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MrXLink

Community Manager & Designer
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  1. MrXLink

    We're Releasing Q4 2020!

    Greetings once again, Skylords, Skyladies and other Skyfolk! First off, thank you all so much for showing up to the major announcement stream hosted today! We couldn't be more grateful for all your support over the years. For those of you who haven't been able to see it, here's a brief recap and a very important announcement: You can re-watch the stream to catch up over here! We have released a huge update to live servers! This includes the following: 12-player maps are now a thing! We finally got them to work. 2vs2 Ranked is now also a thing! Lots of QoL changes to the Auction House, like refresh rates, setting up multiple auctions at once, and 48h auctions. The ability to play cards from the marketplace in the forge without actually owning them New faction boosters that will help increase your odds for cards of a faction that you like! All 2-color and pure factions now have their own separate boosters costing respectively 475 and 500 BFP. New BFP system that replaces the 30m free booster quest. This system will allow you to earn BFP over time rather than hitting a wall after 30m of play, and will allow those with jobs or less time on their hands to catch up on others in order to give them a chance at auctioning and partaking in the economy. For more details on the BFP system and how it works, check out its most recent thread here. BFP and quests that are missed can be stored up to 3 days (6 quests max, 550 BFP stored max, 100 per day.) Numerous fixes and improvements Please check out this thread for all the details and full patch notes! We're going to get a brand new updater in the near future, which gives easy access to things such as server selection, the map editor, social links, and much more! Check it out on-stream! PvP players rejoice! We're planning to introduce several pre-built decks to PvP that will be level 120, fully upgraded and charged to get the full PvP experience of being on the same level as your opponents. In the meantime, you can use your rewards earned through PvP to collect and build other decks or refine your current one. These decks cannot be used in PvE. And last, but certainly not least, we are proud to announce the following: We have finally progressed far enough to announce a release time! Skylords Reborn 1.0 will be released in Q4 2020! Along with one and only reset. That's October, November or December, depending on how well we progress and how many bugs and difficulties we still encounter. We are confident we can actually get this done in time, after many years of holding back on release dates. Recently, our developers @fiki574, @Aviat0r, but most notably @Ladadoos and @Zyna, have done massive work towards the project, as you can see, and thanks to them we have come very far throughout the past few months despite losing a great help to the project, Kubik. We've made a lot of progress too on design decisions thanks to @MephistoRoss and @Ultrakool and of course we wouldn't be anywhere without your support, be it through helping us by reporting bugs, by supporting us on Patreon, or just for sticking along this long! Please enjoy the fresh new patch that we released on live servers today, and keep up the positivity! We're ever closer to that sweet gold status and to that final reset, and we're insanely grateful to have come this far. We'll keep you updated on all of our developments through the forums, discord, and also our new Trello! Here you can follow the latest developments, future plans, and our roadmap to 1.0! https://trello.com/b/vvpUdT3b/skylords-reborn-roadmap-to-release-2020-q4 That covers it all for now! For some more information you can refer to the Q&A that we did on-stream! Stay frosty, stay healthy, stay undead, and stay burning, guardians of Nyn! See you in the forge!
  2. 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 25, 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!
  3. Greetings Skylords, Skyladies and other Skythings, After what seemed like eons of hard work and development, we have finally reached the point where the Forge of Creation has been rebuilt for the Skylords to use in their endeavour to protect the realm of Nyn from evil once again. Restricted Access under the Open Stress Test is finally upon us! This means that all of you will finally have access to the forge once again. However, in the starting stages of this phase, slots will be limited and not everyone can be online at the same time. Since the forge is unstable and still under construction, you might find yourself stuck with questions or limitations regarding the game. However, there is no reason to fret! This here topic will provide you with all the information, details, and questions you need regarding the Open Stress Test, its current status, and the future of the Skylords Reborn development cycle. This topic also contains some important regulations, so please read it thoroughly. How can I play this game? We get you're excited, and you have all reason to be! You will finally be able to access the game again in some of its former glory. There is some setting up to be done though! The game works on a Windows platform. If you are playing on a non-windows operating system, you can use WineHQ to run the game (https://www.winehq.org/). This should work, but since our recent updates we can't guarantee it. If you succeed in running the game on WineHQ, please contact @Ultrakool In order to play the game, you will need 2 parts: The client, which are your game files. This is the game code itself, so put it in a place where you have over 10 GB of space, preferably more. This is a RAR file; make sure to use WinRAR or the likes to extract the files in the same location. The game will NOT work if you do not extract the client files! You can download the client in the following places: Mediafire: http://www.mediafire.com/file/y1oerkxhupe5k9b Mega.nz: https://mega.nz/#!YBIxWRqZ!8PRFy-juUyIufkoV_hY80C4QL_eud-AU2j7msvF4a5k The updater, which is required to connect to our server. Extract the updater files in the same location as your client files have been extracted to. You can download the updater over here: https://www.mediafire.com/file/xw52oho41k3s4op/SkylordsRebornUpdater.zip/file Make sure you have Visual C++ redistributables for 2015 installed. Make sure you install the x86 version of the redist (vc_redist86.exe)! You can download that here: https://www.microsoft.com/en-US/download/details.aspx?id=48145 YOU DO NOT NEED TO RE-DOWNLOAD THE CLIENT IF YOU PRE-DOWNLOADED IT. THE UPDATER WILL HELP WITH THIS. Checksum at end of post. Be mindful that the game will not function without any of these files. Once you have the files on your computer, running the updater (skylordsrebornupdater.exe) should start the game correctly. How do I log in to the server? In Skylords Reborn, you will be able to enter the server using your forum account! Your forum account will be linked to the game, allowing for quests, rewards, and statistics to work in the future. If you haven't already, you can create your account over here: https://forum.skylords.eu/index.php?