Aim Assist I
Auxiliary Mastery I
Concussive Shot I
Deflection Shield I
Energy Shot I
Energy Storm I
Frost Shards I
Generator I
Gun Mastery I
Laser Sights I
Lucky Strike (2%) I
Meteor Shower I
Nanosteel Armor I
Ninja Reflexes I
Overshield I
Plasma Meteor I
Primary Mastery I
Stun Blast I

The "I" is a roman numeral Digit referring to "One". Every skill, every core will have 7 tiers to it that can be upgraded and achieved with War Drops. I am not going to do the entire list, but I will do one examples so that everyone gets the main idea.

Energy Shot Tiers:
Energy Shot I: An attack that reduces the target's energy by 20% of the normal sidearm damage.
Cost:100 PvP Drops, 5k credits

Energy Shot II: An attack that reduces the target's energy by 22% of the normal sidearm damage.
Cost:100 PvP Drops, Energy Shot I

Energy Shot III: An attack that reduces the target's energy by 24% of the normal sidearm damage.
Cost:100 PvP Drops, Energy Shot II

Energy Shot IV: An attack that reduces the target's energy by 26% of the normal sidearm damage.
Cost:100 PvP Drops, Energy Shot III

Energy Shot V: An attack that reduces the target's energy by 28% of the normal sidearm damage.
Cost:100 PvP Drops, Energy Shot IV

Energy Shot VI: An attack that reduces the target's energy by 30% of the normal sidearm damage.
Cost:100 PvP Drops, Energy Shot V

Energy Shot VII: An attack that reduces the target's energy by 32% of the normal sidearm damage.
Cost:100 PvP Drops, Energy Shot VI

Energy Shot VIII An attack that reduces the target's energy by 34% of the normal sidearm damage.
Cost:100 PvP Drops, Energy Shot VII

Energy Shot IX: An attack that reduces the target's energy by 36% of the normal sidearm damage.
Cost:100 PvP Drops, Energy Shot VIII

Energy Shot X: An attack that reduces the target's energy by 38% of the normal sidearm damage.
Cost:100 PvP Drops, Energy Shot IX

Luck Cores would increase by 1% for each tier. Now I am also aware that it might be impossible to turn in a core once it is implemented on a weapon. A simple fix would be to just allow cores to be removable but I do believe that devs have said that it's too hard to code. In that case, we'll just have to live with it. Yes. That means that unless you have two versions of a specific core that you would like to use, you would not be able to buy the upgraded version if you equip the core (since you cannot remove it to turn in to War bot .

It's not a "Pay to Play" feature or a "Pay to Win". It's more of a "Play to actually Play" or "Play to win".

PVP Drops (you can call them War Memorials or War Trophies or whatever) `will drop at 5%.

WarBot will look similar to vendbot, just armored or something and more war ready and will only be available during war time. This will give players something to look forward to.




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