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MrXLink

Community Manager & Designer (Retired)
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Everything posted by MrXLink

  1. Greetings, Skylords! A little word and some rules/guidelines here regarding community-made content (i.e. community-distributed news, streams, social media, etc.). We, the SR Staff Members, have noticed that each and every one of you is very hyped about the project. First of all, my biggest thanks to you for being so enthusiastic and supportive regarding the project, that's absolutely great. However, it has also been noticed that many people have different ideas about the project, and a lot of these ideas are not in agreement with the information we have supplied all of you with. In a game community like this, misinterpretation is bound to happen and so information that is not actually true can be spread throughout the community like a juicy gossip. The problem with this is that many people will get the wrong idea of our past, present and future project work. We are hearing word of features being added that are not going to be added, decisions made that haven't been made, and just overall misinformation being spread. Every community member has right of speech, right of interpretation and right of sharing their enthusiasm, sharing the news and information we distribute freely. You are more than free to spread the word about the project and its features or what you understand of it. However, we as the SR Team have decided that it is getting more and more important to point out that misinformation or misinterpretation is only human and can definitely occur within any community-made content. Therefore we have decided to enforce the following rule (this will be a new rule within the Global Forum Rules over here: http://forum.skylords.eu/index.php?/topic/460-global-forum-rules/): If you want to distribute community-made content containing any information or news regarding Skylords Reborn, be it streams, newsletters, podcasts, articles, videos, or any such medium, you are obliged to include the following disclaimer in your content. This can be through a watermark of some sorts, and has to be at the absolute least be placed in both your account and content description: This content is made by the community, and nothing stated here is official. There is no guarantee that anything stated here is true, it may contain pure speculation or errors. The Skylords Reborn team is not responsible for anything stated in this content. For official news on Skylords Reborn, please visit https://skylords.eu/, or visit the forums at https://forum.skylords.eu/ Additionally, the SR team reserves the right to intervene with content distribution if they deem this necessary. If they see the need to shut certain community content uploading down they may do so without reason or warning. However, if any content will be a victim to this, these will most likely be provided anyway. Secondly, we would like to lie some emphasis on community ranks, privileges and reputation, despite this being pointed out in the forum rules (http://forum.bfreborn.com/index.php?/topic/460-global-forum-rules/) It is very important to know that the SR Team consists of 4 kinds of ranks (all of them have sparkles): the Administrators, the Community Manager, the Developers, and the Moderators. These people are the official SR Staff members and any information on the project they provide, unless otherwise stated or corrected, is the truth at that time. However, anything they say is subject to change in the future. They can be trusted to supply you with accurate and valid information on the project and they know what is going on internally. A full Staff List can be found in the Global Forum Rules (#0) over here: http://forum.skylords.eu/index.php?/topic/460-global-forum-rules/ and over here: http://forum.skylords.eu/index.php?/staff/ You might notice the presence of Alpha and Beta Testers and Skylords of Honour. They are regular community members with a special badge due to their good efforts or help with testing. They are not part of the SR team and should generally not be contacted for issues. Alpha and Beta Testers are community members that have/had access to the SR Test Server. Alpha testers have been able to access our servers since the Closed Alpha testing phase (September/October 2015), Beta testers joined the servers later, when the game entered its Beta phase (Early-Mid September 2016). Alpha and Beta Testers do not have any superior forum privileges and rights, and they do not know a whole lot more than regular forum members do. Alpha and Beta Testers are not part of the SR Team, and therefore nothing they state is official, and they do not necessarily spread correct information (misinterpretation is only human). They are allowed to spread community content just as much as regular members are, and do not bear any additional formality within their content. Alpha and Beta Testers are not Moderators. Alpha and Beta Testers are in no way more important than regular members. Skylords of Honour are community members that have been granted a shiny badge due to exceptional community help and activity. They receive their badge because they have done something exceptionally