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Hans275

Beta Tester
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Posts posted by Hans275

  1. 1 hour ago, fiki574 said:

    I'm sure for at least a couple hundred. Few thousand is a best case scenario.

    We hope all will go well and are prepared if it doesn't, but only time will tell, it's hard to give a prediction on that since the most concurrent players were around 200ish number.

    Well then i hope you don't blew it.

    fiki574 likes this
  2. On 9/15/2020 at 7:21 PM, Cocofang said:

    Well, most importantly because they decided on that a long time ago and people are expecting it to happen. It was public knowledge, I am actually surprised some people committed to this beta version unaware. You can't just flip flop on big things like that, you have to show integrity with your announcements.

    It's supposed to be a fresh, new start for everyone equally. Signifying the end of testing and an actual re-release of the game.

    Personally I think that the economy is doomed either way because the community will be small and a handful of market manipulators can easily corner certain sectors. It has been done in much more complex games with much larger playerbases. However the changes to charges will probably shake up the value of non-single charge cards. Also the new BFP system might be able to nudge the market a bit. We will see.

    Either way, that a final reset was going to happen was decided years ago and the decision stood firm. It's pretty normal that once a beta is over everything gets wiped for the big release so people can get into the release-version on equal footing progress wise.


    I am a bit disapointed with your reasons. Let me explain: As i heard of Battleforge Reborn i was excited.
    Because i thought if this is a huge success in playernumbers EA or another company
    would take a second look and make a battleforge 2.

    What you are basicly saying is that the only reason for a reset is that you announced it years before.
    There are no technical reasons.

    Please remind yourself:
    By starting a wipe you are reducing the playerbase even more. There will be less player playing. Why ?

    On the programming level this project is a huge success, but it fails on the player count.
    To get many players playing doesn't seem to be a goal for the Battleforge Reborn Project.


    I am more and more afraid that this project will be a grave stone for this genre.
    Because any CEO who decides to make a new game and takes a look and have this question in his head: 
    If Battleforge for free can't be success, how can a battleforge 2 for money be one ?

    And thats just sad. But thx for your effort.
     

  3. If you do balancing. Do it right. Implement some logging, what cards are in what pvp setup played.
    And then go and change those cards no one uses, rather than changing the well balanced T1.

     

    Buf if i were you guys i would try to get more player playing. Without a bigger playerbase the balancing gets tough.

    Oh and maybe take a look at business intelligence. Some of this suff might be usefull. 

  4. I quit allready cause of the slow progress.

    If i tell a friend to start with this game, but to play it only 1 hour each day cause quests they dont even start taking a look

     

     

  5. I think its fine. Its like destroying one of your wells for that. So for a attack powered by shrine of greed you need to destroy our enemy 2 wells otherwise it doenst pay off.

    So its a Risk that what shadow is about. Shrine of Memory is weaker, works also for 2 players and only one has to bind 100 energie and no risk. 

    I dont see why it should be broken. 

  6. I played a lot pure shadow in 2v2. I cant remember defeating someone with that spell.

    For a shadow player it's too expensive. The counter for pure fire is simple. They attack. All Other have a spell.

    If that spell is so overpowered, why do the most experts tell that in a pure fire vs pure shadow match the fire player most likley wins ?

     

     

  7. I play rpve with shadow, shadow, fire and nature.

    At T2 is Shadow Phoenix (+Embalmers) most effective. Harvster is also good.

    And i recommend Nether Warp to beam whole armys across lanes and into camps(next to the spawnbuidlings) that speed the things really up.
    With nether warp you can also use a army of slow units like constructs and still be as fast as the other players. This is really one of the most usefull spells.

    Resource Booster is full upgraded at your first spott usefull.

    At T3 i use the bandit harvester(i cant remember the name) his skill kills whole waves of enemies. And makes your Shadowskills still useable. War shrine is one of the most powerfull cards. Use it to help your team.

    At T4 are riflemen good. Thier Grenades kill entire spots. And remember its a skill so you get 100% back in the void pool.

    Tornado is also one of the most powerfull rpve spells. also a good option.

     

     

     

     

  8. Yes i played Wargame Red Dragon the last years. 

    Its also a rts game with deck building and about 1500 different Units. But they have no cards or trading or whatso ever.
    So you can buy the game and start to play pvp instantly. All units are available. 

    The good thing is: There is a huge longtime motivation cause you build new decks and try stuff. 

