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Kubik

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  1. Kubik liked a post in a topic by JustCoco in UI Suggestion - Lobby Map and Difficulty Progress Indicator   
    I used the "Stars" system for this example as a placeholder, alot of people encounter the difficulty system in games that is pointed out by stars , self-implying that the more stars the more difficult it is.
    It is self explanatory that each map has 3 difficulties with this example, every colored star points out which difficulty you've done.

    Now as a further approach to make it easier for players, the lobby could point out the difficulty accompanied by stars as seen in the below example:

     
    As an alternate possibility, the difficulty mentioned followed by stars, to make it even easier for players to understand the stars in the global map.

  2. Kubik liked a post in a topic by LEBOVIN in Forum appearance after update   
    Hey there,
    since the update yesterday the forum has a few visual inconveniences:
    1.) Pinned messages look a little bit off:
     
    2.) Tags are highlighted in very hard to read color:

    3.) Topics with several pages take up disproportionately much space in the overview:

    4.) Selecting "Expanded View" (gives little preview of what the post contains) causes the preview to not stay within bounds:

     
    I hope you can fix those
    Best regards,
    LEBOVIN
  3. Chimaka( ͡° ͜ʖ ͡°) liked a post in a topic by Kubik in Buddelmuddels suggestions for the game   
    and 196605 = 65535 * 3
    where 3 is  for 1p 2p 4p rPvE maps because all 3 of them have difficulty 10 and 65535 are all possible seeds (maximum value of 16 bit unsigned inteager - 1 because 0 is not allowed as seed)
    if you would want other difficulties you can multiply it by 10 (each difficulty have its own maps)
    if you want all presets that are present, but are not available under SR (and was not under EA) then you can multiply it by 10 (only 1 preset per seed is picked)
  4. Chimaka( ͡° ͜ʖ ͡°) liked a post in a topic by Kubik in Buddelmuddels suggestions for the game   
    how exactly you @Buddelmuddel plan to sort 196605 maps in 1,5h? And why exactly you did not do it already? You can generate all of them with editor.
  5. Mynoduesp liked a post in a topic by Kubik in Buddelmuddels suggestions for the game   
    Well EA still owns the game. And just from the game files I can easily count over 100 patches.
    SR distrubutes the editor with the game, so anyone can try to create new maps, if they think they are up to the task with almost no documentaton from EA.
  6. BlueBerryBoy liked a post in a topic by Kubik in Buddelmuddels suggestions for the game   
    and 196605 = 65535 * 3
    where 3 is  for 1p 2p 4p rPvE maps because all 3 of them have difficulty 10 and 65535 are all possible seeds (maximum value of 16 bit unsigned inteager - 1 because 0 is not allowed as seed)
    if you would want other difficulties you can multiply it by 10 (each difficulty have its own maps)
    if you want all presets that are present, but are not available under SR (and was not under EA) then you can multiply it by 10 (only 1 preset per seed is picked)
  7. Damo liked a post in a topic by Kubik in Buddelmuddels suggestions for the game   
    and 196605 = 65535 * 3
    where 3 is  for 1p 2p 4p rPvE maps because all 3 of them have difficulty 10 and 65535 are all possible seeds (maximum value of 16 bit unsigned inteager - 1 because 0 is not allowed as seed)
    if you would want other difficulties you can multiply it by 10 (each difficulty have its own maps)
    if you want all presets that are present, but are not available under SR (and was not under EA) then you can multiply it by 10 (only 1 preset per seed is picked)
  8. Damo liked a post in a topic by Kubik in Buddelmuddels suggestions for the game   
    how exactly you @Buddelmuddel plan to sort 196605 maps in 1,5h? And why exactly you did not do it already? You can generate all of them with editor.
  9. BlueBerryBoy liked a post in a topic by Kubik in Buddelmuddels suggestions for the game   
    how exactly you @Buddelmuddel plan to sort 196605 maps in 1,5h? And why exactly you did not do it already? You can generate all of them with editor.
  10. Kubik liked a post in a topic by BlueBerryBoy in Buddelmuddels suggestions for the game   
    Irrelevant. Get down from your high horse. Don’t act like you are some kind of Messias every game needs to have.
    This is a terrible idea: 
    1. your math is wrong: 2+3+5=10 not 8
    2. i think the devs have better stuff to do than implementing such a system that obviously won’ t work. As an Example: prices develop dynamically so after reset when the highly demanded t1 cards get sold for way more than most of the other cards, your idea sucks because the chance of these cards dropping in a booster will be even smaller than it is with the current booster system. 
    To the PvP start idea: if you would have followed the recent events you would have noticed that there is an other idea which gives every player access to every PvP deck for ranked at deck level 120. 
    Belongs to balance discord where such ideas are already discussed. 
    Great idea! You can start by checking all seeds for battlegrounds for their "true" difficulty level yourself.
    conclusion: Don‘t act like you are able to fix problems of this game with 4 bad ideas in which you put no research in. 