helpful, and therefore deserve some additional acknowledgement. However, they should not be mixed up with any staff members just because they have a badge. Skylords of Honour do not have any superior forum privileges and rights, and they do not know a whole lot more than regular forum members do. Skylords of Honour are not part of the SR Team, and therefore nothing they state is official, and they do not necessarily spread correct information (as I already pointed out above, misinterpretation is only human). They are allowed to spread community content just as much as regular members are, and do not bear any additional formality within their content. Skylords of Honour are not Moderators. Skylords of Honour are in no way more important than regular members. Thirdly and finally, we would like to bring it to your attention that member-ating, or acting like a moderator (Rule #4 of the Forum Rules http://forum.skylords.eu/index.php?/topic/460-global-forum-rules/) is against the rules and very much frowned upon. This is not only due to it not being your job to moderate, but it also causes a lot of confusion about the aforementioned ranks, and possibly misinformation on the topic. As much as you want to help the team with managing the forums, it is not necessary to give an official answer to a topic, since your posts are not official. You may suggest an answer we would give if you state that you think this answer is what the SR Team's opinion is. Leave official answers to topics to the SR team. You are allowed to refer to other topics, but please refrain from concluding an answer unless we point the answer out ourselves. If the thread in question has already been answered by staff, you are free to mention this and insert a link/URL to said answer in your post, though. Take a less official and more subjective approach to responding to member questions. If an official answer is necessary, wait for an official answer. If you see a reason a thread needs to be moderated, use the report button. Do not head in the thread and point people at the rules, denounce members or act like you have any form of forum authority. The aforementioned groups in green, blue, yellow and red are the groups with authority, and they can be contacted through the report button and PM. That is all for now, hope you have been informed well enough so we can make this community a better, safer, more efficient and friendly place. TL;DR: Community content now requires a disclaimer Please have a look at forum ranks, know that Members, Alpha Testers and Community Ambassadors are not part of the SR team and their replies are not official or necessarily true Do not member-ate, and refrain from making your answers to topics sound official if they are not The report button is there for a reason
  2. That was actually surprisingly good for something that's obviously meant to leave a moral message to society. Too bad it's already too late for most of us anyway. I'd go for 7.5/10 for creativity and quite the spot-on beat. Too lengthy and tries to throw in too many propaganda devices though. Here, have a symphonic metal song from pretty much the only symphmetal band with a male vocalist I enjoy. I personally think his voice is quite... mesmerising.
  3. For those who can't watch the stream; Even though being there in time is awesome, a past broadcast should be available on twitch if you end up missing out on it. You can watch it later to catch up with all the information we'll drizzle onto you like a magic but horribly inefficient water hose.
  4. Dragon restrictions? Do not approve. Gotta note the Nightwish reference though. I'm joking. With regards to the community challenges... yes, I truly support their return. However, I have to agree with the point made that it is too early, especially considering the tournament that is already being set up (albeit supported by us or not). In order to make more variable and interesting challenges, I think it's better to wait until everyone has acquired some cards and decks, and they have the hang of the game again. I do approve of the concept as I have stated many times already (in chatbox and in a thread too as far as I can remember), as far as I'm concerned, I/we will be setting up a community challenge at some point early in the game's new lifetime. So look forward to that!
  5. Yeah. I understand like no other how annoying it is to have to receive every single PM through email...
  6. Greetings Skylords, We would like to inform you that our mailserver is now properly functioning. You should now be able to use password recovery, verify accounts and receive mail from us. We can use this for future forum services as well, and possibly integrate it within the web system for the game itself. Additionally, I changed the permissions so that you can disable emails for PMs so your inbox does not get full of spam. New accounts will require email verification again. If there are any difficulties/bugs you experience with this, please do contact me.
  7. I see your point now. To encourage variety of playstyle in general, this will not happen. Instead of the same quest over and over for re-rolls, a quest can be re-rolled to have it replaced with a generic quest, i.e. both completable within PvP and PvE. You are correct, sir.
