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Loriens

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  1. Loriens liked a post in a topic by Mynoduesp in Inferno charges   
    There's no stealing, it's a group effort to get the balancing right. A good idea should be popularized, in the end noone should care who came up with it originally. ^^
     
  2. Loriens liked a post in a topic by Mynoduesp in The economy - for those who have plenty of time at hands   
    Introduction
    The economy is a delicate and mind-bending thing which is undoubtedly hard to control, a job I don't envy our devs for. It takes little effort to complain about complex topics like this, much more to suggest possible solutions and unending efforts to resolve the issues for good.
    Without further ado, here’s my take on the game, its progression system and economic stability.
    In this post I’d like to address following topics:
    The games dual currency economy gold & BFP Upgrade disenchanting / gold rewards Gold with no end Inflation of BFP The possibilities devs have to influence card prices Possible solutions for an arising problem Various booster packs and their pricing The games economy
    We have two currency systems in Skylords reborn: Gold and BFP. Both Gold and BFP are “earned” by simply playing the game. When I say “earned” I mean created by the server which has an infinite supply for both. At this point we need to look at those two currencies separately which is easily doable since they do not interact with each other in any way.
    Gold
    Gold is not tradable between players and used for upgrading cards, essentially fine-tuning and end game progression. There is nothing that stops the community to greed for gold. The more the players play, the more gold will be distributed. It’s a nice closed system which allows a steady progression for the players. For some it’s too slow, which is a point I will not discuss. However, how this gold is distributed I’d like to discuss. Without messing with the total value of upgrades too much I suggest to normalise the disenchant value. This would probably not prevent Guns of Lyr “goldruns” to be the most efficient way to farm gold but it would allow to players to play their favourite map to farm gold without feeling cheated when only common upgrades show up at the end of the map. Here are chart of the current disenchant values and another chart with my suggestion. Note: these values are not chosen at random, but with a more even distributed gold reward in mind. The target would be to not add or subtract a significant amount from the rewards over all maps combined.

    These numbers are a significant gold contributor such as finishing maps, which are the main tools for devs to control “late game” progression of skylords reborn and ultimately pace the endgame grind. The system is quite beautiful since it allows a nonstop grind and constant progress to achive fully upgraded decks.
    Inflation of Gold
    “I’ve got every upgrade I can wish for, what do I do with the gold?”
    For the 0.1% of players who have hundreds of thousands of gold and those who only play a certain deck, it’s a bit of a bummer there is no ultra-endgame usage for gold, but since this currency isn’t tradable, no one really minds.
    Question for you, the reader: Should there be a currency sink (a way to delete significant amounts of currency for little effect) for gold?
    One option would be additional booster packs which progressively get more expensive: first one would cost 100’000 gold, second 200’000, third 300’000 and so on. If you’re now asking yourself why anyone would ever buy 10 boosters for 5.5 million gold, then this problem does not affect you.
    Battleforge points / BFP
    In contrast to gold are BFPs tradable between players and somewhat limited by the rewardsystem. Let’s focus first on the big picture:

