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MrXLink

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

    After five years of development Skylords Reborn has finally hit full release, we want to thank every single one of you for joining and supporting us on our journey. This topic will provide you with all the information, details, and answers you need.
    How can I play this game?
    You can find instructions for downloading and installing the game here.

    How do I log in to the game?
    First, you need to create an account on this forum, here. Afterwards you can simply login with the same account in the game. A game account will automatically be created and linked to your forum account. Do not make multiple accounts for yourself. You are allowed to play with your family/friends in the same house.

    What is Skylords Reborn?
    Skylords Reborn is a project which started off as a 2-man team working on allowing the community to play BattleForge again. BattleForge was a Real-Time Strategy Collectible Card PC game (not a MOBA) made by EA Phenomic in 2009 that got closed down on October 31 2013, disappointing many players. The ever-growing Skylords Reborn team has been working hard to make BattleForge playable and accessible for its still large community and new players once more! You can read more about our project on our wiki.

    Can I upload content of Skylords Reborn?
    Yes. You are allowed to make Youtube and Twitch videos and streams of Skylords Reborn.

    Will I be able to use my old account?
    No. As we are not EA we do not have access to your old accounts and never will, so you will have to create a new one and start from scratch. We know this is annoying but there is no way for us to retrieve account information. At least you can play the game again!

    What is the difference between Skylords Reborn and old BattleForge?
    Everything from the original game works but there has been a number of changes. (see list below)
    Cards
    Balance changes and new cards Economy
    Free to Play (no payments for game progression) Daily time based BFP rewards Daily PvP and PvE quests (Resets daily at 10:00 UTC) Seasonal & Lifetime Achievements Faction Boosters Removal of Tokens. Gold is now used instead and is untradable. Removal of Elements of Conversion/Creation. PvP
    Free PvP deck rotations Official Tournaments (BFP rewards) Spectator versions for all 1vs1 maps PvE
    All campaign maps available again (including 12 player maps) New high-quality community maps And many other quality of life improvements.
    Can I buy/sell BFP for real money?
    Absolutely not! People who are noted to sell or attempt to buy BFP or any in-game content with real money may be banned from playing the game at all, or have their accounts reset. We take no responsibility whatsoever in any lost money or in-game content. We don't sell BFP for a very good reason as this project is allowed to exist due to the fact that we are making zero profit or income from the game, which would be using someone else's ideas and content for claiming money. If you buy or sell in-game content, you are essentially doing the same thing and this could put both you as well as the entire project at risk of being shut down.

    How can I earn Gold and Upgrades?
    Since tokens have been removed from the game entirely, you will earn gold instead through playing Randomly Generated PvE, Sparring PvP, and disenchanting upgrades found in Campaign PvE maps. The upgrade drops have been changed, and you can find the new loot list in this topic.

    How can I obtain promos?
    You can get promos as an extremely rare reward in boosters, or during special events that we will host.

    I found a bug! What now? How do I report a bug?
    Please refer to the "Report A Bug" forum, and particularly this topic.

    I have seen someone cheat, flame, or severely break the rules. Where do I report this?
    You can right-click on a player to report them in-game. You can also report this behaviour directly to the Moderation Team (Global Moderators) on the forums or discord. Please refer to the Ticket Tool thread here when reporting on discord.

    Is the game only available in English?
    The game can be played in all languages that were previously available. This includes English, German, French and Russian. However, we are mostly focusing our project and any announcements around the English language.

    Have you asked EA for help with the project? Do you work for EA?
    No, we do not work for EA and we sincerely doubt EA is interested in the funding of the project nor rebooting the game. We do not expect any help from EA. We have, however, been given permission to alter the existing client and make this project a reality until further notice is provided. Former BF staff are likely under NDA as well, disallowing them to help us in the first place.

    If this project is completely non-profit, how will you keep the servers up?
    We have created a patreon page here. Any donated money will be spent on server upkeep, development and a lot will be saved up for future server upkeep. No money whatsoever will go into our own pockets. You can make a one time payment and then unsubscribe from us or you can pick to pay every month. Please note all Patrons will not gain any benefits in game.

