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RE: Epic Duel's Decline

 
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5/17/2013 1:05:48   
Xendran
Member

quote:

and that in a few years, there is a distinct possibility that your claims that the game is rapidly "dying" might reflect rather negatively on you and how people view your posts in the future. This, too, I have seen happen to multiple people in this forum.


My post was meant to be an end to my posting in this thread because little to nothing beneficial is coming out of the posts on EITHER side of this discussion, but i do want to acknowledge this one part:
I'm not concerned with how people view my posts as long as said posts are civil.
No offence to AE or any forum members here, but the young age group that AE games tend to attract doesn't overlap with the age group that i would be concerned about appearing favorable to.

One thing i would like to address:
I should separate some of my terms. "Not financially viable", "Bankrupt", "not profitable" are not truly when i consider a game to have failed. ED will remain profitable for some time.
However when you have such a long development time on a game with so many unfinished promises, a team that is barely bigger and barely growing (Where is our money going to? The game has been very clearly sufferring from a lack of staff, so AE needs to be using that money to hire more people), still pay2win, omega fell very short, and the playerbase is falling off, I would consider it as failed.

I also personally believe that while ED didn't fail financially in terms of being viable, it failed incredibly in terms of potential. Had it been handled correctly, ED could easily have a vastly higher population and significant profit increases.
Part of this is because they chose the p2w business model. While i don't agree with the model as a gamer, as a developer I wouldn't choose it either.

Pay2win is all 3 things a very small dev wants at the same time:
A teeter-totter
Between a rock and a hard place
Slippery slope

Teeter totter: You have to continually balance the loss of players due to p2w (and other things) with the extra income per paying customer you gain from having p2w
Between a rock and a hard place: Once you have this business model, you later may come to the decision of losing a small-moderate number of players consistently from p2w, or losing a large amount of players immediately from REMOVING p2w (angering all those who paid).
Slippery slope: If you make it 'less' pay2win, you will both lose players from it still having p2w, AND you will lose players because those who paid feel like they were taken from. Once you start from pay2win, you have to keep going down that route until you're able to deal with the temporary anger that will come from the players who want p2w.
AQ DF Epic  Post #: 51
5/17/2013 7:05:47   
Lord Barrius
Member
 

Aha, and now we get to the root of the problem: You're using the wrong term.

All of your previous posts indicated that the game was "dying", yet absolutely no evidence to suggest such a thing have been presented and I have stated as much.

So in this newest post, you've changed terms and are now referring to the game as having "failed"....which is vastly different from your previous argument, because a game having "failed" could mean any number of things and depends upon the context and means by which you measure "success". So now it's mostly a discussion of the definition of "success", rather than a vain effort to try and prove that a game is "dying" when there remains NO evidence that this is the case.

Now that we're at least trying to use proper terminology, this thread might just prove itself productive yet.

I can't and won't comment on the perceived flaws of the game itself. I've very purposefully left that to you guys so that you can provide some genuine constructive criticism towards the game and its devs. Because I want you to have a forum to air those kinds of grievances towards them so they know what you guys want to see.

The problem, however, is that too many of you get bogged down in this "game is dying" nonsense....which is an instant turn-off to every developer in every major studio. The moment you start referring to their work in the absurdly negative light of "it's about to die", there isn't a single developer that will listen to what you have to say even if you have valid points. No one wants to listen to someone who can't try to put their opinion into a positive, constructive light. If, however, you are able to constructively make your case while avoiding these sorts of fallacies, your comments stand a much better chance of being heard, and maybe something will be done about it.

In other words, perhaps the reason that people in this forum complain so much about not being heard is because they spend far too much time telling the devs how much they suck and how their game is going to die. And that approach clearly hasn't been working. Time for a new, better approach, guys.

And I have told you all this before. And you didn't listen. And nothing has changed as a result, yet you keep complaining that you want change. Maybe it's time you initiated some of your own.