/register/ My game won't start! What do I do? Before making a Technical Support Topic to contact staff, please consider the following: Whether you have attempted logging in using your email address. Forum account name does not work! Whether you have both the client files and the launcher Whether you have the correct C++ Redisttributables installed (see the link above) Whether you are running the launcher as an administrator Whether you have extracted the files of both .RAR archives correctly in the same folder Whether your computer can run the game. Check the minimum system requirements below: CPU: Single Core 1.8Ghz CPU Speed: Core 1.8Ghz RAM: Windows XP - 512MB, Vista and Windows 7+ - 1GB OS: Windows XP (with service pack 2) Vista, Windows 7 or higher. Other OSes require WineHQ (Unless further stated, we can NOT currently help with WineHQ issues, and we cannot guarantee SR working on them.) Video Card: 128MB NVIDIA GeForce 6 Series+ / ATI Radeon 9500+ Be mindful that your virus scanner may flag our updater files, you should whitelist them or turn off your antivirus/firewall temporarily. DO NOT try to mount .RAR files as an image or extract .RAR files with an image mounting program such as Daemon Tools or MagicDisc. This will not make your game function! If you encounter any problems, please troubleshoot using this topic: If none of that works, follow the instructions in the topic above in order to create a Technical Support Topic (or find the solution in someone else's topic!). Please refrain from contacting staff members directly for your issues, and wait for a response to your support topic. Will I be able to use my old account? No. As we are not EA we do not have access to your old accounts and never will, so you will have to create a new one and start from scratch. We know this is annoying but there is no way for us to retrieve account information. At least you can play the game again though! What are the current features in the Open Stress Test? The game is incomplete! Am I doing something wrong? Help! I can't play a certain game mode! Remember, this is currently an Open Stress Test (and therefore a Restricted Beta). There are many features that are inaccessible right now, and we will be working on in the meantime. Features that will work in the current version of the game are: AVAILABLE: Game Auto-Updater The Forge (including chat, friends, groups, auction house, store, deck creation, and so on) All single-player, 2-player, 4-player and 12-player PvE maps All Random PvE maps Custom maps PvE Map Progression Unranked PvP, 1v1 and 2v2 on all maps Ranked PvP Modes, ELO and Matchmaking systems Daily BFP distribution Daily Quests Achievements Token system removal and overhaul Boosted gold for quicker progression New Loot Lists/Upgrade Drops (check out THIS thread) Promo cards (small chance to get in boosters) Boosters containing all cards Temporary BFP prices for boosters New starter decks Staff recognisability In-game report system A half-powered Anti-Cheat system PvE and RPvE speedrun Leaderboards Features that are currently NOT in the game but will be present in future beta iterations will include: CURRENTLY UNAVAILABLE: Booster and reward pricing (BFP values subject to change) A fully-powered Anti-Cheat system Features that we have decided to scrap from the game due to technical limitations will include: PERMANENTLY UNAVAILABLE: Tomes and Tome Modes Element of Conversion, Creation, Concealment (We might implement different systems) We will mostly attempt to block access to features that are currently not supported by the game. However, it is forbidden to try and access these features. If we find you crashing the server through attempting to access a currently unavailable feature, your account may be suspended. The Unavailable features have NO SET RELEASE TIME. There is no planned date to release these features to the current game state. If we have any dates, we will keep you updated! Then how will I earn BFP in this Open Stress Test? Every day, you will get earn quests. Completing these will grant you BFP. There are also achievements that grant extra rewards like boosters or BFP. Daily quests reset daily at 10:00 UTC. In the future, we will net you BFP for playtime using a soft-cap system. This is currently not in place. BFP, BOOSTER, PLAYTIME AND GOLD REWARDS ARE NOT FINAL, AND ARE SUBJECT TO CHANGE AT ANY TIME. Can you buy/sell BFP for real money? Absolutely not! People who are noted to sell or attempt to buy BFP or any in-game content with real money may be banned from playing the game at all, and have their accounts reset. We take no responsibility whatsoever in any lost money or in-game content. We don't sell BFP for a very good reason as this project is allowed to exist due to the fact that we are making zero profit or income from the game, which would be using someone else's ideas and content for claiming money. If you buy or sell in-game content, you are essentially doing the same thing and this could put both you as well as the entire project at risk of being shut down. Additionally, your accounts will get wiped anyway, so any money spent on the game right now is a SCAM. Play the game the way it's meant to be played, don't multiaccount and don't use your real money. Buy yourself or someone dear to you a drink instead! Then how will I earn Gold and Upgrades in this Open Stress Test? Since tokens have been removed from the game entirely, you will earn gold instead through playing Randomly Generated PvE, Sparring PvP, and disenchanting upgrades found in Campaign PvE maps. The upgrade drops have been changed, and you can find the new loot list in this topic: BFP, BOOSTER, PLAYTIME AND GOLD REWARDS ARE NOT FINAL, AND ARE SUBJECT TO CHANGE AT ANY TIME. Will I keep any cards, BFP, gold, rewards, ranks, etc. that I earn during Open Stress Testing? Will there be account resets? You will NOT carry over any account progression or rewards from the game's beta stage onto its release. During the Open Stress Test, your accounts may be reset several times, resulting in a permanent loss of cards, BFP, gold, etc. Account resets can occur at any time. We will try out best to limit the amount of account resets to 1-3 times across the entire transition to Release. Once the project has finished its beta stage in full (or we state otherwise), there will be no more account resets. We can't emphasise enough that your late-night grinding sessions will not end up in the release build of Skylords Reborn, so mind that while scheduling your playtime! When "..."