    Regards 
    BlueBerryBoy
     
  11. Kubik liked a post in a topic by VolvoxGlobator in Recent BFP Reward Changes are Bad for Daily Players   
    I would go even further and say that for the sake of discussion we can totally ignore market. Both today situation, past or future. Market is en equalization tool. If booster becomes worth it, people will start buying boosters instead, with excess selling on the market, driving market prices down. If effective booster price will decerease too much, people will buy off the market, driving the prices up. Eventually ending in some sort of steady state.
    But for the reward system this is mostly irrelevant. Important thing is how the system is defined regardless the market. And this is quite simple -> how many boosters can I afford per time spent ingame. Current changes have increased the needed time to get new cards - and this is all what matters.
    Current change also (please correct me if I am wrong) wanted to equalize a little bit difference between very active and not so active players, which  I personally approve.
    But everyone will have less "boosters per minute" than the placeholder system. I think that this is a pity, because it is not fun to play Battleforge without the cards. Damo's calculations quite nicely illustrate the issue. 3 (probably very good PvE decks) is reasonable variety to play with. But also PvP deck is an adition. and non Battleground PvE decks adds additional time requirements. Please, dont make this game more grindy....
    On a personal note, I have also enjoyed opening the booster after 30 mins of play and 30 mins of time is much easier for me to find than 60+ minutes...
     
     
  12. Kubik liked a post in a topic by BlueBerryBoy in Recent BFP Reward Changes are Bad for Daily Players   
    Hello there,
    pretty much has already been said by the 2. I would just tell you some more or less accurate numbers (As i understand it) and the way to achieve them. 
    A daily player with the goal to get the maximum BFP would need to play 1hr for 250 bfp + 100 booster discount + probably both quests completed = 400 bfp and a booster would be only 350(since there is no real reson to buy the other boosters imo) but who would want to spend the 400 hard earned BFP on a booster? Even if it is only 350? The average Booster content is worth something like 200-250 (please correct me if i am wrong). 
    After achieving the daily boost you got the reserve which contains 200 BFP and Drains pretty slow just by the feel of it. Lets say you are able to play each day right after the new daily boost Is available for 2 hours (which by the way is at midday and most of the players who play much right now still have a job and are not able to do so) but for the sake of the calculation: 
    you get your daily boost after 1 hour And probably completed the quests (400 BFP) after that you drain your reserve completly (+200BFP) then after aprox 9 hours you can start draining your reserve again If that takes you 1 hour you get + 200 again. And the next time you get your daily boost you can drain it again. But for the raw calculation: 250 + 150 for the quests + 20 per hour on one day = 880 if your reserve never reaches its maximum.
    Thats doesent sound bad because in the old system if you sold your booster for 420 and completed both quest which was possible in 30 minutes you got 570 BFP. 
    The problem in my Opinion is that i dont see a way to play so much at such wired times each day If i have my usual work week.  Sure i get a few bfp more but the hours i need to invest are crazy high. 
    Furthermore i know many players who during the week logged in just to play 30 minutes to get their booster and the quests. Maybe on 1 workday they would play for much more than the 30 minutes. And i think these players wont be as motivated to play for 1,5+ hour longer each day Just to get daily boost and drain the reserve once (old system 570 BFP in 30 minutes/ new system 600 BFP in 2h or more). 
     
    A big part of my playing experience that motivated me to play every day was in fact the daily booster. 
     
    Additionally if i remember correctly a big argument for the catch up mechanic and the slower progression was that the pvp players didnt want to be far behind if they couldnt play as much. Since you announced that you are planning to make pvp playable for everybody with equal decks without the much feared grind that argument about the catch up mechanic and the slower progression overall becomes worthless.
    You want slower progression to keep the game interesting for all players for many years. I understand that, but i feel kind of scammed now that i need to player several hours more each day just to progress a little faster than in the old system. 

    New point: If you dont complete the daily boost to a certain point you only get 100BFP the following day. So thats pretty bad if you really cant play the 60 minutes!
     
    60 minutes are pretty long since if you decent at the game most maps dont take you that long and to find players to play with also takes alot time. So the time to get the daily boost is more likley 75-90 minutes 
    And i dont even want to talk about the economy after the reset because i cant look into the future but what i expect too happen doesnt make me happy. 
     