    Players “earn” or more accurately generate BFP daily by completing quests and since the last big patch also with playtime. These points are used to either buy cards from other players (with the auction house or direct trade) or to buy different booster packs from the server for X amount. You don’t need to have a degree in economics to see a difference between gold and BFP: With enough time, the market will be satisfied with most common and lesser used cards. Those will lose value until they’re basically worthless. On the other hand rarer and broadly used cards will significantly rise in prise. We can see this effect right now and could see it 10 years back with EA at the controls. Only difference being, BFP could always get generated with real life currency at a fixed rate and nowadays we have a timely limited supply due to quests.
    Maintaining value of BFP / Expected booster value edited 19.08.20
    By tying BFP to a fixed booster price our valuable BFP will never lose their value. In a perfect economy the expected value from opening a booster is near but always below its price. The difference in value comes from taking a risk: When opening a single booster you will lose value in the big majority of cases, in some you'll go even and in rare cases you'll profit. How this risk is valued depends on the individual. In general wealthy ppl are more likely to pay for risk and the poor rather play it save by selling boosers or not buying boosters (even on discount).
    We could very well calculate the expected value of a booster to confirm this by pricing every card with the actual marketprice, weighting their value by multiplying with the chance to opening this specific card in a booster and add all of them up. Why didn't I already do it you ask? Because we're not in a perfect economy, prices are hard to track by hand and fluctuate immense as well as rapitly due to the small-ish active playerbase. And lastly because of diliberate marketmanipulation/pricefixing by players who rather play the economy than the game (nothing wrong with that, I loved to do this myself in various games too).
    Market liquidity edited 19.08.20
    The economy will - to a certain extend - balance itself but the effects described above are getting more drastic over time. We can slow this effect down by rewarding players with booster packs directly instead of BFP. As @Ponni pointed out, a higher supply keeps the market liquid/speeds up the economy (many trades are being made because of players competing over prices and undercutting).
    On the other hand we can also slow down the economy and therefore speed up the effect described before. By rewarding players with only BFP. Why that is, you ask? Well it’s a fair question to ask and a tricky one to explain. There are many additional human factors influencing this besides demand and supply. As I said, with BFP bound to booster packs they won’t ever lose value, but with more available BFP ppl tend to save their treasure. Thus slowing down the market by not spending it on cards or boosters which will lower the price of undemanded cards and raise the price of cards in high demand. Since the last patch this is what we are seeing. Note: I don’t have any data to back any of this up but would be very interested if there is some to monitor prices of certain cards to watch the effect.
    I’m not sure what the reasons were behind the change to reward players with more BFP than cards directly, in my humble opinion: This is the wrong way to wander. There are different approaches to keep the economy liquid, forcing more cards instead of BFP is one of them by creating more supply and less currency in circulation. Another approach would be to trick the market: Instead of increasing the supply we can change the trade system to our wishes. By increasing the auction time significantly supply will increase due to less active players staying in the market for more than 48h (current limit for auctions). Increasing the limit from 24h to 48h was a step in the right direction. Note: I’ll talk about the prices of specific boosters later in this post, just keep reading.
    Inflation of BFP
    Now we can discuss inflation. This system is inflating, that is a fact. You don’t need to understand economics to see in the picture above that there are more and more cards and BFP circulating the player base. What this system needs is a currency sink: A way for players to get rid of huge amounts of currency for little upsides. Like the suggestion in the gold section of this post, this is meant for players who got it all. By giving the 1% of players a reason to spend their treasure you also even out the playing field for the rest (side note: If you think forcing players to buy more boosters is a solution, you didn’t pay enough attention). So yeah, what do you – the reader – think? How would you get rid of BFP? What’s the thing you’d pay horrendous prices for even if there’s a way less expensive alternative?
    Currency sinks
    Promo cards. My suggestion will not make everyone happy, it removes the possibility for lucky players to get promo cards with boosters. Now hear me out before you burn me alive: Firstly, removing promos will rise the value of every other card in the game available through boosters since they’re still bound to the 450 BFP cost of the boosters – thus help normalise the market prises of cards. Secondly, promo cards would still be available for everyone in the store for a set amount of BFP and will be accountbound/non-tradeable. Further I suggest that the fist promo card purchased from the store (not a player, this is very important since player interactions are net 0 trades) could be somewhat reasonably priced with… let’s say 5’000 BFP. The second one will cost you significantly more: 10k BFP. The third 15k and so on. This would give even regular players the option to buy their favourite promo cards if they wish to. At the same time it would delete enormous amounts of BFP from player who already own what they want.
    Additional – but way less effective – currency sinks would be significant auction house fees. Make them cost significant amounts of BFP (~5-15% of sold price a.e.). I’m completely fine with our current auction house. I think our community is a bit too small to make fees a significant contributor to deflation.
    Dev market manipulation
    A similar system could be implemented for all non-promo cards too. A static card shop where all cards are available to a fixed price. Those cards would of course not be accountbound and would be tradable, but their prices will be horrendous at first glance. I’ll make another example with numbers which I have not put much thought into: The vendor would sell every common card for 375 BFP, uncommons for 750 BFP, rares for 1500 BFP and ultra rares for 3000 BFP. I know, you would never ever buy an Eliminator or Kobold Inc. for 750 BFP. But what about a Shaman? Seems like a quite reasonable price, right? The point is, by creating a fixed upper limit for cards you ensure the market isn’t inflating over a set limit.
    Conclusion
    Without implementation of a currency sink (does not have to be my suggestion) there is little to nothing the devs can do to fix this games economy. The only sink we have today, are people abandoning the game and never come back. I think we can come up with something better than that.
    I need to point out, reducing the amount of BFP players get from the reward system is an option, but only slows down the inevitable. Furthermore reducing the amount of BFP rewards would slow down the “early game” progression of players. When I started this beta the progression seemed a bit slow to the point I considered multiaccounting (don’t tell the devs). I think slowing this progression down even further isn’t considered an option for the devs. I cross my fingers I’m not wrong about this…
    Lastly here’s how the possible economy could look like:

