February 28, 2014
Onward to War
War is approaching. A better war. A faster war. A war that more fully captures to epic clash of Legion and Exile forces. Though this new war was not quite ready to be unveiled today, we're still hard at work and hope to have a finished feature ready to go early next week. This Design Note post will reveal some new and exciting elements from the new war system.
Before we get into the meat of the post, I'll briefly mention the absense of Legion and Doom from the server select. Today we did a small update to patch some exploits and improve server security. Due to recent erratic behavior, Legion and Doom were taken offline. We do not yet know if we will bring them back, but we do know that those servers were old and underperforming. Epic and Exile (we should probably change their names now, huh?) will soon be upgraded to faster, more modern servers to improve performance, making additional servers unnecessary for the time being.
Onward to WAR!
With the new war system, we wanted to emphasize accessibility. The current war has a lot of moving parts and can be quite difficult to grasp for a novice just learning the basics of dueling. Under the new system, the active war will be represented by a global war bar. This war bar provides general information about the conflict and quick-jump buttons to the main objectives.
When the war is over, the prize button will become active for the winning alignment! We'll get to that a bit later...
Some war objectives may be familiar with a few key changes -- you'll notice the Control Array now has a shield over it. It's up to the alignment on offense to bring down the shield and capture the Array, while the defenders must stop the aggressors at all costs!
To defend or attack, Legion and Exile warriors will receive PvP war drops. Defenders will receive Dread Bombs while the attackers will receive Dread Shells. These drops can be used at objectives to gain influence for yourself, your Faction, and your alignment. This is also the primary mechanism for driving the war. To discourage hoarding, you will only be able to hold a maximum of 10 of each type of war drop in your inventory. If you choose not to participate in the war, you will be able to sell the drops with no sellback.
War drops can be used at war objectives, which will be scattered throughout the active region.
Clicking a war objective brings up a menu to use your war drops. You can use your drops for free, or upgrade them to a more powerful form for Varium. The more powerful drops can also drop from PvP battles, but at a much lower rate.
The objectives will show realtime destruction as they are used and abused by warring alignments. Small notifications will appear to broadcast your feats of valor for all to see!
Each objective has a different attribute -- providing interesting tactical decisions for either side of the conflict.
Defend your objectives or see them burnt to the ground! When the war ends, the winning alignment, along with the most victorious player and Faction will be displayed prominently throughout the region!
With the changes to the war system, we'll be consolidating the existing regional influence-buffing cores into a sole War Commander core. This new limited-charge core will give 10 guaranteed war drops for battle victories.
This core will be available from prominent Legion and Exile NPCs in active war regions.
Since some are already very close to attaining the 10th tier of certain regional war achievements, we've decided to bump up the difficulty with 2 more tiers for each region. We're even planning a super-special acheivement for reaching tier 12 on ALL regions, including Frysteland and the Infernal Mines (coming soon)!
During the war, you'll also have a change to earn the prestigious War Hero achievement by earning the most influence in a single day!
Winng a war is an incredible task, so the victors should receive equally incredible rewards! Never-before-seen weapons, armors, vehicles and amazing currency bonuses await those who triumph!
If you're the picky type, you'll have a list of 6 items to choose from when claiming your reward. The prizes will rotate between war events so the list will be ever-changing and always interesting!
Expect an early release next week while we iron out the last of the bugs and polish the remaining features of our new war system! Thank you for your patience! We're confident the feature will be worth the wait!
Last but not least, remember to check out the seasonal rare Springtime gear, available at Naomi and Xraal!
Grab this awesome gear before it disappears back into the database aether for another year!
February 21, 2014
War Two Point Oh
When will the Dread War End?
We've heard your feedback about the Dread War and many players have made it clear they're ready for it to end. Well good news! We’ve been working hard planning exciting improvements to the current system. When we first conceived the Dread War, our goal was to implement an event that could provide perpetual engagement, but over time, a few weaknesses in the system’s design have become apparent and the war has become a bit stale. The current war is complicated, it never ends, it doesn't offer enough rewards, and there is no focal point. This post will explain how we intend to overhaul the current system, and offer up the key points of the proposed new war system. The details are subject to change so please give us your feedback so we can build the best system possible. We believe by borrowing the best ideas from previous phases and prior wars, we can craft a system that is simple to understand, extremely engaging, perpetually rewarding and really, really fun!
As you can see, our dry-erase board breeding program is progressing nicely.