? I have mentioned our lack of clarity on release dates elaborately several times in the past, but here's a quote for future reference: What are the new Starter Decks? With what cards will we start? Compared to the old BattleForge, we have changed the starter decks around to freshen things up and provide some more variety! Everybody will start with the following two decks: However, that's not all! We wouldn't just force you to all start with playing Fire and Frost, so you're all going to get 5 T1 cards for Shadow, and 5 T1 cards for Nature as well: Bigger images: List of cards in alphabetical order: Is the game the same as the old BattleForge we know? Yes. The features that we implement will stick closely to what the old game was like. There will, however, be some tweaks and changes due to the free-to-play nature of this project. There will be changes in BFP pricing, daily quests, rewards, and tomes will not exist. Please look at the FAQ for more information (link at the end of this thread) Is this the fully released version of Skylords Reborn? Can you improve the base game already? No, this is not a fully released version of the Skylords Reborn project. Many Beta iterations may follow. Features you see and encounter are subject to change. We want to get the base game up first, and if we can make quality-of-life changes on the road, we will. The Open Stress Test is not a stage in which we only try to "improve" or change the gameplay in any way. Will you add new cards/maps/etc now, then? No. We might not at all, but if we do, it will be AFTER the Open Stress Test has been concluded. Oi! I found a bug! What now? How do I report a bug? Please refer to the "Report A Bug" forum, and particularly this topic: Can I stream/record Skylords Reborn content during the Open Stress Test? Since this is an exciting moment to allow more members into the game, we understand the desire to record and stream your SR games. We allow you to do this, provided that you add the that the game is currently in a Beta stage in your video or stream description. This is required in order to point out that the game is buggy and not in its final state to whoever watches your streams, protecting our project's current quality and community expectations. Note that anything you say or do on stream is considered as unofficial, stream responsibly and at your own risk. If you spread any misinformation or fake news, your account may be suspended indefinitely. Please use the word "Beta" in your video/stream title. An example of a good disclaimer is: You are not forced in any way to advertise the project, but we would greatly appreciate if you could also include the following line in your descriptions in order to bring more attention and support to the project, which may in turn increase the project's lifespan, community size, and eventual server population: So, simply put, just abide by these 3 points and you're good to go: Add a beta disclaimer in your video/stream title and/or description Don't spread any false information Please include the links above if you want to help the project out Will you be hiring mods now that we have an open phase up and running? We have successfully hired 4 new moderators, @Bucky, @Ragenarok and @armu for Discord, and @Scourge for the forums. What will happen to the old beta forums and discord sections? Bug report sections and suggestions will be merged into the public forums, and the beta forums will be archived and hidden to non-staff. Closed beta testing discord channels and ranks will remain open for the testing of upcoming patches. What will happen to closed beta testers? Will Open Stress Testers get a fancy name and badge? Closed beta testers will retain their rank badge and discord colour, but get no more permissions than regular members. Since everybody can access the game freely, members will not be assigned a badge or title. You will not receive a badge or title upon release, due to everybody having access right now. Rewards may be up for discussion in the future, but are not a given. TOURNAMENTS?! COMMUNITY CHALLENGE?! OFFICIAL STREAMS?! KILL ME. Later. The forums and Discord are English. Can I talk in my own language in-game? Will the Forum Rules apply in-game? The forum rules apply in-game, with one major exception: Rule 1.1. You don't have to talk English in-game, and we are more flexible with cursing. On the forums and Discord, you are required to talk in English to keep the community together and the topics understandable for the majority of our users, if not everyone. In-game, though, we more than understand that you talk in whatever language you're comfortable with and that's fine. However, mind that Rule 1 still applies, and that harassment, insulting, flaming, and other inappropriate behaviour can result in penalties or account suspension. Don't go out of line with this exception. I have seen someone cheat, flame, or severely break the rules. Where do I report this? The "/report" function in the in-game works. You can also report this behaviour directly to the Moderation Team (Moderators and the Community Manager) on the forums or discord. Please refer to https://forum.skylords.eu/index.php?/topic/6402-introducing-modmail5460-our-new-bot-for-contacting-mods-on-discord-guide/ when reporting on discord. I am the victim of a bug that made me lose in-game content. Will I be refunded? I have abused in-game features or lost in-game content due to moderation or penalisation. Will I be refunded? Do not count on any of your in-game content being refunded in any testing phase. Bugs happen, and we're always working on fixing them. We don't currently have the time or see the necessity of granting any refunds for any bugs or infringements. We would rather work on fixing bugs than to spend the time we could work in to handle these refund cases when your accounts will be reset anyway. Rule infringements can result in full account resets, and we will never be refunding any data in these cases. I have another question! But wait... there's more! Alright, that's cool! Before you continue, however, please read the FAQ and see if you can find your question answered over there: If you can't, please use the forum's search function to find any threads that may have your question in it. If your question really isn't answered yet, feel free to create a thread, or contact me or any moderation team member directly. We hope you are now up-to-date on what's going on in the Open Stress Test and how to get there. Please remember that this topic may be updated with new questions and answers as they arise, so be sure to check this topic again before you ask a question, just to be sure That's all! We hope you enjoy your time in the world of Nyn and help the game and its community grow together! As always, I'm hugely grateful for all your support, and we wouldn't be here without you all. Keep up the good spirits, you're all fantastic beings. See you in the forge, and may the forge be with you! Can someone add those checksum values to the download topic please? I thought I sent them to you guys a long time ago. But either they didn't get added to it or they were lost when someone changed it. That will give the users the possibility to check if their downloads are fine. At least for some little more experienced users who heard the word `checksum` once in their life. --------------------------- Checksum-Information --------------------------- Name: BattleForge.rar Size: 5307589968 Bytes (5061 MB) CRC32: F3E0B49E CRC64: 72BCE6DDE51A926B MD5: D4184425C5573B106714DBBF525DA3C5 SHA1: B411782EF4034310A655B9E4DD100EA057B29374 SHA256: E6456C335B004A1E77DD6BBCA0F27ECF22389F2DBE7A66624C5B1C4471865F26 BLAKE2sp: 1D7624B734EB372D5F59830B38DB25A6528890BE8A7D33E5CC43E0B10914DF82
  4. MrXLink