    Various booster packs added 19.08.20
    This topic is not as related to the economy as one might think, but has a couple of shared points, that's why I decided to include it here.
    Since last patch more specific boosters were introduced which limit the cardpool to either a race or faction. Currently the basic booster (without any cardpool restricitons) is priced at 450 BFP, race boosters are set to 155% of the base price and faction boosters 220% respectivly. These values are open for discussion according to devs and here's my opinion to the matter.
    Note: I will not discuss the set price of the basic booster nor include the booster discounts right away. The basic booster price is the backbone of this games market and not topic in this part of the post. However I will go into the upprices of the newly introduced booster packs.
    Why they exist and how they are priced added 19.08.20
    Adding specific boosters is comparable to the suggestion I brought up earlier to have a specific card vendor. It's an attempt help the economy balance itself more consistan.
    I recap: In a perfect economy the value of the basic booster is the average value of its content times a individual risk factor. Now I make deliberately a false assumtion to make my point clear: All 539 (correct me if I'm wrong) cards in Skylords reborn have the exact same value. This would mean even with a restricted cardpool in race boosters (approximately 240) and faction boosters (approximately 110) every booster should have the base price times a factor to compensate risk. The factor rises while risk diminish by limiting the cardpool further (making the outcome more predictable).
    Let's make an example: When the prices of "Harvester" and "Infect" rise to oblivion, at some point it makes more sence mathematicly to buy "Shaddow" or "Lost Souls" booster packs even when they come with a high upprice.
    Conclusion added 19.08.20
    Higher prices of specific boosters will push prices prices of specific cards up, while on the contrary lower prices of specific boosters pull prices of cards down.
    My suggestion for risk factor and booster prices added 19.08.20
    I will try to make some calculaions with an example to have an actual suggestion on how much these risk factors should be with reasonable market prices for specific cards. Unfortunatly I don't have the time right now to do so. Stay tuned.
     
    I hope you enjoyed the read, I’m curious about your feedback.
    Regards
    Myno
     
