Faction Features (Doable and easy) (Full Version)

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The berserker killer -> Faction Features (Doable and easy) (1/30/2016 12:23:24)

My suggestion is that for every faction level, the faction will get certain perks. ALL of which are doable. SO lets continue:

Level 1: Nothing, no perks

Level 2: 5% additional drop chance for normal bombs

Level 3: Level 2s features and 5% additional drop chance for superbombs

Level 4: 5% additional drop chance for bombs, and 10% additional chance for superbombs

Level 5: 10% additional drop chance for bombs, and 10% additional chance for superbombs (non cumulative)

Level 6: Previous feature along with a 5% chance to drop war commanders

Level 7: Previous features and 5 Inf Per Battle with 1v1, 10 influence per battle with 2v2 and 2v1

Level 8: Previous Features and, if its possible +5 credits per battle. If not possible due to flash limitations, then it should be possible to allow factions with lvl 8 or more to have bonus credits at a specific time of the day.

Level 9: Previous features and, if its possible +3 xp per battle. If not possible due to flash limitations, then it should be possible to allow factions with lvl 9 or more to have bonus xp at a specific time of the day.

Level 10: Previous features and Daily rewards:

WD rewards- 1000 influence and 2500 credits rewarded to every player in the faction Edit: The +1000 influence will simultaneously update the individual players Badge depending on the region they are currently in.
1v1 rewards- 2500 credits rewarded to every player in faction Upon winning the daily
2v1 rewards- 3500 credits rewarded to every player in the faction Upon winning the daily
2v2 rewards- 4500 credits rewarded to every player in the faction Upon winning the daily

Level 11: Previous features and 5% additional influence increase for any influence income. Meaning that should your faction earn 1000 influence for the day then, at the end of the day, they will earn an additional 50 influence

Level 12: Pervious features and a faction War Bank. The war Bank is a shared bank between faction members that is restocked daily with 18 war commanders (1 for every player).

Level 13: Previous features and 15% discount on each shop Edit: If coding that will be too difficult then simply increase the war commanders that spawn inside the faction bank daily to 25 and put a 400 capacity limit.

Level 14: Previous features and a 10% drop chance of +6 cores Edit: And Faction Bombs. Faction Bombs (F-Bombs) spawn inside your war bank every 100 or 1000 wins and deal immense damage depending on the total number of players you have in your faction. That damage/influence is then evenly distributed to the faction members. If that is too difficult to code then the damage/influence goes to the Faction leader.

Level 15: Previous features and a CC faction name




nowras -> RE: Faction Features (Doable and easy) (1/30/2016 13:10:53)

This is so perfect. A level 1 faction shouldn't be the same as a level 14 one. This is also going to bring back old factions and old leaders which means more players and fun and more exciting features in the game. It's actually not hard to code, It's really simple, so simple. This would make it worth fighting to level up your faction and make you feel proud if you're in a high level faction no matter if it was inactive with no championships.

Just to clarify this to people... These numbers are normal numbers, me and Ghost God have been discussing these numbers and features before she posts them so we make sure they are doable, logical and fair for everyone.




lukalak2234 -> RE: Faction Features (Doable and easy) (1/30/2016 14:58:40)

I absolutely love the idea of this. It adds a greater depth of tactic and enjoyment into the game for old and new players. This faction "update" would drive the players to complete all 15 faction levels ( Which I don't think has been done before ). the fan base of EpicDuel would increase by a heap, if this Faction Perks Idea were to come to life! I love this idea and hope that you guys make i come to life! [:D][:D]




racing.lo.mas -> RE: Faction Features (Doable and easy) (1/30/2016 21:45:26)

I really like the idea. It sounds great.




Cyber Dream -> RE: Faction Features (Doable and easy) (1/31/2016 15:00:47)

I love this idea, this actually gives factions a bigger meaning. Imagine all of this with the old influence system.




The berserker killer -> RE: Faction Features (Doable and easy) (1/31/2016 16:47:45)

Thanks guys. me and Darkness Lord created this thread and we were wondering if you have any other inputs? Our worst fear is that flash limitations would cease the progression/implementation of levels 8,9, and 13. If that's the case then Level 7 could be +5 inf for 1v1, level 8 could be +10 inf for 2v2 and lvl 9 could be +10 inf for 2v1. And for Level 13, instead of a 15% discount for each shop, it would be an increased amount of war commanders in your faction bank that respawn daily (so maybe 25) along with the possibility to stack up to 400 of them for war purposes.




Mother1 -> RE: Faction Features (Doable and easy) (1/31/2016 18:20:41)

Here is an idea for the 10 faction. When everyone get's their influence for winning WD make it so it is added to the current cheevo that is getting influence during the war. I saw the 1000 influence gain, however I didn't see anything about it going to that cheevo.