< Message edited by Lord Barrius -- 5/17/2013 7:07:13 >
Post #: 52
5/17/2013 7:56:38   
Xendran
Member

There are a number of ways that ED can start gaining players again, but it would be rather expensive unless they plan to stick with the incredibly small number of staff they currently have.
It also requires a PTR due to the severity of the changes.
Such a magnitude of bandaid fixes, hotfixes, quick balance patches and mechanical changes being thrown all on top of each other for 6-8 years is why we have the mess we currently do.

Absolute first and foremost change that needs to be done to ED: Three digit base.
Two digit base has broken EDs ability to use percentages properly whatsoever. (also known as "Multiply it all by 10") The number of decimels currently causes a ton of issues with rounding. Rounding isn't even consistent throughout the game, and there is no way to tell what's going to happen to something until after you've tried it.
Regardless of whether any balance is actually changed when moving to larger numbers, it fixes issues of going for 7.1 gun damage to 7.6 gun damage because of something like DA, and them rounding straight up to 8. You'd instead go from 71 to 76.
Also, in general, players like larger numbers. I believe AQ did a pretty large number hike at one point.

quote:

Maybe it's time you initiated some of your own.


If you saw the number of various public, private, secret, aggressive, calm, flattering, cynical, etc ways that i've been trying to get them to look at balance differently, i think your head would explode.
One reason that it's odd is because some of these things are very basic things that even just involve changing the way things are looked at, using bases for more things, getting established intended values for things like turns and skills, ep and hp, etc.
The majority of the things wrong with ED are basic game design mechanics that don't work well when combined with a competetive online pvp game.

Poor balance with no true baseline on anything in a PvE or Co-op game is fine. In a competetive game, it is not. It is the core of the game.

< Message edited by Xendran -- 5/17/2013 8:04:39 >
AQ DF Epic  Post #: 53
5/17/2013 8:04:49   
zion
Member

Xendran - you have good suggestions, maybe you can start a thread on that topic so it can be discussed properly without getting deleted.
LB - I think that its perfectly reasonable for fans of the game and/or paying customers to vent about a perceived dwindling active user-base since it directly affects the quality of the pvp experience. It doesn't have to be completely negative but you can't expect there to be zero negativity when it comes to a subject like this.
AQ DF MQ AQW Epic  Post #: 54
5/17/2013 8:16:28   
Xendran
Member

Zion: I can't do that for multiple reasons

1. Close to nothing in my list can be implemented in small patches over time, they are all very large changes that would also require a PTR.
2. The forum users on this forum are very ulikely to read a post thats longer than most university essays.
3. The forum users here also have shown a dislike for things that contain very large amounts of math. Suffice to say, the revamps required contain a VERY large amount of math. Not hard math, but there's a lot of it.
4. Another problem that it would run in to are people who dont understand or care about the numbers saying ridiculous things that make me want to just delete the entire balance & suggestion sections permanently.
5. Nothing of value would be implemented. The most we'd see is maybe one bandaid fix containing one of the minor issues like a change to a skill. It would be a waste of time writing so much in a post for nothing.


quote:

The problem, however, is that too many of you get bogged down in this "game is dying" nonsense....which is an instant turn-off to every developer in every major studio. The moment you start referring to their work in the absurdly negative light of "it's about to die", there isn't a single developer that will listen to what you have to say even if you have valid points. No one wants to listen to someone who can't try to put their opinion into a positive, constructive light. If, however, you are able to constructively make your case while avoiding these sorts of fallacies, your comments stand a much better chance of being heard, and maybe something will be done about it.


Wasn't always this bad. I havent said much about the game being an actual failure until fairly recently, because i held faith that the game would get overhauled for omega, but that didn't happen.
The problem is, they're shooting themselves, and only themselves, in the foot here.

I told this to GGG, and i'll say it to EI/AE as well: When nothing of any impact gets done and devs don't interact with players properly, it encourages player discussion to massively degenerate.