    References
    For folks interested in virtual economies, check this YouTube channel out:
    MMO Economies - How to Manage Inflation in Virtual Economies - Extra Credits
    https://www.youtube.com/watch?v=W39TtF14i8I
    MMO Economies - Hyperinflation, Reserve Currencies & You! - Extra Credits
    https://www.youtube.com/watch?v=sumZLwFXJqE
  3. Loriens liked a post in a topic by Mynoduesp in MOBA game mode - Champions of Nyn   
    Introduction
    I'd love to create new content for the game but frankly I am pretty terrible at PvE map design. When I saw this post from MephistoRoss my gears started running, ideas kept popping in and out of my head and motivation as well as time I've got plenty for the time being. I don’t like asymmetrical games/modes, this is one of the reasons I’m bad at PvE design. In the reply to the post I scribbled down a couple of ideas and here is a more fleshed out variant of my thoughts.
    “My” community map idea: Champions of Nyn 
    A MOBA (multiplayer online battle arena).
    We’re going back to 2003, the release date of Defense of the Ancients (DOTA), a community map for Warcraft 3. Back then MOBA as a game genre didn’t exist and a guy called Eul released this gem of a community map into the world. Today games like League of Legends are amongst the most played and popular games ever created. My vision for this map is not to replace any of the triple A titles out there, but to apply the concepts inside of Skylords reborn. 
    More concrete vision for this map/gamemode (if MOBA isn’t a familiar genre to you I’d recommend to read the wikipedia article first): A 3v3 map with team bases at the center left and right with 2 lanes splitting the map into top, middle and bottom jungle. Best comparable with the old 3v3 map “Twisted Treeline” from League of Legends. When entering the map all players can choose one of multiple playable characters to play this round. Comparable to how you had your hero Harvester in the community map “Rise of Demon” by Emmaerzeh/Lebovin, you will unlock specific skills for your chosen character by killing minions (uncontrollable units from a team which run towards the enemy base) and monsters (jungle camps/enemy units periodically spawning in the jungle). Skill usage can be restricted by either cooldown, energy or both combined. Boss monsters will be part of the jungle giving one team an advantage over the other by granting a buff, debuffing the enemy, enhancing power generation etc. 
    Currently I have no specific idea to make use of the deckbuilding aspect of the game. The only “reasonable” thing for me at the moment is to ban every single card to prevent major balance issues. I’m up for suggestions though.
    My humble skills
    I’m new to coding but can do quite a lot of stuff in Skylords reborn inside of mapscripts. Everything mentioned in 'my idea' is doable with the skills I’ve acquired during the pandemic. But, I’m not all knowing and will need some help. Especially in map generation, as far as I know maps can be generated with pixelated images, I saw it on YouTube once. That’s pretty much all I know of map generation. Further I need to improve my knowledge of script groups which I didn’t come around playing with so far.
    My future plans
    Realising a project like this requires quite a time investment which I’m willing to do, but also proper planning. This community map won't be released (V1.0) before following milestones are achieved:
    V0.0.1 Proof of concept; playable 3v3 team game with objective and 1 playable hero (respawning) V0.1 Creatuon of map (balancing and redesign along the way)  V0.2 Minions and experience; leveling up heroes granting more power and abilities V0.3 Monsters and neutral buffs V0.4 Increase number of playable heroes to 3, make them unique (max one of each per team) V0.5 Playtest 1 (closed beta) & balancing V0.6 Increase number of playable heroes to at least 6 V0.7 Add eyecandy: Animations, cutscenes and character callouts to the map V0.8 Playtest 2 (open beta) & final balancing But before I really start on V0.1 I need one thing: Community feedback if there’s even a wish for a mode like this. What do you think? Would you give it a shot? Do you even have ideas? And would you like to be part of a small dev crew?

    Regards,
    Myno
     
    --------------------------------------------------------------------------------
    Update 14.01.2021
    The proof of concept has been made in a 1v0 environment (simulated PvP) Much data has been gathered about how to influence the gamemodes balance There's not much more to say, unfortunatly the influence I have to make this gamemode somewhat balanced are very limited without editing gamefiles - which is a bannable offense. So yeah... I'm not going to put much more hours into this project until mods/modpacks are implemented which would allow me to change specific character attributes which is in my opinion mandatory to continue. I hope to continue somewhen...
    Regards,
    Myno
     