Cyber Dream -> RE: Faction Features (Doable and easy) (1/31/2016 21:05:51)

quote:

Pervious features and a faction War Bank. The war Bank is a shared bank between faction members that is restocked daily with 18 war commanders (1 for every player).


How about expanding this feature adding in faction war bombs. These would be bombs that are added to the faction bank attained by wins that are accumulated by the faction as a whole. The bomb would deal a high amount of damage within a number ranger than can be divided between all the members in the faction. For example, lets say to get a faction war bomb. The faction would have to get a total of 100 wins. Once the war bomb is attained, the leader could get the bomb and use it where ever. The bomb would deal 3600 damage and the damage would be divided by all 18 members of the fac which would give everyone 200 influ. Though I suggest adding in a dmg range considering that some faction don't consist of 18 players.




The berserker killer -> RE: Faction Features (Doable and easy) (2/1/2016 14:20:51)

@Mother: Good point, I did forget to include that. I'll edit the post right away.

@Cyber Dream: So your suggestion is another type of bomb, for the sake of being interpreted correctly lets call this "Faction Bomb" (lmao almost said "F-Bomb"). So you're saying that one Faction Bomb will spawn inside the war Bank every 100 wins? And the bomb will deal x amount of damage, which will then be divided amongst each player in the faction. Correct?




Cyber Dream -> RE: Faction Features (Doable and easy) (2/1/2016 15:07:15)

@berserker

Lol, only you -_- but yea that's pretty much correct, though those numbers are just for the explanation. A problem I could see with this is that player x would get upset because player b got the same amount of influence while player x put up more wins.

quote:

The bomb would deal 3600 damage and the damage would be divided by all 18 members of the fac which would give everyone 200 influ. Though I suggest adding in a dmg range considering that some faction don't consist of 18 players.

How about changing this to: The more players you have in your faction, the more damage the bomb does and the wins you needs to get the bomb increases. The least players you have in your faction, the amount of damage the bomb does is decreased and well as the wins needed to obtain the bomb.




The berserker killer -> RE: Faction Features (Doable and easy) (2/2/2016 15:26:31)

Okay I got it in there. I also offered alternatives just in case devs run into flash problems.




Emperor Nulgath -> RE: Faction Features (Doable and easy) (2/3/2016 7:52:20)

I support this :D
Hope G.M will make it soon




Digital X -> RE: Faction Features (Doable and easy) (2/3/2016 9:46:41)

Even though the faction I am in has ceased, I absolutely support this. I don't even remember the last time Smackie logged in let alone we did something towards the faction.

I like having things to aim for and this really would fill the void.




Greed Redemption -> RE: Faction Features (Doable and easy) (2/3/2016 21:24:06)

Amazing suggestion this would be so cool! Supported




The berserker killer -> RE: Faction Features (Doable and easy) (2/4/2016 12:56:59)

Thanks guys. Please, if you have the time, take another look through the post and alert me if anything sounds too hard to code or to implement. One of the main reasons we don't get a lot of updates in the game is because of flash limitations which is why Darkness Lord and I tried to keep them as simple as possible




shadow.bane -> RE: Faction Features (Doable and easy) (2/4/2016 16:53:15)

^ that will make new factions disappear and everyone want to join high level factions and there is only few , so a lot will be factionless waiting the right moment to join any faction ! I can't support this cause I just said why will make high level factions desirable and low level factions unwanted .




racing.lo.mas -> RE: Faction Features (Doable and easy) (2/4/2016 17:50:26)

Nope, you are wrong ^

Old factions will be full for sure. So the rest of the players will join in a new faction. A faction level 3 is better than nothing.
Everybody will do whatever to join in a faction. Here comes something that I like from this suggestions. Founders will gain more importance because they are who choose the faction's members. Members will do all the things the founder says, just to stay in the faction.
Many times when I have asked players to join in my faction they answered "I will join just if you make me officer". Also some members have told to me "if you dont make me officer I will leave the faction". Members have more control over the founder than the founder with members. I cant believe this, how is possible that members can force a founder to do things that he wouldn't do.


Alright, back to what you said.
This is not the end of low level factions. Do you think a founder will destroy his faction just to join into a better one? If they cant join in a good faction or if they join in one but get kicked, they will lose everything. I don't think all founders will take this risk.
Furthermore have you ever created a faction? When you have your own faction, you dont want to destroy it. You feel an attachment to it.

Moreover some players will make their own faction. They will prefer to create a new faction and make it grow up, instead of joining in a faction where they can get kicked.

This suggestion is giving:
-Importance to factions.
-Respect to founders and officers.
-Respect to old factions.
-Active factions.




shadow.bane -> RE: Faction Features (Doable and easy) (2/4/2016 18:37:28)

^ we will see if it got implemented somehow ! new faction will deffo lose it's players think in a bigger picture here .




racing.lo.mas -> RE: Faction Features (Doable and easy) (2/4/2016 19:37:36)

It might get implemented. I dont see why not, is a great idea, it favors everyone and looks like all like it.