    Where is the server located?
    The server is located in Germany.

    Will you distribute the server files for private hosting?
    No. The project is closed source, which means that the files (code) are not public.

    I have another question!
    Alright, that's cool! Before you continue, however, please use the forum's search function to find any threads that may have your question in it. If your question really isn't answered yet, feel free to create a thread.
    That's all! We hope you enjoy your time in the world of Nyn and help the game and its community grow together! As always, We're hugely grateful for all your support, and we wouldn't be here without you all. Keep up the good spirits, you're all fantastic beings. See you in the forge, and may the forge be with you!
  4. ImperatorSK liked a post in a topic by MrXLink in Fix the servers or add something to the game so it's not a waste of time!   
    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.
  5. king liked a post in a topic by MrXLink in Global Rules (May Apply In-Game!)   
    Welcome to Skylords Reborn!
    Remember that these rules apply to our entire domain, including Discord and the game itself, and are subject to change at ANY time.
    Modifications made to the rules may be applied to ALL posts, including posts pre-dating the change.
    [SUMMARY]
    This is a summary of the rules in Skylords Reborn. More information about each rule can be found after the summary.
    [GLOBAL RULES]
    1. No Inappropriate Content
    No offensive, vulgar, disrespectful, threatening or insulting content.
    1.1. Language
    Speak English only on the Forums and Discord Server. You can speak any language in-game. 
    1.2. Keeping it Legal
    Do not post cheats, hacks or other piracy means.
    2. Spamming or Unconstructive Behaviour
    Avoid posting repetitive, non-constructive, or disruptive content in forums and in-game messages.
    3. Unsportsmanlike Behaviour
    Refrain from engaging in disrespectful, disruptive, or intentionally uncooperative actions in communication and in-game interactions.
    4. No Multi-Accounting
    Do not make more than one account on these Forums or in-game.
    5. Impersonation
    Do not under any means impersonate another player or staff member.
    6. Making Up Dev Statements
    Do not make up fake announcements or spread false information about Skylords Reborn.
    7. Trade Rules
    Do not beg or scam other players. No transfers or suggestions or mention of transfers involving any real-life currency. Trade strictly through in-game currency and/or cards on both ends of a deal.
    8. Avoiding Penalties
    Do not avoid any warnings or bans given to yourself, it will only make it worse.
    9. Being a robot
    Do not use any kind of bots on our Forums or in-game.
    10. Responding to Rule Violation / Reporting Content
    Do not denounce someone publicly for breaking rules, report the person and leave it to Moderation staff members.
    11. Respect the Staff and their Decisions
    Treat staff and their decisions with respect! If you have issues with a member of staff speak to the Lead Moderator!
    11.1 Respect warnings and the privacy thereof
    Received a warning? Please keep the information to yourself.
    12. Content Uploading Policy
    You can stream and make YouTube videos of the game.
    13. Game client and bug abuse
    Do not abuse the game client or any bugs you find, report them instead.
    14. Cheating
    Do not use cheats or hacks in our game to keep it fair for all!
    [ADDITIONAL FORUM RULES]
    15. Posting Behavior
    Do not spam, thread boost, necro-post, harass or insult others on these Forums.
    16. Profile Restrictions
    Do not use any form of animated images, should abide rule 1 and do not exceed the size of 600x150px for imagery.
    17. Reputation/Like System
    Do not beg or farm for Reputation/Likes. Max of 5 Reputation can be given each day.
     