  4. Loriens liked a post in a topic by wanky in All-time fastest speedrun rankings   
    update for:
     
    Raven`s End: 18.36.6 by Lebovin + Treim + Wanky ^^
    Dwarven Riddle: 6.58.8 by Lebovin + Treim + Wanky ^^
    Passage to Darkness: 15.11.9 by Lebovin + Treim + Wanky ^^
  5. Loriens liked a post in a topic by Pritstift in All-time fastest speedrun rankings   
    Update for Crusade Solo 12.53.4
  6. Loriens liked a post in a topic by Zyna in Practice mode   
    It's definitely possible to add NPCs to the empty slots. What other maps would you need this feature for though? And for Guns of Lyr, could you not just start in Position 1 instead of Position 3? Would that not fix the issue in this case?
  7. Loriens liked a post in a topic by Halis in All-time fastest speedrun rankings   
    New time for Empire, but it was not really a good run, so might be improved in the future
  8. Loriens liked a post in a topic by wanky in All-time fastest speedrun rankings   
    GoL new alltime 2.13.3 by Lebovin + Pritstift + Treim + Wanky ^^
     
  9. Loriens liked a post in a topic by Weak1ings in PSD files for cards?   
    Is there a resource that has more PSD images for Battleforge? In the game files there are a lot of card artwork and roughly five PSDs, which are photoshop files that contain many things like layers, earlier concept backgrounds, etc. But they are much higher quality than the actual ingame cards.
     
    Does a database of these files exist somewhere or were they lost say when Phenomic closed or just never released?
     
    It'd be really cool to get a chance to look through these!
     
    Examples of a psd: unit_phantom_artwork_original.psd

    Has the layers:

     
    Was there any history on the unused "poledancer" card found in another psd file?


  10. Loriens liked a post in a topic by Emmaerzeh in How to make PvP more attractive (Discussion)   
    I agree to everything stated but Imo it's only part of the problem. The game also needs more pvp players to provide a healthy pvp experience. Especially for new players. I tell from my silver or gold elo perspective. Atm you can play through the ladder to top 50 in 20 games or so. 
    Allready back in the days under EA it was like that. 
    2-3 game vs players that do nothing then leave. 
    Then some games vs player that not have basic knowledge of the game. F. E. do things like play defencive towers so you can just grab wells instead fight. 
    Then some OK games. 
    And then you reached top 50 and must face veterans. Some of the games might still be ok but you also allready might get crushed by them. 
    Summerized short we have too less games of each elo or too less players. And I doubt there are so many waiting for the reset. I guess we would need about 3000 pvp players online at one time to make a healthy pvp experience. 
     
    What can we do? Is it allowed for you to do any sort of promotion after release? Like events or let big influencers do a video on it. You should support any people like @Toggy that do events and broadcast skylords reborn. Imo you shoud gather ideas for promote the game in any way. The game has incredible unused potential. 
    Kind Regards 
  11. Loriens 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. Loriens liked a post in a topic by Treim in Recent BFP Reward Changes are Bad for Daily Players   
    I think this is actually very relevant on how early portions of the economy will play out compared to the current version of the game.
    In the very early stages specific almost universally usefull common and uncommon cards were actually much more in demand than Infect, Netherwarp and it becomes very apparent why that is when you consider the situation players are in in the beginning.
    You have very little cards or resources to actually build a deck which means that cards that cards that fullfill certain different criteria compared to the endgame suddenly become a LOT more valuable as they are also still very rare due to the limited amount of time the game is out.
    So the first type of card is the essential t1 cards - especially units and a few key spells are important here - mostly t1 archers as well as Nomads in terms of units and then cards like Eruption and Surge of Light.
    Secondly cards that are very easily splashable and offer great value for a vast amount of the game and/or offer a solution to a specific early game like charge problems. so cards like offering, furnace of flesh, Curse of Oink, Equilibrium, Regrowth, suddenly become mad valuable - because they are good cards that are still semi available and you get good value out of them in essentially any game you play.  
    This will most likely massively effect how the economy will play out over the first 2-3 months at least. I assume players will much quicker go over to search for very specific rare and ultra rares instead of trying to build up their foundation of commons and uncommons with a few rare and ultra rares sprinkled into those decks that they get from boosters or are specifically searched for.

