Posts posted by MrXLink
There have been increasing concerns lately about people selling and buying in-game content for real-life currency. We'd like to clarify that we do not and will never sell any BattleForge content for real-life money. This is due to the project being non-profit and a revival passion project in which we do not own any of the rights required to sell anything that's part of the game. Also, we like giving you a free experience of this amazing game without you ever having to worry about it being pay-to-win!
ANY kind of activity in the games, the forums, or our official discord server that involves trading in-game content for non-in-game content, be it real-life currency, accounts, games, literally anything that's not a part of the game, is strictly forbidden and not condoned by the Skylords Reborn Team. We do not and will never tolerate any kind of transactions that go beyond the game, such as account sales or trading BFP for real-life money, even if it was meant as a joke.
These kinds of malpractices put the entire game at risk for everyone involved; they could and will shut down the project entirely, never making Skylords Reborn available to the people again. We don't want that to happen, and hopefully neither do any of you. We're very proud and happy to provide the BF experience to you and we intend to keep doing so!
For the safety of the community as well as the entire project's future, please consider the following:
If you see anyone attempting to sell or buy in-game content for out-of-game content on any platform report this to SR staff as soon as you can! We will do what we can to crack down on these cases as soon as possible.
- You can report someone by right clicking their name in the game and then clicking the report button, using the report function on the forums, or sending a DM to the SR Staff Mail bot on our Discord server.
- We will never sell you in-game content for real money. If someone does, report it.
Attempting to sell in-game content like this is considered a threat to the entire project and its community, and will result in a permanent ban.
- This ban is NOT negotiable; you will never be able to access the game again. Period.
We take these kinds of issues very seriously and we will always do what we can to keep Skylords Reborn a safe and enjoyable place for you all, and that means we try to keep it free from black market practices. By reporting, you can help keep Nyn safe and keep the game alive for all of us!
Thanks for keeping the game safe and enjoyable with us! Stay cool, stay safe, and enjoy the forge!
- If you see anyone attempting to sell or buy in-game content for out-of-game content on any platform report this to SR staff as soon as you can! We will do what we can to crack down on these cases as soon as possible.
On 2/16/2021 at 7:05 PM, Falcone said:
Thank you for your answer.
Hey did not know who to turn to, so now publicly. @Adminteam Is it forbidden to create a own forum for the German community? Best regards, Rico
If you want to host a German forum about Skylords Reborn that's absolutely fine, we can't and won't forbid you to do that. However, the official forums will stay English only for the reasons I mentioned earlier. You can also check Discord, I'm pretty sure there's a German chat server out there somewhere.
We understand the German community is very prevalent in BattleForge, but we do want to maintain a global community and make sure everyone's able to understand the discussions going on. Especially since we're a relatively small community, we want to avoid splitting things up through a language barrier. That's why we ask from you and everyone else to be considerate about people who do not speak your native language and use English instead. If you can't write English properly, even a google translate would help a lot.
Of course you're free to talk in German in private/group chats or setting up something outside of the official community, but we would prefer to keep our official channels as universal (and so English) as possible.
We did indeed increase baseline charges and reduce card upgrade changes to make the game feel less grindy and slow in the start, and to lessen the pressure the game originally put on you to purchase cards. That being said, yes, the cardbase is grossly outdated and we will look into finding either an alternative tool or a better way to adjust the current cardbase accordingly.
The "Create Group" command (default CTRL+<1-0>) also adds new units to a selected group without having to select anything in the existing group.
@xs0ulLess Aside from the click and click+drag options, all these keybindings can be edited under the Hotkeys section in the in-game options menu.
Have you tried logging in with your email address instead?
/moved to tech support
41 minutes ago, Cirind said:
Good job guys!
Btw do you plan to release it on any platform like for example Steam in F2P?
Thanks it's been a long time coming
We can't do Steam due to not technically owning the property of BattleForge. This would cause a lot of conflict and could result in the project shutting down. I don't think Steam would allow it either way, so sadly that's a no-go I'm afraid. Best we can have is word of mouth and a solid installer, which we have massively improved on!