    [DETAILED RULES]
    The rules are what is expected from all community members. Please keep in mind that Moderators and Administrators have full discretion to address any behavior, topic or event that they deem inappropriate or fail to accord to our code of conduct. All staff reserve the right to suspend or even deny your access to these Forums and game at any time for reasons that include, but are not limited to, failing to conform to these guidelines. Warnings are usually non-negotiable, but users reserve the right to ask for clarification, whilst being aware that this will in no way ensure a response to said warning and will in no way ensure a change of result. Repetitive violation of the rules may result in permanent banishment from these Forums and therefore the game. Note that these rules are not language-restrictive; they apply globally. Staff reserve the right to take preventative or retroactive measures against known threats to our domain, including but not limited to spambots, known toxicity, and otherwise known people that may disrespect or have disrespected our policy. If these cases require discussion or you would like to appeal, please use the contact form or contact Global Moderators on any platform.
    [GLOBAL RULES]
    1. No Inappropriate Content
    The Forums and game are to be kept clean, safe and friendly to users of all ages, beliefs, moralities, ethnicities, and situations. We therefore do not allow obscene content or content with a (high) risk of offending users. This includes posts, links, images, videos, and any other direct medium. This category includes, but is not limited to, content which refers to or in itself is:
    Vulgar, pornographic/mature or graphic Of religious nature Disrespectful Offensive in any way (Racial/Ethnic/Country-based) Promoting (symbols of) nationalistic/patriotic hatred Obscene Irrelevantly (ergo: not focused around SR) advertising any product, including self-promotion without permission) Sexually oriented Insulting, threatening, provoking or calling out another member (Cynicism may also be seen as insulting) Relating to drugs or activities involving them Invasion or distributing any other's information that could be private, without their consent or approval Harassing or defamatory (This includes things like "kys" or other "popular memes" that are currently going on) Publicly denouncing a person (Defamation of character or wild accusations of scamming) Linked to or by itself harmful and malicious software, such as viruses, Trojans, etc. Examples of any of the above (but not limited thereto) within your post will result in your post being deleted and a warning being issued. Multiple warnings may result in account suspension or restriction of indeterminate length.
    Important notice: saying "kappa" or using the "kappa" or "troll" emote is by absolutely no means an excuse to act vulgarly or break the forum rules in any way. Not even as a joke. Same goes for any form of indicating sarcasm, such as "/s"
    1.1. Language
    These Forums and our Discord server are made for a global community. We assume English (UK/US) to be our global language and thereby it is required that every user posts their content within the English language. Additionally, inappropriate or vulgar language (cursing, swearing, etc.) is not permitted. In-game you are allowed to write in any language and do not require translations.