    I dont think that the effect on the economy in terms of boosters not being given out as quest rewards will effect the game too much in the firist while after the launch because everyone is forced to buy these boosters to get an economy at all. The problem comes after that initial phase in my opinion, whereas compared to a lot of other games battleforge is as it stands right now an almost solved game or at least a game with a very strong meta game in both rPvE and PvP with a very high veteranship of its population which means that a lot of players are after very specific and in parts scarce cards that have comparatively low chances of dropping out of boosters which in turn are already relatively expensive.
    The problem here is that I highly suspect that these players will be willing to pay crazy amounts for these cards because they KNOW what they get for it and do not have to experiment to figure out the best way to play which will further hinder the influx of cards into the market. That is at least how I approached the game in the last restart and I suspect that most people with a couple of years under their belt will do the same. To them the risk vs. reward of a booster will most likely not be worth it, especially early on, they just want to get their decks together.

    I dont think the market will be as bad as people make it out to be, but I do believe that the current values will run into serious issues for especially people who are trying to follow the meta game, which is thanks to the relatively unique situation Battleforge as a game is in right now. That is - strong meta game with a lot of veterans reliant on few cards with relatively few alternative card choices with key cards being hard to come by from boosters and not readily available in the market ( due to restart and low drop rates) and initial concerns for common and uncommon cards being taken mostly care of by the change to the charge system.
    I think if you are smart in the restart you try to get your hands on a workable tier 2 meta deck such as Lost Souls, Twilight or something of the like which can be build with a lot of commons and uncommons and a few for the most part not so sought after rares and ultra rares and then try to accumulate the highly sought after cards when you see a good opportunity in the auction house, to at least get a couple of charges of these relatively early when the accessible bfp values people have access to are not too high.
    The economy for sure will build up slower as it seems to me that the current rate at which boosters are aquired seems to be a lot slower compared to now. i think that is fixable early on with a bunch of achievements to get the economy rolling a bit quicker by essentially giving out one time rewards, which become harder to come by (but with better rewards) the further you progress.
    As I do not think that it was mentioned how this system plays into the economy exactly I will for simplicity ignore it for now and base the opinion above solely on the confirmed information for the current iteration of the BFP system.

     
  13. Loriens liked a post in a topic by Damo in Recent BFP Reward Changes are Bad for Daily Players   
    So first of all: I don't want to talk completely badly about what has been implemented here. I think that the new Reward System conceptually contains some good approaches.
    In my humble opinion, this could have been a great addition to the old quests (especially the booster quest). 
    But I still don't see how it can replace the old system in a meaningful, long-term, and above all sustainable way.
    The market could have been kept alive by the daily boosters, while players will have the additional opportunity to earn extra Bfp by grinding whichever gamemode they like.
    Why take away the daily boosters from the players, which are essentially the last bastion of the already rotten market?
    I'll second that.
    What could be better in the last few weeks than to take half an hour of time during the home office lunch breaks to play some battleground. That was rounded off by opening the booster!
    This great experience is now completely lost. 
    Another problem that I have with the current version of the new rewards is that daily active players will be punished additionally if they don't get their 60 minutes per day.
    If the Daily Boost is not played down to 0 BFP, the next day only 100 will be added to the pool. 
    Normal players who played their half hour or less per day for the Booster this system takes away all the financial basis to be able to play the game at a reasonable level at all.
    In what world is that "a bit much"? The sense of progress for new players is already low and will now simply slowed down even further. 
    This can't be seriously the idea behind all this. Slow down the process of getting cards until it takes months to assemble individual decks, under the pretext of generating long-term motivation.
    Most players I know enjoy playing with full decks and being rewarded for achievements rather than being left behind with semi-constructed decks for what feels like an eternity.
     
