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MrXLink

Community Manager & Designer
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About MrXLink

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    Draconic Overlord
  • Birthday November 18

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    mrxlink
  • Website URL
    http://forum.skylords.eu/

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    Netherlands

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  1. Hello,

     

    my Account got banned today but why.

     

    The problem should be following:

     

    Multiaccounting regrets, before we have taken any action against it, can be reported to @MrXLink or the Moderation Team on any platform, and may allow you to retain your game access while we delete your alternate accounts and hard-reset your main account. Repeated offenses will still result in penalties and/or loss of access.

    I didnt read that but one thing how this happened.

     

    On my Account goerket@t-online.de   i lost my password and ordered new one. I didnt get any response on that so i tried to create second account on  goerket1@web.de but i never acctived it cause of a friend told me that a second account is forbidden.

    So why i got a  ban maybe casue of that when i never used it to get an advantage of using it ?

    Greets out

     

     

    1. Halis

      Halis

      @Outl4wThis is the wrong place. There is a appropriate forum section for this

       

  2. MrXLink

    New BFP Earning System: Playtime and Reserves

    Based on some of your feedback and concerns, we're pushing out an update to this entire system and more to the test server. Major issues have been addressed to improve and change things for the better, such as boost stacking, closing the BFP gap, lowering the required playtime, and making rewards more enticing. Feel free to check the detailed update out over here (don't worry, there's a TL;DR bulletpoint list for those who'd rather not go over all my ranting )
  3. Hail, Skylords, Skyladies, and other Skyfolk, A while back, we implemented the Reserve System for BattleForge Points (BFP) onto the test server to figure out the effects of a new way to earn BFP to replace the daily playtime quest. It's a system that's designed to keep providing BFP even after your daily quests, while also helping those who don't have as much time on their hands or require breaks to be able to catch up on the more hardcore, long-session player base so that every player can build their decks faster and playtime will have more meaning again. To catch up on the Reserve System, have a look in the announcement thread made back when we introduced it over here. Since we implemented it, there's been a lot of community feedback and internal discussion about the system, how it works, what effects it has and how we can improve it. We figured that the original system parameters would not give a lot of players the chance to make good use out of the reserve system, and those with a lot of time would be able to earn vast amounts of BFP without seeing much of a slowdown. Additionally, this system would require players to play every day in order to keep up with the BFP flow, putting a lot of pressure on them, which is not the intention of this earning system. Some people put a lot of research into the current system. Thanks a lot for that! Your feedback has been most valuable. For the upcoming changes, some important concerns were addressed in the system, keeping in mind to not change too much too drastically at the same time. In other words, any more drastic suggestions have been noted, and may still be considered for the future if necessary. Without further ado, here's the changes that will be live now on the test server. Want to test these changes before we try them out on the live production server? Head over to our Discord (#dev-updates-test-server) to download the test server launcher. The TL;DR Version: BFP Reserves & Quests Decreased the maximum amount of time to earn daily rewards from 90 to 60 minutes, increasing the effectiveness of the daily boost. Increased the Refill Rate Constant (C) from 5 to 30, meaning the maximum amount of BFP that can be earned on a day is significantly lowered, thus preventing players with less time on their hands from falling behind as much. Increased the Drain Rate Constant (X) from 3 to 7, meaning you will earn a lot more BFP per minute once the reserve system kicks in. 60% of any leftover/missed Daily Boost (out of 250 per day) will carry over to the next time you play, up to a maximum of 300 BFP stored. This means up to 2 full days can be missed while still carrying over 60% of missed BFP. Added a maximum match time to prevent system abuse and farmbotting. Added a 100BFP discount to your next booster purchased that only gets activated once your daily boost has been depleted. Increased the maximum amount of quests that can be active at a time from 3 to 6. You will still get 2 quests per day and can save up to 3 days worth of quests. None of these changes are set in stone; we will be able to tweak values and change features where needed! Further QoL Updates Decreased the minimum PvE/PvP rank to apply upgrades to cards to lv. 1, 4, and 5 for U1, 2 and 3 respectively. Upgrade Player Level requirements are now universal regardless of card rarity. Changed upgrade player level requirements to be the highest level ever earned rather than current level (affects PvP only) (planned, not yet implemented on test) Decreased the rPvE level quest requirement from 6 to 5. The quest description still states 6, but will complete on level 5 as well. Achievements, quests and possibly gold tweaks are in the pipeline for pre-reset internal discussion in the near future. Look forward to new, faction-based boosters coming your way very soon! In-Depth: BFP Reserves & Quests When making changes to the BFP system, it's important to incorporate feedback into an existing system to tweak and optimise it for the player. The current system was pretty well-received so far, but had its initial flaws. Way too much BFP could be earned on a day, the gap between casual and hardcore wasn't fixed, and extremely long play sessions provided some unwanted results. There's also been the major concern about the system itself, where the current essence of the 30-minute quest was to have the reliability to earn at least a booster per day, and while that would mean it would be the only reward to be earned alongside some quest BFP, it was also something fun to be anticipated. With these concerns in mind, we made the following changes: The Daily Boost will now be earned in 60 minutes of