    Posts outside of the English (UK/US) language will result in a request for translation, which, if not obeyed, will result in post deletion and a warning being issued. Multiple warnings may result in account suspension or restriction of indeterminate length.
    1.2. Keeping it Legal
    We kindly ask you to not bring seriously illegal topics onto these Forums, Discord or into the game. Whereas sometimes these topics are allowed to be used in a discussion or post, please try to set boundaries and ensure that topics will not rise to a criminal level. Refrain from expressing specific methods of piracy or committing crimes. Though unlikely to appear, refrain from posting cheats or hacks for the game, even if this is to point out they exist. If you are thus far urged to report such an activity, contact a staff member or use the Forums or in-game report tool.
    2. Spamming or Unconstructive Behaviour
    Spamming and unconstructive behaviour is not allowed. This includes, but is not limited to, the following:
    Excessively communicating the same phrase, similar phrases, gibberish, or any repetitive posts of the same content Creating threads or in-game messages for the sole purpose of causing unrest and disturbance within the community Making non-constructive comments Clustering spoiler boxes (aka a spoiler in a spoiler in a spoiler in a spoiler etc.) Making senseless or other rule 2-infringing posts to increase rank "Adding fuel to the fire" or ensure the continuation or lengthening of fights, harassment, insults, and flame wars Abusing the Report tool (false alarms, nonsensical messages, insults) Posts marking a thread numbered, IBTL, TL;DR, or any other mocking statements Creating duplicate accounts for whatever reason Mind that these rules apply as much to the Off-Topic board as to any other forum board, as well as in-game where applicable. Examples of any of the above will be deleted at sight. Depending on re-occurrence  or the severity of the violation, this may result in warnings or direct account suspension or restriction for an indeterminate time.
    3. Unsportsmanlike Behaviour
    Unsportsmanlike behaviour is not allowed. This includes, but is not limited to, the following:
    Causing disturbances in forum threads or in-game, such as picking fights, making severely off-topic posts that may ruin the thread, and insulting others In-game: Griefing or purposely hindering allied players including abusing Shadow's self-damage skills In-game: Being AFK/Away or being purposely inactive (letting the others do the work for you without consent) In-game: Deliberately losing PvP matches to exploit reward or ELO systems. Examples of this behaviour include, but are not limited to trading ELO with another player or helping other players with ranked PvP achievements. 4. No Multi-Accounting
    Making duplicate accounts to circumvent bans, to circumvent daily reward or ELO systems, or for literally any other reason, is strictly forbidden, both on the Forums as well as in-game. We do not condone making additional accounts to speed up progression, get more points, to hide your identity, or for any other reason whatsoever. Routine and automatic multi-accounting detection has been applied to prevent multi-accounting, and accounts with IP matches may be suspended. Shared or public computers are taken into account, and if you accidentally get caught by our system while you are not intending to multi-account (e.g. have siblings/roommates/friends on the same IP or network, public PC, shared PC), feel free to contact staff in any other way. If sufficient proof is given, we can revert your penalties. Any registrations that closely resemble multi-accounting may have all their accounts banned immediately and without warning.
    5. Impersonation
    Impersonating a Skylords Reborn staff member or forum user to do harm, create fake posts or announcements in order to make others believe they originate from the impersonated person, or unjustly cause confusion among other users will result in immediate account suspension for an indeterminate duration without warning.
    6. Making Up Dev Statements
    Making up dev statements, especially feature dates is strictly forbidden. Do not assume you know more than Forums, streams or official social media tell, and never make up any release dates or fake information, not even as a joke.
    7. Trade Rules
    No begging No scamming No public reports/blaming of the above Avoid imbalanced trades. Additionally, do not transfer all valuable items to another account when leaving the game to prevent exploiting the reward system or appearing to engage in multi-accounting, which may result in potential risks to your account.* No forum or in-game account selling No transfers or suggestions or mention of transfers, transactions, or trades involving any real-life currency, including online measures such as Paypal. Trade strictly through in-game currency and/or cards on both ends of a deal. Failing to follow the last two rules of this section will result in a permanent ban without warning or negotiation. Any violation of the other rules may result in a warning. Consecutive warnings may result in account suspension or restriction of indeterminate length. 
    * If you receive large, unexpected donations from an unknown account, please do not hesitate to contact the moderators to ensure fair play and to prevent any potential rule violations
    8. Avoiding Penalties
    Do not break the rules and do not avoid penalties thereof. This includes making duplicate accounts, as well as making others post on your behalf. Duplicate accounts for any purpose whatsoever are considered to be an infringement of the rules. Attempting to avoid penalties will result in an extension of said penalty, possibly to the extent of lengthy suspensions, permanent banishment or account deletion.
    9. Being a robot
    Spam-bots or suspected spam-bots will be deleted at sight. If staff has accidentally mistaken you for a spam-bot, try to contact Skylords Reborn staff in another way, such as private messaging on the Forums, or use the #contact-staff on our Discord Server.
    10. Responding to Rule Violation / Reporting Content
    If a user does not follow these rules, it is strictly forbidden to publicly denounce or point out to this user that they are breaking the rules. This counts as public denouncement/insulting and is not tolerated. If you wish to inform someone of their rule violation, do so in a private, kind, supportive and structured way whilst following Rule 1. If you wish for SR staff to act, rather than sending a private message to them, click the report button under the infringing post. Provide a reason and staff will get behind this whenever they can or see fit. Abusing the report button will result in immediate warnings which may lead to account suspension or restriction of indeterminate length. 