    Last but not least, I've taken some time to look up the prices of some of my battleground decks and listed how long it takes for each deck to purchase a single charge for each card in the deck broken down into "Quests + Daily" (400 Bfp per day), "Quests + Daily + One Reserve" (600 Bfp per day), "Quests + Daily + Full Reserves" (880 Bfp per day).
    Small note: This would be "60 minutes", "260 minutes" and "540 minutes" per day 
    I did not even include common cards in the prices.  The prices are taken from the market place today (~17:00 CEST). Fire Spell Support (Fire -> Nature -> Fire -> Fire):  4260 Bfp per charge
    5 days (Quests + Daily + Full Reserves) - 540 minutes per day 7 days (Quests + Daily + One Reserve) - 260 minutes per day 10 days (Quests + Daily) - 60 minutes per day Grimvine + Ships (Nature -> Shadow -> Shadow -> Frost):  9660 Bfp per charge
    11 days (Quests + Daily + Full Reserves) - 540 minutes 16 days (Quests + Daily + One Reserve) - 260 minutes 21 days (Quests und Daily) - 60 minutes per day Batariel Deck (Fire -> Shadow -> Nature -> Nature -> Shadow ): 13440 Bfp per charge 
    15 days (Quests + Daily + Full Reserves) - 540 minutes 22 days (Quests + Daily + One Reserve) - 260 minutes 34 days (Quests + Daily) - 60 minutes per day edit: Just wanted to mention that by fully charging the Batariel deck by playing 540 minutes per day you'd end up playing 540 hours (22.5 days) in 2 straight months => possible ≠ desirable.
    To sum up at this point: 
    The normal rewards are too few.  The Grind is not worth it at all. At the latest after the reset, the market will collapse like a house of cards, because there are not enough cards to satisfy the players' deck requests and very few of them want to buy boosters to gamble with the very last remaining money. @Loriens Yeah, that's indeed nice and neat. But unfortunately it is a fact that a superior proportion of the most expensive cards in the game are among those with a single charge.
    But yes, basically I'm on your side on this one. It's definitely gonna bring a little relief!
     
  14. Loriens liked a post in a topic by fiki574 in Recent BFP Reward Changes are Bad for Daily Players   
    Good discussion.
    Have in mind the current version of the system is subject to change. Definetly not the final version, and will most definetly be tweaked.
  15. Loriens liked a post in a topic by BlueBerryBoy in Recent BFP Reward Changes are Bad for Daily Players   
    I agree!
    1 Thing i just want to mention. 
    the game is super fun if you have all the cards you need for speedruns etc. but a grind is too. But with the current system i could make a super complex callculation if you want (It will take me some time and it will not be super accruate), to visualize how long it would take a player to even get to all the necessary cards for a bata deck (with current prices), if someone would be able to get the 880 bfp a day. I also would have to make some assumptions about how many of the ultra rare and necassary cards will be available in the market (Enlightment, infect, mine, nether warp).

    But as it is now the grind is way to long to even consider to play some of the hard 4p maps (Speedruns) within the first few months.  For the BG Motm it would be quite funny to see how fast players can beat the maps with unoptimized decks and nearly no upgrades. My experinece since I started playing in April 2020. was that i was able to get the cards i wanted quite fast (there were already many cards available in the market) and i did not even sell more than 10 booster in the time which would have speed up my progress. I now have all cards i want for BG speedruns and i had to play 30 minutes a day for that. I can spare 30 minutes a day but i cant spare 2 hours+ for a little faster BFP gain when there is a non functioning market and the card supply is extremly low (after the reset i assume this will happen). 
     
    Concluding:
    1. the grind seems to be way to long and boring since you wont be able to beat fun maps or grind some speedruns to pass the time
    2. The daily playtime is way to long for the amount of bfp you get
    3. the new Boosters need some changes and there need to be adjustments so the market will still be supplied with cards (who plays 2+ hours to buy some overpriced cards or roll the dice and buy a booster)
    4. Most players wont have the motivation to play each day since you need to beat too many maps too even get to your bfp (long times for team search not included)
    Possible Solutions need to be discussed with players who want to grind a lot if you are able to implement the PVP changes these players dont really need to be implemented in the discussion since fair PVP is available for everyone

    I like the idea for the catch up mechanic but with the predicted market after reset it will take months too even get a few important cards if some can maybe only play 1 or 2 times a week. 
     
