BioBeasts and EpicDuel (Full Version)

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Cyber Dream -> BioBeasts and EpicDuel (6/23/2016 20:22:38)

Im in no way bashing the devs BUT how could you put all your focus on a mobile game that isn't unique while leaving a dying game with alot of potential left to completely die off? A mobile game of that genre doesn't have a long life span, of course it may have boomed in the beginning but that was because you guys had an Fan/player base supporting you. Those advertisements barley brought it players, that big social media boom thing we did, that brought it players. It even caused BB to be a new top ten game on mobile devices. Just because the download rates increased doesn't mean that BB is going to have a successful future. It's just not that type of game. Am I missing something here? Wake up before it's to late, don't let BB be the death of ED.





leahnrachel -> RE: BioBeasts and EpicDuel (6/23/2016 21:27:14)

ED isn't dying because of bio beasts , Omega upset people who had got used to free wins, With the removal of enhancements, They found out they weren't as good as they thought they were and left.

So then the staff brought in legendary ranks another form of power creep that didn't really match enhancements , The ones that had already gone were never coming back, The ones that stayed were happy with the removal to some extent of power creep , Ranks upset the people we still had playing , In the hopeless cause of getting old people back.

The game was always going to be a tiny game with p2w....it didn't have a future , Omega was a opportunity , There were a lot of balance problems but even still . They had started to head the right direction . Then they added ranks , Game over.

Now there in a really difficult position , They remove ranks or the pvp advantage , They lose a good chunk of the few people still playing, They don't and the game will fizzle out.

Their damned if they do , Damned if they don't .

They may as well keep working on bio beasts at this point.




Cyber Dream -> RE: BioBeasts and EpicDuel (6/23/2016 21:38:39)

quote:

ED isn't dying because of bio beasts
EpicDuel was already dying before BB was even announced and the development process for BB just made it worse. Why? Because the devs aren't going to do anything new into the game untill BB is finished. Hence to why all we've been getting lately is recycled wars and seasonals. I never said that BB was the main reason why ED was dying but it IS one of the reasons.

quote:

So then the staff brought in legendary ranks another form of power creep that didn't really match enhancements , The ones that had already gone were never coming back, The ones that stayed were happy with the removal to some extent of power creep , Ranks upset the people we still had playing , In the hopeless cause of getting old people back.

The game was always going to be a tiny game with p2w....it didn't have a future , Omega was a opportunity , There were a lot of balance problems but even still . They had started to head the right direction . Then they added ranks , Game over.

This was the 1st stage of the game dying, hence to why I said this
quote:

Im in no way bashing the devs BUT how could you put all your focus on a mobile game that isn't unique while leaving a dying game with alot of potential left to completely die off?


quote:

Now there in a really difficult position , They remove ranks or the pvp advantage , They lose a good chunk of the few people still playing, They don't and the game will fizzle out.

Now this doesn't have to be. All the devs have to do is completely rework each class to be unique while at the same time being able to compete with each other. I guarantee that this would breathe life back into the game. At this point, what else is there to lose?






WhiteTiger -> RE: BioBeasts and EpicDuel (6/23/2016 21:42:57)

This is covered in the BioBeasts FAQ:
quote:

Q: Why BioBeasts?
A: For our first mobile project, we felt it was crucial to use a character people could recognize from EpicDuel while retaining the same spirit of battle and progression. At first, we thought of having a human player fighting hordes of enemies, but that has been done to death. Then we thought, “Why not turn the idea around? Instead, let the player be the beast!” Since EpicDuel already has a robust collection of creatures and mutants ripe for exploration, this was an easy decision.

quote:

Q: Why Mobile?
A: The past few years have seen a steady decline in browser games of all sizes. Adobe’s decision to pull support from Flash forced Artix Entertainment to pivot towards mobile gaming for future products. Console games, with high barriers of entry, would not be a viable alternative. This transition has been very difficult as training all artists and programmers in a completely new development environment is time consuming. However, such training is essential for the sustainability of the company. Our games will only get better and bolder with time.

quote:

Q: Why are you developing this and not EpicDuel 2 or EpicDuel Mobile?
A: Since the EpicDuel team is still very new to Unity, we decided to develop a small-scope mobile project to learn the basics of the platform. So far, we like what we see. Unity is far more powerful than Flash ever was and we’re learning more every day.

A project of the scale of EpicDuel 2 would be a monumental task. By focusing on a smaller project, we can avoid scope-creep and work through the entire process from conceptualization to a public launch quickly, building our team’s confidence toward larger projects.


This topic has been asked and answered by the developers multiple times already and the tl;dr reality of the matter is that support for flash is being cut off and mobile games have been gaining traction for the past few years, so instead of sticking with a technology that probably won't exist anymore 5-10 years in the future, they're moving on to new technologies, one step at a time.




Exploding Penguin -> RE: BioBeasts and EpicDuel (6/24/2016 1:14:20)

quote:

Now this doesn't have to be. All the devs have to do is completely rework each class to be unique while at the same time being able to compete with each other. I guarantee that this would breathe life back into the game. At this point, what else is there to lose?