    Similarly, you can report other players in-game by right clicking on the players and clicking "Report". Again, it is important to know that forum and in-game reports must abide by rules 1 and 2. Failure to abide by this may result in receiving penalties yourself.
    11. Respect the Staff and their Decisions
    We try our utmost best to do our job of managing these Forums, the game and the community to our own ability. We try to do our jobs at a pace we see fit, please have patience. We apply lenience of rule enforcement to our own standards. Any threads or posts mocking staff decisions may be removed at sight and consequences may apply as would be taken to act against public denouncement. If you have a problem with the actions of a staff member, discussing it privately, preferably with that staff member, is the only right way to approach it such a situation. No reporting, no public denouncement. Rudeness towards staff may be penalized as staff sees fit. Criticizing development speed may be penalized as staff sees fit. Severe problems with Moderators that you feel should be anonymous for whatever reason must be sent to an Administrator and by absolutely no means anybody else. 
    11.1 Respect warnings and the privacy thereof
    If you end up receiving a warning, we expect you to keep this information private, as is already described in the rules above. Publicly talking about, discussing or criticizing warnings of any form, or action taken against you or another forum member, is subject to possibly increasing your warning's value or duration and is in violation with rule 9. Please do keep this information private and if you feel like discussing this with other members feel free to do so in PM or outside of the Discord Server, Forum threads or status updates. If the discussion remains to be public, please beware of the risks this may bring within our domain. The Skylords Reborn Team reserves the right to take preventative measures within their domain.
    12. Content Uploading Policy
    You are allowed to make Youtube videos, streams, write blogs and posts etc. about Skylords Reborn.
    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 reasoning or warning. However, if any content will be a victim to this, these will most likely be provided anyway.
    13. Game client and bug abuse
    The usage of any bugs within any in-game content to any unintended benefit to any user in the game is forbidden and will result in bans. This includes breaking the game, manipulating the client or server in any way, using bugs to your or anyone else's advantage, generating any currency, value or account data outside of their intended purposes, and generally doing anything to the game (local or global) that you should not be doing. This does not include using design flaws on maps to get a more efficient clear time, but does include pretty much any other illegal action, such as cheating, data manipulation, or bug abuse. Currency or other data involved will not be refunded.
    14. Cheating
    In addition to the rules above it's important to emphasize that the usage of any tools, trainers, software or other methods of affecting the game in order to cheat, gain advantages, or for any other purpose whatsoever, is strictly forbidden. These programs or forms of abuse provide us with enough reason to act immediately. Having such tools linked to the game or affecting it in any way, even when unaware thereof or when they aren't used at all, is considered in conflict with our code of conduct. Only using them in single player, only using them for yourself, or assuming other players are not affected are invalid excuses and such reasoning will be directly ignored, as will subsequent ban appeal(s) and their reasoning. Affected networks or other accounts will not be taken into consideration when cheating players are banned, and we hold the infringing player accountable for any such results affecting those around them. We consider this to be common sense.
    [ADDITIONAL FORUM RULES]
    15. Posting Behaviour
    There are a number of rules every user should stick to whilst they create a thread or response to an existing thread or chat:
    No thread-bumping within 24 hours of a thread's last post Necroposting outside of Off-Topic boards is not recommended (Applies to threads of which the last post is older than 30 days) NO ALL-CAPS POSTS No threads that already exist or questions that are already answered in the FAQ (Use the Search Function!) No IMspeak/netspeak/txtspeak, please take your time to create an understandable reply or topic No double-posting. Or triple-posting. Or quadraposting. Or pentaposting... No consecutive similar posts. This applies to both threads and replies and is accepted as spam No more than 2 animated pictures (.GIF) per post No public blaming, no matter how right or wrong both you and the subject matter are No insulting. Cynicism may count as insulting No public reporting or "member-ating" (acting like a moderator i.e. (strictly) pointing someone at the rules) The report button is there for a reason! Similarly, staff behavior and rule enforcing leniency should preferably be discussed privately and should be respected. No begging for reputation No begging for admin/dev/mod approval or response. We'll find your thread ourselves Post your topics within the appropriate forum. (If not, Moderators will move your topic, but if this happens too much, appropriate measures will be taken, e.g. warnings/suspensions) Use descriptive thread titles outside of Off-Topic boards. Not only will threads with titles like "Hi", "Help", "Plz", "Error", etc. repel users, but they are also vague and unhelpful. No lying or awakening false hopes through made-up dev statements. You can help people out by explaining Developer statements, but don't assume you know what you do not know, as this is punishable Failure to abide by these rules may result in edits and/or warnings. Consecutive warnings will result in account suspension or restriction for indeterminate length.
