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Kubik

Client Developer
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  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. Protaygo liked a post in a topic by Kubik in Pve question   
    all 3 PvE game modes: story, random maps, community maps.
  6. 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.
  7. 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?
  8. 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
  9. 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 )
  10. LagOps liked a post in a topic by Kubik in Is a hard reset really needed?   
    20
  11. 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.
  12. RadicalX liked a post in a topic by Kubik in Is a hard reset really needed?   
    20
  13. 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?
  14. 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.
  15. Kubik liked a post in a topic by Halis in New BFP Earning System: Playtime and Reserves   
    If you know German or one of these languages, you can read the following Wikipedia Text: https://de.wikipedia.org/wiki/Marktgleichgewicht

    Keep in mind, that production cost of cards is constant 450BFP. The point, at which you will get on average more than 450BFP worth of cards out of a booster, will let clever player buy boosters and sell the cards, to earn some extra BFP.

    Edit: Found an English source: https://en.wikipedia.org/wiki/General_equilibrium_theory
  16. Kubik liked a post in a topic by Emmaerzeh in How to get back a decent player base?   
    Like @Taker im thankfull you bring the game back. Every suggestion is meant constructive.
    Let's gather some ideas. 
     
    1. Ask gaming-youtubers to make a video about skylords. We should decide carefully on who to ask. And we must write a good text to point out that this is our loved game not a comertial interest.
    2. Support or/and organize pvp and pve tournaments. 
    3. Support map makers, so at least old players not leave cause there is no new content.
    4. Not wait with balancechanges. The game is flawed so why let new players experience the flaws. Just use the main server as testserver and change cards back to normal or to different change if the changes are not good. 
    5. Maybe the devs shoud search a promotion person who takes care of that topic. It could be a lot of work at least in the phase some months after release. 
     
    Maybe I have more ideas I'll add later. 
     
     
  17. Kubik liked a post in a topic by DrPsy in New BFP Earning System: Playtime and Reserves   
    Long post so short version ahead:
    TL;DR -- The Short Version
    -Slowly card and BFP gain is good for pve, fast gain is good for pvp. It depends on focus whats good (i like pve btw... :P)
    -No specific like colour based daily quests. Daily quests all can achieve please
    __________________________________________________________________________________
    Long version:
    Getting BFP for playing sounds good. I know i wouldn't play everyday and i loose the max amount of BFP i could get... but honestly if you play every now and than only you don't have to expect to get everything.
    The thing about buying card packs or just use the AH is: It will balance itself i guess. If the cardprizes get too high you can buy packs and sell them. If the cardprizes get too low you buy cards at AH instead of packs... The question is more for the real rare cards and how hard to get they will become. And that brings me to another question for the focus:
    How important ist min/maxing for the player and how important it is to collect and and develop your deck.
     
    For min/maxing focus it would be good to make it possible to get easy and fast to a ultimate deck by giving much card packs/BFP:
    Pro:
    +It is vital for pvp because it would be bad loosing because the enemy has better cards.
    +You can fast get to the high challenging pve missions for those loving to get fast through a game
    Negative:
    -Fast getting boring for many because if you have everything the motivation to play and collect more drops
    -Fast getting boring if you win the hard maps too fast / early because the deck gets too strong too fast
    -resulting in the loss of longevity exspecially for those playing pve
    All in all: Good for PVP, bad for PVE (expect you are one of those that love to rush threw a game and than don't play it anymore but those are not good for a community)
     