Any unidentified .exe can be flagged by antivirus programs because it's not listed or known to them, and that can awaken some feelings of doubt of course. We're doing everything we can to be as certified and trusted as possible though, but some programs do seem to flag the installer which is something that's really hard to work around
Also, regarding data, if it is reassuring to you, we are legally obliged by GDPR to delete any personal information you have provided to us if you request it to be so if you wish to delete your account, so please don't fear. We are not stealing any information nor is our software harmful to your computer, anything related to your computer or account is used strictly for improving the game and maintaining order on the server (bans and strictly game-related stuff). We will never do anything beyond that, and it's all secure
I to this day am insanely grateful for the support and progress we've made throughout these 5 years. It's been a wild ride and a half, and I've seen it all; from glorious hype to grossly overstated goals, from an amazing supportive community to hate and abandonment, from major progression blocks and team issues to the fantastic appreciation, progress and teamwork that we're going through today. It's so cool to finally be able to say we are releasing after such a long time, and thank you all so much for sticking with us throughout it all with your messages of support, passion and dedication.
I've been here from the get-go and although perhaps less intensively as I used to, I'll be very glad to stay a part of the team and continue to develop with the team for future content to come as a designer and moderator, and I'm very excited to see what we'll come up with to make the game that much more exciting and long-lasting. Perhaps you'll also start seeing me in-game more often once we go gold
Keep it up team, keep it up community, and thank you so much every single one of you. It's been a long time coming, and the moment is finally upon us.
Nyn is ready to be conquered and protected, it's yours to explore without a looming reset, December 18th! Go get 'em, Skyfolk!
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!
Reduced the time to earn your daily boost from
Reduced the cost of 2-colour (splash) boosters from
700to 475 BFP
Reduced the cost of single colour (pure) boosters from
1000to 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!
- Reduced the time to earn your daily boost from
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!
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!
8 hours ago, VolvoxGlobator said:
Is it intended property of the system, that 10 minutes of the play (e.g. PvP) gives different amount of BFP from reserve? Talking only about the part of rewards which goes from the continously added BFP, not the daily bonus nor transfered daily bonus.
This means, that it motivates* people to not to play, until the reserve is high enough. Assume we define optimum as least time played to get max BFP. Then optimal "controller" would play only when the reserve is almost full, play a few mins and then stop. Wait for refill and repeat. Just looking into this table it would spend roughly 10x less in game yet earn same BFP compared to someone who "operates" with empty reserve. And even "more less" compared to someone who just plays nonstop
What is the motivation behind this nonlinearity? Please note, that I for sure wont be able to be much active, so this system actually benefits me personally, but it really feels odd, that rewards is proportional to current state of the reserve, rather than just time played (assuming sufficient amount of BFP is stored)
*again, only with respect to reserve reward part of the system
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.
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 )
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
90to 45 minutes, increasing the effectiveness of the daily boost.
Increased the Refill Rate Constant (C) from
5to 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
3to 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
3to 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
- 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 45 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!
- Decreased the maximum amount of time to earn daily rewards from
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
On 3/10/2020 at 6:13 PM, Eirias said:
@MrXLink has never said that he wants the game completely unchanged. MrXLink has only said that he doesn't want card balance changes to happen until the full release. This is not a balance change.
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.
3 hours ago, JoKeRNooTNooT said:
The thing I am worried about is that no one will want to spend their "hard earned" points on boosters because they could end up getting low tier cards. I think there is a very high chance that players will much rather want to spend those points on the auction to get exactly what they want, which will lead to less boosters being opened.
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.3 hours ago, Fudge said:
Wouldnt it be better for the reserve to be weekly so that those who can play, maybe only on weekends are not put so far behind those who play multiple times daily. Also on a slight tangent but will there be bfp rewards for completing maps on certain difficulties? With the current system there is no rewarding feeling completing a map on expert since if i want to upgrade a card i can just farm guns of lyr on expert in 5 mins. I understand that you dont want skill to be a determining factor but i feel like player interaction with certain maps would be much higher if there was a goal to strive to.
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.2 hours ago, Zephmarkz said:
Im afraid this is gonna make the entrance to pvp even harder. Imagine having to grind for several months just to get viable units in starcraft, and then if u wanna switch from terran to protos you had to grind for another 3-4 months. Im afraid this is going to hurt the longevity of the game. It is an RTS after all. As a completely new player you won't even know if the deck ur going for is the one that feels good to play for u. And you cant try one out either. Slowing down the progression might be good for people who enjoy the PVE, but it might ruin the game completely for some or allot people who want to get into the pvp again. I never even got to that point before the reset, and i actually have time to play quite allot compared to most people i know. And yes for sure i could play pvp with a shit deck and still earn some BFP and stuff. but will that be fun, loosing to people who have had the time to fully optimize their decks, because they had more time and more free days to play.
Also, theres the cardgame component. The boosters is a really addictive but not optimal way of optaining cards. Whats a card game without boosters, the excitement of opening a pack and hoping for that Trox General of Destruction (dual masters refrence). Sure i do enjoy the auction house, but maybe some of the quests should give u boosters, its more tempting to open one once you have one in ur face on the screen. Its easier to avoid opening when u have to use the bfp u earn, when you know you can use it on the spesific card you need.