    16. Profile Restrictions
    Although most restrictions to accounts are automatically implemented, we want to make you aware of some points and rules regarding your user profile.
    Avatars/Profile Photos
    Must abide by at the very least the entirety of Rule 1 Must not be animated Signatures
    Can't be longer than 255 characters Have a total restriction in size of 600x150px for imagery. The total signature height should not exceed 150px (that includes both images and text together) Animated GIFs are not permitted Embedded content, such as YouTube videos and widgets, is not permitted Should not contain overly large text Must abide by at the very least the entirety of Rule 1 Should not contain referral/affiliate links Cover Photos
    Should not be animated Should abide by at the very least the entirety of Rule 1 About Me
    Animated GIFs are not permitted Should abide by at the very least the entirety of Rule 1 Usernames
    Should not contain links Should abide by at the very least the entirety of Rule 1 Other profile fields
    Should abide by at the very least the entirety of Rule 1 Any violation of these rules may result in editing or a warning. Consecutive warnings may result in account suspension or restriction of indeterminate length.
    17. Reputation/Like System
    The reputation system (rep system) is there for the community to give value to posts other users make ("likes"). When using the rep system, take a few things in mind:
    The rep system is NOT a user-group improving system. Having a lot of reputation makes you look trustworthy, but makes you no more or less of a user than everyone else. Do not beg for likes. This will result in warnings, edits, and may even result in penalties if re-occurring. Rep of any form creates no exceptions to forum rules whatsoever; rep itself should abide by the forum rules and having any value of rep does not make one an exception to the rules either. Spamming rep in any form is not allowed. Said user may be reported validly. Reputation should never be used to enforce an argument. Sure, likes reserve the right to show you like or are in agreement with a post, but not to establish or force groups of people to support your standpoint, especially not if the argument or discussion caused is against the rules in the first place.
    17.1 Reputation System Enforcement
    We do not tolerate the incentive of abusing reputation in any of the above ways. Therefore, if staff considers your reputation to be in any way spamming, invalid or used in a way it should not be used, staff undeniably reserve the right to act and penalize users for said behavior. We will always give warning(s) in advance for this. Failure to adapt results in rep changes being nullified and penalties applying. This means staff can judge the intentions of your reputation points as they see fit. Feel free to contact the Moderators if you have issues with this, but they  reserve the right to refer to this rule and close the case that way. Therefore, use reputation at your own risk. Rule 9.1 may apply undeniably with no discussion possible.
    NOTE: Replies have been disabled. Should you have any remaining burning questions about this thread, feel free to contact the Skylords Reborn Moderation Team [HERE]
  6. Ultralord liked a post in a topic by MrXLink in Skylords Reborn Booster Ratios   
    Greetings Skylords, Skyladies, and Skyfolks!
    XLink here coming with another game design update. Now, it has come to our attention that a lot of you have been wondering what your booster odds are in Skylords Reborn. That is to say, what are your chances of getting different rarities of cards? I will provide you with answers to this debate, as an official ratio has been set up. We've had many questions as to what the exact rates are, and so I'll clear things up a bit, and explain why the ratio has changed.
    The original BattleForge used a system where rare cards and ultra-rare cards are difficult to obtain. Boosters would give you 5 commons, 2 uncommons, and a rare or ultra-rare card at 16% (1/6) odds. This seems like a reasonable ratio. However, when I looked into the amount of cards in the game over the rarity given, it's noted that about 40% of all cards are Rare or Ultra Rare. This is a significant portion of all cards, that have a very low chance of being obtained.
    Since we will not be exploiting a microtransaction system to siphon your money out through booster rarities, as well as with the spirit of being able to obtain cards quicker, easier and in a more satisfying and enjoyable manner, it's been decided that we increase the chance of getting rare cards in boosters, to let that 40% flow to the players more efficiently than by 16% of a booster at a time. It'll be easier to get that shiny loot! This has been the case since closed beta, and has been tested within closed beta, which has been quite a success. Many of you have asked what the exact ratio was, and we decided to keep it under the radar a bit for testing and changing purposes, but now that we have established a solid ratio, I'm publishing your odds right here. (this has been published before, but not definitively, in a beta thread) This does not mean that these are definitive. They are close to definitive, but in case of design flaws or the odds not turning out as we would have liked them to turn out, these ratios are subject to change; especially the promo ratio.
    With these ratio changes I'm officially introducing our way of distributing promo cards; every booster will have a very small chance of granting a promo card. This way, everyone will have access to these elusive, extremely rare cards. We will also possibly use them as rewards for tournaments and official events. Seasonal promos, like Santa Claus and Easter Egg, will not be available in regular boosters.