game time. 90 minutes simply turned out to be too long considering average match length and the amount of time players would like to spend on a daily basis. With the Reserve system, earning BFP beyond the current daily limit is possible and that will help motivate the long-session players a bit more instead. The Refill Rate Constant has been increased dramatically. This will actively enforce a more manageable BFP softcap than before. Where extremely long playtimes could previously have helped to give 1.5K+ BFP per day, this has now been lowered to a more comfortable 800 BFP total. This total is based on 250 BFP from Daily Boost, 150 BFP from 2 Quests per day, and a theoretical 24hr Playtime Rewards Non-Stop of 400BFP. For short-session players or those who have just dipped their toes in the Reserve system, not a lot will change. Only very long-term sessions and matches will see a difference, which means that more casual players have a better chance and an easier time catching up in BFP, bringing everything in a way better and more controlled proportion. The Drain Rate Constant has been increased significantly. To compensate for the lower maximum amount of BFP earnable through reserves, as well as to simply give everyone a better and faster BFP-earning experience, payouts will be a lot higher on full reserves. The curve is a lot steeper, and long sessions will get to lower BFP payouts a bit quicker than before, but should still be able to get a neat amount of BFP for their time. This should resolve the concerns that arose about the reserve system netting very little BFP compared to the daily bonus. To prevent AFK/Botting abuse giving unfair advantages or ruining games, a maximum match time has been set for BFP payouts. Normal players should typically not notice much of this. Carry-over mechanic: It's okay to miss a day! One of the most prominent suggestions has been to somehow make up for any missed days by either making the reserve system span across multiple days, to pay out more during weekends, or to catch up otherwise. This makes a lot of sense, and so we're implementing a carry-over system: Quests can now stack up to 6 and you can carry over your daily boost throughout multiple days. You can even carry over a bit of the remainder of an existing boost in case you can't play the full daily hour. 60% of the remainder of a daily boost is now carried over to the next time you play, meaning you can save up to 150 BFP each day to add up to your next daily boost. Up to 300 BFP can be saved at a time, and saved BFP drains along with the normal daily boost when you come back, so you will be able to gain up to 550 BFP in an hour of playtime on the day you come back. We feel like 3 days is a good guideline to stick to when it comes to casual compensation, and so up to 3 days worth of quests and dailies can be stored. Of course, playing every day will still give out more BFP, but this system should put less pressure on the more casual or busy player and help to compensate for work, breaks, or other times where they may be unavailable. The Daily Booster Replacement. In order to give people more freedom to use their daily reward, we have previously decided to hand out BFP instead of a booster each day. However, with the amount of BFP earned not being as high (due to it being distributed across a reserve system), the "booster-a-day" system didn't apply anymore and could feel way less rewarding than intended. To mitigate this problem, we will give a 100BFP discount on the next booster you buy every single day after completing your daily bonus time. This discount will apply to the current booster and upcoming booster types. Therefore, you will now be able to buy a booster after completing your daily playtime and daily quests (and have 50BFP left over before reserves kick in). You can give that booster a go and perhaps get that Ultra Rare at a discounted rate, or you can freely spend your BFP in trades or the Auction Hall. The choice is yours! In-Depth: Further News We have also made a few minor quality-of-life changes currently only the test server to make the game a little more forgiving for certain players. In particular, the PvP-heavy new player experience will be a lot more bearable due to us dramatically lowering the level requirement for upgrading your cards. In order to buy/apply upgrades, whereas formerly you would need to get to relatively high PvP or PvE ranks, we have now unified and lowered the requirements to level 1 for upgrade 1 (soldier/watcher), level 4 for upgrade 2 (warrior/keeper), and level 5 for upgrade 3 (aggressor/tactician) respectively of either rank. This goes for all cards of all rarities, so UR cards won't require a ridiculous rank anymore for those who don't wish to grind PvE. Additionally, it is planned that the rank requirement applies to the highest rank attained; if you drop in rank due to PvP degradation, you will still be able to upgrade your cards as if you were your highest level. PvP-centered players should experience a significantly smoother deck building rate this way, and are less restricted in their early days. Due to some newcomers finding rPvE level 6 a little to harsh to start off with, we have reduced the rPvE quest requirement to level 5 instead. We believe level 5 should be achievable even with starter decks without upgrades. Must this still give you trouble, you can now stack your quest up for longer until you manage to beat level 5, or you have the choice to re-roll if it's not your day for it and still need some amount of payout. ----------------------------------------------------------------------------- Finally, it is worth mentioning that we do try to take into account as much feedback as we can in these decisions. Perhaps your idea did not get implemented, perhaps you disagree with the changes. Please do know that we still appreciate your feedback and would love to continue hearing your suggestions and feelings about the state of the game and its updates, and do be aware that while features suggested may not always be implemented, they are still being considered and accounted for where possible and viable; existing feedback on the BFP system, for example, will still be considered for the future, and won't be void after this update. We're making lots of progress on the design side of the project and are able to tweak and implement the features necessary to keep progressing at a very steady pace. The reset is getting ever closer, and we've got more game updates coming your way in the near future. Next up: expanding the booster market! New booster types will be coming your way very soon to add some variety to the store and allow you to be less dependent on the RNG that a regular booster would offer, and tailor your rewards more to your needs! Further down the road are achievements, quests, perhaps some gold tweaks and more, so stay tuned for more of that in the near future, and we would love to hear your suggestions and feedback in the meantime! None of these changes are necessarily final, and we will keep reiterating to keep improving Skylords Reborn! This update is currently live on our test server, so feel free to enjoy and test the heck out of it there. It will stay on the test server until we determine that the system is stable enough and there are no major flaws or bugs present to push to the main live server. To enter the test server, head over to our Discord (#dev-updates-test-server) to download the test server launcher. Stay tuned, stay safe, and stay divine, guardians of Nyn!
