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Halis

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Posts posted by Halis

  1. 21 hours ago, ImaginaryNumb3r said:

    that the final parameters always require some fine-tuning

    We are not taking here about fine-tuning. That parameters are off factors higher that 2.

     

    22 hours ago, ImaginaryNumb3r said:

    Likely, the parameters will still be adjusted after launch. So the power of the system actually comes from its maintainability.

    No, the plan is to have the final parameters before the Open Beta.

     

    22 hours ago, ImaginaryNumb3r said:

    ... but can't you just make Boosters untradable?

    It isn't me who has to decide that, but for fast progress it is good to sell them. That's why I never opened a booster again on the main server, after I knew, that you can trade them.

     

    22 hours ago, ImaginaryNumb3r said:

    Among my friends I know several people who started the game and most left immediately after they finished the campaign missions since "there was nothing more to do".

    I am pretty sure they did not played all maps on expert (because Kubik said one, that there are just a few people who did finish all maps on expert). Playing all maps in standard is actuall pretty easy. In some maps you can not loose at in standard. Without knowing the game mechanics it is very hard to even play advanced difficulty. They should just try higher difficulties, if they want some challange.

     

    22 hours ago, ImaginaryNumb3r said:

    I don't doubt that there are some good community maps, but accessibility is just as important as quality.

    You can download them in the game client, after someone uploaded them.

     

    22 hours ago, ImaginaryNumb3r said:

    ... so, I wonder, is that being worked on?

    Yes, with the new system, that problem will be solved. Just read it again, if you want to. It will explain why.

     

    22 hours ago, ImaginaryNumb3r said:

    I completely understood that part. My original point was that I'm afraid of the concept not working so well a pull-factor that improves player motivation. Since getting a dynamic amount of BFP can't be as tangible than getting a virtual box that you can open.

    Why should not it be a motivation to get 5x more BFP per played game with the daily boost?

     

    22 hours ago, ImaginaryNumb3r said:

    I understood the concept by a 100%. But I'm confident that at the very least not a 100% of the playerbase is going to understand it.

    If you explain it that way "With the daily boost, you get faster. After the daily boost: the more you play, the rate of BFP will be slowed down." close to 100% of the playerbase will understand it.

     

    22 hours ago, ImaginaryNumb3r said:

    I absolutely believe you, but most people I know ingame have one.

    Most player in this game are not good (at least from the currently playing ones). Hard to find very good players to play with sometimes.

     

    22 hours ago, ImaginaryNumb3r said:

    (and I don't even mean the broken stuff like LSS or Amii Monument)

    LSS and Amii Monument are not broken in higher difficulties. LSS has very low DP20S and is very bad against S units. For the Amii Monument, you always think about: is it worth it to waste a deck slot for that card, if you can get the Monument in the map anyways?

     

    22 hours ago, ImaginaryNumb3r said:

    Yes, it is technically not the same, but on average both resources will correlate.

    No, new players often loose games. If you start the first time to play expert maps, your win rating will be also far away from 100%. So it does not correlate.

     

    22 hours ago, ImaginaryNumb3r said:

    I think it depends on the drop rate of boosters and, ultimately, how many cards will be changed into something valid. Given all the crap cards, I'm afraid making boosters rarer just makes disappointments more bittersweet.

    Where is the fun of a lottery, if you know, that you will win every time? If you know, that you will win every time, there will be absolutely no fun involved. Making it less random means less fun imo.

  2. 1 hour ago, Halis said:

    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.

    Let me correct that: It is supposed to be like this: With the daily boost, you get BFP faster. After the daily boost: the more you play, the more rate of BFP will slowed down. Something like this:
    unknown.png


    But that is how it looks now shematically currently, which is a problem:
    unknown.png

    The current rate for the daily boost is 250BFP/90Minutes. In some cases the rate can be 200BFP/90Minutes after the the daily boost got used up, which is not how it is intended to be.

    MrXLink is well aware of that and I want to make clear, that it is just in testing right now (The testserver is call "testserver"). No parameter is final right now and I am sure MrXLink will take care of this problem.

  3. 16 hours ago, ImaginaryNumb3r said:

    it has the elegance of a mathematical solution

    Actually it has some problems currently. The most problems are caused by the current parameters.

