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10/30/2012 12:22:10   
spinutto
Member

Something that would improve a lot battle experience and i tink is very easy to do!
Example
Player A hover the mouse over Player B
Player B highllights and a text is displayed at the bottom or top of the battle page saying ``Attack Player B for X damage``
That would apply for skills aswell so if its a Assimilation ``Attack Player B for X Damage
(Steal X Energy)``
A simple but neat idea huh?
AQ AQW Epic  Post #: 1
10/30/2012 13:49:45   
classifiedname
Member

hmmm well i dont know, becuase player's defenses and attack damage vary... and there is the occasional crit. so wont that probably make it not very accurate ?
MQ AQW Epic  Post #: 2
10/30/2012 14:42:18   
spinutto
Member

Thats the thing, the "X" in the example will be the calculated DMG, it`ll be simple ,crit chance not included.

< Message edited by spinutto -- 10/30/2012 14:55:02 >
AQ AQW Epic  Post #: 3
10/30/2012 14:44:10   
Stabilis
Member

Yes yes yes!!!

I am so backing you on this suggestion.

Supported by the mob.
AQ Epic  Post #: 4
10/30/2012 16:14:36   
Drianx
Member

Good idea, but I don't see a straightforward implementation method.

Anyway supported, sounds good and original.
AQW Epic  Post #: 5
10/30/2012 16:31:49   
Pinkie Pie
Member

Well, considering damage isn't fixed for primary, secondary , and auxillary (for example, 11-14+39) . It should be so when you hover over the player it should say "Attack Player B for X dmg- X dmg."
DF MQ AQW Epic  Post #: 6
10/30/2012 18:54:13   
Pallosalama
Member

No, no, no. You can easily calculate how much dmg you can do to enemy with certain def/resistance, so there is no need for button like this.
AQ Epic  Post #: 7
10/30/2012 18:59:16   
TRizZzCENTRINO
Member

this is another way to make the game easier for lazy players. so if you are too lazy to calculate yourself then u would support. i would rather do it the old way.
MQ AQW Epic  Post #: 8
10/30/2012 19:31:05   
Blaze The Aion Ender
Member

ONLY if it says dmg X - dmg X
Because if it said the exact, it could mean the difference between you healing or attacking
AQ DF MQ AQW Epic  Post #: 9
10/30/2012 19:37:21   
spinutto
Member

Of course it would be (X-X) damage.
Lazy players? Seriously?
Its just for a more user friendly interface, i dont see how this can badly influence a player.
AQ AQW Epic  Post #: 10
10/30/2012 20:05:05   
TRizZzCENTRINO
Member

you can observe the damage you deal to an opponent throughout the battle so there's no need for this. if you can't observe then you must be lazy. and this system is not accurate cuz sometimes you will leave ur opponent with 1 hp.
MQ AQW Epic  Post #: 11
10/30/2012 22:27:12   
ND Mallet
Legendary AK!!!


The majority of the time it's simple math. You can't get friendlier than that without feeding us the numbers. In the case of %s, that's easy too. 10%; just divide the number by 10 and add it to the original. Example; 10% of 15=1.5=2 after rounding. Then after you get 10% you can manipulate that number to find rough estimates of other %s. Example 23% of 32=3.2+3.2+~1=~8(after rounding). If you know basic math and have some skill at it then you don't really need this.
AQ DF MQ AQW Epic  Post #: 12
10/30/2012 23:05:41   
bountysai
Member

no i don't support
bcuz surely opponents will do the best attack even though they dont know about the strategies
Epic  Post #: 13
10/31/2012 0:20:56   
arthropleura
Member

What the hell? this is just not right... how many other games can you see with this?
unsupported
DF AQW Epic  Post #: 14
10/31/2012 2:14:29   
XapApp
Member

Are you saying you can see how much damage you can do? If so, then I'm not supporting.
MQ AQW Epic  Post #: 15
10/31/2012 9:45:24   
Stabilis
Member

Pallosalama:

Yes, you can calculate how much damage you do by comparing each other's stats. This suggestion, however, improves the interface by removing the need to click the status, and subtract defenses from damage. This is further improved during ignorance attacks such as Bunker Buster which also multiplies an amount of defenses. This in turn saves the player about 5 seconds (to 15 seconds) per turn, allowing them more time to decide on the most successful action.

Trizzcentrino:

This is lazy on the condition that you think of basic math as a time-consuming process. Addition and subtraction is taught to kindergartners, so we older children, teens, adults, have little need to exercise our counting skills. Multiplication, however, some people may have problems with. For example, 843747*26274327 does not exactly answer itself for me. And even if multiplication were a standard in calculations, I think EpicDuel would calculate that for you to save time. Besides, EpicDuel is not a math school, it is a game. Tutors and school can help people practice math.