    Lets hope to find a slollution that makes everyone happy. 
    Have a good day everyone
    Regards,
    BlueBerryBoy
  13. Kubik liked a post in a topic by Damo in Recent BFP Reward Changes are Bad for Daily Players   
    Amen.
    The biggest problem, in my opinion, is the following: 
    Many players (probably most) don't even buy boosters (because mathematically it's not worth it) and I don't think that will change because you get the boosters 100 Bfp cheaper after one hour of playing. 
    With the old reward system cards where basically forced into the market with the Daily Boosters. This will not happen anymore.
    I would strongly suspect that there will be less cards in circulation and they will be much more expensive.
    Daily active players should not outpace less active players. I can fully understand the approach. But why is this solved by effectively punishing the players who are active every day?
    In order to get the maximum profit out of the new reward system, you would have to play one hour before work, use up the reserve pool and continue playing ten hours later.
    Last but not least:
    Back then we had those neat 1 Bfp Boosters containing either a common or uncommon card. 
    Due to the high spread of cheap cards, new players with little capital were able to buy at least the foundation of a good deck very cheaply. That was great!
    Now you guys came up with a "similar idea": The 1000 bfp boosters.
    Whoever came up with that idea: Congratulations! You did clearly not understand the current market situation of this game
    Why do you even bother to give out fair rewards to players? I don't understand it and I probably never will.
  14. Kubik liked a post in a topic by macabi in Game Balance Issues - Only a Small Number of Cards is being used   
    The balance problem of the game is obvious if we take a look at card prices and how often certain cards are used while others are not.
    some cards are so much better than others making them very popular so their price is much higher.
    For example, some Ultra-Rare cards are worth only 20 BFP in the OH and then you have "Infect" that cost more than 5000 BFP.
    The solution for this problem would be to boost unpopular cards in order to make them more powerful.
    That will increase their use as well as their value and while reducing the value of current popular cards.
    This will have to be a never ending process that keeps boosting unused cards to a certain point.
    That is how I we can bring card values closer together while making unpopular cards more popular and more useful.
    This will allow players to adjust their game play and develop new strategies which will make the game more exciting.
  15. Kubik liked a post in a topic by macabi in Recent BFP Reward Changes are Bad for Daily Players   
    Recent BFP Changes that reward 250 BFP for 60 minutes instead of a Booster for 30 minutes are Bad for Daily Players.
    Before the changes took place players would have gained 2 boosters over 2 days after playing 30 minutes each day which is worth 900 BFP (for 60 minutes of game play).
    Now, with the recent changes players have to play 60 minutes each day (for 2 days) in order to gain 500 BFP (120 minutes total of game play).
    If you add the 100 discount for a booster that you can claim the reward is actually 600 BFP.
    So not only players have to play 120 minutes over two days (instead of 60 minutes), players end up making even less - 600 BFP vs 900 before for half the time.
    I understand that the new system is trying to help none-daily players to earn more, and that is fine.
    But why reduce the reward for daily players? and by so much?
    At the very least allow players to earn 250 BFP for 30 minutes of gameplay instead of 60 minutes, and then add more (reduced) reward for 30 additional minutes.
    Also, booster are NOT worth 450 BFP.
    Their average worth is more like 200 BFP.
    Therefore, the daily Booster discount should be at least 250 BFP instead of 100 discount.
    These recent changes will only discourage daily players from playing every day.
    I play most days and I am very discouraged.
     
  16. Kubik liked a post in a topic by CrazyCockerell in Changing battleforge textures   
    If you want to learn how to change battleforge textures into looking anew without any drawing skills than this tutorial is for you.
    First Step. Open https://deepdreamgenerator.com/ and make yourself an account. This online service is free and allows you to use neural network to make one image looks like other.
    Second Step. When you log in successfully press button in upper right corner. After that generator page will open.
    To change image you need to upload it first - use button and select some battleforge texture or any other image you want to change.
    There are 3 types of changing - Deep Style (that we need), Thin Style (like deep but very simple) and Deep Dream (weird eyes everywhere).
    Deep Style is chosen by default so move forward. You will see default presets but you need to upload your own style (style image). Press the white button with arrow. It'll allow you to upload another image. Select image that you want to turn first one into.

    Third Step. Press the <Settings> menu to open it. You can change how much style will be applied to image, quality of applying, size of image and so on. Press question marks for further details of setting.
    When you choosed you preferable settings press button below settings menu and wait before its completed.
    And here is results of process:
    = =
    Third Step. Make a lot of variations of original units on every possible thing and give suggestions of new units.
     
