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Kubik

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  1. 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.
     
  2. 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)
  3. 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)
  4. 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)
  5. 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)
  6. 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.
  7. 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...
  8. 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.
  9. Kubik liked a post in a topic by Halis in 16x Speed for Replays   
    Is it allowed to use modified client offline? That would solve the problem for me :p
  10. Kubik liked a post in a topic by Eirias in Proposal: Gold Sink by Voting   
    We've had lots of discussions regarding gold sinks and what to do with too much gold (this one recently)
    and I have a (maybe) solution.
     
    The idea is that all players could vote on something by spending gold. These votes would be mostly trivial and affect some in-game reward.
    For example (now that we know re-skinning is easy and we can add new promos), each month there could be a vote for a new promo. Perhaps each month someone (could be devs, or just random decision) chooses 5 cards. All players can "buy" votes by donating gold in the marketplace, and whichever card has received the most donations will get a promo release. The 2nd and 3rd place cards will stay up for votes next month, and 2 new cards will replace the 4th and 5th place card.
    This gold sink would be ideal because it would be completely optional, but players would also feel proud to know that they saved up a ton of gold and were able to influence the voting so that we now have a promo ice barrier or something  Once a player has all upgrades, they have an easy way to spend any amount of gold that they want.
  11. MrDanilov liked a post in a topic by Kubik in Is a hard reset really needed?   
    I repeat it:
     
    And what about people that left because they got all the cards and completed all the maps? These should be forced out from the game forever?
    But if you really want technical reasons:
    Do you know what the database is? Have you ever tried to change primary key while there was milions of data? It is not possible to do it live.
    There is much more smaller things in DB that should be changed, that would be much easier with empty DB. And to these changes there are related server changes.
    If all these changes will be done at once they will be untested, so it is possible that the servers will not even start after reset, but some people does not seem to care about that.
    Have you at least try MrXLink's BFP distribution system? Do you like it? Or do you prefere the current one?
    In my opinion there is no way any BFP distribution system will work if we let players keep milions of BFP. If you think it can explain how on following example:
    Player with lot of BFP decide to sell cards for 20 times more expensive than anyone else, to do that he buy all cheaper cards, and he can do that, he have BFP for it.
    And last point to not have too long post. How many % of players do you think experience more than 1 crash per day?
  12. MrDanilov liked a post in a topic by Kubik in Is a hard reset really needed?   
    4000 people is not enough for you? And what about people that say they are waiting for the reset?
    Have you looked at AH prices recently? New players can not buy much there because cards are priced for players with 10 000 BFP or more.
    Do you really mean more cards, or all cards, and fully upgraded, so they can use all the BFP they get to manipulate market in any way they want?
    I will not list technical reasons, because no one want to hear those.
  13. Kubik liked a post in a topic by Darian DelFord in Converting Gold to BFP and Vice Versa   
    Sorry never played MtG nor do I care to.
     
    BF is unique in that you build a deck, and then there is no randomization to how they are drawn other than power.  Your deck literally comes to life.  There is no other game out there like that.  This allows for some very interesting uses of cards both in PvP and PvE. 
    I had ALL the cards in the original BR in about 6-9 months.  (2008-2009)  And I still played until the day they turned the servers off.
  14. Kubik liked a post in a topic by macabi in Converting Gold to BFP and Vice Versa   
    I agree with you that converting BFP to gold at 1:1000 ratio is too much, although no one is going to spend all his BFP on gold since we need new cards too.
    So 200 gold for 1 BFP sounds reasonable to me, while 1000 gold gives you 1 BFP.
  15. lokendrak liked a post in a topic by Kubik in make all the unit accessible   
    I said over 2000 because I am lazy to count it
    but you can count, ops I misinformed you, someone make it count from 1 instead of 0 so I made a mistake by assuming 504 pages of 10 + 2 on last page, here are the correct numbers:
    there is 5032 cards in the game (no idea in how bad/good shape they are, like if they have all the images, values, etc.)
    there is 2988 units
    there is 10924 spels
    there is 986 buildings
    there is 13808 abilities
    and there is 2059 squads
    some units can miss squad definition, some squads can miss card, I just have no idea, but just by looking at these numbers I know for sure that "all" of them will not be playable any time soon, and more probably never.
    and for sure there is a lot of other things we do not even know about.
  16. lokendrak liked a post in a topic by Kubik in New BFP Earning System: Playtime and Reserves   
    opening boosters is optional even now, you can just sell them
  17. Protaygo liked a post in a topic by Kubik in Pve question   
    all 3 PvE game modes: story, random maps, community maps.
  18. fiki574 liked a post in a topic by Kubik in Is a hard reset really needed?   
    I never said "huge" I only said it is increasing, not decreasing as was stated earlier on.
    Fiki never said in game, he explicitly said on Forum.
    Well the only sugestion I seen here (unless I forgot anything) was to kill trading card game by removing trading, or at least making it completely irelevant.
  19. Dion liked a post in a topic by Kubik in Is a hard reset really needed?   
    You want to kill the game anyway by removing the most important parts for many players, doesn't you?
  20. Dion liked a post in a topic by Kubik in Is a hard reset really needed?   
    over a month I think 1-2 months back, but the average and median prices did not change much in last year
  21. Kubik liked a post in a topic by LEBOVIN in Ultra rare cards in Boosters   
    Every booster is 8 cards
    Card 1: 0.5% Promo, 19.5% Ultra Rare, 80% Rare
    Card 2: 15% Rare, 85% Uncommon
    Card 3: 20% Uncommon, 80% Common
    Card 4: Uncommon
    Cards 5,6,7 and 8: Common
     