  8. We need someone to found AND manage a company for the project.
  9. As @DragonOfTime and @Ultrakool already mentioned, since gold will take over the role of tokens, which were never tradable, it will become untradable as well. It will help to combat account boosting and multi-accounting for the simple reason that it's way less lucrative than it used to be. The biggest problem I have with these statements is that I do not understand what has changed regarding that. Whether it is tokens or gold, you could always just play any map, or one specific one, to gain your tokens and buy your upgrades. Nothing changes in that regard, it's just the fact that it's called "gold" now that changes. This means that the gold rewards and the upgrade prices will be altered in such a way that it would take a lot of farming time to buy upgrades for gold, so that the player might consider completing another PvE map with the loot required instead. That's how the system has always been, I do not intend to change it at all. I would really need to have a good look at the need/greed/assign system in order to see what the big problem is. If you go for assign you should make sure you have a host that you can trust, and the need/greed system is actually quite a good way of distributing rewards to those who need it. Regardless, I have no idea to what extent it is possible for us to overhaul that system, as it is a lot more complicated than changing tokens into gold, for example. Chances are that this system will persist purely because it's a lot of code that may or may not be able to be possible to be altered. 250 BFP was the price of elements, that is correct. If possible, this price may alter depending on daily rewards. I actually have no clue whether it is even possible to easily manipulate gold chests, since each chest has a random value of gold assigned to them, varying per chest and per roll. I agree, chests do seem very boring and if we have time and the possibility to edit gold in chests we might just end up boosting them rather than having elements influence them. Most of your questions have already been answered above. As for the amii upgrades for RPvE, I once again can only tell you that the RPvE reward system is different from a normal PvE map, and therefore it might be really hard to alter this, if not impossible. If we do end up being able to change it, then I would surely agree with using rPvE for distributing Amii upgrades, of course at a lower rate since they are more easily completed and upgrade levels based on the level of RPvE you play on. But again, this may be way more difficult than it seems to be!
  10. Greetings, Skylords! As you may know, in order for the project to operate effectively, we require to set up our own (LLC) company for Skylords Reborn. Sadly our time and expertise has not proven to be enough to do this yet, which is why we are in need of a so-called Company Manager: someone whom we can trust completely to set up and manage Skylords Reborn as a company and thereby greatly accelerate our progress and donation possibilities. What does it take for you to host our company? You'd have to know how to set up said company, and be able to keep it non-profit and work on tax, finance and VAT administration. Do you have it in you to help the project and manage Skylords Reborn as a company? Then please make a proposal to be hired in the Recruitment - Development section of the forums. Remember that we are looking for someone we can greatly trust in doing this, as it is quite a serious and urgent matter. Feel free to leave an application, we'll gladly take a look at it and will hopefully soon be able to set up a company and extend our possibilities.
  11. Ladadoos is correct, it is actually stated there.
  12. I'm intending on modifying most EA prices for things like that anyway to suit our reward system.
  13. 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 Skylords Reborn Livestream #1 (http://forum.skylords.eu/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.skylords.eu/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. 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 Direct Trade transactions In-game Mail attachments (along with cards) Changing your in-game avatar 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 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.
  14. Updated the first post to reflect the current status of the proposal.
  15. Please translate your post into English (so no German left), you're infringing rule 1.1
  16. Since we're implementing all core features in the form of the latest client, most likely the rented ones. Hopefully we can get the 1 free tome per 2 weeks system in too.
  17. I agree this may sound self-contradictory, but the key difference is that difficulty has a huge negative impact on enjoyability when exceeded. If you force difficulty to become harder and harder, you will make existing features more challenging, whereas forcing to explore other game modes will introduce the player to more features, of which the challenge rating is in their hands (even ranked PvP). It is more of a drawback to be forced to play a game that you can't win because it exceeds your capabilities, rather than being forced to play another game mode you might enjoy less, but at least have a chance of winning at. Especially for PvE this is greatly in the player's hands, as for ranked PvP one would have to rely on ELO which should be trustworthy enough (exceptions noted, of course). In a nutshell: feature enforcement encourages variety within the player's capability, difficulty enforcement encourages challenge within the game's features, which might exceed the player's capability, which would end up being a more severe nuisance to the player.