  17. Sungar liked a post in a topic by Kubik in some numbers on the current ecconomy   
    where you get that 14.5% chance for promo?
    199/200 is chance to not get promo in a booster 0,995, if you 0,995*0,995*0,995*...0,995 29 times you will get chance to not get promo in any booster 86,47077%, so chance to get at least one promo in 29 boosters is 13,52923%
    Last time I checked most boosters was not worth it, but even 10 expesive cards (based on their sold prices in AH) while acounting for their chance in boosters make opening boosters worth it, while counting every other card to be worth 3
    But I do not have access to current AH data, so the cards are maybe much cheaper now. (and I also do not know if the promo chance as changed)
  18. Timestopper liked a post in a topic by Kubik in some numbers on the current ecconomy   
    where you get that 14.5% chance for promo?
    199/200 is chance to not get promo in a booster 0,995, if you 0,995*0,995*0,995*...0,995 29 times you will get chance to not get promo in any booster 86,47077%, so chance to get at least one promo in 29 boosters is 13,52923%
    Last time I checked most boosters was not worth it, but even 10 expesive cards (based on their sold prices in AH) while acounting for their chance in boosters make opening boosters worth it, while counting every other card to be worth 3
    But I do not have access to current AH data, so the cards are maybe much cheaper now. (and I also do not know if the promo chance as changed)
  19. LEBOVIN liked a post in a topic by Kubik in some numbers on the current ecconomy   
    where you get that 14.5% chance for promo?
    199/200 is chance to not get promo in a booster 0,995, if you 0,995*0,995*0,995*...0,995 29 times you will get chance to not get promo in any booster 86,47077%, so chance to get at least one promo in 29 boosters is 13,52923%
    Last time I checked most boosters was not worth it, but even 10 expesive cards (based on their sold prices in AH) while acounting for their chance in boosters make opening boosters worth it, while counting every other card to be worth 3
    But I do not have access to current AH data, so the cards are maybe much cheaper now. (and I also do not know if the promo chance as changed)
  20. Loriens liked a post in a topic by Kubik in some numbers on the current ecconomy   
    where you get that 14.5% chance for promo?
    199/200 is chance to not get promo in a booster 0,995, if you 0,995*0,995*0,995*...0,995 29 times you will get chance to not get promo in any booster 86,47077%, so chance to get at least one promo in 29 boosters is 13,52923%
    Last time I checked most boosters was not worth it, but even 10 expesive cards (based on their sold prices in AH) while acounting for their chance in boosters make opening boosters worth it, while counting every other card to be worth 3
    But I do not have access to current AH data, so the cards are maybe much cheaper now. (and I also do not know if the promo chance as changed)
  21. Kubik liked a post in a topic by Eirias in Are there rewards for taking certain place in pvp ladder?   
    I think the devs want to avoid giving skill-based rewards. So atm, no.
    Personally, I think it would be really cool to give gold to highly skilled players (pvp and speedruns) and couple that with my gold-sink-by-voting idea.
    (Basically, gold becomes useless to experienced players, so we make it useful by allowing players to vote on promo cards by spending gold. We've demonstrated that it is possible to re-skin and add new cards to the game, so in principle we could easily add promo cards every few months. Players could use gold to vote for which promo card to add--it doesn't give a unique advantage to experienced players, but still makes gold feel valuable).
    If gold were added as a reward, I imagine it could be 1000 gold daily for rank 1, 950 gold for rank, up to rank 20. This would get added at the end of each day depending on current rankings, and perhaps a 10x or 20x bonus for final rankings at the end of the month, with bonus for top 100 or top 200 ranks in pvp and speedruns (maybe pvp bonus should be higher than speedrun bonus, because there are more speedrun maps?)
     
    But I agree, atm there is no incentive to play ranked instead of sparring, so it's quite hard for me to find pvp games, especially in my timezone.
  22. Kubik liked a post in a topic by Eirias in New Quest - Play 4 Ranked PvP Games   
    Imagine how I feel trying to skip every rpve, campaign, and multiplayer pve quests...
  23. Kubik liked a post in a topic by Eirias in A Suggestion on how to deal with card surplus   
    Ah, you've forgotten about charges. I remember when windweavers and surge of light cost several hundred bfp.
     
    In regards to disenchanting commons, the main issue with that is that it becomes difficult to get all cards. I am probably among the richest players in the game because I've been active for so long, but I don't have all commons. I realized not to long ago that for some reason, I had no defenders. Trying to buy them was difficult because no one wanted to put them on the AH. Imagine how hard it would be to find that one common card you've missed when no one even carries extras.
    Disenchanting only works when it's also possible to craft. I'm not sure it makes sense to make sure every card has a min and max price, but I'm also not sure it would be terrible.
     
    More importantly, I think that common cards being really cheap is great to encourage new players. It's easy to give cards to strangers when it doesn't cost you anything but it still means a lot to them.
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