     

    16 hours ago, ImaginaryNumb3r said:

    But I'm not exactly convinced of the problem you want to solve

    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.

     

    16 hours ago, ImaginaryNumb3r said:

    game has horribly little content

    I disagree. It took me weeks to discover the hole game. There are every now and then new community maps.

     

    16 hours ago, ImaginaryNumb3r said:

    and it the progression itself isn't as rewarding, the player experience gets stretched even thinner.

    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)

     

    16 hours ago, ImaginaryNumb3r said:

    Rewards for fixed time frames are much more tangible than following a mathematical system.

    There is still the daily boost

     

    16 hours ago, ImaginaryNumb3r said:

    It does add another layer of complexity to a game that is not beginner friendly, but I guess it is worth trying out at the very least.

    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.

     

    16 hours ago, ImaginaryNumb3r said:

    Once you made a 120 level deck of your favourite color

    For me as a speedrunner, there is no favourite color :)

     

    16 hours ago, ImaginaryNumb3r said:

    It also makes earn BFP a lot like earning gold.

    That's not correct. For earning Gold, you need to win a map. For BFP you need to play long.

     

    16 hours ago, ImaginaryNumb3r said:

    I'm afraid that effectively unifying them takes away further incentives.

    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.

     

    16 hours ago, ImaginaryNumb3r said:

    And why shouldn't I just waste time on some maps and alt-tab out of the game to earn BFP while I'm doing something else?

    Because you will get nothing for alt-tab. Just try it, if you want to.

     

    16 hours ago, ImaginaryNumb3r said:

    On another note, what is to consider is that opening boosters fills your bank with lots of different cards, tempting players to try out new cards that they wouldn't buy on their own. So that falls away as well. 

    You still get boosters for achivements

     

    16 hours ago, ImaginaryNumb3r said:

    But who am I, those are just my 50 cents.

    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 :)

    Kubik likes this
  4. 8 minutes ago, Navarr said:

    Wow it seems you put a lot of work and thoughts into this. Thanks a lot! <3

    The only issue I see at first glance is that people will probably be (even a little bit more) less likely to play ranked PvP because getting high actual ingame times will be relatively more efficient than before, as opposed to queuing for ranked, especially regarding the long queue times. My idea to fix this issue would be to count search time into the ingame-time BUT with a factor of something like 0.1 or even less, so that playing ranked will not be relatively less efficient in comparison to anything else.

    Maybe I'm just biased but there are already very few actively laddering people so I'm a bit afraid the upcoming changes could possibly even reduce my enemy amount :)

    @Navarr you should explain, that high ranked PvP players need to search hours for opponents with the current algorithm for the ranked PvP.

    I agree that is a huge problem for ranked PvP if searching time dominates over the playing time. To prevent abuse I would recommend to only count the searching time, if it does not gets canceled.

     

  5. 1 hour ago, Fudge said:

    I noticed in the test server that you earn bfp even when you are in the forge. Isn't that gonna be abusable to farm bfp? Login for a few hours log out when reserve depleted then log back in after a few hours. Im sure some people are gonna even make macros to do this ingame. How are you going to prevent this abuse? Battlefront 2 had a huge issue of people farming credits in heroes v villian with people putting a elastic band over their controller to overcome afk detection. I fear people will do the same in maps such as bad harvest with their friends. This is the inherent problem of time based rewards where a few will find a way to abuse the system.  

    You can report bugs here https://forum.skylords.eu/index.php?/forum/41-report-a-bug/ or in Discord

  6. On 11/29/2019 at 1:42 PM, LagOps said:

    I would be really happy to see rank requirements for upgrades be removed.

    You can build a viable pvp deck in a week or so, so that's really fine, but i STILL don't have the pve rank needed to upgrade ultra-rares after 1 month or so of playing semi-actively. Yes, getting pvp rank is easy if you find someone actually playing ranked pvp, but i mostly enjoy sparring and don't want to be forced into ranked like that. Esepcially for new players i could see this being a major annoyance of having to play ranked first, just to be allowed to upgrade your deck.