    Introduce Yourself!

    Hello and welcome to the BattleForge Community! Here be some fine booty! The reason you're here can be either because you have never played BattleForge before or have met its community, or you are a returning community member; so it's either been a while or been never at all. So why not (re-) introduce yourselves and meet up with old and new friends, well-known members and newcomers? I'll start off with myself. I'm MrXLink and I'm a Dragon (or well, I am extremely obsessed with them...) from the Netherlands and I've played BattleForge since just after their closed beta. Some of you may know me as an official BattleForge forum moderator back in the days, hunting for spambots and keeping things nice. Well, it seems I have been promoted and am now community manager, admin and designer within the BattleForge Reborn team, and I am honoured to have this position. I'll be here just as much as a happy community member as I will be resuming my former moderator job. I'm very interested in game development so yeah, guess that will work out. Besides working on this project I am additionally mostly active in games like Smite, Heroes of the Storm, Civilization, Diablo III and many other random games. And soon... hopefully back into BF! Either way I'm glad to be back! ...so what about you guys and gals?
  5. MrXLink

    UPDATE: BFP Reserves and Boosters

    UPDATE Thank you all for your feedback and support so far, guardians of Nyn! We're pushing out an update coming soon that tackles some of the concerns that have been voiced regarding the changes in earning and spending BFP. Although on the long run everyone is able to earn more BFP and rewards than ever before, we get that 60 mins of playtime to complete the daily boost is a lot, especially for those who play daily and just want to get a couple of games in; those players seem to have been hit the hardest by the recent changes so we're going to adjust the system slightly to make BFP progression more bearable. We are not aiming to return to a 30m daily timeframe as it would contrast too strongly with the reserve system and would put rewards out of tune with what we feel is a balanced way of earning game content, yet we don't want to string you around for an hour of in-game time either, so we're reducing the daily playtime to 45m, which should be about 2-3 PvE matches on average. The BFP payout will stay the same at 250BFP, and this also means that the reserve system will have slightly different (but barely notable) payouts after your dailies have been completed. This is quite a significant change and should help make the game more generous to those who have a short, daily timeframe. For those who don't; carry-over BFP and quests still remain in place, so you can catch up! Secondly, we're making a very drastic and massive change to the new booster types. We've heard your feedback and evaluated the data on booster purchases and for what they award in cards, splash and pure boosters sure take a bit to grind for, which could result in disheartening moments if the booster you played for 3 days for to unlock turns out to not be what you expected or hoped for. Additionally, the auction hall has generally been a very unstable and easily controlled environment, and we want to make it more accessible for everyone to not only use the market but also to have a more comfortable option to get the card you want elsewhere. We're therefore significantly lowering the prices of dual-colour and pure boosters to 475BFP and 500BFP respectively, down from 700/1000. There will still be a small difference between each booster type, as you grab cards from notably smaller pools, but all booster types should be a lot closer within reach of most players. We are aware that both these changes will have massive consequences to SR's economy and we will closely monitor what happens to booster purchases and the Auction Hall in the meantime. We do think, though, that these changes will greatly improve the game's progression and overall experience and may bring the AH to a healthier state. The economy should be looking very different but will still be able to regulate itself, and we're excited to see where this will take us when it comes to earning content and having a good time spending BFP. With these changes in play on the longer run, if you were to complete 1 quest and earn your daily boost each day, you would be able to earn a booster; even more BFP to spend on a better booster or the AH if you continue on. This should feel a lot better to play with. Finally, we will be adding legendary cards to all different boosters, thematically assigned to which booster suits them best from a lore perspective, so that legendary cards become more accessible. Moon, the Skylord of Shadow, may be found in Shadow-related boosters, for example. Amii Monument is an exception to this, more on that in a future update. On top of that, for those Fire/Frost and Shadow/Nature players who feel left out; rejoice! You will be able to purchase your very own booster types too at 475BFP. Want to know what each booster can give you so you can figure out your odds or what to aim for next? We'll implement a button that will show you what each booster may contain! TL;DR Reduced the time to earn your daily boost from 60m to 45m Reduced the cost of 2-colour (splash) boosters from 700 to 475 BFP Reduced the cost of single colour (pure) boosters from 1000 to 500 BFP The regular, all-card booster price remains unchanged. Added legendary cards to all faction boosters, thematically and as evenly distributed as possible. Amii Monument is exempt for now. Added fire/frost and nature/shadow boosters Added a booster lookup feature, allowing you to see what cards can be found in each booster These changes will be live soon on the live game server, so keep an eye on our Discord announcements! We're excited to see what effects these changes will bring to the table and how it may improve the game for you all. These changes seem small but have quite huge consequences, so it may take a bit to settle down. As always, your feedback is ever valuable and will be much appreciated! Thank you all for your continued support, we're heading ever closer to that sweet 1.0! Stay frosty out there! Or feisty. Or down-to-earth... shady? Whatever it is, just be yourself and have fun in the forge!
  6. MrXLink

