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ED: A Non-Competitive Game

 
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5/8/2011 19:36:13   
frogbones
Banned


Because of the large role that luck plays in ED, I now consider it a non-competitive game---in the sense that strategy is often not as importnant as luck. For this reason, ED has been slowly losing its fun for me, and I now consider it on par with the other AE games: a fun way to waste some time, but competitively it doesn't hold a candle to any other online game, be it computer, XBL, PSN, or others.

Sadly, there was once a time when I felt it did belong in the same category. Knoweldge of the game (knowing each classes skills), timing (knowing when to use a skill and when not to), and precision in stat dispersion were imperative if you wanted to have a good win ratio.

Here is a point I made over a year ago regarding the matter:

On most attacks (skill or strike), there is a Damage Range. On all defense, there is a Damage Range. Taken in conjunction, the damage output of two players with identical Strength (for example) could vary by as much as 10-15 points PER TURN.

Given this undeniable fact, why do we need blocks, crits, and deflects? Isn't Damage Range enough of a "luck" factor on its own?



< Message edited by frogbones -- 5/8/2011 19:43:57 >
AQ DF AQW Epic  Post #: 1
5/8/2011 19:42:30   
xXx83xXx
Member

Which leads me to my never-ending search for Xendran's post about a way to balance luck.
AQ DF AQW Epic  Post #: 2
5/8/2011 19:48:49   
xxmirxx
Member
 

PSN stands for playstation network just to let you know.
AQ Epic  Post #: 3
5/8/2011 20:03:47   
Shadronica
Member

Indeed it does sometimes feel when we log in that lady luck finished the romance with us and didn't even so much as write us a "Dear John" letter.

The luck factor in this game has become most irritating.

I did not experience the "luck" factor much at all when this game was in early beta and in fact my founder battle mage ran like clockwork. I always knew exactly how my build would work.

Far too many factors now are contributing to making our battles so unpredictable even to being ludicrous at odd times. I have even noted the damage range is scatty too. You only need to go to an NPC and see the wide variation we are getting on our damage. Nothing is a given or a constant anymore.

I have observed too that I might make a very high % winning build for a week then the next week it seems go downhill. Why would that even happen? Why is it great for a week then crap the next?

Its a shame that the game has taken this direction. Before all the nerfs we could assert ourselves as accomplished players with knowledge of builds, skills and strategies now we have to rely on luck as well. No real fun for a serious gamer.



DF AQW Epic  Post #: 4
5/8/2011 20:46:54   
AQWPlayer
Member

Indeed luck is even more important than strategy, but that is on the high levels.
AQW  Post #: 5
5/8/2011 23:10:17   
H4ll0w33n
Member

yea too much luck ._.
Post #: 6
5/9/2011 0:17:28   
Angels Holocaust
Member

Npcing is the only thing to do in this game now.
Post #: 7
5/9/2011 2:17:30   
DillBagel
Member

As long as these games run off of random number generators, luck will always be a factor.
A little offtopic: Mir, everyone knows what the PSN is, that was very pointless.

_____________________________

AQW Epic  Post #: 8
5/9/2011 2:52:24   
edwardvulture
Member

^I didn't haha
AQ DF MQ  Post #: 9
5/9/2011 2:56:10   
BlueKatz
Member

I agree about the Luck. I hate how we get 1 Max damage after 15-20 stats each Type
AQ DF AQW Epic  Post #: 10
5/9/2011 3:30:08   
edwardvulture
Member

I feel ya this varium noob 2 turned me with like a 34 aus and 60 multi crit. Talk about bs.
AQ DF MQ  Post #: 11
5/9/2011 6:47:14   
Practel
Spectating from the Sidelines


LOOOOOOOL
fail

@Above Did you just apply to every single varium player they were a noob?
@OP I find it hilarious you would compare a game to Xbox and Play Station.

< Message edited by Holiday Practel -- 5/9/2011 6:51:01 >
DF MQ AQW Epic  Post #: 12
5/9/2011 9:11:24   
Polandor
Member

Had no idea what was PSN.
Post #: 13
5/9/2011 9:14:50   
DillBagel
Member

Lol. I find that really sad that people are so into these little flash games that they don't know what teal game systems are. You can't compare this to xbox 360 or playstation 3 (You can compare anything to wii though, it stinks).
AQW Epic  Post #: 14
5/9/2011 9:32:21   
frogbones
Banned


@Holiday and Dill:

You're missing the point. It's not about graphics. It's about the competition. I could of used Rock/Paper/Scissors or Battleship or Ping Pong as examples of games where you play against someone else to see who's better.

The point is not how "shiny" the game is. The point is that ED involves too much luck to be considered a competitive game.
AQ DF AQW Epic  Post #: 15
5/9/2011 10:19:34   
edwardvulture
Member

@ Practel: Well a nonvarium can't do that to me
AQ DF MQ  Post #: 16
5/9/2011 11:40:27   
TurkishIncubus
Member

We need luck factor , it makes game enjoyable and balanced , if blocks removed str mercs will rule this game.

I said luck is enjoyable but these days it started to occur too much every match i see crits - blocks - deflects , it should be reduced.

Sry but for now success is depend on %40 luck -%40 varium-%20 strategy

_____________________________

Epic  Post #: 17
5/9/2011 11:50:09   
Giras Wolfe
Member

I consider an Epicduel battle I enter to be sort of an amusing movie. I don't really care how it ends, but allow myself to laugh at preposterous luck. I offer sympathy to disgruntled players when I get the good luck, and gracefully accept bad luck. My main design now is just to brighten other players day and try to enjoy a battle no matter what the outcome.

I would really recommend a noncompetitive attitude for this game. Works great.
AQ AQW Epic  Post #: 18
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