    For collector and deckdeveloper focus it would be good to slowly (how slowly depends on the player) getting card packs/BFP:
    Pro:
    + The fun if you get a good card you spend much time to get, either it be for selling, giving your friend that needs it for his deck or for your own deck
    + Long time motivation of collectiing and expand your collection
    + Having fun seeing you get better and better as you get stronger cards over time
    + Having motivation to become stronger with time, thus wanting to spend time playing the game
    + (for those funny little mad guys among us like me XD) Having fun to try the missions with the crapdeck you only have early and find ways to make missions possibly with it (yeah you could make a crapdeck even with good cards available and not using them but this doesn't feel good), than making this missions with the slighty better cards you collected than and enjoying seeing how smoother it gets but still having to find unorthodox ways to be able to win with those cards, than with the next upgrade of cards enjoy getting it smoother and smoother etc.
    Negative:
    - Bad for pvp as you get beaten by guys that just have better cards than you do
    - Bad for those that want to complete the game as fast as possible to jump to the next game.
    - Bad for those loving to be imba and steamroll things
    All in all: Good for pve (expect for those fast/easy win loving guys) and bad for pvp
    _______________________________________________________________________________________
    The last thing is that i didn't find and wonder if it's only me and my friends:
    We love playing together and thus taking the decision to share the cards. One play fire deck, one frost, one nature, one shadow and than with the mixed cards coming in changing depeding on what we have, leading to the mix of the cards (nature/frost, fire/shadow). The result is everyone gets to have good cards because if you play an element you get all the cards from 3 different players in addition to your own and that is for your friends too. Teamplay rocks and yeah you need good friends you can depend on to do this.
    But with this i plead: Stay with the quests everone can make. No colour based quests destroying friends sharing and those having no good cards of one colour. No expert only or difficulty 9 or higher quests that lead to people not helping the weak or letting the strong dominate the market even more. One time achievements okay, but not daily quests. Daily quest should motivate all to play. And keep the roll new function for those that don't play pvp to change to pve quest and vice versa or just the quest win/play 3pve or pvp mission quest (or to make it fair as pve you can more easily win if you want to, make it win 3pvp or 5pve missions, something like this), that would be nice.
    _________________________________________________________________________________________
    As i am a coop pve loving player i don't need to say what i prefer. But no matter the decision at the end: Thank you making the final reset (when it comes) and letting me and my friends enjoying this game. As far as i seen it you listen to the community, so the result will be a good one, even though it can't be the right for everyone and it will be a hard decision. Realy don't want to be in your shoes there devs ^^
  18. Kubik liked a post in a topic by Pritstift in Is a hard reset really needed?   
    I would appreciate a small bonus after reset for the main player base that was going through the open stress test all the time and worked together with the skylords reborn team even with the knowledge that there will be a reset.
    This could be rated on different values you are already recording for each player (e.g. played matches, time online and so on).
    I hate the players that just wait for the reset and doing nothing helpful - they just flame for the date of the reset and dont see why things need to be tested and adjusted first. Even with just some games per week they could support. After the reset these will be the players that still will not play a lot and will flame about problems they may face with the game or the new market mechanics to earn bfp.
    The Bonus could be a single card or a booster or maybe you could choose one card out of a pool - something like this. There are a lot of options regarding cards, bfp or gold that would be fair and could give some starting motivation for the main player base to start from 0 again and to say thank you for the continoues support. For sure we also have to say thank you to your work and the project itself.
  19. sando 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.
  20. Kubik liked a post in a topic by Pritstift in Skylords Reborn Community Challenge #1: New Map "Into the Jungle1" - 15000 BFP price pool!   
    Thats the way of speedrunning - be efficient as possible and finish the map in the fastest most aggresive and still smart way. I was hoping for some more replays and competition like for older pve community challenges - but community is getting smaller and a lot of players just talk trash here instead of working on some nice tactics. The duration of the challenge was also fair for everybody - there was enough time to work something out. Me and Lebo enjoyed to work out some new tactics for a new map. This map should be later in the official community map pool. Thx for the challenge - we will participate also on future challenges.
     
     
  21. Theo1143 liked a post in a topic by Kubik in Skylords Reborn - All you need to know!   
    never, but you can get demo from steam https://steamdb.info/app/24770/
  22. ImaginaryNumb3r liked a post in a topic by Kubik in How to make PvP more attractive (Discussion)   
    As I already said:
    adding/removing "official" maps to/from the ranked pool is literally 1 number, and 1 comma in the code.
    random maps have one (not publicly disclosed) disadvantage for us, but if team decide to add them it is same as above. (Fiki is working on solution to get rid of that disadvantage)
    random maps was not removed from ranked pool, I need to write that pool from scratch, and I did not know EA have them in ranked pool so because of the disadvantage I did not add them.
    adding community maps would be much more complicated, especially because EA's file checking is broken, because each player can have different map just with same name.
    Zyna, and Ladadoos should be already working on converting community map to "official" map, and after that it would be same as above.
    Changing units/cards on test server is not a problem, changing it ONLY on test server is, because of how EA made the game (this one actually is not blame to them). Aviator is working on new updater, that will allow us to overcome this issue. (But MrXLink said no changes before release)
  23. ImaginaryNumb3r liked a post in a topic by Kubik in New BFP Earning System: Playtime and Reserves   
    It is easily possible, but what about players that do NOT play fire, or shadow?
    Forcing players to a specific color seems like bad idea to me. And I think that most people aggree on this.
  24. Kubik liked a post in a topic by Halis in New BFP Earning System: Playtime and Reserves   
    Actually it has some problems currently. The most problems are caused by the current parameters.
     
    One problem is that ~420 BFP (Booster) for 30 minutes playtime is to much. And if you play only 29 minutes you get nothing, except, that the played time is transfered to next day.
     
    I disagree. It took me weeks to discover the hole game. There are every now and then new community maps.
     
    Yes, and one problem is, that you get absolutely nothing after you finished your dailys. (Except gold, but anyone who plays this game for a while has more gold than he needs)
     
    There is still the daily boost
     
    Let me explain it beginner frendly: With the daily boost, you get faster. After the daily boost: the more you play, the rate of BFP will be slowed down.
     
    For me as a speedrunner, there is no favourite color
     
    That's not correct. For earning Gold, you need to win a map. For BFP you need to play long.
     
    They are not getting unified, since you still need to win matches for Gold, while I agree, that taking the daily booster away, could take incentives further away. But you still get booster for achivements. I am not sure, if the fun to open a booster will increase, if you have less of them, but I think it will.
     
    Because you will get nothing for alt-tab. Just try it, if you want to.
     
    You still get boosters for achivements
     
    I also dont know, who you are. But if you throw around with 50 cents just throw it to me. I always need that 50 cents
  25. Kubik liked a post in a topic by LEBOVIN in Nothing works - game does not start!!!   
    I am not part of the team but I can assure you that the project is still very much alive. 
    But I am afraid to get any detailed help you will have to provide more information, like screenshots of what your folders look like, maybe your still missing a file or perhaps you even have any diagnosis files you can provide.
    Usually you get a quicker response in Discord aswell.
     
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