    Current Proposal: Rewards

    Greeting, Skylords! It's been long since a solid update, and it has come to my attention that there are tonnes of threads that still imply confusion about how BFP is earned and for what people will be rewarded. After some internal discussion, I would like to introduce you to the current proposal for our reward systems. Mind that these are proposals, none of it is definite; changes may still take place. Also note that there are no set BFP values for anything yet. In Skylords Reborn, on a daily basis, you will be able to earn BFP in 2 ways: Daily Quest System (3x per day) Playtime Rewards (BFP/30m, halves every 1.5h) The currently proposed (not definite) BFP rates between those systems are that 60% of the maximum amount of BFP per day can be earned through quests, and 40% through playtime, resulting in an average BFP reward per player of 75% after completing all quests, or at least something in the liking of that. You may have noticed that there is a hard cap on one of the systems. As I have already discussed in the past, this is to prevent overfarming and to make sure people stay within the game for a longer average time. Within BF Reborn, there are 2 main currencies; BFP and Gold. We don't want to make BFP a grindable currency such as gold, as it should be a valuable and unique, limited currency you can buy cards with. So we have decided that BFP will be our limited, easily trade-able currency used to buy cards/elements/etc, and gold to be our grindable currency used for upgrades, mails, etc. Do know that we are working on making gold a useful currency, of which you shall hear more in the future. With thanks to your valuable suggestions, I've decided to throw in a soft-cap for playtime instead. This way playing for longer will make you earn less and less BFP, but won't leave you empty-handed after 3h. Hopefully this will result in people finding more use for extended playtime, while not getting excessively ahead of someone who plays for a regular 3h. With regards to multi-accounting, we have come to the conclusion that yes, hard caps on reward systems may result in this, but it is more important to maintain player activity and a greater enjoyability curve, as well as lasting potential of the game by requesting players to come back another day and monitoring the rich/poor gap quite a bit, than to combat multi-accounting players who feel the need to spend yet another 3 hours and quests on the game. We can't and won't combat multi-accounting 100%, as it would result in sacrificing way too much of the game's features, enjoyability, and reward optimisation. Daily Quests In-depth, daily quests are, as the name implies, daily tasks a player may complete in exchange for BFP. To reach and encourage every player with this system, there will be 3 different quest types, of which the player will receive 1 each per day; a generic quest, a PvP quest and a PvE quest. Aside from tome-related quests, there will NOT be any deck-based quests, so that every player has a chance to complete the quests the way they like it. Generic quests are quests that can be completed within any game mode, such as winning matches, playing matches, playing with friends, using tome decks, etc. PvP quests can only be completed within the PvP section, such as playing on certain maps, playing 1v1/2v2, playing x amount of PvP matches, etc. Note that winning ranked PvP matches will not be a quest, as it will be too demanding to fulfil. PvE quests can only be completed within the PvE section, such as playing on certain maps, completing certain levels of rPvE, playing maps with a set amount of players, playing at a certain difficulty, etc. An example of a daily quest set would be: PvP: Play 2 2v2 PvP matches PvE: Play a 12-player campaign map Generic: Win a match using a tome deck Up to 9 quests will be allowed to stack up, so you could leave the game for 3 days and not miss out on any Daily Quest rewards. If there are any quests stacking up that you are not interested in as a player or can't seem to complete, you can remove this quest from the board, gaining no BFP whatsoever, and make more room for new quests. In order to give a little freedom in case a player doesn't like a quest, one quest can be re-rolled per day. This re-roll will result in the non-preferred quest to be exchanged for a random other quest from the Generic type, but will only net the player 75% of the BFP reward they would have been able to obtain by completing the original quest. Refer-a-Friend We are intending on making the friend referral system a thing. However, we will make sure all rewards obtained from this system will be mostly account-bound and will most likely not include cards anymore. Think of rewards such as elements, gold, and maybe some BFP rewards for spending time with referred friends. We are thinking of implementing a system that not only rewards players for referring friends, but also for playing with said referred player. Rewards will be mutual and mostly untradeable. There's not much more to say about this. Social Media Additionally, our current idea is to also implement rewards for liking/following/subscribing/etc. On social media. Such actions may result in un-tradeable rewards or small amounts of BFP. The rewards themselves are uncertain, but we'd really like to encourage spreading the word and this would be a perfect solution. This would be a web-based process (accounts are likely going to be bound to a web database). ________________________ So those are the currently proposed ways of earning rewards within the game. Feel free to discuss these systems below and ask questions, just do remember this is not definite, but merely our current system proposal.
  7. MrXLink