  4. Heya Skylords, Skyladies, and other Skyfolk, Spring festivities are upon us again, and this year it's a rather strange one for all of us. With global lockdowns and measures taking place against COVID-19, millions of people are currently in self-isolation at home. For those who have recently discovered Skylords Reborn, or even for those long-time veterans who want to complete their collections, we're going to giving everyone 5 boosters to endure the grind a little better in these trying times. Use them as you wish; perhaps you'll be able to try out something new, perhaps it'll give you that well-needed collection or economic boost, perhaps it's just a fun time opening them! Of course, Easter time is something not to be forgotten, and so we're also giving all of you an Easter Egg card, as the tradition goes. You can find these gifts in your in-game mailbox to redeem and spread the happiness with! In the meantime, now more than ever are we trying our best to get the game and the ever-awaited reset to you as soon as possible. Despite the current circumstances, we've actually been increasing progress speed in the past few weeks and we've got some solid ideas and improvements planned to head your way in the near future. We're getting there, Skyfolk, and we're going strong. Be sure to stay tuned for further developments, updates, and status reports coming your way soon! We've got much in the pipeline. Please do remember to stay safe, stay inside, maintain your distance, and look out for yourselves and those in need in these awkward but ever so important times. Enjoy your rewards, stay tuned, and as always, Nyn is ready for you to be ruled and protected! ~The SR Team
  5. Dear Skylords, Skyladies, and other skyfolk, As some of you may already have noticed, we're a very prominent developer short since April 5th. Due to internal difficulties, disagreements with the rest of the team and the situation not being completely on his terms, Kubik decided he didn't want to work with our team anymore and has voluntarily left the Skylords Reborn project. Progress has been slowed down and obstructed for a while now due to these issues, and sadly implementation will remain slower than we'd want; Kubik was by far the most currently active developer on the team and his work has helped the project tremendously. Without Kubik, we'd surely not have been where we are now at this pace, and we as a team are very grateful for the work he's done and the progress we've been able to make through his efforts. Since he decided to leave it behind, we can't ignore the elephant in the room: what happens now, and what does this mean for the game's players and the project's direction? It's important to know a couple of things about this, as there will be some short- and long-term consequences in play, but the TL;DR comes down to: Don't worry, the game will continue to be available as normal and SR will be hosted by us officially, but progress may be slower since we're short a developer. In the meantime, any reports, bug forms or game issues you'd normally have sent to Kubik should instead be sent to us to help improve Skylords Reborn. On Discord, we still have the modmail bot for reports and community issues, and our designated bug report section. Logs can be sent via Discord or PM to fiki574, MephistoRoss, Kiwi or Ultrakool, only then can the game be improved. I will also be available for design and community concerns. The upcoming situation in further detail: On the short run, very little will change. The servers will remain up and running in their current state, and we will keep the game available for everyone without question. Progress-related plans, concepts and discussion will continue, and you'll still be able to contact us about issues, feedback, moderation and so on; just mind that not all tech-related issues may be solved as fast as you'd be used to. You'll still be able to play the game in its current state, and we will update what we can in the meantime; Nyn still needs you! On the long run, however, some things will be different. Now that we're lacking a core part of our development progress, we will require some help, and we will most definitely be on the lookout for new talent, expertise, and helping hands to aid us in rebuilding the world of Nyn, especially through the magic we call C++. Whereas we strive for design efforts to continue as planned, implementing new changes may take more time than they used to. We've got some good improvements planned, but they will need to be implemented somehow, and that will be slowing down due to the now lower manpower. We may have busy lives besides SR and have families, work, and other side tasks to attend to that may hinder activity, but that definitely will not stop us whatsoever from continuing to work on SR to improve experience as much as we can! In terms of the project's direction and future, don't be afraid! We as a team will continue to work on Skylords Reborn and improve it where and when we can; we're not halting development whatsoever, we merely lack the means to develop at the speed we used to, and we will try our best to make this as little of an inconvenience to you, the community, as possible. There's a lot going on in the world right now, and for SR it is no different either. While we're lower on production power, we will still make sure you have the opportunity to play BattleForge to kill some of that quarantine time. More on that in an upcoming announcement. There are also a few design changes live on the test server if you feel like checking that out, which I'll cover in more detail soon as well. Expect more frequent design work to be done in the back- and foreground! In the meantime remember to stay safe, skyfolks, and we'll keep you posted on new developments, concepts and decisions in the near future.
  6. MrXLink