  18. Though I appreciate the thought, there are two main reasons why score-based rewards should not be a thing. Firstly, although yes, it will encourage people to actually play rather than idle, the score system is more easily manipulated, i.e. sit in base and spam units, or hacks for that matter. The difference between PvP and PvE power-wise would be too big (even between separate maps, we'd need a ratio for every single PvE map), and in ranked as you said there won't be any inactive people. That leaves only unranked PvP. Secondly, time-based rewards are a more universal and secure way of distributing. After every match they would have to requeue. If they idle in a PvP match they won't gain a lot from it. They would have to pay attention to requeue continuously because matches last shortly because of either steamrolling or giving up prematurely. If possible, we'd be able to monitor when low amounts of power would be spent and thereby find out who is idling, and it's generally easier to report as well. There may only be two drawbacks to this system, but the one that concerns me most is the fact that there will always be a fastest way to earn BFP. This will in the end result in a certain (probably PvE) map being flooded with players who want to earn the most BFP, like what happens in Passage to Darkness for gold. Now BFP is way more significant than gold within the game, and this will always be the case, therefore I would rather see a small amount of people idle to abuse the system rather than having a ton of players focus on playing that one certain map, taking them away from the other maps BF offers. This system would disencourage gameplay variety which is honestly something I really don't want to happen. The thought is appreciated though, and we might actually consider your suggestions to have a minimum time to earn rewards. In addition, I'm also putting a cap on the maximum amount of time spend on a map to earn rewards. Especially if we are going to implement a softcap system for timed rewards, we should limit the rewards to 2h per match (=4 rewards). Most maps are done under 2 hours, and if a map takes longer it is not a huge disappointment to not gain that final amount of BFP and you might just want to start a short other map in order to obtain your maximum unmodified amount of BFP through that. I'm thinking of storing up to 9 quests (so 3 days) and making quests removable to waste the opportunity to gain BFP but to acquire an extra slot. That should work out fine enough for both of you. Rerolls only apply once on the day you login. As for your first point, it has already been pointed out that as a collectible card game, trading is of major importance. BFP is the main currency for trading and can't just be made account-bound. It would remove a huge and important aspect of the game. Your second point is already planned and mentioned in the very first post. It's a combination of time-based rewards and quests. Let me first of all mention that fiki's reward proposal is off the table, and the current reward system will most likely consist of BFP only. Additionally, you are right about it being hard to determine whether players want the difficulty to be harder or not. We can't just go and generalise the community for veterans to always want a challenging quest, some may just want to have a relaxing or easy time earning their BFP, some will need more of a challenge. Card upgrades already require higher difficulty matches, but also have purchasing alternatives for those who can't handle or don't feel like the challenge. There is no evidence to definitively say that making the curve steeper and the rewards more hardcore the higher level the player is, is the right way to go. Therefore it is better to just leave the quests to be completed broadly, so that the player has the freedom to make the quest as challenging or as easy as they want it to be. I'd rather have more liberal, broad quests than quests that are interesting, complicated, and possibly a nuisance to more casual players of the game. There is no need to develop mechanics that make the game force players a bit more to make earning rewards harder, if the player can have the responsibility for themselves to make it as easy or hard as possible.
  19. This is because Origin did not exist in that time. BattleForge was made several years before Origin was launched, and so they used Steam for extra advertising and distribution. They took it down from steam when it became free to play (most likely due to transaction taxes being too high for them on Steam or EA anticipating Origin). Then Origin was released around mid 2011, but BattleForge never really got into that, which is imaginable since it's a free-to-play game that wasn't going on too well, not exactly new Origin material.