Again, im really afraid slower progression will kill this community. Does it cater more to the hardcore players? yes for sure. But what aboute us casuals, i think most of us won't enjoy this at all. Very concerned with this.
Pretty high level...
1,5 years as mentioned above is apparently to fast.. this is unsettling. Put yourself in the working mans shoes. Who just wants to come home and play some pvp... nope, you have to grind for a couple of months before you can do that. Do you think people would like that?
Im asking because i want to start a conversation about this, cause this concerns me regarding the games longevity. Not to be offensive.
Maybe a dedicated PVP server where you can just play PVE and the progression is getting better. Worked for most RTS games.
Maybe make a huge strawpool, see if most people actually want slower progression. If they do, sure go ahead, its super for the game. But if they don't, it will make a serious dent in the amount of people actually playing. Tread super carefully with such a small playerbase, the game is nothing without it.
I haven't been active on any forums for years, but this game was my jam when i was a teenager, and i don't want to loose it again. Im trying to set feelings aside and just air my concerns with you. I have noe clue how much the community has been involved and how much you have communicated and listened to them. But i really hope you guys do.
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.1 hour ago, Chibiterasu said:
In general I like that Reserve System. But the values could be better imo. First I don't like it that we don't get a free booster per day anymore. Sure we can use the Bfp we get to buy boosters but boosters are not worth the price they cost. The best part about boosters currently is not the value of the cards inside but the feeling you have when you open them especially when you get a rare card from them. I never sold any booster, I just opened them for that reason. Sure I got cards like frost-Avatar, Dreadnaught, Warlord and other expensive stuff, but overall it would be better to sell them all for 400 Bfp. I doubt there will be many people who will buy boosters with their earned bfp. Therefore new cards will be implemented in the overall market way slower and that leads to a slowdown of pretty much everything.
My idea would be to reduce the numbers of Bfp people get from the Reserve System but give everyone a free booster once they reached 30 minutes per day. Additionally it probably would be necessary to reduce the reward for the quests as well. Anyway I don't think it's good idea to lock boosters by a huge amount of playtime.
What is negativity? Isn't it the same as crucial thinking? I thought that's a very important part of feedback you should be looking for. Especially since he's the one who has the numbers...
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.1 hour ago, Zephmarkz said:
A criticism can be negative and still be extremely valuable. Yes its easy to focus on the negatives, but it can also be very important!
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.
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.
2 minutes ago, Halis said:
I think 90 minutes is a really long time, isn't it? (At least compared to the old 30 minutes for one Booster = 420 BFP and now 90 minutes = 250 BFP). I havent read the hole post yet, if the answer is inside. (But will do it now)
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.
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.
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 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:Spoiler
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.Spoiler
DAILY BONUS FORMULA:
- B(match): BFP earned after a match
- B(max): Maximum amount of daily boost BFP earnable => Default value: 250
- B(rest): Remaining BFP from previous calculations. Always lower than 1. If B(match) has fractional values, it gets stored in B(rest)
- t(max): Maximum amount of daily boost time in minutes => Default value: 90
- t(match): Match length in minutes
This is a pretty standard linear formula based around the daily ratio. The total time spent in matches gets stored as well, and this formula is only used for as many minutes as t(max) states. Any remaining match time gets stored into a variable called t(rest), which gets added to the reserve system calculations. The daily bonus will therefore never apply longer than its max value.
RESERVE SYSTEM - REFILL RATE:
- R(refill): The rate at which the reserve refills
- C: A constant. As stated, should be bigger than 1, or it will result in the reserve system awarding more than the daily boost, which is the opposite of its intention. Default => 5
- B(max): Maximum amount of daily boost BFP earnable => Default value: 250
- t(max): Maximum amount of daily boost time in minutes => Default value: 90
Simply put, the refill rate of the reserve system is proportional to the daily earning ratio. This is to ensure the systems stay separated and the refill rate won't be higher than the earning rate of the daily system.
RESERVE SYSTEM - REFILL PROCESS:
- R(current): Current reserve value
- R(refill): Refill rate as calculated above.
- R(max): Maximum reserve capacity. => Default value: 500
- ΔT: Real-time time difference in minutes between certain events such as last match end, last login, current match end, current login time, etc. Used to determine the time between matches, should also be accounting for potential crashes or unfinished matches.