It goes from discussing possible game changes, balance issues, events, news, etc,and changes it to

1. Game is dying
2. X person should be fired
3. Devs don't respond to us, so we shouldn't respond in any meaningful quality to them

A lack of a proper communication due to small team size compounds with the games poor balance state is only hurting them
They get less good feedback (Which feedback loops into: devs assuming most feedback is bad, into them not reading it, into worse feedback, repeat)
They get less good forum activity in general
They get less players
They get less money

< Message edited by Xendran -- 5/17/2013 8:37:54 >
AQ DF Epic  Post #: 55
5/17/2013 9:22:19   
STRUT MY MUTT
Member

Can I say one more thing that has nothing to do with the topic, I'm sorry.

This game is never going to be balanced. As long as you have different classes with different skills, cores and builds, its impossible. Can we just try to get over it? Of course something will need a nerf here and there. But guys have the developers so tied up trying to make something happen that's never going to happen, they don't have time to do the other things they need to do. The fun stuff.

< Message edited by STRUT MY MUTT -- 5/17/2013 9:27:21 >
Post #: 56
5/17/2013 9:24:18   
Xendran
Member

quote:

This game is never going to be balanced. As long as you have different classes with different skills, cores and builds, its impossible. Can we just try to get over it?


Wrong. It's perfectly capable of being balanced. Not perfectly balanced, but an order of magnitude beyond what we currently have.
I'm sorry, but it's not got to do with only time. They're lacking staff members. Those "fun" things aren't going to be very fun when the game continues to imbalance further as more time goes on.
Assuming that these "fun" things get implemented. Havent seen much new with pvp lately other than two interesting cores. (Azrael's Will, the one that does the tree thing and gives you def/res)

< Message edited by Xendran -- 5/17/2013 9:26:40 >
AQ DF Epic  Post #: 57
5/17/2013 9:30:23   
King FrostLich
Member

quote:

3. The forum users here also have shown a dislike for things that contain very large amounts of math. Suffice to say, the revamps required contain a VERY large amount of math. Not hard math, but there's a lot of it.


One main proof why people say "lucky" when they get blocked as a glass cannon against a tank or a fairly defensive player. I've seen these happen and most of them end up quitting or getting rage complaints why block rate/deflection rate is against them. People really need to pay attention to the mechanics/math formulas of this game or they end up dying many times.

quote:

The problem, however, is that too many of you get bogged down in this "game is dying" nonsense....which is an instant turn-off to every developer in every major studio.


Players are saying this because they aren't satisfied of the nerfs and calls the game as "dying" because of the constant balance that instead of buffing other classes to give them a fighting chance, they end up nerfing the overpowered ones in an overwhelming way. Game isn't dead, that's true but it's declining throughout its history. Back when I was playing in early Beta, I saw at least 800-1000 players on Epic and 100-300 on Exile and that was during Christmas and on weekdays.


In Omega, I only see 400-800 players on Epic during weekdays and only nearly maxes out Epic and Exile servers during wars but since this is Omega with its nerfs and stuff and currently does not have a real-competitive war like the Infernal War, we'll just see what happens on this next war.


A game developer can simply ignore the statement from "troll feedback" but seeing the amount of player base ED has and the balance issues we are facing today, they need to do something to fix it. The quote "You can't please everybody" simply answers this because everyone has a different opinion and style in playing games especially when it comes to how they want their builds to be in ED but if you give more diversity and creativity rather than nerfs to keep other overpowered builds from ruling the game, then it is possible to make several(and NOT all) players enjoy playing EpicDuel once again.


Nerfs are fine in competitive games to keep balance as "balanced" but going way too far with it can cause alot of problems.



Epic  Post #: 58
5/17/2013 9:30:46   
STRUT MY MUTT
Member

Fun things like contests, tournaments, wars, new battle modes, fixing the arcade or drop system, mini games etc.
Post #: 59
5/17/2013 9:36:50   
Xendran
Member

quote:

Fun things like contests, tournaments, wars, new battle modes, fixing the arcade or drop system, mini games etc.