I dont think it is a big change. I mean, is not really strong to make all players leaves they low level factions.
New factions might lose some players, but they will get new ones. Players without faction.
And I dont believe all will leave their factions. There are loyal players who wouldnt do that.

I gave you many reasons about why new factions wont die. Give me a reason to think the opposite.




The berserker killer -> RE: Faction Features (Doable and easy) (2/4/2016 20:01:47)

Well of course it will make high level factions desirable, hence making individuals want to create a faction and be a high level faction.




shadow.bane -> RE: Faction Features (Doable and easy) (2/4/2016 20:22:04)

^ which they will do but not find players to join them cause all other will be busy looking for a high level faction to take them ! hope u understand the big picture am talking about ! just give it a little bit deeper thinking than u did when u made this post !




goldslayer1 -> RE: Faction Features (Doable and easy) (2/4/2016 20:30:16)

My 2 cents from someone in a high ranking, and high level faction. (Control Alt Death, Co-Founder and Leader)
Right now, I'm against this.

Particularly due to the influence and "rewards" aspect of this.
Are the rewards retroactive? or do they only start counting after the update?

Biggest reason why I'm against this so late in the game, is due to statistical discrepancies.
All this would do is usher in a new "Era" of stat discrepancies in factions. (and players)

an example is Personal influence.
Comicalbiker: Over 350K combined wins and 1,701,000 influence
Nemesis30: About 40K in combined wins and 1,803,395 influence

See the MASSIVE difference there?
Nemesis30 is more "Influential" than Comical, despite Comical having 8 times more wins than Nemesis.
This is blasphemous IMO.

An example for factions would be World Dominations (WDs).
Look at the WDs leaderboards. Ill try to explain the differences between them here.

Death Syndicate X (167) and Legit (149), Mostly played in Beta and some Gamma.
Control Alt Death (84), Mostly played in the majority of Delta
Meganet (170), mostly played in late Delta and Omega.
Dark Vengeance (169), Mostly played in Omega.

See the discrepancy there?
Control Alt Death are either right up there or surpass the other 4 mentioned factions in every other stat, except WDs.
Why? Its simple. Its due to how the system for WDs worked.

During Beta and Gamma, the way WDs worked was different. 2 WDs were awarded a day. 1 for highest Legion, and 1 for highest Exile.
Legit was Legion, and DSX was Exile. Both of these factions dominated those phases, thus high WD count.

This is the same for Omega right now, 2 WDs a day. 1 for each top faction of each Alignment.

During delta, the WD system was changed.
It only Awarded 1 WD a day, to the highest influential faction of the Alignment with the most influence for that day. (and this was often bugged)
So faction A on exile could have 50K Influence, and faction B on Legion could have 30K influence and faction B could still get the WD since its still number 1 for Legion, and Legion overall had more influence.

This is the sole reason why CAD has 84 WDs and the other 4 factions of the top 5 have significantly more.
And yet when you compare these factions in other stats such was 1v1 Dailies or total faction wins, they're either right up there in the same league or higher.

This is why I wouldn't support this idea.
At level 10+, getting a WD would give 1K influence per player.
So might question is, when is the 1K awarded?
and does it count towards the daily influence?

Cause the way this sets it up is that the winner of WD gets 18K influence total (With 18 members), thus giving them an 18K influence advantage for WDs the day after.
At that point, get a WD and the rest are yours to lose. You'd have to have a REALLY (Applies to hyper active factions only) slow day to lose a WD with an 18K advantage over the field.
And since current WD system rewards 2 WDs a day, thats 2 factions with 18K influence advantage.
Winning a WD would create a massive bubble in where winning it, almost guarantees you winning it the day after if your active faction is worth their salt.

Not to mention the percent increases for drops, which would only increase the issue.

Aside from the glaring flaws. This would only further create statistical discrepancies between players and factions.
So on that alone, I'd be against it.
The rewarding levels thing would be a better idea if the rewards were strictly cosmetics and didn't affect stats, whether its player stats or faction stats.

Sadly, this would be 6-7 years too late IMO.


quote:

This is also going to bring back old factions and old leaders

Doubtful. Atleast for most inactive leader board factions.
Many of them went inactive before the Delta update (DSX, Legit, KOTR, Savagekillers (Now disbanded), etc) And even more have gone inactive after the Omega update.