A Sense of Urgency
Currently, The Dread War is a global conflict without end. The lack of focus and lack of duration means there’s never any urgency. In past events like The Frysteland War and The Infernal War, there was a clear set of victory conditions. With War 2.0, we hope to recreate this sense of urgency by limiting the scope of the War to one region at a time and structuring it as a race. The War will last until a specific set of conditions are met by either alignments’ forces (we expect these regional conflicts to last roughly 1-3 weeks).
When the War in a particular region ends, the environment will visually reflect the winners, and the region will remain in control of the winning alignment until it comes up for contention again in the future. Prizes will unlock for the winners, and the top participating players and factions will be made famous (in a similar fashion to the Infernal War). After a small cooldown period, the next region will activate and the war will continue. The victory conditions in each region will vary to keep the conflicts interesting.
To a new player, the current War system is baffling. Control points, cooldowns, and other obscure systems are extremely challenging to convey at a glance. As we develop War 2.0, we’ll be streamlining many of the old systems. Mechanics like Influence, Flag Captures and World Dominations will remain, but behave differently from the current system.
The gameplay mechanic will evolve from a constant grind for control, to a more focused system where both alignments are racing toward very specific goals. Each regional War will be a race to complete the given objective and whichever alignment fills their global war bar first will win the battle and take control of the region!
PvP battles will remain the main driver of conflict, however, Influence will no longer be earned at the end of battle. Instead players will earn Influence by depositing new "War Drops" on War Objectives within the region. These drops will be similar to the grenades in the Infernal War in that they will drop after winning a PvP battle. War Drops will be thematically tied to the currently contented region and can be anything from missiles to computer chips, ammo crates, bricks, cakes, plants, metal, bullets, etc. Players of all levels can obtain and use these items, maintaining a very low barrier of entry for War participation.
If you fight hard to be the greatest champion EpicDuel has ever know, you deserve a place of honor. With War 2.0 we hope to give greater exposure to exceptional players who make the greatest contribution to the war effort. Interactive leaderboards will display the leading players and Factions for each alignment. At the end of each regional War, the bravest, most dedicated soldier will be displayed prominently until the region is contested once again.
By defining a clear beginning and end for each regional War, we can offer real rewards for the victor. At the end of each War, players on the winning alignment will gain access to exclusive prizes. To add variety to this experience, players can select a prize from a list. These prizes could be never-before-seen weapons or currency prizes like Credits and Arcade Tokens. Each region will draw a new set of prizes to choose from, and the prize pool will continue to expand as the regional wars progress.
These rewards will only be available to those who participate on the winning alignment, and they will only be available until the next regional War begins. We will also be adding additional levels to each regional War achievements. If you’re at level 10 or close in any of the regions, you’ll be able to battle your way to an even higher Rating Point score!
Also, the highest scoring player at the end of each day will receive a War Hero achievement. This achievement will have a tracker to record each time you qualify for this prestigious distinction.
War 2.0 will herald a new phase of EpicDuel development: EpicDuel Evolution. This new phase will be unlike any before it – over the last few months we have been gradually building tools and tutorials to allow EpicDuel’s future to be directed by a force more powerful that the mighty Titan himself: our Community.
Over the years we’ve attracted some amazingly talented and ambitious players. Our player base may be much smaller than AdventureQuest Worlds, but the level of talent is no less. Our intention for EpicDuel Evolution is to allow more input and direct involvement from our players to influence things like content creation and balance. If you were shy about contributing content or ideas to EpicDuel, now is a better time than ever to express because soon we’ll be offering the resources to make them a reality!
We're aiming to activate the first region on Friday, March 7, but as usual this is just an estimate and could be delayed if development demands it. Stay tuned for more details as this exciting new feature evolves!
February 20, 2014
Patch Notes - 1.6.5b
February 18, 2014
Patch Notes - 1.6.5a
February 14, 2014
It's that time of year again. A time for love. A time for romance. A time for battle! Join us for today's release as we unveil the most diabolical Heartbreaker weapon yet! Visit the Alydroid in Alydriah's Spire in Fortune City to collect the mightiest Valentine's swords yet conceived: Aphrodite's Woe! Marvel at Revontheus' intricate attention to detail as you smite your foes with the Mark of Azrael core!
When we go live, we'll also be restocking any LQS items that are empty so be ready to jump on that opportunity!
But...as they say in the game show biz...that's not all!
No Place Like Home
We've attacked the Home Inventory Manager and blown it to bits! From the ashes, we've reassembled a better, stronger, faster interface for more easily browsing Home Items for sale as well as Items in your own inventory. You will also be able to filter Home Items by category. We are able to expand this system in the future to more granularity in categories for faster searching.