    Kubik's Offer to Fix the Upgrade Tab

    This. Understandable to make that mistake, though, since I did say I want the BF balance state to be the same upon release and then start working on balance changes so the game is on vanilla balance for a reasonable time so returning players can experience the cards and such as they were before we start to improve. I never expanded this reasoning to anything beyond card/game balance. As for the original post's request, I see no reason why we shouldn't implement this. The upgrades a player has equipped are already conveyed through a card's upgrade lines, so in the rare case that someone would need to know whether they have an applied upgrade they could just look up the card instead. This is just a very straightforward QoL change that I'm more than fine with having implemented ASAP.
  7. MrXLink

    New BFP Earning System: Playtime and Reserves

    This is indeed a foreseen problem. We're not artificially supplying the market with cards anymore (aside from potentially achievements), which calls for quite a different scenario. The thing is that we're also working on making boosters that are more worth their price and give people the opportunity to narrow down the card pool to draw from a bit, which should make buying boosters more attractive than they are now. Of course, the market could be resorted to from day one, but the law of supply and demand does apply here, and I hope that with the upcoming boosters it will be more attractive to keep the supply going. Yes and no. Splitting the reserve over a week would call for a bit more of a complex system that could result in player activity becoming split apart, with some rushing the system and some never really getting to make the most out of it. Drain speed would be a difficult matter to balance around, too. As for your second remark, there are systems in discussion (e.g. achievements and map-of-the-day systems) to reward completion a bit more, whether that's in the form of BFP, cards, gold, XP, or whatever else... What I do like to point out though is that if this happens, there will not be any repeatable quests for BFP or cards. I don't think having speedrunning shenanigans dominate BFP gain on a daily basis is the way to go, and is especially unfair for less skilled players and those with less time on their hands. So if we were to award BFP/cards for milestones and map completion, it would end up being a one-off reward, nothing that can be easily repeatable. Multiaccounting is also a major concern for this. First off, while progression has been slowed down (and we still may tweak values there for sure), there will also soon be ways to be more specified about what cards can be earned through the introduction of some different kinds of boosters. In a discussion I have had with @MephistoRoss earlier some PvP solutions involving this came to mind. The PvP case has always been sensitive and difficult, and I'm trying to account for this as much as possible when it comes to the global effects of progression. Yes, BFP might end up being earned slower, but there is also no hard wall to face anymore after 30 minutes, through which it is possible to keep earning BFP. That in combination with some more options to get the cards you need more easily should benefit PvP, or at least enough to keep it somewhat in balance if it doesn't improve it already. Awarding boosters for repeatedly completing quests is already a thing, and we want to keep this system in as well and potentially tweak how far it goes so it does not become an impossible feat for those who have been around for a while. So, that's also something we're having a look at. That is the general consensus right now. As for splitting PvP completely apart from the rest of the game, this is a much bigger issue that has been around for the longest time, and isn't as straightforward to do as you think, especially with a community of this size. I'm not saying I'm not considering to figure PvP servers out, but I'm still genuinely concerned about how it would affect general progression and server population if we were just going to make a hard division for everyone. Some will enjoy building a PvP deck from the cards they have and use it, see how far they can get in ranked... others want to have all cards unlocked so they can play PvP on high level, and yet at the same time PvP as it stands is already low on population, so I'm not sure whether this division would be the best idea. Cross-progression on PvP leaderboards etc. would also be a pain. All in all not impossible though, and please let it be known that I am not leaving the idea of PvP servers behind. Right now, though, I hope that the increased flexibility and possibility to earn more specific cards will make PvP farming in the current way a bit more bearable. As stated above, boosters will still be awarded, but through the achievement system. Also, boosters should become more attractive to purchase soon, perhaps they will be worth their price now that you can somewhat regulate what kind of cards you'll get. This should also help the market, and if supply is low, it could be easier to get more specific cards to meet the demands through these boosters. I completely agree with you that positive and negative feedback is very much needed and are highly important (arguably the negative feedback even more so than the positive). Crucial and critical thinking is highly important, but Kubik's case has its roots a little deeper than that, and this is a repetition of undersubstantiated commentary that is inherently negative for reasons beyond the system itself. Though I don't think this should be taken to a public level, be assured that his point has been clear for months, I do take that into account like any other critical opinion. With the numbers comes a lot of responsibility, and it requires an objective eye, which in this case it hasn't. Either way, long story, not worthy nor appropriate to discuss, and I apologise if my response seemed overly snappy. I can assure you that criticism in any way, no matter how positive or negative, is of value will be kept in mind for future tweaking and development.
  8. MrXLink

    New BFP Earning System: Playtime and Reserves

    Friendly reminder that the post itself actually states that all values are subject to change, and even points out that the daily playtime is probably the most inconsistent value in the current system. These current values are implemented as baseline and flexible values to get an idea of the system's structure. I'd recommend to focus on that, rather than the currently implemented values. That also goes for you, Kubik, your negativity is quite unnecessary and uncalled for. @RadicalX I'd like to thank you for your very helpful and constructive feedback, especially the constructiveness of it and your sound reasoning. As stated, none of the values are final whatsoever, and I definitely intend on lowering the daily playtime. Your proposed changes are very reasonable, and I am definitely taking them into consideration. The "save up your daily boost if you miss a day" system you propose is most intriguing and has also definitely sparked my interest.
  9. MrXLink