    With that all being said, here are the general odds for the card boosters in Skylords Reborn! The cards go from top left to bottom right.
    Card 1: 0.5% Promo, 19.5% Ultra Rare, 80% Rare Card 2: 15% Rare, 85% Uncommon Card 3: 20% Uncommon, 80% Common Card 4: 100% Uncommon Cards 5, 6, 7 and 8: 100% Common This means that every single booster will provide you with up to 1 ultra-rare at a time, up to 2 rares at a time, and up to 3 uncommons at a time. If you get an Ultra Rare or a promo, there is still a chance you will get a rare. Getting 2 rares and 2 uncommons will therefore not be a strange sight, as it would have been in the original game. Remember that the promo ratio especially may be subject to change if we deem it too high or too low of a chance.
    We hope that these new ratios will provide a quicker, more enjoyable and way more satisfying way of collecting cards, to kickstart the game more efficiently and make grinding and collecting a little more bearable, whilst sticking to the game's original mechanics.

    In the nearby future, we will discuss the possibility of different types of boosters (e.g. editions, elements) and potential odds and card pools for them, internally. Stay tuned for more information on that in said nearby future. Booster prices will be discussed in the even more distant future, when the programming team is ready for it.
    I hope to have informed you sufficiently on the new booster ratios. Be wary that this booster ratio has been calculated quite thoroughly and is pretty much definitive. Even small changes could throw the booster rarity ratios off balance; we have found these values to hit the sweet spot.
    Feel free to let me know what you think and to discuss the topic below, taking the aforementioned statement in mind.
    Stay tuned for future design updates, and may the forge be with you!
  7. Logarius liked a post in a topic by MrXLink in Current Proposal: Tokens & Gold   
    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. 
  8. Logarius liked a post in a topic by MrXLink in Proposal: Rewards   
    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.
  9. Logarius liked a post in a topic by MrXLink in What kind of DAILY quests would you prefer as main BFP source?   
    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.
  10. Kubik liked a post in a topic by MrXLink in What kind of DAILY quests would you prefer as main BFP source?   
    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.
  11. Bellator liked a post in a topic by MrXLink in Global Rules (May Apply In-Game!)   
    Welcome to Skylords Reborn!
    Remember that these rules apply to our entire domain, including Discord and the game itself, and are subject to change at ANY time.
    Modifications made to the rules may be applied to ALL posts, including posts pre-dating the change.
    [SUMMARY]
    This is a summary of the rules in Skylords Reborn. More information about each rule can be found after the summary.
    [GLOBAL RULES]
    1. No Inappropriate Content
    No offensive, vulgar, disrespectful, threatening or insulting content.
    1.1. Language
    Speak English only on the Forums and Discord Server. You can speak any language in-game. 
    1.2. Keeping it Legal
    Do not post cheats, hacks or other piracy means.
    2. Spamming or Unconstructive Behaviour
    Avoid posting repetitive, non-constructive, or disruptive content in forums and in-game messages.
    3. Unsportsmanlike Behaviour
    Refrain from engaging in disrespectful, disruptive, or intentionally uncooperative actions in communication and in-game interactions.
    4. No Multi-Accounting
    Do not make more than one account on these Forums or in-game.
    5. Impersonation
    Do not under any means impersonate another player or staff member.
    6. Making Up Dev Statements
    Do not make up fake announcements or spread false information about Skylords Reborn.
    7. Trade Rules
    Do not beg or scam other players. No transfers or suggestions or mention of transfers involving any real-life currency. Trade strictly through in-game currency and/or cards on both ends of a deal.
    8. Avoiding Penalties
    Do not avoid any warnings or bans given to yourself, it will only make it worse.
    9. Being a robot
    Do not use any kind of bots on our Forums or in-game.
    10. Responding to Rule Violation / Reporting Content
    Do not denounce someone publicly for breaking rules, report the person and leave it to Moderation staff members.
    11. Respect the Staff and their Decisions
    Treat staff and their decisions with respect! If you have issues with a member of staff speak to the Lead Moderator!
    11.1 Respect warnings and the privacy thereof
    Received a warning? Please keep the information to yourself.
    12. Content Uploading Policy
    You can stream and make YouTube videos of the game.
    13. Game client and bug abuse
    Do not abuse the game client or any bugs you find, report them instead.
    14. Cheating
    Do not use cheats or hacks in our game to keep it fair for all!
    [ADDITIONAL FORUM RULES]
    15. Posting Behavior
    Do not spam, thread boost, necro-post, harass or insult others on these Forums.
    16. Profile Restrictions
    Do not use any form of animated images, should abide rule 1 and do not exceed the size of 600x150px for imagery.
    17. Reputation/Like System
    Do not beg or farm for Reputation/Likes. Max of 5 Reputation can be given each day.
     