1. Could be done pretty easily with little work. Doesn't really make much impact as it wouldn't need much involvement from tournament holders
2. Havent had any for quite a while. Not fun if pvp is broken
3. Sporewars was excessively boring. Hopefully we get something fun like infernal. Again, however, not fun if pvp is broken.
4. Not happening in any reasonable amount of time. We got 2 modes in 4 years, one of them was removed. Also, not fun if pvp is broken, as you can see by juggernaut.
5. I don't see that happening. Also not fun if pvp is broken.
6. I don't see that happening either.
AQ DF Epic  Post #: 60
5/17/2013 11:54:22   
Noobatron x3000
Member

^ They will never fix juggernaut properly I've come to this conclusion fact is at the minute the juggernaut has the reasonable chance of loosing if he gets 2 smart opponents how things stand now.And if your the lower level your likely to end up with a clueless partner and to all intents and purposes be 1v1ing someone with a vast level advantage and compared to delta level means a lot more now.

Its as bad as 2v2. In my opinion very rarely a fair game in either mode. And honestly 1v1 isn't amazing its the best of the 3 but i wouldn't call 1v1 entirely balanced either.

The 3 modes for me personally have become more of a roll of the dice of anything else. And i'm not talking about the insane luck factors either. I find my selve before i even click solo or team mode now just hoping i don't get a fight with the dds stacked unfairly against me which ridiculously happens the larger % of the time.

< Message edited by Noobatron x3000 -- 5/17/2013 11:57:17 >
Post #: 61
5/17/2013 13:31:44   
kosmo
Member
 

im sure that if we expand the leaderboards, execially the dayly lb, alot of competitive players would be more involved into pvp.

< Message edited by kosmo -- 5/17/2013 13:32:07 >
Epic  Post #: 62
5/17/2013 13:56:39   
goldslayer1
Member

@kosmo
the only leaderboard expansion idea that i would support is an expansion to the all time boards. (i.e top 100)

increasing the daily LBs IMO wont increase the competition.
and if players were truly competitive, they wouldn't need an expansion, because they would try to get into the current daily LBs.
E Z R A and comical are big examples.

heck even i didn't rest till i was on the LBs when i was competitive (i was only competitive for the faction, otherwise i couldn't give a hoot about competition.)
AQW Epic  Post #: 63
5/17/2013 15:24:25   
STRUT MY MUTT
Member

Not many care about LB's from what I've seen. I don't care about it whatsoever.

I can't stay on and play for 18 hours at a time like the LB maniacs so therefore I rarely if ever even look at it.

The only thing competing for daily LB winner does is burn me out on the game.
There's so many more better things this game can do for fun than make people play non-stop battles day and night.

Post #: 64
5/17/2013 15:55:26   
Lord Barrius
Member
 

quote:

ORIGINAL: Xendran

Poor balance with no true baseline on anything in a PvE or Co-op game is fine. In a competetive game, it is not. It is the core of the game.
Given the job I originally held with AQ's development team, I'm going to have to disagree. :p

Poor balance is *never* a good thing in any game it happens to.

AQ has been combating its balance issues for years because of the massive backlog of problems that were never addressed. And we've taken great strides to fix that, which is perhaps why our game has surged so dramatically over the years from being a game that people were ready to give up on....into the game that everyone remembers fondly and still visits to check up on things.

quote:

ORIGINAL: zion

LB - I think that its perfectly reasonable for fans of the game and/or paying customers to vent about a perceived dwindling active user-base since it directly affects the quality of the pvp experience. It doesn't have to be completely negative but you can't expect there to be zero negativity when it comes to a subject like this.
And this is where I think people misunderstand my intentions.

I am not saying that I expect zero negativity, I am saying that I expect civility and maturity. I wasn't exactly a straight-laced forum user when I first joined these forums, but I still tried to back my arguments with data and evidence, and I would put forward my thoughts in a (mostly) constructive manner. If you cannot do these things, you risk losing the attention of the developers you're seeking to communicate with.