    New BFP Earning System: Playtime and Reserves

    BFP earning speed was at a pretty high level before, and we would like to tone down BFP after dailies from 1.5 boosters more to 1 booster + any excess playtime BFP from the reserve system. So yes, it's meant to be a bit longer. 90 minutes is on the long end, I agree, and it's probably the most dodgy var in there right now. However, the values are not definite whatsoever. Big chance we decide to revise the 90 minutes and crank it down to 60 or something like that.
  10. WHOAH, WHAT A TEXT WALL -- THERE IS A TL;DR AT THE BOTTOM OF THIS POST IF YOU FEEL LESS LIKE READING Greetings Skylords, Skyladies, and all other Skyfolk! It's been a while since the last Design update, there's been a lot going on both in the development scene as well as our outside lives, and it's slowed down progress for a while. Not to fret, though, as progress is back on track now, and the well-anticipated reset is closer than ever. Really close. Once the reset happens, though, we want to make sure to make the remaining big changes that would impact global player-to-player progression and the economy, and that can only mean two things... BFP and Boosters. In this post, we'll discuss the new BFP system that is currently implemented on the Test Server (check Discord for details), with some booster changes getting a post of their own as well soon. I'll be going into some details about the system, if that's not your thing, feel free to check out the TL;DR below. The Current Situation As most of you know by now, the current BFP earning system entails daily quests and daily playtime. You get some generic quests that need to be completed, can be re-rolled, and grant you some BFP, and the daily quest of playing for 30 minutes to get a booster. This means that after completing said quests and playtime, there is no BFP left to be earned, and Skylords will encounter themselves a wall on generating income to buy boosters from and do auctioning business. This is exactly what we will be addressing in this update. The ideas for BFP-over-time earning have been going on since 2014, to have a soft-cap system on playtime, meaning earning less and less BFP the more you play, but earning some BFP nonetheless. Since the 30m playtime quest has always been a placeholder for a system like that, this is what we will be changing, and the daily quests will stay for a total of 250BFP daily. The Approach BFP is a regulated currency. This means that BFP should be able to be earned regardless of player performance, and the rate at which it is roughly earned per player, especially maximums, can be changed in order to keep player-to-player interactions and the market stable. Therefore, a system needed to be put in place that's not about earning more BFP for higher skilled players, so that on a daily basis, newcomers and veterans alike would have roughly the same opportunities to earn daily assigned BFP. When comparing different player types and reward integrations, the only consistent factor across every single player is TIME. Yes, some have more time than others, but time itself is the only constant that we can equally distribute BFP over regardless of player skill, completion speed, game type preference (PvP/PvE) or general experience. This is why, as a regulated currency, BFP will be linked to part time, part daily quests that are generic and should be able to be completed by any level of player. While the 30m quest was more of a baseline placeholder, the importance of the regulation of BFP over time has become more clear over the months/years, and it makes it all the more understandable why modern game currency systems use hard- or soft-cap systems as well as daily boosts to allow for a fair BFP-over-time distribution: A HARD-CAP system would mean that either the total BFP to be earned per day would be a flat value (e.g. 500 BFP/day), or the BFP-over-time value would be flat (e.g. 2 BFP/minute) A SOFT-CAP system would entail that the amount of BFP earned over time would steadily decrease according to a total BFP-per-day value, be it logarithmic or inversely proportional. As an example, if we would have a soft-cap of 400 BFP per day, then you as a player would earn 200 BFP in the first hour, then 100 BFP in the second, 50 in the third, etc. etc. until the amount of BFP earned per hour is negligible or rounded to 1. A DAILY BOOST system can be applied to any kind of BFP-over-time system, in which the first X minutes, players would earn e.g. 5x as much BFP as they would on normal terms. This is to give players with shorter allotted playtime a bit of a boost to catch up with those with more time faster, and get a reasonable income without having to spend a lot of in-game time. Of course, those who play longer would still get awarded more BFP, but at a slower rate than this first timeframe. Since we've got no way nor right to make any kind of money on this project, there is no need for us to crank down on caps just to force people to buy currency or to play more. However, this system will help to keep players engaged, make progression interesting and fun, and extend the lifespan of the project, which should mean you'll have more people to play with for longer. For this system I really wanted to focus on improving a traditional soft-cap system so that it can give all player types a chance to keep up with the overall BFP flow. While we'll never be able to close the gap between players with a lot of playtime or auctions and those who don't, we could try to allow players with less time on their hands to still earn a significant portion of the BFP they could have had if they spent their time playing full-time, but without changing the global elapsed time, so that one strategy would not be real-time more efficient than another. Simply put: we give you the opportunity to take breaks, go sleep, go to school/work, or play something else, to get a boost to your BFP income when you come back later, matching you to those who have played more time, quicker. It'll be your choice if you want to optimise your BFP income; you're free to continue playing the game you love, but we won't weigh you down with the feeling of regret or missing out on BFP either if you can't or don't want to for a bit that day. I then turned this thought process into a system we decided to implement for the future. The System The new system is designed to benefit long- and short-session players alike, and to narrow the gap between them without penalising either side. To do this, the system is split up in two timeframes: The Daily Boost: The first 90m of in-game time will net you 250 BFP in total, divided directly proportionally to playtime. This means you'll earn 2.78 BFP per minute for the first 90 minutes. This is akin to the current 30m quest, except paid out by the minute over a longer time. Quests+daily should be enough to purchase a default booster. The Reserve System: Any