Cyberbeast10
Member
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If none of you mind, I'd like to take this post size to write down all the game's current problems and how I would like to see them fixed: 1. An overall inclination to PvE over PVP Now, I'm not trying to say that games inclined to PvE is bad, as I've played plenty that were good and sometimes better than anything a PVP game has ever brought out, but that is another topic. The problem with an inclination to PvE is addressed in point 2, so I'll use this part to say why it's inclined to PvE: A. Characters - That's right, the constant release of characters draws people away from PVP. When epic characters like Darkon Drago are released, the PVP activity has to cease because people want to get them. Then, you have to think of the time it will take for them to get them. Then, how long it'll take them to level the character to a PvP level they find optimal. All this could actually take about...30 minutes minimal per character? Even more-so for rare characters. That's a 30 minute cease in major PVP activity at best... My solution: Well, here come in 2 solutions for the 2 problems in "A.". The first to deal with the need to find characters. I believe that a great way to maintain PVP activity while letting people hunt for characters is simple, although, I fear, kind of confusing logic-wise. When a battle ends, the winning player will be presented with some sort of RNG that will select 1 character -from a list of characters- and present it to the player and give them a possession chance. Effectively, this allows players to hunt characters while PVP'ing. While I was rather inclined to say that the winner could have a chance to possess the opponent's character, I feel this would lead to people throwing matches just to give their friends possession chances. I would leave the contents of the "RNG character list" to be based off 4 factors: 1. Level -> Certain characters would only appear at certain levels. 2. Element -> The character list will only present characters of the same element as the (loser? winner?) 3. Rank -> Character rank would determine what would be in the list. Again, whether this is rank based off winner or loser I leave to your idea, but the concept is that if the rank is "master", "Apprentice" and "Veteran" characters will be on the list. 4. Event -> Now, this would be gold for PVP events. What better way to raise the PVP activity than to say that there is 1 character than can be obtained by this method!? People would be PVP'ing up and down to get them! These 4 factors would allow there to be a large, but balanced list of characters to gain by PVP (Because, without these factors, some newbie PVPer would be getting some rare or high-level character on his first matches. Then veteran players would have a too long list to effectively "farm" characters by PVP and would, then...obviously, PvE) The second part of this solution is one that I touched various times. The removal of level being a big factor in matches. I understand that the system already has levels and their purposes and stats are being designed, but I might as well say this. Level gaps hurt. It gives a rather justified, but unfair, advantage to the higher leveled player. In addition, it causes problems in PvE and overall balancing. The level gap is the reason there exist PVP inactivity when new characters are released, because there is an impractical side to immediately PVP'ing. So here is what I propose: 1. Fixed HP - Simple. With fixed HP, players can be better balanced by creating natural tanks or glass cannons. Players can, in turn, modify them with stats or card modification. This also fixes the problem of character monotony (Point 3) by making characters with unique parameters. 2. Levels unlock cards - Elaborating. With card customization coming out. I think it would be best to lock cards until a certain level. More or less how evolution works, so to differentiate, evolution unlocks new card types or increase card limits (If you plan to limit the number of duplicate cards that can be added); leveling, would increase your customizing slots, letting you put a bigger deck. The new player would have to use the standard deck and understand the main strategy, while the veteran player, who already knows this, can customize the deck to add a sub-strategy or enhance the strategy. Simply enough, it wouldn't be as impractical to immediately enter the heat of PVP with a new character. B. Need for gold and EXP - Here's the problem. Fighting PvE has a greater chance of winning. Winning gets more gold. Treasure Chests have tons of gold. So, how to solve the need for gold and EXP? Simple stuff, increase the gold and EXP amounts gained from PVP'ing! Risk of losing requires risk of better rewards! I notice that you might be getting the impression I'm trying to remove the need to PvE ever. But, I also have ideas for PvE and fusing both elements starting with point 2. 2. Boring PvE Well, here's the problem. PvE is no fun, but I suppose the game has made some advances to making it better (Better A.I). Well, good A.I ain't the only thing. Since an A.I is actually less entertaining than a human player (in this game), the best thing is to make certain things in PvE more rewarding. I know I made Point 1 all about removing the need to PvE and now I seem to be giving ideas to incline people to PvE. But, hear it out: A. Undersouls - Real creative, I know. Undersouls are special powerful enemies. They appear in dungeons at random and have stronger parameters, such as better cards, break the fixed HP rule by a ton, etc. The undersouls would spice up dungeon as the player knows that there is an imminently powerful foe in wait. So what does one get for beating them? Why, a bunch of EXP and Gold! A challenge followed by a great reward. B. Escape Option - People refresh farm. Not having an escape option ain't stopping it. So, in all except dungeons and PVP, there should be an option to escape. C. Funner Bosses - No, really. Bosses aren't fun if they are just like other characters, there needs to be something to give them that "boss feeling" aside from looks. Challenge is one. In a game like this, there are only 2 ways to make a boss challenging: Either they are like Undersouls (or worse) or they cheat (Know their next hand, they always get the hand they need, etc). There is another thing, which are unique skills or conditions. Like, "this boss can only be damaged by X" or "After X turns...". Really, Taurus ain't impressive. 3. Character Monotony Tired of writing. This will be brief. Aside from art, all characters are very similar. They all share too many skills. The addition of fixed HP can help un-monotony(?) characters. In addition, what characters can customize decks more or have different card options is important. Also, new card and special cards for some characters... That is all.
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