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The Base is Getting Hollow - Discuss to enlarge it please

 
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9/1/2014 9:10:46   
King Bling
Member

As the title says, today I logged in only to find 107 players, around morning, approximately 20 mins after the power hour, and I started playing 1vs1 where I got the same high ranked guy, 8 times, out of 15 matches, and getting bored I switched to 2vs2 only to wait for like 5 - 10 mins for 1 match, it was like 1 player, for 3 mins then 2 players found then again 1 then 2 3 then again 2 players then finally by gods grace 4 players, and guess what? I got a 36 , what next, I lost, and again the chain continued, so basically getting fed up I logged out, and know what, I am really bored to go on ED anymore, I really love and care about the game very much, but if it goes this way, I may be regretting it as well as other players, please give some ultra suggestion and discuss for the betterment of the player base, so well have the long ago ED as it was, again thanks a lot for the players still playing the game, some of my friends, etc.
Post #: 1
9/1/2014 9:43:53   
Remorse
Member

My strong opinion is that the most important factor required to improve the game is more viable variety.

And giving more options, such as cores etc. does not necessarily equal more variety.



This is why we can have multiple new features such as cores and robots yet still have drastically less variety in terms of build viable variety and strategies compared to beta.


We need to improve the uniqueness of each class, we need to lower variety constricting factors such as focus and diminishing returns (and fix balance issues at the core rather then reducing variety).

And they need to drastically improve counter viability and counter play of common cheese builds such as STR builds.


Other means of content such as War, new weapons etc.

Are not what I think will bring back numbers, sure they may temporarily increase numbers but in order to bring back long term numbers they need to improve the core game.


And to do this will require massive changes.

Most of which will need to be focused on balance and improving the game mechanics so it can allow more variety in.

< Message edited by Remorse -- 9/1/2014 9:46:05 >
Epic  Post #: 2
9/1/2014 10:05:04   
Mother1
Member

Here is one way I can think of.

Lets start making the classes different again instead of just making them the same. Seriously The more I see the balance section the more I see people trying to justify removing their weaknesses because other classes don't have that weakness, or giving another class a skill because all the other classes have it.

It makes certain builds pointless and destroys variety big time.

Also for the match making system I said this before I will say it again. Go back to what they did during the infernal war and improve on that NPC system and add it to the mix when wait times get to bad. The system could make it so it will search for a human player first, but if none can be found after a while a NPC at the person's level will be put in for 1 vs 1, for 2 vs 2 if a NPC is added they can have one on each side or if needed 2 on one side and 1 on the other of the opponent.

If this is done they can remove the level range at all levels without worry of wait times killing the game because they will have this system to fall upon.

Then there is the war events. Right now PVP battles are worthless for these wars because you can by pass them if you have deep pockets. Plus unlike the Frostland war you can't even PVE to have an impact on the war. Not to mention a person could work 23+ hours in game going for a cheevo only to have their hard work dashed away because of some rich person dropping bombs for 2-5 minutes which is extremely demoralizing. That needs to be changed because this also drives free to play players away from these war events or make it so they don't even try because they know their hard work will be spat upon.

So in other words make PVP battles mandatory for these events in order to drop bombs and limit the amount of bombs that can be dropped per battle.
Epic  Post #: 3
9/1/2014 11:35:10   
suboto
Member

You must remember that school started back and its a weekday thus being the player base will be low on weekdays not just from school but some work a job.
Epic  Post #: 4
9/1/2014 12:03:23   
Dual Thrusters
Member

@sub

Unless you're in U.S. and celebrating Labor Day
MQ AQW Epic  Post #: 5
9/1/2014 12:24:55   
Dragonnightwolf
How We Roll Winner
Apr/Jun/Aug15


Even on labor day there are certain exceptions to the rule. For example most restaurants will still be open, and most fast food joints are too.

So there are still people going to jobs, regardless of the holiday, granted not quite as many, but still enough of a number to play a considerable role in why everyone isn't online.
AQW Epic  Post #: 6
9/1/2014 12:31:58   
suboto
Member

plus some schools cant be out on labor day due to make up days from last year
Epic  Post #: 7
9/2/2014 10:16:51   
theholyfighter
Member

IMO if enhancement prices were lowered in Delta, the player base wouldn't have decreased so much.
AQW Epic  Post #: 8
9/2/2014 10:48:45   
Mother1
Member

@ theholyfighter

even if they did do this all the other problems the Delta had would still be here. Not to mention Omega never kept the promise that was made. They basically took what a lot of people liked away while leaving them will all the problems.