time played after the daily boost will drain BFP from a "pool" of BFP that every player has, called the reserve. This reserve has a maximum value, and refills continuously at a constant rate. The fuller your reserve is, the faster you will earn BFP. You can not earn more BFP than your current reserve value, and so when your reserve is empty, you will earn BFP at roughly the refill rate of your reserve. Note: Any values in these systems are subject to change, and may change pre- or post-reset. Whereas the daily boost should seem pretty straightforward, the Reserve System might be a little more complex to figure out, so I'll try my best to go into the details here, step-by-step. First of all, here's a WIP image from back in the conceptualisation stage of the system, with some older values: A METAPHOR: See the reserve as a bottle of water that's full of holes, from top to bottom. For safety, you keep all holes covered while you've not finished a match. When you play, you remove the cover and collect water from the reserve bottle. When it's full, water drains out of all the holes in the bottle, allowing you to catch a lot of it at the same time. As the bottle drains, less and less holes will have water behind them, and so the bottle will drain at increasingly slower speeds the more empty it is. While your bottle is covered (before you finish a match and after), you slowly refill the bottle with a tap, so if your bottle is empty, you will still get the water that you've been dripping into it while you were playing or perhaps taking a break throughout the next games. You leave the tap on even if you leave the game for other matters, so that your bottle is fuller or filled the next time you come back. What all of this means, is that after your daily boost/bonus, you will earn BFP at a rate that decreases the longer you play. However, if you decide to take a break and come back a few hours later, the rate will NOT be the same rate you would have had if you were to continue playing directly, but higher in order to compensate for the break. If you were to continue playing instead, you could earn the same amount of BFP across a similar total amount of time. Player A who plays for 6h straight could, with the appropriate values, be matched in BFP earnings by player B who plays 2h, takes a 2h break, and then plays 2h after, as a rough example. The limiting factor here is the max reserve value. Everyone has the same reserve size and the same drain system and the same refill rate, so the total amount of BFP to be able to be earned across a certain amount of time is set. The only moment when a player would be missing out on BFP is when the reserve is full, which happens when "too long" of a break has been taken. To summarise, this system takes the following into account: No difference is made between newcomers and veterans, nor PvP and PvE BFP will be continuously able to be earned even after the daily bonus has been reached Those with less time on their hands can narrow the gap through the daily bonus Those who return at a later timeframe that day, e.g. after work, school, dinner, or other appointments, can catch up with those who play continuously Players will not have to worry as much about missing out on playtime, and those who have the time get duly rewarded Only highly excessive breaks will miss out on some advantages this system offers, but no less than a normal linear system would Further Details For Nerds Reached this point, huh? I'm more than happy to disclose the formula to this system, though it won't be as complex as you may expect. They are pretty basic, but worth a look nonetheless. Be wary though that none of the values in the formula are final and we will use the test server as well as some live time to tweak the system over time, mostly based around the data we see and the feedback we get. These are very rough vars, don't put too much thought into them. Conclusion I wholeheartedly hope that this system will be a good and worthy replacement of the current 30m quest, and a good alternative to a traditional soft-cap system. The system is meant to apply to everyone at a fair rate, and to give you a more relaxed feeling about earning BFP without hitting a hard no-BFP wall and without having to worry too much about taking breaks or doing other things between sessions. We've all got busy lives, and there's no need to add a fear of missing out on top of that. Besides, the payout should be pretty good compared to the booster prices which we will likely standardise to 500BFP. It won't be as high as it currently is, but the experience earning it will improve significantly, or so is the expectation. The system is currently implemented on the Test Server, you can test it out for yourself there. Feel free to give some feedback, and we will make sure to collect some data too to ensure this works. Keep in mind that as it stands, unless something is extremely wrong or goes completely out of hand, the current formula will stay and carry over throughout the reset. The values of the variables in the formula may change over time, and that can even be post-reset. We'd love to hear your feedback, and hopefully this new system of earning BFP will make all of your Skylords Reborn experiences that much better! --------- TL;DR -- The Short Version A new system to earn BFP will be coming soon, and has already been published on our Test Server for crash/bugtesting and to get an idea of everyone's experience. This system replaces the current "Daily Dose of Heroism" quest of playing for 30 minutes. Other quests are unaffected, will stay, and will net 250/day in total. It is a BFP-Over-Time system with the first few matches netting much more BFP than any matches after. Currently, for the first 90 minutes of in-game time, you can earn 250 BFP. This is awarded by the minute, so you do not have to play the full 90m to get anything! Afterwards, a Reserve System kicks in: A maximum amount (currently 500) of BFP is stored that you can earn BFP from by playing matches. The speed at which you gain BFP depends on how full your reserve is, and the reserve gets refilled constantly at a set rate (even outside the game). This results in players getting their BFP faster after they have taken a break, but not any more than they could have earned if they didn't. This system is implemented to make zero distinguishing factors between newcomers and veterans, or PvP and PvE alike, and gives a lower sense of urgency, time pressure, or fear of missing out on points, benefiting those who don't have as much time, want/need to take breaks, have to work, etc. We will test this on the test server, the system will likely not change, the values can be tweaked even post-reset. Feel free to give feedback, and I hope the system will make playing more meaningful and less stressful for everyone! Hang in there, Skyfolk! We're getting closer!
  11. please i want play battleforge again...