    i feel kind of sad since i have a lot of time right now but dont even have the motivation to play for so long even if i have all the cards i want. I think the daily Booster was just way too fun but spending the BFP earned over hours to open 1 or 2 is just not what i want to do with my time. 
  16. Loriens liked a post in a topic by Ponni in Recent BFP Reward Changes are Bad for Daily Players   
    I concur with most things above, just wanted to say I will happily comment on the particular  topic above.  Have done so in posts in the past and now again:
    Infect now cost a shitload of BFPs and will so even after reset, I am dead sure...why, with fewer boosters opened market availabilty will be even less (I mentioned this somewhere in the forum, to get 50 people have Infect fully upgraded requires 66000 boosters to be opened), eg. supply will be less and demand high. Also, I am not so sure people will spend 1000 BFPs on a shadow booster for a slim chance to get an Infect. Tried one yesterday and drew a Plague as rare and Shadow Phoenix as uncommon, so wasting around 700 BFPs on that one...
    Have said it in the past and I will say it again, slowness will never be a successful attribute of this game, grinding like crazy to get cards, upgrades and such is only fun to a certain extent, crossing that bored out of your senses boundary will have people rage quit not being able to successfully beat an rPvE level 6 map and then not ever opening up the game again...my experience tells me, game is most fun when you have access to all cards that matter and to me that is when it starts not ends (multiple people in the forum wrongly believes that game ends once you have all cards...)
    // Ponni
  17. Loriens 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
  18. Loriens liked a post in a topic by Showaren2 in Suggested card changes   
    Can we please please please do something about curse well soon? I am massively abusing it in T3 because everyone else is, and it makes for the most boring matches ever. Only counter to curse well is curse well and then you end up playing 4 matches in a row where you just run around with silverwinds and curse well the sh1t out of each other. I try to finish in T1, but as soon as I am playing against a frost splash I basically know we will end up in T3. I win very often with this strategy, it is just so incredibly boring..... The card is absolutely broken!
  19. Loriens liked a post in a topic by Treim in Top 50: Underwhelming cards in the game   
    @BurningWorld
    There will ALWAYS be so called op cards. Those are generally the meta cards or a part of them. That doesn‘t however mean that at least 1/5 of all cards is pretty much unplayable or that you at least have no real reason to pick them up.
    That doesnt mean that everything needs to be equally strong but i dont see a reason why you wouldnt want more choices of cards. Give them different strength and focuses so every or at least a vast majority of cards can fill at least a niche which they can be used for. Not everything needs to be meta, but having so many cards be absolutely useless is very underwhelming. Also having more choices on cards which can cover up weaknesses or enhance strength of certain playstyles would just advance the depth of the deck building aspect and by that also the strategic depth of the gameplay. 
    That doesn‘t take away of the progression as there will always be cards that are optimal to a players needs. There are already some niche cards that can help PvP players when struggling against certain enemy factions. Those are by no means meta and you generally sacrifice something else for it. Why dont we try to enlarge that pool of cards and maybe add some cards as actual options to cards that are considered core now. 
    Also your argument about rare cards being super powerful and op is kinda not true considerig cards like LSS being uncommen and op while a lot of UR‘s are kinda underwhelming ?
  20. Loriens liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    added 1 Player Level 10 - high 15 possible.
  21. Loriens liked a post in a topic by wanky in All-time fastest speedrun rankings   
    GoL duo update 3.38.5 by Lebovin + Wanky ^^
  22. Loriens liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    Another 1st try:
    2 Player solo level 10 - this time actually with Batariel. Played very badly around heal charges especially in the middle of the match, so I had to make compromises in speed to compensate
  23. Loriens liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    Update for 1 Player level 10
    2 Player level 9 solo added
  24. Loriens liked a post in a topic by Treim in Treim's Motm solo speedrun archive   
    added replays for August 2 player solo level 9 and 1 player level 9.
    replay of my current time for 1 player level 10 was not saved due to disconnect after the game but I will probably play again later this week.
     
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