This is something that I'm pretty sure everyone wants to see. At least I know that I've been asking for it all the way since late delta or even earlier.

It's a lot harder to do than you make it seem.

Making a class unique isn't just about giving it a specific type of identity in terms of what it's good and isn't good at and stuff. The first problem with trying to make classes "unique" through that method is without careful consideration it actually just limits builds and creates "optimized" builds for each class that best fits their role. This is one factor to worry about out of several of them. For example, another thing to consider when making new skills and reworking classes is whether or not the class/skill is actually satisfying to use. Does it have the appropriate amount of interactivity and will it feel impactful when the player uses it? Basically, what I'm saying is that even if you think it's already hard to do, it's probably at least 5x harder than what you think it is. Player psychology and tons of other factors go into reworking stuff entirely like that.




leahnrachel -> RE: BioBeasts and EpicDuel (6/24/2016 3:02:51)

^ I kind of agree , But other things need to be addressed first , I literally played 15 games in a row earlier on my l36........ Every single 2v2 match was 36 + 40 vs 40+40 in quite a few cases they had the highest rank on their team.......

I was absolutely furious.... Yes if the other team is bad or makes mistakes, Its winnable, But if they know what their doing you ain't coming back from that ..... hell one game was 39+36 vs two 40s

This needs to be addressed, I'd rather not get a game, then a game that badly balanced give us a opt in a box we can tick for fair fights only.....

1v1 is not a option at level 36 you will run into repeated 40s, 2v2 you have to deal with dummies bots and mismatches, juggernaut -lol

Wtf are we supposed to do? Quit?

atleast move the 100 limit off npcs if you cant balance matchmaking.

I had 38 npc kills till today - Thought they wanted this game to be pvp , has always been the message since beta , But honestly I just thought if they are allowing fights like this to start , I now have 138 npc kills and am reluctant to pvp at this level...... I know how to make a build. I still cant compete in such mismatches against opponents that know what their doing, How are the new guys going to feel hitting 36? I think we know where their going tbh...........inactive casual .....or gone.....




Cyber Dream -> RE: BioBeasts and EpicDuel (6/24/2016 6:46:05)

quote:

Making a class unique isn't just about giving it a specific type of identity in terms of what it's good and isn't good at and stuff. The first problem with trying to make classes "unique" through that method is without careful consideration it actually just limits builds and creates "optimized" builds for each class that best fits their role. This is one factor to worry about out of several of them. For example, another thing to consider when making new skills and reworking classes is whether or not the class/skill is actually satisfying to use. Does it have the appropriate amount of interactivity and will it feel impactful when the player uses it? Basically, what I'm saying is that even if you think it's already hard to do, it's probably at least 5x harder than what you think it is. Player psychology and tons of other factors go into reworking stuff entirely like that.
Of course, if there is any conformation that EpicDuel will have a successor then I will gladly take my time to make a detailing suggestion reworking each class one by one while taking everything you said into factor. Anything can be done if you have a team dedicated to it.




Exploding Penguin -> RE: BioBeasts and EpicDuel (6/24/2016 15:27:22)

@Cyber Dream: suggestions would be greatly appreciated but at the moment I can't speak for the devs on how much they will utilize it. It would also take intensive testing which I have no say over or input in, but what I would do is wait a bit while I go ask the devs about this and if they say they'll definitely look into it then make a huge thread/template for class rework suggestions and then we can work from there. But at the moment, I wouldn't advise investing too much of your time into that until I check with the devs on it.

@leahnrachel: The gist of what I'm getting from the devs is that shutting down 2v2 would cause even more players to leave, because there are still some that don't mind 36 + 40 vs. 40 + 40 as much, or for whatever other reasons. Aside from that, unless wait times are insanely long not much can be done without a larger playerbase which probably won't be arriving till the BB work is finished. I can talk with them about adding in a box which opts for longer queue times but more fair matchmaking though.




leahnrachel -> RE: BioBeasts and EpicDuel (6/25/2016 1:17:58)

I've stopped playing pvp on my 36 , Another 50 npc wins so far today , Figure i'll let one of the few others in my level range still pvping get trolled my bad game design..... When the devs see the numbers of people in this level range still actively pvping/ playing the game, They will have to act eventually. Its literally unplayable, Massively unfair fights at level 36-38 arguably 39 are the RULE not the EXCEPTION in 1v1 AND 2v2

I hate the fact I was on the 1v1 and 2v2 leaderboard , Every day up till l36 , And war influence daily and overall.

But the games so broken to stand any chance of remaining on it at l36 I would have to either trash my 1v1 or 2v2 record in fights that were largely over , Before a turn was taken , Where player skill has no meaning because the matches at this level as so poorly balanced , More often then they are not even close to balanced.




Exploding Penguin -> RE: BioBeasts and EpicDuel (6/26/2016 21:02:50)

@leahnrachel:

So I asked the devs about the toggle option for longer queue times but more fair matchmaking, and at the moment it would take quite a bit of time to implement because of how the coding is layered for the matchmaking engine.




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