    A friend got Rank 15 10 very fast by playing expert maps

  7. NAME: Luncher.exe crashes, when the server kicks you from the game
    DESCRIPTION: The Luncher.exe crashes, when the server kicks you from the game for being AFK. Ways to reproduce (keep reproducibility in mind):
    1. Login into the game
    2. Start rPvE Level 1 match in single player and as Map of the Month
    3. Minimize the game with ALT + TAB and do other stuff on your PC :)

    REPRODUCIBILITY: About 50% or more often
    ADDITIONAL INFORMATION: If you start Battleforge in a lower resolution like your monitor's resolution, you mouse will be blocked by battleforge in the area of the lower resolution, after you got kicked

  8. For me it is also the same: the units and orb remain all after a player disconnects/crashes. For some reason @Kubik said, that he can not reproduce that, while for us, it is standard. The game will send "surrender" to the server, if you leave the match by pressing the "Leave Match", which actually works. But if one player crashes or loses his internet connection, nothing happens, all units remain alive.

  9. It is not only the Speedrunners, who have a lot of gold. What I am saying is also about the BFPs reward. You can finish the "Find 7 Gold chests" Quest in less than 5 minutes, but if you get the "Play a certain amount of time in any game mode" it takes at least 30 Minutes. And if you speedrun, you cannot get that quest done, because "certain amount of time" means at least 10 minutes per game.

  10. NAME: Game does not appear in Rankings
    DESCRIPTION: I think, I pressed the "Close" button in the winning screen to fast.
    REPRODUCIBILITY: Very hard to reproduce for me, because once we are in the ranking we need to archive a better time to get the ranking updated. I think, it happend also in the past with another map. The replay name is: 20191125_163701_GeneratedMap.pmv and we played it with "Hittimo" as Duo in a 4-Player map.
    ADDITIONAL INFORMATION: Since we have millions of Gold, we did not checked the amount of gold that we had before and after the match, but did we got the Gold for that match?

  11. 3 minutes ago, Kubik said:

    to not disclose parts of internal discussion

    I can understand that

    @MrXLink Can you tell us the unfinished values? Since the current value are unbalanced. I can easily collect 7 Gold chests in a few minutes, but I mostly reroll the PvP quest and if I dont reroll, I join a PvP game afk 2:30 minutes. Same goes for the Gold: Many players have millions of Gold and do not know what to do with that amount gold. So an improvement would be really nice :)

  12. NAME: Can not invite other players
    DESCRIPTION: Sometimes you can not invite other players:
    1. Create a lobby
    2. Invite 2 other players and let them take a slot
    3. Press ready
    4. Leave the groupe
    5. You can not invite anyone else. You get the message "Match is already full"
    REPRODUCIBILITY: passed all tests (100%)
    SCREENSHOT: unknown.png
    LOG: -
    ADDITIONAL INFORMATION: Some bugs require you to have played 1 or 2 games before. But I could reproduce this bug after a fresh login.

  13. On 11/5/2019 at 10:35 PM, Pritstift said:

    Whats the problem - there are a lot of other ways to be still really fast. Better instead of having discussions about this cards again and again. Tactics get less clear - i like it for this challenge.

    Where did I discuss this cards ever before? There is no "again and again" for me :)

    But since @Karl Lavafeld is the person, who is giving his Battleforgepoints to the winners, it will be his rules. Things would look different, if Skylords Reborn Team would give the BFPs to the winners :)

    On 11/5/2019 at 7:12 PM, Deldrimor said:

    Great rules! Also not sharing monuments is a very great rule too!

    I was for a ban for SoW too but well... emma said no for some reasons

    I dont know why many PvP Player see it that way. The only card, which is worth to "Enlighten"(ment) is almost only Batariel, because it can be very efficient. I can understand why Amii is not allowed and the other two cards are not that important for speedrunning. So thinking again, the rules might be not that bad :)

  14. Lebovin says, that it was not you goal:

    On 10/24/2019 at 3:29 PM, LEBOVIN said:

    was not really our declared goal

    And now Wanky writes:

    11 hours ago, wanky said:

    my goal was to beat all alltime records from the old battleforge in 4playermaps

    And Lebovin will wirte again:

    On 10/22/2019 at 8:50 PM, LEBOVIN said:

    Where is the conflict?

     

     

    Dion likes this
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