    UPDATE: BFP Reserves and Boosters

    Yes, this is intended behaviour. When looking at the way we're rewarding people, we need to take the following consequences into account: Having no cap will have players with more time on their hands absolutely dominate the economy, game and progression. We want to avoid this. Having a hard cap and linear gain will be completely fair, but will make people stop once they hit their limit Having a soft cap will make the BFP gain less over time and may demotivate players anyway once their BFP rate for the day isn't worth it anymore On top of that, we want to close the gap between constantly playing players by giving players who have work or can't play as much a bit of leeway to catch up to others. This is what causes the whole "refilling nets more BFP" scenario and is completely intentional. The reserve system is specifically designed to be an alteration to a softcap that accounts for lost time. This means that yes, based on playtime, those taking breaks get more BFP for their in-game time. However, in real time, those playing continuously will be able to gain more. It's important that, in order to earn the same amount of BFP (based on 1.5h sessions, 3h breaks, 280BFP) someone who would take breaks would have to take hours longer in real time than continuous players. This difference in time racks up fast, and sure, you can just do other things in the meantime, but to forcibly optimise this is quite tedious and a lot of grinding/minmaxing for frankly not a huge difference in BFP earned. If you were to "abuse" this system, you would have to willingly quit and wait every single time you play a game, which we assume few people will do. There are much more benefits to having players catch up and feeling more rewarded in that regard than there are drawbacks to the system not being perfectly linear and fair. We'd rather have some people optimise the hell out of this if they enjoy that than to give out too much market control too quickly, widen the gap or have zero reason to continue as opposed to "less". Compensation always comes at a cost; it's about whether the benefits outweigh it, and I consider that they do. So yes, this is intended, nonlinear and should be reasonably balanced to feel not as limiting to regular players and more empowering to those whom the system's intended for. -- @Karl Lavafeld I will be looking into making gold "rushing" less monotonous and more viable on different maps.
  8. MrXLink

    New Badges and Group Info

    Greetings, Skylords, Skyladies, Skythings, As you might have noticed in the past stream, I have overhauled some of the markup and organisation of member groups. Here's a small summary of what's changed: In the past the member groups caused a lot of confusion due to their coloured names, and the were considered as staff. From now on, ALL non-staff members have a white name. This will cause less confusion and problems to be assigned to us instead. Alpha Testers have been renamed to Alpha & Beta Testers due to the project entering Closed Beta status The Community Ambassador group has been renamed to Skylord of Honour. This is because "Community Ambassador" sounds too much like a staff name. Alpha testers and Skylords of Honour; Have no fear! Your status will be acknowledged by a badge that is visible in each post you make, as well as on your profile. All Staff have received badges as well Changes have been updated in the Forum Rules The badges are as follows (I will NOT update this list when more beta participants will arrive) Blank (Owner) InsaneHawk (Owner) MrXLink MrXLink Bolrader fiki574 Inwutsch Lord Nullpointer roy_raider Dexirian DragonOfTime Kiwi MephistoRoss The one with the SoH badge at this point in time is: @Ladadoos The ones with the Alpha Badge are: @RayG @Kaliber84 @Machutan @Lidde @bobfrog @Menchrese @Ilsyde @WotdeFack @anonyme0273 @Eirias @Treim @Darian DelFord @ndclub @LagOps @Dawn @JoseAlmeida @Ultrakool @Sykole @Ladadoos The ones to first receive the Beta badge are all users that have an Alpha badge, plus: @John @Datenschutz @Avire @bergerb @PsyChung @demimond23 @Khazad @Saim25 @SirUmaga @Lukaznid @KhongtheFork @Aleksay @Crusty616 @FRMIMo @Chimerae @Dzodin @Navarr@RacingGamer @Esamor Enjoy your new badges, Skylords!
  9. Greetings Skylords, Skyladies and Skythings! Throughout the past few weeks we have noticed increasingly negative comments and remarks with regards to Skylords Reborn, its progress and its development time. Accusations of us scamming supporters are made on a daily basis, and while that is simply false in every aspect, we do understand that a lot of you have major concerns and are worried about the project, whether it's still a thing, whether we have run off with Patreon funds, and where we are right now after 3 years of development. Don't worry, though! We live, and as you will soon find out, we are doing well and are going nowhere! The thing is, and beta testers know this, that we are actually making a lot of progress to the point where we are busy stress testing the servers with the Closed Beta testing group, improving server stability and creeping closer to Open Beta with every single test. And by the Old Gods, it took a while to get here. A lot of you have an idea of how long a game development cycle can take, and so it is only understandable that 3 years seems like an awful lot just to bring a game back. However, it's a lot more complicated than that due to this being a passion/voluntary project that we don't get paid for, and finding/fixing bugs being way more complex due to us not having made the client code at all. This makes it an unpredictable process in which we can't set deadlines or promise fixed release times. For a more detailed explanation, refer to the quote below from the Open Beta Information thread: Rest assured, we are happy to inform you that we don't want to make money from this project (even if we wanted to, it would be illegal), and that your support is not in vain. Supporting the project is also completely voluntary, and we do not give any game rewards to patrons at all. Thanks to every single one of you who has been having faith in this project and supporting us by being a thriving and friendly community, we have managed to come a long way in 3 years, in which we faced managerial issues, legal complications, several server rewrites, and a lot of swapping regarding staff and partnerships. Our team right now is very solid and progressive, though, and we're getting closer and closer to that glorious Open Beta. We are reaching important testing milestones, which is fantastic. For example, @Kubik has evaluated our latest Closed Beta Stress Test, which was held yesterday. He has collected the following results: For more details on the stress test results, there will be an update on our Developer Platform soon! "What does all this mean?" you may wonder. In essence, it means that we are ironing out some of the last bugs in the current server code (as far as we can see), are getting further in making 12-player maps work properly, and the server is currently able to handle quite some players at the same time. In other words, progress, progress, progress! Keeping this in mind, we would like to give you the following information: Something BIG is coming. Though we will not be reaching a full open beta state just yet, something large and important will be coming to the Skylords Reborn community in the near future. To present this and to provide you with details on this big development milestone, we will be announcing a new, important official stream very soon, so stay tuned! Hopefully this update will clarify things and ease away some of the major concerns you may all be having regarding the project. Be sure to check the forums, discord or other social media for the stream announcements, and for weekly updates about all the progress we are actively making, check our Developer Platform! Thank you all again for your undying support and dedication to the project and the game, and we hope to bring all over 21 THOUSAND of you Skylords, Skyladies and Skythings (*GASP*) more great progress and updates in the near future!
  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. 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 )
  12. 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.
  13. 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
  14. MrXLink