ND Mallet Guy:

Yes, simple math. So simple we should not bother ourselves with it. While you may think it is simple, some players may have a mental disorder that hinders their arithmetic skills. That would be an unfair circumstance when placed against another player of fast calculating skills in a numbers game. The suggestion allows quick answers and so quick comparisons.

Bountysai:

So, this can help them learn. After some experience, these players could realize that Malfunction from a Physical weapon deals 100% damage, and hits more damage, more accurately, with an energy Sidearm and Auxiliary afterwards. Strategy is not only about damage, remember, optimizing one's strategy is about reducing the enemy's health to zero without reducing one's own health to zero.

Arthroleura:

I am not sure, someone Google search it.

XapApp:

Mind explaining?
AQ Epic  Post #: 16
10/31/2012 9:53:18   
Ranloth
Banned


With Bountysai on this one. It's all about the strategy rather than looking at simple numbers and choose the best attack. It's similar now if you can do the math quickly but consider getting Malfed and deflection rate will be higher for enemy thus you dealing less damage, Criticals dealing more (ignoring more/less defences), etc. You already get numbers in certain skills so it's substraction, only %-based attacks are a bit more tricky to do on a run (if say it's 56% and your range is 57-62, it's a bit harder than plain 10% or 20%).

quote:

Yes, simple math. So simple we should not bother ourselves with it. While you may think it is simple, some players may have a mental disorder that hinders their arithmetic skills. That would be an unfair circumstance when placed against another player of fast calculating skills in a numbers game. The suggestion allows quick answers and so quick comparisons.

This game is about strategy. Not bothering with numbers is spamming one skill. I've played many turn-based strategy games and they do usually show range of damage but it doesn't count in effects that may happen, shields, etc. The key is strategy so you choose the best attack and deal with the enemy not have it easy. You mention mental disorder - don't wanna be blunt here but we cannot cater for both, especially if majority can think easily and isn't hindered by any disabilities. Strategical games do require you to think, that's the whole point of it. It's like having big puzzle and instruction on how to put it into one big picture (and put numbers on each one so you have it easier).
Take AQ as example. To get accurate numbers you gotta consider many factors yet you cannot do it in-game since it requires much more work.
AQ Epic  Post #: 17
10/31/2012 11:28:22   
Stabilis
Member

The thing is, we still bother with numbers. As we still look for the end result and choose between our range of options for the desired effect. Where this suggestion mainly helps is between 2 or more weapons and/or skills. For example your goal on a given turn might be maximal damage. Your choices are Sidearm or Auxiliary. So from a quick comparison, the suggestion aids the player in determining damages and thus helps the player in their goal. There is also the workaround from having to click status and end up lagged, losing the turn.

The idea can be developed further yet, for example selecting Malfunction and mousing-over a player to determine the resulting Resistance.

This is still a convenience even though it really just calculates damage. It especially matters with pin-point accuracy. In a normal game and not enough time to decide if Bludgeon will deal the minimum damage to knock out, risk the strategicless probability that the opponent lives. With this instant calculation, literally ever-changing to match the current conditions, you can see if the Bludgeon at minimal damage will knock out. If not, you will know, and decide a different option, health booster for example and use the Sidearm after it had cooled.
AQ Epic  Post #: 18
11/1/2012 16:48:22   
spinutto
Member

thanks @Depressed Void for undestanding and supporting this.
It wouldn`t change any of the gameplay,it would enforce an information thats already there. It would not simplify gameplay but increase strategy. A player would choose his attacks more carefully by comparing them better and choose the most effective. Low level players would benefit more, as countless time my alt TM (lv21) is attacked energy regardless of the attack disponible, and it has 23-26 Res, and as you can imagine , players dont put thought on attacks, just spam their most damaging attack, instead of just clicking on my skill tree and seeing my defenses( which is pretty much the same). In the mean time high level players would have more comfort in their battles, especiallly in 2vs2 or Juggernaut.
I didnt expect such a negative response on this.
AQ AQW Epic  Post #: 19
11/1/2012 19:26:59   
Cyber Dream
Member

If it gives the exact dmg then i dont support. If it give an estimate based on what the skill improves with then i support.
AQW Epic  Post #: 20
11/2/2012 0:02:38   
DanniiBoiixD
Member

Not Supported.
AQW Epic  Post #: 21
11/4/2012 1:08:21   
.Soul Void.
Member

I think it's a good idea...... However I do agree that it's annoying if someone who doesn't bother checking stats notices how the bunker u malfed to weaken is weakened. So instead he just strikes until malf goes. I still support it though.
Epic  Post #: 22
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