And that's not necessarily fair, especially if you have a good point, but that's how humans work. They ignore outright negativity whenever possible and only tend to acknowledge constructive forms of criticism. Think about it. Who are you more willing to listen to: a guy who uses a string of explicative words in his criticism of you, or the guy who calmly and clearly states his issues with what you're doing and why he considers it a problem? Chances are good that you're a bit more attentive to the one trying to reason things out with you.

quote:

ORIGINAL: STRUT MY MUTT

This game is never going to be balanced. As long as you have different classes with different skills, cores and builds, its impossible.
People have said much the same thing about AQ. And it may be fair to say that nothing can ever be "perfectly" balanced, as that would require making everything exceedingly stale.

But I don't believe that any game is impossible to balance. In fact, everything about game design involves a balancing act of some sort. The most important balancing act of all, however, is balancing the raw numbers with the less-than-tangibly measurable concept of "fun".

< Message edited by Lord Barrius -- 5/17/2013 15:57:14 >
Post #: 65
5/17/2013 16:07:42   
Xendran
Member

quote:

And we've taken great strides to fix that, which is perhaps why our game has surged so dramatically over the years from being a game that people were ready to give up on....into the game that everyone remembers fondly and still visits to check up on things.


Hope that ED can follow a similar pattern.


quote:

In fact, everything about game design involves a balancing act of some sort.


To everybody: This ^
And speaking of 'fun', i'm going to start trying to push for a number hike in ED. We need to fix all the crazy rounding and decimal issues, and people like to see bigger numbers.
And who knows, you could stealth nerf/buff a few skills in the process and people wouldn't really notice because of all the new numbers.
AQ DF Epic  Post #: 66
5/17/2013 16:21:12   
Drianx
Member

One big issue of EpicDuel has been investment protection. The developers have always played with investment values, altering them and causing a lot of imbalance and anger.

The following examples qualify for this
- buffing varium rares
- nerfing varium items
- aloowing varium items to go obsolete at random moments, not after a precise period or by a public plan

What they have always failed to understand about the pay-to-win concept they were promoting was that people not only want to gain an advantage, but want to preserve it as well, or at least to be able to predict how long will the investment be valuable. Some items lasted in power for more than a year, while others were becoming obsolete in a month.

All this mess culminated with Omega release, when varium value has been changed dramatically, so that most people who embraced the pay to win concept and decided to pay for gaining and preserving an advantage with it eventually refused to accept the change and quit.
AQW Epic  Post #: 67
5/18/2013 10:55:21   
Lycus
Legendary AdventureGuide!


On top of what Lord Barrius has said, which I feel has made some extremely good points, I would just like to make a few points myself.

It is great to look at numbers of those online at each time, however there are many things to be taken into consideration. For example, right now is the start of the major examination period for many countries across the world, and these will continue to take place depending on the exams that countries use, for the next month or two. With a large number of EpicDuel's players being in examination years, the examination period will inevitably cause a drop in active players, since players will be revising and concentrating on exams. This is in no way a claim that numbers will suddenly spike after the examination period, but it is simply explaining just one of many factors that need to be taken into account when measuring numbers.

The other thing is, there could be 10,000 active players in the months of June and July, with an average of 1,300 on at a time, however over August and September, there could be 20,000 active players, with only an average of 700 on at a time. There are many things that effect numbers online once again, during the times it is night across most of the US, the numbers may drop down to 300 players, during US school time, numbers rise, but do not peak, and after school they may peak. This is mainly due to the main player base being in the US.

You also have different play styles, you have those who come on everyday to get wins for their factions and generally are competitive most the week, but then you have a lot of people who play over the weekend with the latest release, then concentrate on work/school over the week. Meaning an increase in numbers after a release and over the weekend.