     

  12. Let's all not get too heated up about this and chill for a moment. First of all, let's establish this: Yes, we enforce our policies. I'm not entirely sure how this is striking the OP so much, but we have different departments handling different situations. When it is this apparent that we are focused on keeping the game environment as safe and healthy as we can, and the rules are referred to often, it should be notable that definitely not all workforce is focused around this, and dedicated developers are working on improving the game as we gather more data from players. If it wasn't clear so far, Skylords Reborn is in an Open Stress Test (Beta) state right now. What this means is that although features and gameplay are present, in-game bugs (such as disconnects) may occur, and we are using the game this way to gather data on when such problems arise, how frequent and conditional these issues are, and how we can tackle them before going into a more "stable" state of the game. This is literally the main purpose of a Beta; to stress test the server and to iron out bugs that we either missed before, haven't been able to tackle yet, or require more data from more players to figure out. That doesn't mean the game environment is lawless either, and rules will still be enforced accordingly. We wouldn't want an abusive game with nothing but toxicity, insults, disrespect and trash talking going around, now would we? This is an environment with potentially unstable behaviour and regular rule enforcement. You, as a player, were completely aware of this when you signed up on the forums and installed the game, and therefore I am sorry to say I see zero justification for the reasoning behind your anger. Complaining and shouting will really not get you anywhere; it won't make us work better or faster, it won't improve the game, and it won't help you out with your problems either. Luckily we have a great alternative for you that will actually be productive for the game and hopefully rid you of those pesky disconnects soon enough: whenever you do encounter a problem in-game, head to the forums or discord and report your issue to the team, sending your logs, all while maintaining a civil attitude. Now that might be a hassle, but it is certainly more productive than registering senseless complaints, and it can help all of us on the long run, including yourself. Win-win. Make bug reports, not war.
  13. MrXLink