You may also notice that you can now see your current balance of Credits and Varium! It's useful to know how much money you have when you're shopping, no?
We've done away will the separate "Selling" mode in the Home Inventory Manager. Now, you will be able to sell items from your own inventory quickly and know the sellback price at-a-glance!
In addition to sprucing up the interface, Titan has made some excellent performance improvements to the Home Item inventory, allowing items to load faster and permitting you to cycle through the list unimpeded.
While Titan tackles the Home Inventory Manager, Rabblefroth is attacking the style changer. We've removed the clutter and brightened the background to give your character some room to breathe!
Also, to eliminate confusion, we're removing the nominal 100 Credit fee for style change. Now, once you own a style, you'll never need to pay for it again, even if you change your colors!
Speaking of styles...how about 24 dapper, new Heartbreaker styles courtesy of Charfade?
Every style is made better by putting a bird on it!
BeetleGerms? BottleJeans? BezeledJams? BattleGems!
February 07, 2014
Patch Notes - 1.6.3
February 06, 2014
This week, we're getting our hands dirty with some deep-cleaning of EpicDuel's inner workings. It's been awhile since we've done optimization so this week we worked hard to fix some nagging bugs and clean up some code to improve performance. These updates don't usually yield many shiny new toys for your enjoyment, but we've worked hard to make sure you're not empty-handed for this update!
To assist you with the cleaning process in your homes, we're introducing crabby new home item. These crabs are hungry and ready to clean your homes of any refuse.
We're introducing a total of 31 new home items, including the popular development phase AI trainers. Show off your appreciation of the eras from EpicDuel's past with these awesome new home items!
Last week, we planned on implementing a change to the matching engine to tighten the range at the highest levels. This means that a level 40 should almost never match against a level 35. This change was not thoroughly tested, but this week we're confident in releasing this change. This should encourage fairness and balance among the high level players.
This weekend we'll be giving out more prize codes! As an experiment, we'll be dropping codes more randomly, making it more difficult to "camp" codes with multiple accounts. Follow our Twitter pages to stay updated with the latest developments on these codes and their availability!
Next week, we'll have more awesome items in store for you, including Revontheus' epic new swords, Aphrodite's Woe!
February 03, 2014
Patch Notes - 1.6.2a
January 31, 2014
Patch Notes - 1.6.2
January 30, 2014
Heartbreak at Halftime
Get ready to finally experience EpicDuel's new tutorial system! After much testing and polish, we're finally confident that it's ready for prime-time! Give it a try by testing the "A New World" mission chain and letting us know what you think!
You didn't think that was ALL we'd be releasing, though, did you?
As is the seasonal custom, we will be stocking the Alydroid in Alydriah's Spire in Fortune City with a host of Valentine's rares, including last year's promo items: Azraels' bazookas and sidearms! These items will include the cores so if you missed the promo last year, now's your chance to unleash the awesome power of Azrael!
The server hamter were upgrade to super-server hamsters...possibly hampster ferrets early this morning. Ideally, this would have happened without much notice, but for reasons beyond our control (and some within our control) the EpicDuel servers were down much long than intended. We should have done a better job preparing you in advance for this outage, and we apologize for that oversight. However, we will do our best to make it up to you with a couple exciting additions this release!
To try to make up for the lost dueling time, this weekend, we'll be offering Power Hour all weekend long! Double XP and double Credits! Just log in and play and become a Legend faster than ever! Titan is also making some changes to how Power Hour works to give us more flexibility to do day-long or weekend-long Power Hour events more easily in the future!
Secret Package Revealed!
That's right! After nearly a year, we'll finally be unwrapping that mysterious Secret Package earned from the Tea and Titan mission. When we go live, the mission item will automatically be converted to the item so you won't need to do anything to unwrap the package! I hope you think the prize was worth the wait!
As of the release Friday, we will be removing the Tea and Titan mission, in addition to the Yeti Trainer missions. Going forward the only way to train up a Baby Yeti or Dark Yeti to an Omega Yeti will be with the Growth Serums purchasable from the yeti trainers in Frysteland.
Rabblefroth is adjusting the matching engine to enable tighter matching for those at the level cap. It should be MUCH harder for a level 40 to match against a level 35. Also, alignment matching will be loosened for faster matching.
The Big Game
In the Achievement shop under the seasonal tab, you can find the Big Game Achievement! Celebrate the excitement of America's most watched sporting event (or most popular commercial viewing and chip eating event if you're me) with this capstone Big Game Achievement. Do you have all of them?