  20. In addition to what @Treim said, It's not just about multi-accounting. It's also about keeping your playerbase active at a decent rate. We also don't want players to get all they want through being able to farm day and night, not only due to the rich/poor gap but also due to game experience and flow. BFP is not a grinding currency and we don't want to make it one, so take what you can get for a day and come back next time. It is a limited currency you can save, and especially for new players this should give a clear overview and make them grow steadily. Additionally, we want players to last, and this is a really solid way of making sure people return. Also a funny thing to point out is that people are starting to wonder whether they would see the fun or point in playing without earning BFP. Well... haven't you done so back in vanilla battleforge? There is also still gold to grind, upgrades to farm, experience to gain and ranks to increase without getting BFP. I'm glad you understand the main point of why there are PvP AND PvE missions, and why there are no choices. It is a good thing to encourage gameplay variety and those who do not feel like a certain quest can reroll to earn less and have a chance to roll a quest they may enjoy more. This is especially important for newer players and players that tend to stick to one mode. I am indeed hoping we can get a minimum time spent limit integrated within "completion" quests, especially for PvP but also for random maps. Idling must not be a thing. I am not a fan of a softcap system, especially with gold being a bit more important in BFReborn it will not truly feel like you're not gaining everything, just like I stated above. However, I will take it into consideration and see what influence it would have. Tomes are considered a core feature and will most likely return, yes. Thanks. I already mentioned something above, but a quest system is designed to encourage people to explore more features of the game in exchange for virtual currency. The same applies here. The quest system is being used to get people out of their PvP or PvE comfort zone and tempt them to try out the other mode in order to get more BFP. With the playtime reward system and there always being a mission of their preferred playtype they won't miss out on a huge lot of BFP (20%), and if they do want a chance at earning BFP in another way they can reroll and hope for a more suitable quest. If this is not the case then they will indeed have to play the other game mode to earn their BFP. If they don't want to, then they will have to miss out and try again the day after. The quest system ensures that players who stick to what they normally do get to experience other parts of the game that they might find interesting after all (again, especially newcomers but also veterans!) and this will lengthen their gameplay experience and may help to have them stick around or at the very least enjoy battleforge more. Yes, this is at the cost of what people who normally play nothing but one game mode want but the quests should not be hard to complete and the other odds just weigh up so much more against it that it's deemed better for the game overall. Hope that's a bit of an explanation. If you add up queueing time, you can queue, then be idle for the game, and still gain your BFP through queueing time only. It might be frustrating to wait long for a match, but adding it to the reward time makes the system way more abusable. Mind that the rewards will be bigger (even scaled up through the F2P system) and hopefully the playerbase will be better than BF's dying days. I am unsure whether there is score in PvE. If you want score to replace time we'll have a lot of issues with balancing the rewards per score, since some maps have more power wells than others, and PvP uses way less power than PvE. That'd be too much of a hassle compared to the fact that you can use time. Sure, the other system would require more action but at least with the time factor we are sure that it requires a player to spend a lot of time doing nothing, which is easier to report.
  21. You raise a fair point, I might actually consider that option for that reason and that reason only. Also, your words imply I mentioned 25% of the price being the reward, this is not the case. You exchange a reroll for 25% of the price, therefore the reward will be 75%. I'm afraid that would be way too tempting to idle around with, so no. Just like the daily BFP reward from EA couldn't be earned by queueing. Well, as thoroughly mentioned it's an example, as I said there are no definite numbers. I literally made that up with no further thought because the real values will be calculated/looked at later.
  22. Might as well make the rewards mutual, yes. Set prices for selling cards for BFP integrated within the system is not something we have in mind for now. I'll elaborate later. Stick to the topic though!
  23. We could very well do that. However, it might be conflicting with BF's avatar system (spend BFP/G on changing your avatar to a card image). It would result in players not being able to get their social media images back if they change it. But maybe the web application can work with that...
  24. WARNING: THIS THREAD MIGHT CONTAIN OUTDATED INFORMATION 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.
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