  9. On 23.1.2018 at 5:08 PM, MrXLink said:

    Greetings Skylords, Skyladies, and Skythings!

    XLink here coming with another game design update. Now, it has come to our attention that a lot of you have been wondering what your booster odds are in Skylords Reborn. That is to say, what are your chances of getting different rarities of cards? I will provide you with answers to this debate, as an official ratio has been set up. We've had many questions as to what the exact rates are, and so I'll clear things up a bit, and explain why the ratio has changed.

    The original BattleForge used a system where rare cards and ultra-rare cards are difficult to obtain. Boosters would give you 5 commons, 2 uncommons, and a rare or ultra-rare card at 16% (1/6) odds. This seems like a reasonable ratio. However, when I looked into the amount of cards in the game over the rarity given, it's noted that about 40% of all cards are Rare or Ultra Rare. This is a significant portion of all cards, that have a very low chance of being obtained.

    Since we will not be exploiting a microtransaction system to siphon your money out through booster rarities, as well as with the spirit of being able to obtain cards quicker, easier and in a more satisfying and enjoyable manner, it's been decided that we increase the chance of getting rare cards in boosters, to let that 40% flow to the players more efficiently than by 16% of a booster at a time. It'll be easier to get that shiny loot! This has been the case since closed beta, and has been tested within closed beta, which has been quite a success. Many of you have asked what the exact ratio was, and we decided to keep it under the radar a bit for testing and changing purposes, but now that we have established a solid ratio, I'm publishing your odds right here. (this has been published before, but not definitively, in a beta thread) This does not mean that these are definitive. They are close to definitive, but in case of design flaws or the odds not turning out as we would have liked them to turn out, these ratios are subject to change; especially the promo ratio.

    With these ratio changes I'm officially introducing our way of distributing promo cards; every booster will have a very small chance of granting a promo card. This way, everyone will have access to these elusive, extremely rare cards. We will also possibly use them as rewards for tournaments and official events. Seasonal promos, like Santa Claus and Easter Egg, will not be available in regular boosters.

    With that all being said, here are the general odds for the card boosters in Skylords Reborn!
    Boosters consist of 8 cards:

    • 1 card has a 0.5% (1/200) chance to be a Promo Card, a 19.5% (~1/5) chance of an Ultra Rare, and otherwise a Rare.
    • 1 is a 20% (1/5) chance to be a Rare, otherwise a guaranteed Uncommon
    • 1 is always a guaranteed Uncommon card
    • 1 is a 25% (1/4) chance to be an Uncommon, otherwise a Common
    • 4 are Common cards

    This means that every single booster will provide you with up to 1 ultra-rare at a time, up to 2 rares at a time, and up to 3 uncommons at a time. If you get an Ultra Rare or a promo, there is still a chance you will get a rare. Getting 2 rares and 2 uncommons will therefore not be a strange sight, as it would have been in the original game. Remember that the promo ratio especially may be subject to change if we deem it too high or too low of a chance.

    We hope that these new ratios will provide a quicker, more enjoyable and way more satisfying way of collecting cards, to kickstart the game more efficiently and make grinding and collecting a little more bearable, whilst sticking to the game's original mechanics.

    In the nearby future, we will discuss the possibility of different types of boosters (e.g. editions, elements) and potential odds and card pools for them, internally. Stay tuned for more information on that in said nearby future. Booster prices will be discussed in the even more distant future, when the programming team is ready for it.

    I hope to have informed you sufficiently on the new booster ratios. Be wary that this booster ratio has been calculated quite thoroughly and is pretty much definitive. Even small changes could throw the booster rarity ratios off balance; we have found these values to hit the sweet spot.

    Feel free to let me know what you think and to discuss the topic below, taking the aforementioned statement in mind.
    Stay tuned for future design updates, and may the forge be with you!

     

    Hello, 

    first of all i want to thank you and the other guys for bringing battleforge back to life.

    This ratio sounds nice in the first moment you read it, but it creates deeper and deeper conserns as longer i start thinking about this.
    You might repreat a mistake that killed battleforge in the first place.

    If you play PvP you accept to lose by lower skill rather than loosing by a not upgraded deck.
    My point is it might take ages to get a full upgraded pvp deck.

    Each pure deck needs a couple rar and ultra rar cards...

    If it takes for e.g. 6 month of farming PVE to get a playable pvp deck you lose a lot of players. 

    Try to lower the entry for pvp interested player.

    Greets 

    Hans275

    Fimion likes this
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