As Lord Barrius said, due to the above factors, it is very hard to possibly use them to back up points being made. Background figures and numbers of overall active accounts are the figures that really matter, since they are the ones that give a true insight into how the game is going. That is the sort of data that Lord Barrius is talking about.

I would also like to just use this post to say that balance is extremely important, yes. However if you look at the past where whole updates have been purely concentrated on balance, it leads to players all saying 'we want features, this release was stupid, why you give us nothing to do?' - when we do mainly features and art, the response is 'concentrate on balance, features can wait and so can weapons'. One, quite a lot of the feedback, when looking through release topics is not constructive at all, view this post for clarification on 'constructive criticism' and what this means is that we have to make the decision on what to do, since it mainly is subjective. Some people want features more than balance, others want balance more than features, one party will always pipe up when we release one or another. So as you may have noticed for the last few months, most releases have been features and art, as well as some balance changes, which means that there is a mixture of both - which is the best we can do to appease both demands. Yes, balance is important, but bringing in new features, art and generally developing the game is also important.

Finally, if you feel so strongly about some of these things, please do make a suggestion to fix them. I know that the last few times I have seen someone complaining, I have looked through their past few posts, there are no suggestions being made, just purely complaining about one thing or another. It is great saying that suggestions are not valued, however the true facts do stand against you, you only need to look at the last few updates with the mailing system, all of that was a player suggestion, then the being able to message multiple friends and/or faction members was also a player suggestion. A lot of the things we release are either player suggested or player inspired. Just because it is not your own personal suggestion, does not mean it is not someone else's and that the Devs do not listen to players. With balance, sometimes there just is not the time or it is not possible to release huge revolutionary balance changes as some people suggest and expect. At the end of the day, player suggestions both on balance and general content play a huge part in EpicDuel. However this does not mean every single player suggestions/balance suggestion will be implemented, because that just is not possible nor realistic. The main thing to remember is to be constructive, because most those who complain about not being listened to are those who keep saying 'ranting is the only way to be listened to', yet it is clearly not doing a very good job at getting them listened to. Post constructively and it allows us to know exactly what you like in a release and what you do not like and want changing - this allows us to make improvements. Ranting does not help us at all, 'this feature/change is rubbish' leaves us with so many questions, why is it rubbish? What would you like us to change? What did you like about it and do not want changing? If you leave us with questions, it does not help, if you are clear and constructive, that is when your opinions are most useful and we can actually put an effort into fixing the problem based on the feedback!
AQ AQW Epic  Post #: 68
5/18/2013 12:39:03   
DunkThatOreo
Member

I have a feeling summer will bring some unexpected changes to Epic Duel, but then again I thought that last summer and they weren't for the better. The problem is epic duel is stale, boring. Nothing has changed.
They've just been messing around with skills for three years, buffing and nerfing them to keep the game "interesting" but it's gotten old for me. We don't even know what the devs are doing anymore because of
their lack of communication with us. These sagas and wars only stall the game from becoming better. Xendran has made some good points and his ideas could change Epic Duel around for the better.
This guy knows what has to be done, just listen to him.
Epic  Post #: 69
5/18/2013 13:00:23   
hijinks
Member

The problem is that when people suggest things is that most of us (in general) don't know how it'll effect everything else.
DF MQ AQW Epic  Post #: 70
5/18/2013 14:35:01   
Nexus...
Member

I agree with Dunk, and Xendran. The game has become stale due to a lack of major changes. I know I have said this before, and I based it on something Xendran said a while back, but in order for balance to be fixed, the developers will need to do more than nerf skills and tweak stats. They need to change a large part of the system around. I understand where Lycus and Lord B. are coming from I suppose, but I don't think our opinions should be ignored. To be perfectly honest, Xendran probably has more game experience than most of the developers...and a lot of us have played this game longer than the developers ever have, or ever will. Yes, it is their game, and I respect that, but I really truly think that this game needs to go in an entirely different direction than it is now in order for things to progress.