This is the system that constantly refills the reserve pool so that BFP can be taken from it after each match. The whole T factor in this could be the feature most prone to bugs, due to it needing to figure out what amount of time has passed. We can't update every minute or so, that would cost us way too much processing power.
RESERVE SYSTEM - EARNING FORMULA (THE BIG ONE):
- B(match): Amount of BFP earned this match
- B(rest): Remaining BFP from previous calculations. Always lower than 1. If B(match) has fractional values, it gets stored in B(rest)
- t(rest): Excess time (m) spent in the Daily Bonus system, gets added to the first Reserve System calculation.
- t(match): Match time in minutes
- R(refill): Refill rate as calculated above
- R(current): Current reserve value
- R(max): Maximum reserve capacity. => Default value: 500
- x: A constant. This determines the speed at which a full reserve drains faster compared to an empty reserve. The decay is linear, based on R(current). => Default value: 3
The system calculates match time and multiplies it with the refill rate. This is to make sure that you can always drain at the refill rate at minimum, or more, and so you can't earn less than you refill. What follows is the multiplication factor that determines how fast a full reserve drains compared to an empty one. On an empty reserve, x*r(current)/r(max) will get almost negligibly small, resulting in a drain rate equal to the refill rate.
Noteworthy is that B(match) can never exceed R(current), so you may never drain more reserves than you have. This seems logical, but also prevents excessively long matches from netting more BFP than they should. These matches would be very long (hours), and this technical BFP ceiling on a single match should not be applying often, since refill time gets calculated AFTER payout.
After this, B(match) gets subtracted from R(current) to set the new current reserve value, and so the next match's payout will be based on this.
If you want to run the numbers, these formulae should provide you with enough data to do so, must you feel like it! Due to past discussions and margin of error, I will not provide direct numbers for you, but the formulae and descriptions should be enough to do so yourself if you wish.
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!
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.
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.
13 hours ago, Kubik said:
@RadicalX you should probably read Link's post and respond, because he said he is waiting for the reactions, and you are probably the most qualified one to respond
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.
MrXLink, over and out...
Dear Skylords, Skyladies, and other skyfolk,
As you may know I've been here a long, long time. 12 years ago on the official forums, and pretty much ever since this project started. Over those years a lot has changed, for better and for worse. Both myself and some of the veterans around here have seen the game and its dev team rise and fall more often than we'd all like to admit, but we prevailed and we held on to Nyn and the wonders of this unique RTS/TCG hybrid. BattleForge has always been a great passion of mine, as a player and as a developer.
But times change, and life changes, and as Skylords Reborn grew to the size and state that it is now, my own time had to be more and more divided. Graduation, running a full-time job, major changes in my personal life and thought processes, and the ongoing pandemic have greatly jumbled up my day-to-day life, my mind, and my available time and energy. This has had quite an impact on how well I can contribute to this project right now, and so I've come to the conclusion that it doesn't feel appropriate to be a part of the SR team for as little work as I'm able to get myself to contribute.
It's with a heavy heart I'm saying I am, on my own accord, stepping down from the SR team for the time being, but I feel that it's necessary. This is purely personal and has nothing to do with the current team, community, or the game itself; after all, we've accomplished so much, all of us! Thanks to all of you we've actually succeeded in what many thought to be utterly impossible; to revive an entire game purely out of passion, figuring out its inner workings, and altering it to make it a 100% free, enjoyable, non-profit game to keep enjoying despite the studio having long been disbanded. I've had the pleasure of working with an already fantastic community and team on a passion project others would dream of, and over time the team's grown so much.
It's been fantastic working on Skylords for so long and the game and project still are very dear to me. Throughout the years I've learnt tremendously much and have helped to keep things afloat in both bright and darker times for the project; it's been a rollercoaster for all of us. But we got there! We got to a fantastic release and have a whole revitalised and excited team ready to support all of you for a long time to come! This project is now in better hands than I could ever have anticipated, and I am happy and confident to leave Skylords Reborn to some of the most capable people I've had the pleasure of meeting.
I'll be stepping down after having been a long-time admin, CM, moderator and designer, and though I will keep providing some advice and help in the background, I will stop being a dev and remain a player. Perhaps I'll return if my personal life allows for it in the future, but as of right now I simply don't think I can contribute enough.
It's been an absolute honour being a part of BattleForge's development throughout well over a decade, and I want to thank everybody for their continued work, support and belief in the amazing things we've ended up accomplishing. That includes you, no matter how long you're here or if you even know me. We did it! I'm still so proud of all of us, and I am happy to know the project's in great hands. Keep up the amazing work and let the hype train rage ever onward.
Thanks for everything, until next time, and may the Forge be ever with you!