The credit problem (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion



Message


One Winged Angel1357 -> The credit problem (12/12/2016 23:07:51)

So with the change in the EXP curve an interesting new issue was created and that is the amount of time it takes to fully kit out a character. This was brought up in one of the design notes so I have been slowly looking at a hypothetical to see how much of an issue it really is and in the scene I had laid out before myself it doesn't look great.

Now onto the issue at hand which is will PvP alone get you enough credits in this MMORPGPvP? The start goal for being full kitted out is 89,000: 25,000 for the IA, 10,000 for each of the four active cores, 6,000 for each passive core. Every level the goal increases due to item stat progression capping out the cost at 138,125 credits. However; there has to be a point where your funds outpace the cost right? Let's go to the numbers and find out.

So before we talk numbers let me walk you through the very fictional situation that I used to come up with these numbers. First off it is based on a 50% win ratio build. More than just that is it wins on or below level only with it alternative between win and lose every single match. The player in question is going after the cheapest route to being fully kitted without making a terrible choice when it comes to their robot which means the final loadout is class specific starting primary, basic gun, basic aux, basic armor and the Infernal android. All gear has non seasonal permanent cores so the scene doesn't have to account for the month the player starts in. Finally the scene takes place both before and after the EXP curve so we can see how much changed.

Let's also take a quick diversion into EXP gain as how you gain that impacts credits earned. I counted the fights in cycles meaning a win than a loss totaling for 19 EXP and then added in 12 and 7 repeatedly until I had bridged the EXP required to level up. To reach level 40 on the old curve it would take 5,672 cycles and 1 extra win netting you 107,780/107,770 exp. To reach level 40 on the new curve it would take 1,891 cycles netting you 35,929/35,923 exp. This holds up to the 3 times faster claim made by the dev's with an error margin of a single match which is another reason I made the scene the way it is. A cycle is worth 57 credits and the hold over win 37.

So let's present you with my silly little graph and then we can talk findings.
The legend refuses to not break the graph so I'll just leave it here. Blue is your credit cost, Orange is the Old Curve and Red in the New Curve

Without too much effort we can see if you are just starting now you better find yourself some gifts because you have a lot of credit ground to make up, 29,738 credits to be exact for this scene. That is 522 cycles into ranks before you can be fully geared for what is basically our league play. By level 19 the cost to be fully geared has exceeded the amount of credits you have at level 40 which is ludicrous to think about. Even if you cut IA for the much weaker Assault bots you have only saved yourself 5,000 credits and depending on your build have greatly decreased your chances of winning.

Even if you go 100% on level victories until level 40 the new credit curve still isn't help you. At level 40 you would have 2994 wins which at 37 credits a win nets you 110778 credits or 27,347 credits short of your goal. By being perfect you have only earned yourself an extra 2,391 credits over the course of play.

Now we will head over to the old credit curve and we see because we have to play the game so much longer that by level 29 we are able to be full geared and the next 11 levels can be spent on whatever it is the player wants. Infact they can save all of their credits and have enough to pay off their first 12 ranks at 15,000 a rank when they hit level 40.

Gifting, regional wars, and missions all went from extra content you could just ignore if you so choose to content 100% needed if you wish to be anywhere close to competitive with a lot of your gear being just not very suited to the competitive scene.

Edit: This post is 100% the reason I asked for the new EXP values to be added to the wiki




Satafou -> RE: The credit problem (12/13/2016 11:51:40)

Although gifting is a reason for people not having to be short on credits. If we are talking about new players, most likely players unaware of gifting locations or new players who start after gifting has ended. I think something that has been way overdue is a major buff on credits earned by battle. Even if you were to no life the game for a day you'd get approx 20-30k. To the average player they most likely won't ever no life the game for a day and if they do, it's certainly not going to be done consistently.

I'm far too lazy to bother doing the maths which would give the best number for credits earned per win/loss for each battle mode based on their time consumption. Although i do think a drastic increase in PVP rewards is the way to go as it encourages PVP. An alternative way which would still encourage PVP if possible, would be an automatic mission accepted by default and upon completion refreshed. That mission being X amount of PVP wins.

Now i am more than aware that this already exists in the game as a mission however there is a lot of players much like myself who simply can't be bothered finding random lame missions, as i just want to PVP. Although if it was an automatically accepted quest that refreshed and granted a good chunk of credits upon completion it would probably help a lot of players with credit issues. The reward for this quest should also be significantly more credits or in fact it doesn't even have to be a credit prize, it could be a token for a weapon of any kind (obviously excluding rares), a core (again obviously excluding rares) or even a class change or name change token.

All of these rewards would motivate players to PVP and it should solve the credit issue, tokens giving freebies essentially without them having to use their credits on them.




One Winged Angel1357 -> RE: The credit problem (12/13/2016 12:29:10)

Finding a way to get free cores to the player would help cut that cost greatly as they are the most expensive part of the loadout even if you replace IA with a 45K seasonal bot.

Another option that Battle Elf throw over on twitter last night was see if the system would support scaling credit gain as you level up which would help with experimentation in the late game as well




Lord Zhen -> RE: The credit problem (12/14/2016 15:04:56)

hey i think gifting doesn't work for all of us lower levels.. why? most of us doesn't use social media.. and gifters always hide from us and sometimes if there where to many character in one place others just said its a troll so how do this gifting helps

i hope ED puts an exact place for gifting.. next gifting season because credits and everything in this game was hard to earn without using variums.. so it goes for us non varium users to just quit and feel bored to the game because even we were up by 3 or 4 lvl to our opponent, we are easily loose because of these varium cases.. and we don't have any means of credit earns from the game itself.. war only gives 10k which just enough to upgrades our gears and nothing more ED should be changed




Mother1 -> RE: The credit problem (12/15/2016 14:05:46)

Simple solution to said problem. Increase the credit gain for rewards by x3 just like with exp and it will be as if nothing has changed.

@ Lord Zhen

As someone who has gifted in the past I have to strongly disagree with making a set place for gifting for several reasons.

1) The max a room can hold is 130 people.

Imagine these area being packed to the max with hungry giftee's but their being no room for the gifter to gift. Big issue

2) The max a world can hold is around 200.

Same issue as number 1

3) It is the gifters who spend their money to buy the varium to gift in the first place.

Why should me or anyone else who wants to gift be told we can only gift in location X or Y? For all the harassment we get over how to spend our money we (the gifters) deserve the right to gift where we see fit.

If anything a better idea for said event would be to make it so I could gift in location X but you don't need to be in location X to receive said gifts. for example I could gift at big tuna, but you don't have to be at big tuna to recieve said gift. you could be in battle at george lowe and you would get said gift or gifts. in other words a sever wide gifting. It would easy nuke problems 1 and 2 as well as your complaint about social media with the locations.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.109375