1 Matchmaking still mess up
2 Classes still unbalanced
3 Lack of cores
4 Pay to win is still in the game when it was promised this would be removed

and these are without the enhancements prices.
Epic  Post #: 9
9/2/2014 10:55:40   
theholyfighter
Member

Pay to win is no longer a big issue for me, I'd say, as a f2p.
Cores isn't a big attraction 4 me, since with energy costs, it makes balance worst.

However for 1. and 2. I still agree, but IMO more classes are heading towards variety, just having problems with Str.

However IMO removing enhancements is the main issue tho. It makes player' efforts worthless.

Another thing is Battle Tokens.
I see less and less players getting cheevos, since credits can be spent on more beneficial features.


< Message edited by theholyfighter -- 9/2/2014 10:59:22 >
AQW Epic  Post #: 10
9/2/2014 11:52:58   
Remorse
Member

^Enhancements were terrible.


Overpriced balance destroyers, and removing them was one of the best decisions they have made.

They literally contributed to nothing at all except for make the gap between varium players and non variums bigger.

Epic  Post #: 11
9/2/2014 12:07:05   
Nick C
Member

With school starting again i can see numbers drop quite a bit during morning and afternoon hours.


Honestly, some television ads on popular networks would get this game flying. See what clash of clans did? They spammed the internet with ads and on tv as well. That game is huge now. Epicduel can do the same. Now forgive me if this is crazy for them to do budget wise, as i do not know how much money they have available to spend on advertising.
Epic  Post #: 12
9/2/2014 14:34:49   
Variation
Member
 

At this point all they can do is pull an Infernal Infiltration War like matching system. By that I mean introducing NPCs into PvP (NOT NPC battles counting towards your 1v1 record). Sure there are the players who don't like fighting a server character, but there are also the players who don't want to wait ages to get a match. With this system the developers can attack both the legendary power/level gap and wait times. At this point I'm actually shocked that they haven't done it yet. Many players simply don't play anymore because it just takes too long to find a match, and when they finally get a match it's unfair.

Does anyone have a logical explanation to continue playing when your matches are almost never fair? I feel bad for lower level players and it's no shocker as to why they quit so fast. The developers need to be addressing the factors in this game that are hurting the player baser as a whole, and it's quite obvious that unfair matching is one of those factors.

I don't want to see this game die. I've played it for nearly 5 years (5 in December), it has so much potential and it hurts me that the player base is so low. This game was never a big game, but it certainly did have way more players than it does in its current state. I'm happy that the developers are still giving it their best for this game, even when their effort isn't greatly rewarded with the amount of players we have.
Post #: 13
9/3/2014 9:55:01   
ROOPJEET SINGH
Member

well i am not playing the game just sometimes come at forms to see whats happening i dont play because the game outdated 2d graphics click to use the click time based and all the other things i will come back in the game if they bring a 3d version and i will buy a founders pack or u can say pay 60 to 120 dollars according to the game make the game tactical action game not just click and see

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Post #: 14
9/3/2014 12:53:07   
King Bling
Member

Yes, I agree with the battle tokens point, I mean to say who is going to waste their 70-80k credits to get all those 42 badges which were free before, like I have all those 42 badges in my old beta account while my new and main account has 0/42, and yes like who is really going to waste 10500 credits to get a 1500 rating, these badges must be bought like before from battle tokens or something else, and yes not varium please
Post #: 15
9/3/2014 13:14:16   
Ranloth
Banned


They weren't free though. Did everyone forget you used to earn 32 Credits (1v1) and 64 Credits (2v2)?

Let's use that 80K:
80,000 / 37 = 2,163 battles
80,000 / 32 = 2,500 battles

You're already taking over 300 battles less (1v1) to earn the same amount of credits. Half of that for 2v2. Whilst farming got a little bit easier, achievements still remain optional - just like they were before. Whilst it took you 1,500 battles before (for 1,500 RP), it takes you now 283 battles instead.
If we take Credits earnt into account, then and now, over 1,500 battles:
1,500 * 32 = 48,000 Credits
1,500 * 37 = 55,500 Credits - 10,500 Credits = 45,000 Credits

To break-even:
3,000 / 37 = 82 battles

So, they had a minimal "price increase" at cost of much faster farming in general. It still ends up being better, because you offset that price increase by earning more in battle. I'm sorry, but easier farming in general is worth the minimal price increase - even more so since cheevos are optional. Before players claim it was better then, in terms of BTs + cheevos, please do some math behind it all, since everyone seem to have forgotten we earn more Credits and assume we are paying a lot more for cheevos now - which is right, but not a "lot more".
AQ Epic  Post #: 16
9/3/2014 13:33:00   
Mother1
Member

To add on to what trans is saying

Let's say they kept battle tokens when they removed the flag system. What happens when you buy all the badges with the tokens? Your battle tokens will become 100% worthless due to you not having anything to spend them on.

we would have people walking around with a million tokens but nothing to use them on until the staff decides to add more cheevo's if they do. Anyone not see the issue with this?
Epic  Post #: 17
9/3/2014 13:36:39   
Remorse
Member

^
Unless you could use battle tokens for arcade like it was originally, which would of been awesome in the new arcade system.