    ( https://skylords-reborn.fandom.com/wiki/Boosters_%26_Rarity#Booster_Composition )
  22. LagOps liked a post in a topic by Kubik in Is a hard reset really needed?   
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  23. Kubik liked a post in a topic by LEBOVIN in New BFP Earning System: Playtime and Reserves   
    At this point I would like to refer back to @MrXLink's original post which received criticism, as not all player groups were considered and present my closely related proposal. The current BFP reward and progress system clearly shows the limits of its longevity and therefore needs to be revised after the reset. 
    Player groups
    For my proposal, I have therefore divided the community into different types of players, who should all benefit from the new system:
    Beginners: These players are new to the game or start the game again after a very long break with little knowledge.  Due to the enormously small community, such players are of special value. Midfield: All-round players, no excessive playing, interested in all game modes, but mainly PvE. This group currently makes up a large part of the community. PvP: From beginner to expert, only interested in battle against other players. PvE: From beginner to expert, only interested in battle with others against the computer. Some also focus primarily on RPVE. Player goal
    Casual / Fun: Players have no declared goal to be the best or to achieve any other ranking. Largest part of the community Speedrunner: Players have as a goal to occupy top positions in the PvE / RPvE rankings PvP Veterans: Players who want to climb the PvP ladder Grinder: Players with the highest online time, who want to reach as many collectible cards as possible and/or complete all quests and achievements It is noticeable that the respective players have different needs and expectations.
    Player expectations of a fair system
    Time: Those who invest more time should also be rewarded more Success: Those who achieve set goals should also be rewarded more Rookie bonus: If you are new to the game you should be motivated to stay Real-life: The system should take into account the needs of the players because not everyone has the same amount of free time Economic expectations of a fair system
    Lower barriers to market entry Countermeasures to price inflation Information transparency Current situation/problems of the BFP system
    The current system ...
    ... is not fully transparent as far as the conditions for fulfilling the quests are concerned. ... adds constantly more financial resources (cards and BFP) to the economic cycle without any permanent outflow. This inevitably leads to price inflation, which puts new players at a disadvantage, as their purchasing power is much lower than the purchasing power of those who have been playing for some time. ... is designed for a daily earning activity of about 30 - 60 minutes, and after completion of all quests there is no incentive for further play. The daily income is currently one booster (~420 BFP) and 2 quests worth 75 BFP each, this could vary slightly due to not fulfilling and/or rerolling the quests, but with constant play, it amounts to about 570 BFP /1 Booster + 150 BFP per day.
    On the market, cards have a kind of benchmark price that was determined by the new income levels and by the sellers. Based on this, players have begun to develop an understanding of what prices are appropriate, also with reference to the prices back in the old days.
    It is important to remember that players rely on their old intuition, are somewhat avaricious, and do not necessarily lower prices linearly with less income. Furthermore, the community has expressed the wish for the booster to remain in place.
    My suggestions/improvements for the new system

    All these changes are to be seen as one big proposal that only works if all these steps are taken together, as everything is interrelated.
    The currently available Daily Booster Pack for 30 minutes playing time is removed, but it can still be purchased for 450 BFP in the Market.
    Currently, the market becomes extremely flooded with cards, as every active player can earn automatically 8 cards a day. Players are a lot more willing to open the booster if they have it already, compared to actively spending their earned BFP on buying it. Hence this measure in combination with average less income should slow down the total growth of available cards.
      The current 3 initial Boosters Quest and the Achievement System remain in place and many of those suggestions in the Forum (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions-megathread/) will be added to reward players with Boosters and Gold for completing them.
    These Achievements should be designed to be a skill-based incentive for players that have already reached a higher level.
      Introduction of the first victory of the day: Receive 20 BFP for winning a game of any mode, for Campaign Standard difficulty / RPVE < 5 / PVP, the gold awarded is quintupled.
    This is a small incentive besides the quests for players to return every day. The first victory of the day is especially designed towards beginners, that yet cannot beat higher difficulties.
      Time played per day is directly rewarding players in the form of BFP (Reset of time played per day with the quest reset)
    For minute 0- 30: 3 BFP/min,
    For minute 31-90: 1,5 BFP/min­,   
    For minute 91-180: 1 BFP/min­, 
    Afterwards 0,5 BFP/min





