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PVP Arena; amount of turns per combat Sugestion!


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Poll: What amount of combat turns would you preferably see in the Arena? (13 member(s) have cast votes)

What amount of combat turns would you preferably see in the Arena?

  1. Voted 100+ (7 votes [43.75%])

    Percentage of vote: 43.75%

  2. 60 (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Voted 80 (7 votes [43.75%])

    Percentage of vote: 43.75%

  4. Voted 40 (2 votes [12.50%])

    Percentage of vote: 12.50%

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#1 fs_daflunk

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Posted 13 October 2009 - 14:31

The PvP Arena nowadsy is still overwhelmed by defence and defence based setups are overpowered. lots of people play hide and seek by going all defence and hope their opponent has 40 misses.

The chance of 40 misses versus such a person is 98% per round thus 0.98^40 = 0.45 = 45%

That's pretty high chance to win for someone who is not even fighting.
I would like to stress out that it's an arena where we fight each other, be creative in what items to use to beat our opponents not hide and get lucky.

The best way to solve this would be to remove the cap on the amount of turns completly, however according to HCS this will result in mayor lag because if two defence/armor players with lots of HP meet each other a combat can go on for hundreds of turns.

Still, to get the arena more to an actual fighting arena as I think it was intended or at least the way it should be, I suggest to increase the cap of the number of rounds per combat from 40 to 60 or preferably 80.

I would like to bring this under the attention of all the players aswell as the HCS.
I know HCS is busy, but if there is plenty of support for this idea I guess it shouldn't be much work to implement it (correct me if I'm wrong)

Sincerely yours,

DaFlunk

#2 Roan

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Posted 13 October 2009 - 14:38

I saw suggested in a post (don't remember which one)...

It was suggested that defence goes down of a certain percentage every turn...

I really like that suggestion!

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#3 MaximusGR

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Posted 13 October 2009 - 14:49

No to an x number of rounds and no to stats being reduced at every round...

Just matches until one of the two players, or both, lose all HP

#4 Roan

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Posted 13 October 2009 - 14:50

Going till the end is also an option that must be taken in count!

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#5 fs_daflunk

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Posted 13 October 2009 - 15:11

@MaximusGR: As I stated I prefer that aswell however HCS said it's not possible because it will generate lag, therefor I think an increase is the best solution. Or do you prefer it stays at 40 rounds?

@Roan: Yeah I've seen that suggestion, it really makes no sense at all, why would a stats drop by a certain number per round? and I do not believe there is a way to calculate how much that should be without completly ripping the game outta proportions.

#6 MaximusGR

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Posted 13 October 2009 - 15:27

@MaximusGR: As I stated I prefer that aswell however HCS said it's not possible because it will generate lag, therefor I think an increase is the best solution. Or do you prefer it stays at 40 rounds?


Hmm, i think i have missed that response from them..If unlimited number of rounds is off the question then something around 100 ?..According to probablility rates, that means defense can be averagely beaten twice in those rounds..Good balance i believe.

#7 fs_daflunk

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Posted 13 October 2009 - 15:35

According to my calculations: ( assuming the person has nowhere near enough damage to break your armor and you have enough HP to last 100+ rounds, or not enough attack to break your defence) the chance all misses by his side is:

for 40 rounds : 45%
for 60 rounds : 0,98^60 = 30%
for 80 rounds : 0,98^80 = 20%
for 100 rounds: 0,98^100 = 13%

Note; this only applies to the full defence and no other stats setups.

#8 fs_grachunka

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Posted 13 October 2009 - 15:47

I agree with daflunk, it's awful trying to find a good setup and always be defeating by a player wearing only max defense, so i'm for the suggestion of increase the number of turn or to ugrade to 3 or 4% the chance to hit each turn
What i find fun in arena is trying to find a good setup not to only call the luck

#9 fs_tortalus

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Posted 13 October 2009 - 15:56

I like the idea of 80 rounds of combat. It will make the arena more interesting, maybe even make people to get creative with there setups instead of using all defense =D

Also when are we gonna see new prizes in the arena????

#10 fs_phyrstormz

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Posted 13 October 2009 - 16:01

60 is sufficient, 80 is better

it will also bring hp into play a bit more, and a armor based set will need more then 40 hp now, will require a little gear tweaking

#11 celendais

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Posted 13 October 2009 - 16:03

Some sidenotes:

err fix Weaken move ??????

Also remember this : the percentage that DaFlunk is showing are not working . If I enter with armor 41 HP and a defpacker makes 1 damage each round the actual winning percents are like 20% lately ( 2 weeks hundreds of combat like this).

Also decent attack gear is much harder to find every 10 levels you get a better +defense item ....

Also +HP gear is mainly defense based which is totally illogical.