< Message edited by Remorse -- 9/3/2014 13:37:18 >
Epic  Post #: 18
9/3/2014 13:42:23   
theholyfighter
Member

Why would that be a problem?

The issue is that Battle Tokens were once pretty useful
1. Boss fights
2. Arcade
3. Flag capture
4. Cheevos

Btw, the issue with Battle tokens and credits is not about the value for each of them, but the way players think when they're gone. While BTs were there, it is a separate system of purchasing that had nothing to do with battle performance. Atm with rewards slightly increased in change of BTs gone, a lot less players are likely to spend battle influential currency on cheevos.
AQW Epic  Post #: 19
9/3/2014 13:47:55   
Mother1
Member

@ theholyfighter

When they removed tokens only options 3 and 4 were on your list. Flags went away because of the new war concept and the arcade wasn't around as of yet (the new one anyways) so that would have only left number 4 on your list which would have been an issue the moment you ran out of cheevo's to buy.

Also battle tokens unless you got them through missions were only learned if you won battles so if you lost you didn't get a single token so yes those did work with battle performance. Credits you got no matter if you won or lost so that is where battle performance didn't matter.

< Message edited by Mother1 -- 9/3/2014 13:50:25 >
Epic  Post #: 20
9/3/2014 13:49:37   
Remorse
Member

@fighter I agree with that,

I for a fact officially no longer buy cheevos unless perhaps it is a rare across multiple years (world cup etc.)

Because I know I will always need the credits for actually playing the game.

What this does actually drives people to buy varium so they can actually play the game due to the lack of credits which in turn makes achievements a lot more like pay to earn instead on play to earn.

Tokens forced it to be play to earn and I liked that about it.

You may not be able to buy achievements with varium but you can buy just about everything else with a credit price with varium which in turn makes them closely related.

< Message edited by Remorse -- 9/3/2014 13:50:11 >
Epic  Post #: 21
9/3/2014 14:12:25   
Mother1
Member

@ remorse

As I pointed out before there wasn't an arcade at the time, and the only purposes battle tokens had was flags and cheevos. before when one purpose was done you still had the other. It would have been pointless at the time to keep battle tokens when they were removing the infinite source of spending tokens while leaving the limited source behind.

The battle tokens were removed june of 2013. At this time there was no arcade to spend token on, no flags to pump tokens into, and no cost to bosses having to fight them.

So this would leave Battle tokens very limited in use due to the arcade not being around.

Plus IIRC the main reason why Battle tokens were removed was because thanks to the change omega brought there were now three separate currencies for all items. Credits, varium, and not battle tokens where as before

in some cases their was only 2 due to varium items costing both credits and varium. They wanted to axe the extra currency and since there wasn't an arcade, as well as war flag being removed due to the new war battle tokens went the way of the dino's.
Epic  Post #: 22
9/3/2014 14:52:34   
theholyfighter
Member

Oh guess I have to make it more clear~
The list for BT usages is not emphasizing on its uses. I was trying to point out that there's never more than enough, and the devs could always create more features costing BTs, so there ain't problem with players wandering around with tons of BTs.

Secondly, what I meant about battle performance is not about what you've mentioned. I was referring to how a player plays a battle, how good or bad it plays.
AQW Epic  Post #: 23
9/7/2014 9:50:24   
The berserker killer
Member

 

I just think PH is too late. I mean my reset is at midnight so 10 o clock p.m is my ph and im so tired by then I just sleep
AQ DF Epic  Post #: 24
9/7/2014 12:26:08   
I Underlord I
Member

Power Hour times were selected to ensure that most people across the world would be able to participate at least every now and then (and so they would conveniently be two hours before the Leaderboard resets), provided they have the time to do so. The fact that they are twelve hours apart--same periods AM and PM--means that no one is expected to play during two PHs in one day; if you can, good for you.

The second PH may seem late for you, but equally it is appears to be early for others, and neither too late nor too early for those who can play regularly at that time.

_____________________________

"Memories and thoughts age, just as people do. But certain thoughts can never age, and certain memories can never fade."
~ Haruki Murakami, The Wind-Up Bird Chronicle

AQ  Post #: 25
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