    Suggestion His/Her -> Their

    While @Kiwi and @Ultrakool properly explained the reasoning behind the moderation actions taken in this discussion, I would like to add to the reason as to why gender-neutral pronouns are pretty much nonexistent in this game. Keep in mind that we are by no means the original developers of BattleForge, and we have written none of the text within the game (excluding some new feature text and the news section). BattleForge was released over a decade ago, and development started even further down in history by the inherently German EA Phenomic development studio. It may seem to not have been so long ago, but 2009 was a vastly different time when it comes to the public awareness, attention and consideration of gender-, social- and personal identification in society. Sad as it is, back then the widespread consideration of gender-neutrality used in the English language just wasn't as present as it is and should be nowadays, let alone when it needs to be localised by a small, arguably under-budgeted and non-English development team. BattleForge really isn't what we'd call a well-translated game and there are a vast multitude of spelling, grammatical and stylistic mistakes in the English localisation that arose from a simple lack of English expertise within the translations from German. I don't blame Phenomic for this, EA would be another matter, but that's not relevant right now. Of course, this is not an excuse for the in-game text to be the way it is; it's already often frustrating to read due to translation errors and typos alone, even without considering the importance of gender-fluidity and its representation within media. Considering every bit of text is directly imported from a time where social media was only just starting to take off, public exposure was only a fraction of what it is today, and careful translation, localisation and representation was an absolutely underwhelming supported development aspect by publishers and studios alike (again, sadly), it's not at all uncommon to see texts phrased this way, especially for Phenomic's size at the time. Non-diverse and inconsiderate as it is, especially by today's standards, this is the reason why the in-game text is hard to read from time to time. Though we do acknowledge this point and will for sure take it into consideration further down the development road, it is by no means something that we should currently divert current workforce to that could be of use to work towards a stable release build of the game. However, we're all for inclusiveness here at the SR team and when we get to it, we will surely look into making the game more accessible, inclusive and abiding by contemporary representation standards, as it should be! Regarding the whole feud that broke out here... I do apologise for not addressing this earlier aside from having comments removed that were very clearly in conflict with Rule 1. I get that this is a highly sensitive subject and all that, and both ends of the argument going on here have strong opinions, but there's really no need to pressure or accuse one another of anything. I'm confident that matters like these should be able to be discussed on our forums, provided that it's done in a civil and respectful manner where nobody has to feel targeted or pressured. Clearly this does not seem to be the case in this thread, which has only turned the discussion sour. I would therefore also ask you all to continue this conversation in DM if you feel like it needs to be addressed further among each other. Under no circumstance should this or any other suggestion discussions be dismissed as insignificant, unimportant or trivial; leave the development priority to the team here. There's a reason we're open for suggestions and every single suggestion is free to be posted around here. The importance thereof to you personally should be no reason to dismiss a suggestion in the first place. Try to be considerate of this in the future, remain civil, respect the viewpoint and suggestion in the first place, and take some time to evaluate your post before hitting that reply button; there really never is a need to cause an uproar, to blame, target or publicly denounce.
  14. DETAILED DESCRIPTION ON WHAT THIS POLL IS ABOUT, ITS IMPORTANCE AND ITS REASON: Just to elaborate on this discussion in general, we are currently NOT looking at how you're going to earn BFP specifically, that's something that's already in the making for the future and will involve the opportunity for every player to at least earn some BFP when it comes to their preferred game mode. We will always strive for creating a progression system in which we both promote varied gameplay and show all of the game's options and potential, while not forcing players to do so by nullifying their BFP gain otherwise. We'll make sure that regardless of your quests, you will always have the option to gain a substantial amount of the max daily BFP you can get in the way you prefer to. This discussion is meant to get a general overview of what you, the community, think should be the main sources of BFP income in as general a way as possible. This is of huge influence to the game as it not only dictates the overall progression, but it also essentially controls the market and defines which players become dominant when it comes to personal wealth. It is important to know the following when considering your vote: Be reminded that we currently have two currencies in Skylords Reborn Gold, a non-tradable, farmable currency that is fully player-controlled and gained based on skill, victory and to an extent playtime BFP, a tradable, highly influential currency that is regulated and defines the overall progression and rate of access to game content across the entire community Regulation of BFP is important as it will prevent players with e.g. more time on their hands to get too far ahead of others, or could establish hardcore dominance over casual players when it comes to the Auction House or even general card trade. Since we have no set prices for cards and want to establish a free market (it's an enjoyable feature of the game!), BFP gain is an extremely sensitive subject. If you establish a system in which victories and hard game mode completion reward more BFP, you essentially divide the community rapidly between veterans/high-skill players/exploiters and casual/busy/infrequent players. Not only does this happen sooner than you may anticipate, but it can also lead to a sense of unfairness, inequality and a lack of control caused by real-life factors players have no say in (such as schedules, work, personal capabilities, and so on). Of course it's not fair to assume that everyone's entire game should progress at the same rate; if you're skilled you can expect increased progression over others, and this is currently already done through gold and potentially through prestige/NG+ possibilities in the future (a topic for another day), and the big issue in this debate is whether to carry that power on through BFP. Just be reminded that BFP is the single most influential factor within the entire game and can tip the game environment over with even the slightest of changes. The originally proposed and still greatly considered way to earn BFP was by introducing a combination of quests and playtime rewards, with a soft-cap system implemented. This would mean that players could gain BFP just for playing matches and get even more BFP for completing quests, and would not leave those with more time and/or effort in their games feel left out (also preventing some farming abuse). A soft-cap would mean that for a relatively low amount of playtime per day, players could gain a relatively big amount of BFP, and once this time threshold had been met these rewards would decrease, but not diminish. This gives low-time players a good BFP income without having to worry they miss out on too much extra BFP for not having time, yet those with more time would not be left in the dark and still gain some amount of BFP. This way, BFP would be well-regulated and the system would not be too sensitive to potential manipulation, control and market dominance. The system would not benefit from victories (gold would anyway), so that especially in the PvP sector of the game it would not be demotivating to lose games and you will not be punished for playing badly when it comes to the primary way of acquiring game content. A small victory bonus could be provided (though not the original plan), but was not meant to be significant enough to establish a winner-controlled economy. Be wary that this system is still a highly viable option and is still under serious consideration! This poll, however, goes in a different direction to hypothetically establish what would be the player's views on a different scenario. <<<General Info ends here, opinion ahead>>> My personal opinion on all this has been complex and established throughout months if not years of thought about the game's core economy and progression systems and my general game design knowledge, so I can't honestly write my full thoughts down here, but in really summarised terms, I believe that BFP should be the factor that defines the rate and intensity of the dispersion of power between player types. To put it simply; BFP defines how much power to control the game players have and how big the gaps between newcomers, casuals, hardcores, low-time and high-time players are when it comes to this. I'm of mind that every player should have as fair and as equal an opportunity to be a part of this and to keep the game going on enjoyably as possible. A casual player that works from 9 to 5 and can only play for a short amount of time each day/week should still be able to gain a good amount of BFP, keep up with the general speed of other players, and partake in a free and fluid trading environment. Similarly, I wholeheartedly believe that nobody should feel like they're being hindered when it comes to BFP gain by losses or simply not managing to complete a map or fighting a stronger opponent, and so I think that BFP gain should not be influenced by this. I do believe that completing harder maps and winning games should be rewarded, and what is mostly overlooked is that this is already happening in the form of gold and upgrades, which even allows skilled players to quickly get ahead of their game and progress faster on their own accord, without massively impacting other players due to the non-trade nature of gold and upgrades, unlike BFP, which would have a bigger, more direct impact on everyone else. Therefore I'm advocating for the original system that has been proposed and thought through years ago (see above), in which as little players as possible should feel left behind, casuals have a good chance to catch up or stay within their game, hardcores/high-time players still can get some sort of an edge if they would want to, and the currency flow can be more easily regulated must the situation get out of hand. Though I would find a small victory bonus acceptable middle-ground terms, I do generally not recommend it. This doesn't mean I don't want to reward skilled players, I just sincerely believe they already are rewarded and it is not necessary to pose a risk for the already sensitive BFP system. Similarly, leaderboard rewards could also widen this gap, and while I'm not as sceptical about this due to the fixed time in which leaderboard rewards would be handed out (e.g. every month), leaderboard accuracy is currently at risk if we want to implement frequent (balancing) patches in the future, and I don't think it's a good idea to hand out rewards to leaderboard entries that might be based on exploits or serious balancing concerns. This is a different, more complex situation I do not currently feel safe about involving in a process as influential as BFP gain. I strive for quests that are achievable by everyone if they want to and promote variety in-game, and I do by no means want playtime and quests to be the same thing; playtime should be a separate BFP track and quests should too. Having quests renew/stack daily would in my opinion be beneficial to maintain a healthy, more active playerbase with more games open and a generally better experience with less risk of the game dying out after weeklies have been fulfilled, and it will not be detrimental to frequent but low-time players. I hope you can take this information and these thoughts in mind when you vote, and be reminded that this poll is by no means binding and will just give us some insights on the other side of the BFP-coin for now. Thank you so much for taking the effort to read this and we look forward to seeing what you think.
  15. MrXLink

    error

    This issue got resolved in PM, C++ redists were missing
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