#12 fs_finite

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Posted 13 October 2009 - 16:29

@MaximusGR: As I stated I prefer that aswell however HCS said it's not possible because it will generate lag, therefor I think an increase is the best solution. Or do you prefer it stays at 40 rounds?


its not that its not possible its that they are too lazy to actually get the machine to work out the probabilities, of who wins and then use that to determine the winner... (ie at random, but with the respective probablilities)

besides if we are talking about defence, a defensive setup only has to hit one round in 10... so its a 92% win rate against armour (with no moves), slightly higher with various moves...

we need some moves to make it more interesting, like don't hit this round attack increased by 20%, damage... and maybe an attack which is guarenteed to hit but also make you guarenteed to be hit, and your armour is void for that round...

#13 Solitary

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Posted 13 October 2009 - 17:28

I think what would be best is to implement PVP Arena Buffs. Available Skills such as Dark Curse which reduces an opponents defense and Shatter Armor which reduces an opponents armor would certainly help solve those problems.

#14 Roan

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Posted 13 October 2009 - 17:30

I think what would be best is to implement PVP Arena Buffs. Available Skills such as Dark Curse which reduces an opponents defense and Shatter Armor which reduces an opponents armor would certainly help solve those problems.


Instead of a buff, why now a new moove that gives you a certain chance of reduicing armor and another one that gives you a certain chance of reduicing defence?

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#15 evilbry

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Posted 13 October 2009 - 17:37

This is something that is greatly needed.

For me, this will bring the element of skill back into the arena. I know of a number of people who are good at pvp who have had a go at the arena, but have stopped out of frustration due to the lack of skill by the large number of people choosing to luck it out in the arena.

There's no Skill in packing as much defense as you can and riding the luck of not being hit.

Some people may comment that those going max def may then go max armor, well those sets will be easily beaten by people with half a brain and know how to put good sets together.

Lets hope that this can be implemented before the new gear is released to the arena, then we will see a much more balanced arena with a level playing field.

#16 evilbry

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Posted 13 October 2009 - 17:39

I think what would be best is to implement PVP Arena Buffs. Available Skills such as Dark Curse which reduces an opponents defense and Shatter Armor which reduces an opponents armor would certainly help solve those problems.


Instead of a buff, why now a new moove that gives you a certain chance of reduicing armor and another one that gives you a certain chance of reduicing defence?


You mean like the moves Piercing Strike and Weaken?

Buffs are a nice thought, but not needed. With the moves corrected to work how they were intended, this would resolve this issue with move arena's.

#17 dragon1234

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Posted 13 October 2009 - 17:44

I dont think this is needed all that much since it will swing even more control over to those that goes armor damage in non move arenas. If there some way that can allow for different number of combat turns in moves vs non moves then im all for it, but if they change it to 80 for both, the chance of winning using a def base set up would be minimal in non moves..

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#18 fs_phyrstormz

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Posted 13 October 2009 - 17:50

I think what would be best is to implement PVP Arena Buffs. Available Skills such as Dark Curse which reduces an opponents defense and Shatter Armor which reduces an opponents armor would certainly help solve those problems.


Instead of a buff, why now a new moove that gives you a certain chance of reduicing armor and another one that gives you a certain chance of reduicing defence?


You mean like the moves Piercing Strike and Weaken?


i believe he means moves that dont require that you hit the opponent for them to have an effect

#19 evilbry

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Posted 13 October 2009 - 17:53

I dont think this is needed all that much since it will swing even more control over to those that goes armor damage in non move arenas. If there some way that can allow for different number of combat turns in moves vs non moves then im all for it, but if they change it to 80 for both, the chance of winning using a def base set up would be minimal in non moves..


Armor/Damage are able to be beaten by someone using a bit of def and a pantload of damage, which I know there are some people using now. This will not disadvantage defense players as much as people may think. Those who are creative with sets will still be able to make sets that can beat the armor damage.

To beat armor damage, go def/damage
To beat Def/Damage, go attack/armor/damage.
Do beat attack/armor/damage, go armor/damage.
a cycle like this means that people will be able to chop and change gear to be able to try and stay one step ahead of opponents. Isn't this what the arena is meant to be about? being creative, creating a "fighting" set?

#20 Roan

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Posted 13 October 2009 - 17:53

i believe he means moves that dont require that you hit the opponent for them to have an effect


Sorry if I didn't express me cleary...
Thats what I meant (what Phyrs told...)

It would be kind of a moove that you would have always on (except when mooves are not allowed) and that wouldn't be a COMBAT MOOVE... It wouldn't use a combat moove space and their would be a chance that it activates at the begenning of reduicing armor or damage (depending which u used)...
Note I would suggest only one of those to could be allowed at the time
Hope this makes it clear :D

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