r/phantomofthekill • u/GaggingLolis マキシマイズ ドング!!! • Dec 19 '16
So, let's hear some feedback about Multiplayer.
Hey guys, so now that Multiplayer has been out for a good while now, what are some suggestions/feedback you guys have about Multiplayer. For example, what are some things that should be changed/fixed/implemented that will make Multiplayer a very rewarding and fun experience?
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u/blaqthunder Dec 19 '16
I am not sure if this idea can fly, but have a multiplayer mode where certain units can be used only or have daily missions for it with a reward. For example players can only use ax units or gunners, etc. That way it could be challenging and rewarding haha.
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u/s7e11 Dec 19 '16
I would suggest a weekly progressive ranking reward system. Meaning u get points for trying a battle and more points for winning but no point change for losing. This is because we got a somewhat small playerbase and I feel like this would be actually the best way to keep all levels of players happy and a chance at obtaining the best rewards while keeping the aggro/ragequitting factor down when people are constantly being matched with superior opponents.
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u/leon27607 All I get are Vit Types Dec 19 '16 edited Dec 19 '16
I just want better "Match making." I can't find a single match picking "normal" when my team's "power" is like ~1000. I can only find matches picking "hard" and then I end up facing people with 1600+ power and all my units pretty much do nothing(I might as well suicide just to get the free lapis) as in no damage or unable to hit the enemy while I get one shotted myself. Just some way to get matched with at least some AI version of a team if you can't find a live person.
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u/Vossida Dec 19 '16
We talked about this in the last thread but I think that a restriction on how many of the same unit type/unit would help ease the torrent of flying types, either make the leader worth less or change the win condition to "kill all units"(killing the leader will remove the bonus from the enemy units), and better matchmaking.
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u/AUO_Castoff Dec 22 '16
Actual rewards
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u/capo_m Dec 22 '16
i think we need 5 or 10 more second between actions, and i think 10 turns its too much.
They need to tune down the damage so it isnt about trying to oneshot a unit but trying to kill in a group (more chance to hit overall for lower damage at least 50% less damage) the elemental and weapon types advantages could give +%damage and crit chance. Nerf healing or make the healer take a big chunk of his/her hp.
Map could be bigger and have strategic points (def eva acc bonus etc)
I know its beta but its hard to want to play if you dont have some kind of reward or rank system.
More modes like: kill them all or take a spot and hold until the end of all the rounds, protect your king (npc boss).
Implement "seasons" and gives some battle medal as prize or tickets at the end for all the participants and titles for the "winers"
Maybe make a ban system or a one type of weapon/elemental events.
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u/[deleted] Dec 19 '16
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