    Possible Fixes to 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.
  15. Greetings, Skylords! Welcome to a brand new update on future game proposals! Many of you have already vaguely heard of this concept, since it has been leaked during the BFReborn Livestream #1 (http://forum.bfreborn.com/index.php?/topic/1196-past-broadcast-05092015/), but here will be some details on the matter to clarify what exactly has been going on regarding tokens, gold, and card upgrades. Mind that these are proposals, nothing is definite yet, and changes may still take place. This thread is meant to give you a rough idea of the direction future development will be heading in. Also note that no token or gold values have been set yet. Something quite important is proposed to be changed in Skylords Reborn. As many of you know, BattleForge had a grand total of 5 currencies: BFP, Gold, Battle Tokens, Victory Tokens, and Honour Tokens. BFP was used to buy cards and boosters, gold to place auctions, send mails, and apply upgrades to cards, and all tokens were used to purchase card upgrades. Tokens have always been extremely confusing; there has never really been a clear explanation of when they are obtained exactly, and they proved to only be a bother as shortages of one specific token type prevented the upgrading of cards. This would force people to play (and win!) unnecessary amounts of matches in order to actually get what they want. Tokens were also monetised in countries such as Germany and the Czech Republic, in order to get more revenue out of the game. In Skylords Reborn, this will no longer be an issue. Tokens will no longer be used in the game. That's right, we are attempting to get rid of the card upgrade currency. Since we will not be monetising any part of the game, and since BFP will now be obtainable in special ways through the daily quest system (like vanilla tokens), tokens are now considered to be excess baggage and more of a curse than a blessing. This is why it's been decided to no longer be used to upgrade your cards. Mind you: the level requirement for upgrading cards will still be a thing, as it is a good way to both prevent multi-accounting and increase the lifetime of the average user. You may be wondering, that if players don't use tokens, what will be used to pay for card upgrades? The answer to this is simple: Gold. This will be the answer to another major problem BattleForge had: the massive excess of gold everywhere. Now, it will still be a challenge to siphon out some gold from the collective pool, but it will at least give gold a purpose. In conjunction with our proposed Reward System (http://forum.bfreborn.com/index.php?/topic/1163-current-proposal-rewards/), we will be blowing new life into this currency. The plan is to make gold an untradeable, easily grindable currency, and BFP a limited, hardly grindable currency that can be obtained daily. This has to do with player lifetime and the enjoyability curve of the game. Gold will no longer be tradeable, and it will no longer be possible to add gold as a mail attachment, which will prevent hyperfarming as well as in-game mail gold scams. It will make the currency more valuable and appreciated, too. Just like Direct Trade, in-game mails will only support sending cards and BFP. Both buying and applying upgrades will be done through gold, so you will still have to pay gold to apply that upgrade you got in your PvE campaign map. Also, the plan is to make changing your in-game avatar (if we get that system to work) cost gold rather than BFP. Gold will still be used as a price to place auctions and send in-game mails, which is a good way to reduce spambots. The Element of Conversion and the Element of Creation will be boosting gold output instead of token output, and if possible other bonuses (such as PvE XP) might apply. They will still cost BFP, but their features are widely debatable. It is important to know that we are currently unable to make UI modifications. We might in the future, but we will require to make it clear that upgrades will cost gold rather than tokens now. During the beta stage of BFReborn, there will most likely be a system in place that is either the final version of buying upgrades for gold (hopefully with UI changes, but as of now that seems like a dark area), or there will be a system in place to exchange gold for tokens using system commands. This will help you get used to the fact that upgrading will be completely gold-based. To summarise, BFP will be obtained through the Daily Quest and Playtime Reward systems and is used for: Buying boosters Buying cards in the auction hall Buying elements Direct Trade transactions In-game Mail attachments (along with cards) Gold will be obtained through playing matches and opening chests and is used for: Buying card upgrades Placing auctions in the auction hall Sending an in-game mail (standard 1G fee) Applying card upgrades Changing your in-game avatar Tokens will be unobtainable and gold will have to be used for its previous functions. _____________________ Such is the current proposal for tokens and gold. It is also important to know that this system is very solid and the decision has been made after serious thought and consideration; it is unlikely that this system will get a complete overhaul or gets changed dramatically. Feel free to discuss these changes below and ask questions, but remember none of this is absolutely definite, but merely our current proposal.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. Greetings, Skylords, Skyladies, and other Skythings! Several years ago, I have asked you all for feedback on integrating a new Loot List (Where upgrades drop) in the game in this thread: Giving the community 4 different options, it's impressive to say that almost 75% of the community wants different loot lists, so I have heeded your words and compiled a new list, based on the following regulations: Due to popular demand, the main priority of the loot is thematic value; Loot will drop as much as possible in maps where you'd expect them to drop, and where it would make sense. This means a ton of lost units drop in Empire, and a lot of bandit units can be found in Blight, for example. Secondly, rare rewards are more likely to be found in more difficult maps (think Behind Enemy Lines, Guns of Lyr, Dwarven Riddle, etc.) Starter Deck card upgrades will drop in earlier maps, so that you don't have to unlock an entire sequence of maps in order to get a few starter cards upgraded. Wherever possible, I have tried to take map popularity into account, but due to lesser votes, this has not been the priority Rarity distributions per map are completely disregarded. The community has voted for thematic value and popularity, so it could very well be that some maps are way more rewarding than others. 12-Player maps will be completely removed from the loot system and reward gold only. Tutorial does not award any upgrades. Aside from the Advanced/Expert-only maps, All upgrades will drop consistently on the same map. Advanced/Expert only maps have their U1 upgrades scattered across other Standard maps, but all other maps will have the same loot no matter the difficulty. The loot list is currently set and is very unlikely to be subject to change anytime soon. If it changes in the future, we will let you know! You can find the current loot list over here: https://docs.google.com/spreadsheets/d/1oMsqJ1IMx8hied3W1ZRtQ5YbpgD2_kBezviNSmSovjM/edit?usp=sharing Thank you all for your help in suggesting loot list improvements, and I hope you can all have a new, fresh experience with new upgrades to get in new ways!