Balance should be the first priority. Its a PvP game, is it not? Every patch should have a major balance update until the developers and the players are relatively satisfied with the state of the game. This game is in testing after all. As much as I'd like to think new content, and new wars are "great" for testing, I know otherwise. You cannot release a game that is not balanced, it simply is not even remotely appealing, and in the last couple of years balance has been declining...I mean this with no disrespect or mal-intentions, I just wish the developers would listen. Balance is at the very core of a PvP game, even moreso than most other game types. Just yesterday I was watching a stream on twitch with the head SC2 balance tester at Blizzard. For an hour he talked about the game he was balancing, what their intentions were for the next couple of weeks, and where they wanted to be a year from now. I also play a MoBa, which is a PvP based game. Every time the developers release a balance update, they give detailed explanations as to why each thing is changing, and what their motivations are behind making that change. In some of these cases, players are not happy with the changes, but at least they know why they are happening. And yes, both games have a PTR, where players can test changes and give feedback before they are implemented into the current build of the game. We need some transparency, we need real change, and most importantly, we need balance.


Prophet

< Message edited by Nexus... -- 5/18/2013 14:38:24 >
Epic  Post #: 71
5/18/2013 15:02:46   
Practel
Spectating from the Sidelines


I'd just like to point out that a huge majority of the EpicDuel player base is currently in school. With finals coming up, I doubt that every player has the ability to play EpicDuel in such a crucial time. I think that around the end of June, when almost every school is done, you will see the amount of players rise.

Then again, that's just my opinion.
~Practel
DF MQ AQW Epic  Post #: 72
5/18/2013 15:24:04   
DunkThatOreo
Member

^Yes we all know that more players will log on during the summer. We've established the player base has grown but it doesn't mean Epic Duel is getting better.
I find it amusing how you AK's get on our case about not giving constructive criticism when the devs don't produce any balance changes for weeks at a time AND don't communicate with us
for weeks at a time, actually they don't at all. They just give us design notes the day before an update. How can you expect us to be positive towards people who don't seem to even acknowledge us?
I'm not saying we shouldn't change the way we address them but they have to take the first step in this. They have to show they DO care for our feedback. I don't remember anyone asking for cores but
they went ahead and implemented it anyways without even asking us how we felt about it. Now we're stuck with something that further ruins balance. If they just showed they do acknowledge us and care
for our feedback the forums would be a happier place for all.

Then again, that's just my opinion.
Epic  Post #: 73
5/18/2013 15:37:19   
Lord Barrius
Member
 

Once again, since it apparently bears repeating:
quote:

I am not saying that I expect zero negativity, I am saying that I expect civility and maturity. I wasn't exactly a straight-laced forum user when I first joined these forums, but I still tried to back my arguments with data and evidence, and I would put forward my thoughts in a (mostly) constructive manner. If you cannot do these things, you risk losing the attention of the developers you're seeking to communicate with.

And that's not necessarily fair, especially if you have a good point, but that's how humans work. They ignore outright negativity whenever possible and only tend to acknowledge constructive forms of criticism. Think about it. Who are you more willing to listen to: a guy who uses a string of explicative words in his criticism of you, or the guy who calmly and clearly states his issues with what you're doing and why he considers it a problem? Chances are good that you're a bit more attentive to the one trying to reason things out with you.

If you can't learn to express yourselves positively, do not expect your point of view to get nearly as much attention. That may not be "fair", but it's how human beings function. And the devs, contrary to what you may believe, are actually humans. Humans listen to constructive criticism, and tend to react negatively to ranting and raving.

So yes, your behavior does matter. Post with that in mind.
Post #: 74
5/18/2013 15:39:59   
  Exploding Penguin
Moderator


During the entire time which I have played ED, which was about 3 years ago in beta, I have never seen so many players mention that they stopped playing the game before. Omega has made more of a commotion of leaving players than any other phase that I've known of, so I would call that a fact. As more and more patches and balance updates are released, I see more negative rather than positive comments/threads about the game.
Epic  Post #: 75
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