    As the current BFP system had been tuned to accelerate BFP gains this is a decrease in total possible BFP gains per day if the same amount of time is played, but allows now playing past 30 minutes or even all day long to remain time being rewarded and excessive Grinding to even exceed the old reward system. The numbers are kept simple and immediately graspable for everyone.
    Secondly, the new first win of the day and the updated quest distribution system make up a lot for players that can only play fewer times. Also playing less than the old 30 minutes is now always worth something.
       First Hour of Uninterrupted Ranked PVP queue time is paid at 1 BFP/5min waiting time completed.
    This is a small compensation for firstly the lower PvP player base and secondly PvP veterans with especially long queue times. capped to prevent abuse.
      The conditions for PvE quests (RPVE and PVP quest are not affected) are changed to require either 10 minutes of play per game to be counted OR 10 accumulated minutes of shorter game time victories.
    This is a change targeted for the Speedrunners, to make too fast victories as much worth as in total equally long time play resulting in defeat.
      The currently repeating random pool of  6 quests remains worth 75 BFP per quest, however, the description is changed to provide full transparency of all the conditions and information about all other income possibilities is given in the same tab. Ideally, upon first Login, this information is also displayed on a popup window.
    This is to ensure that new players can find all information ingame and no one is at an information disadvantage on how to make BFP. 
      The amount of new quests out of this pool is increased to 3 (from 2). The Reroll penalty of 25 BFP remains, can now be used once per quest per day. The first time a player uses the reroll function a confirmation popup should inform again about the quest’s value deduction.
    This is part of the compensation effort for not receiving a booster pack anymore. Secondly, players should be allowed to sacrifice income (permanently drain BFP from the system) in return of getting a higher chance of the quests they like.
      Up to 3 Carry Forward Quests instead of 1
    Right now players can carry 1 unfinished quest out of this random quest pool forward to the next day and still receive 2 new quests. Now this change should allow players to stack quests for up to 3 days of absence. Hence on the first day of absence, the player carries one quest forward, on the second day he can carry 2 quests forward and on the third day finally 3 quests. This results in players that cannot play that frequently to be able to earn at least one out of the 3 potential new quests per day for each of the first 3 days of absence. Players that play constantly/ every day are still at a big advantage regarding the total number of quests, but someone who for instance can only play once a week has at least on that day 6 quests instead of 3 as of right now.
      New players receive for the first 7 days (not necessarily consecutive) of completing the new ‘first victory of the day’ quest, also a lower value booster for free that contains 5 Common and 3 Uncommon Cards.
    This is a further incentive for new players as they can thus focus on spending their earned BFP on the more exiting big cards and do not have to worry too much about getting the trivial small stuff.
      BFP can be converted into Gold at a rate of 1 BFP à 100 Gold, only in this direction
    The overall goal is to more connect both currencies. With Gold becoming more needed overall this is a feature that players can use to prioritize. For instance, a player that already has one deck and want to get this upgraded as fast as possible could transform his BFP. This can also be utilized by PvP players as their Gold income is lower.
      Current base gold auctioning costs are increased tenfold for players with PVE rank 9 and above, and a hundredfold for players with PVE rank 13 and above. The gold payable will only be permanently deducted once the auction is actually sold. Otherwise, the Gold will be refunded.



    Currently, PVE players with a higher level tend to swim in Gold, that they cannot use. This, on the one hand, feels bad and is also lost potential to lower the total BFP in the market. As players will now face significantly higher Gold prices in later stages of the game, they might (have to) opt for permanently removing BFP out of the System by converting BFP into Gold. There should be no issue that players try to avoid getting past level 9 as some cards require level 10 to purchase the last upgrade. 
      Trading incurs the same gold costs per successfully traded card. This is a personal trading fee that will always only be based on what cards you have put in.
    This is necessary to prevent players from circumventing the increased auctioning gold prices by direct trading.
      Every card except Promo cards can be used to “forge” new ones. ­   3 cards of the same rarity create a new card of the same rarity ­   3 cards of mixed rarity create a new card of the lowest rarity invested ­   5 cards of the same rarity create 1 card of greater rarity (not available for Ultra Rares)

    This is a new feature that again helps to reduce inflation as cards will be permanently removed from the system. As currently, the correlation of rarity and price is not necessarily high, outliers like Shaman should have changed/swapped their rarity with cards like Oracle Mask, to prevent abuse of the system. Final remarks
    These measures are designed for implementation after reset. Required development time is therefore available. This is my opinion and what I believe might be a good start and beginner-friendly approach (remember after the reset we all start as new players), just like MrxLink's proposal this is only a theoretical concept which does require testing to remove potential flaws I may adjust this proposal in response to criticism.
  24. RadicalX liked a post in a topic by Kubik in Is a hard reset really needed?   
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