And here's why most factions wont come back. Its because most players wont come back.
The old timer factions (assuming the leaders become active again) aren't going to suddenly come back and kick inactive but yet prestigious and high ranking members
To fill them up with new active players to become active again. Especially their most influential officers.
The state of the game has enormously changed from when the high ranking factions were in their heydays, most wont comeback due to that, otherwise some of them would still be around in some way.




shadow.bane -> RE: Faction Features (Doable and easy) (2/4/2016 20:43:50)

^ the reason why I told berserker to think about the biggest picture here when she made this post am sure she wasn't thinking about that ! and no one could have said it better than that goldslayer1 ^^




The berserker killer -> RE: Faction Features (Doable and easy) (2/4/2016 21:19:35)

So your point is practically that it's too late to implement a suggestion like this since the majority of influential factions have left?

Ok bane sorry Im not understanding your idea of the bigger picture here. From what im hearing it sounds absolutely selfish to be against something like this coming into the game because the faction that players were once in, that are of course some of the most influential factions of this game, don't play anymore.

But ill try my best to answer some of your questions. I don't think you understand how influence is awarded epr faction but currently when youw in a 1v1, 2v2 or Jugg daily your faction actually gets influence. This doesn't go towards the next day, it's simply added at reset and doesn't affect the leaderboard for the next day or the current day. The suggested features/rewards would work the same.

As far as it being retroactive? Listen I really couldn't care less. That's up for you, the players to decide and for the devs to decide. It seems that when players complain about something like NPCS they get what they want so maybe you could form an alliance with 30/40 other players or however much you want and beg them for this feature to be retroactive. I don't dwell on the past, im simply suggesting things for the future but if it were up to me? Sure, go ahead, I don't care. My vision of this game is simple: Have fun, win and be fair. I'm not one that cares about influence or ratings, or npcs, or bosses or any of that. I buy my varium, change my classes and have fun, win, and play fair. I couldn't care less about something like credits, influence, ratings, missions or NPCS in a pvp based game. I think about the future, im not going to dwell on the past, so that sounds like something you should take up with the devs.

That's literally all I have to say on that subject matter.

So let me answer your questions in order:

1) Take it up with the devs about it being retroactive if this were to ever get implemented. Theyre the ones that will have to manually go through and award each old faction and player.
2) I would think that the rewards will start counting at the very reset your faction attains that level and wins Wd, 1v1, 2v2, or Jugg
3) I don't understand the difference, I see it but don't understand it. Your point seems opinionated.
4) The 1k is awarded at reset, similar to the way Daily rewards are currently awarded to factions.
5) No it doesn't count towards the daily influence. You should look up exactly how the daily rewards are awarded. I have spoken to a dev and they alerted me that the influence gained from winning dailys is just tacked on to your total influence. If it pleases the players here I would be gld to remove 1k getting awarded to each player and just put 10k awarded to the faction total influence.


And you know what? Maybe it won't bring players back. Sure. But maybe it will. No one knows for sure, neither of us can't predict the future. And no Shadow.Bane, I wasn't thinking about the past because this suggestion is for the future. Any more questions I will be glad to answer them. Any negative comments or personal opinions will not be replied to for the sake of this thread being open for all .




goldslayer1 -> RE: Faction Features (Doable and easy) (2/4/2016 21:46:14)

quote:

I couldn't care less about something like credits, influence, ratings, missions or NPCS in a pvp based game.

Then why suggest something that gives more credits, influence, or ratings?
You dont care about it, thus you're making a flawed suggestion without realizing the issues this will bring up.

Same thing when Influence was originally implemented.
It was meant to be a way to properly "equalize" the efforts of 2 vs 2, and juggernaut wins in comparison to 1 vs 1 wins. (they rewarded the same amount of influence before)
And I was a big supporter of this idea.

While the idea was great, like many other ideas, it was poorly implemented.
What we ended up with was wars giving twice the influence per win, and war drops giving even more influence.
This created an influence inflation. During the first wars that had this system, you'd often see players with 2-3K wins having more influence than players with 50K wins.

quote:

I don't think you understand how influence is awarded epr faction but currently when youw in a 1v1, 2v2 or Jugg daily your faction actually gets influence.

And before it wasn't like this. This created inflation and discrepency in influence, stats, leaderboards and faction.

quote:

3) I don't understand the difference, I see it but don't understand it. Your point seems opinionated.

I just gave you statistical facts, and you tell me its an opinion....

Again, You dont see an issue with a player with 40K total wins having more influence than a player with 350K total wins?
The player with 350K obviously spent more time and effort playing the game than the dude with 40K wins.
But due to influence bubbles, it created massive inflation and discrepancies for the player with 40K wins, thus surpassing the player with 350K wins.

If you cant understand this simple problem that stemmed from botched updates, then what makes you think your idea will be good for the game if it will only add more problems?
Any player that fails to understand how an idea or suggestion can cause a problem in the game, IMO shouldn't be making the suggestion in the first place.
Sorry if it sounds harsh, but botched updates are the reason why the game is the way it is, and why many players quit after the culmination of botches known as the Omega update.




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