  21. 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.
  22. 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.
  23. Greetings Skylords, Skyladies, and other Skythings! After some time and several iterations of the gold reward system, I feel like overall rewards feel like they are in the right place. rPvE and to a degree cPvE rewards feel progressive and most players seem to enjoy the current boosted flow of gold to upgrade and charge their cards. However, there has been one difficult aspect of the game that has been far behind on this income and kind of feels like the younger, neglected brother of the BF gamemode family: PvP, specifically Ranked PvP. There have been many requests and some threads regarding the gold rewards for Ranked PvP as it stands, and that they are considered to be far too low. Why haven't we touched this before? It's because PvP is always an extra sensitive subject when it comes to game economy, as the game is fully in the hands of two players, and therefore more susceptible to feelings of rage, unfairness or abuse. Specifically the latter, abuse, is something to take very seriously, as we don't want PvP, especially Ranked, to be swarmed with players that don't care or throw for the sake of a better reward. The Ranked PvP income has therefore always been kept relatively low, despite already gaining a 200-400% bonus compared to the original BattleForge. I understand this is tough, and that the PvP community feels forced to play PvE or trade in order to get their decks set up and working. While it's a great thing to stimulate hardcore PvP or PvE players to play a different mode every now and then, the gap between rPvE (the main source of income for the majority of players) and PvP was enormous, with rPvE lv. 9 netting more than double the rewards Ranked PvP victories would give, with rPvE lv. 10 clocking in at about 2.75x as much and solo cPvE Expert Victories at nearly 4x on average (if all upgrades go to the same player). Note, however, that despite cPvE being grossly out of proportion with other game modes if soloed and speedran, cPvE feels like it's in a good spot when it comes to earning gold and upgrades as compared to rPvE in the original BF, and we would like to keep it the way it is regardless of its exploit potential for skilled players. This also has to do with the way we set up Loot Lists as per community poll request. Regardless, it sure shows that PvP, both ranked and unranked (which makes no gold at the moment), are not worth it for gold farming. It's time to change that. With your suggestions and worries regarding this subject, I decided to run some further calculations. While the calculation for PvP rewards is not as straightforward as it would seem, after some thought and many, MANY comparisons to rPvE lv. 9 (the most played gold-rushing rPvE level) and 10 (the most profitable rPvE level), I've come to figuring out some values that would be more in line with other game modes. You can review some of the thought processes behind this in my post in one of the PvP reward suggestion threads: After running some comparisons with altered rewards, I feel like the following changes will help PvP be a more viable option for those who wish to earn some gold without having to resort to PvE grinding. Additionally, I am putting some faith in you, the community, to open up some more possibilities to earn gold without having to enter the scary realm of Ranked play, which will hopefully prevent future abuse. Also keep in mind that reward/system abuse and AFK/"just kill me" matches are considered to be report-worthy offenses and you can help keep the community safe and fair by using the in-game /report tool to notify us. Without further ado, the following changes are proposed for Ranked PvP and Unranked PvP (Sparring Grounds): Increase average Ranked PvP rewards for wins from 72 Gold Per Minute to 125 Gold Per Minute Increase average Ranked PvP rewards for losses from to 27 Gold Per Minute to 35 Gold Per Minute Sparring Grounds will now earn gold equal to 33% of ranked rewards after a set time has been played These changes will make PvP victories 7x as profitable as they were in the original BattleForge, and will make sure to narrow the gap between it and rPvE. There are more factors to PvP gold rewards than a simple Gold Per Minute ratio, but for the sake of clarity these have been left out for now. rPvE9 victories will now comparatively only be about 16% more profitable (currently 102%), and rPvE10 victories will respectively be 52% more profitable in gold (currently 172%). Yes, this does mean that rPvE is still slightly better to go for, but keep in mind that this is initially what rPvE was made for and will prevent Ranked PvP from becoming dominant in gold rushing, which would be detrimental to match quality. Also, rPvE losses will grant no gold at all, whereas PvP losses will give some gold. Sparring Grounds will now also reward some gold, so you don't have to feel obliged to play Ranked if you still want to earn some gold for your training and PvP pursuits! Beware that these changes are not live yet and won't necessarily be final, but let me know what you think, and hopefully this will help breathe some life and motivation into the PvP sector of the game again! I am thinking of implementing this in the upcoming few days or so, and your reaction would be appreciated!
  24. MrXLink

    error

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

    Current Proposal: PvP Rewards (AOT rPvE)

    I'm just looking at the response in general. Radical already upvoted the post in approval. Looks to me like we can implement this soon though.
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