    [DETAILED RULES]
    The rules are what is expected from all community members. Please keep in mind that Moderators and Administrators have full discretion to address any behavior, topic or event that they deem inappropriate or fail to accord to our code of conduct. All staff reserve the right to suspend or even deny your access to these Forums and game at any time for reasons that include, but are not limited to, failing to conform to these guidelines. Warnings are usually non-negotiable, but users reserve the right to ask for clarification, whilst being aware that this will in no way ensure a response to said warning and will in no way ensure a change of result. Repetitive violation of the rules may result in permanent banishment from these Forums and therefore the game. Note that these rules are not language-restrictive; they apply globally. Staff reserve the right to take preventative or retroactive measures against known threats to our domain, including but not limited to spambots, known toxicity, and otherwise known people that may disrespect or have disrespected our policy. If these cases require discussion or you would like to appeal, please use the contact form or contact Global Moderators on any platform.
    [GLOBAL RULES]
    1. No Inappropriate Content
    The Forums and game are to be kept clean, safe and friendly to users of all ages, beliefs, moralities, ethnicities, and situations. We therefore do not allow obscene content or content with a (high) risk of offending users. This includes posts, links, images, videos, and any other direct medium. This category includes, but is not limited to, content which refers to or in itself is:
    Vulgar, pornographic/mature or graphic Of religious nature Disrespectful Offensive in any way (Racial/Ethnic/Country-based) Promoting (symbols of) nationalistic/patriotic hatred Obscene Irrelevantly (ergo: not focused around SR) advertising any product, including self-promotion without permission) Sexually oriented Insulting, threatening, provoking or calling out another member (Cynicism may also be seen as insulting) Relating to drugs or activities involving them Invasion or distributing any other's information that could be private, without their consent or approval Harassing or defamatory (This includes things like "kys" or other "popular memes" that are currently going on) Publicly denouncing a person (Defamation of character or wild accusations of scamming) Linked to or by itself harmful and malicious software, such as viruses, Trojans, etc. Examples of any of the above (but not limited thereto) within your post will result in your post being deleted and a warning being issued. Multiple warnings may result in account suspension or restriction of indeterminate length.
    Important notice: saying "kappa" or using the "kappa" or "troll" emote is by absolutely no means an excuse to act vulgarly or break the forum rules in any way. Not even as a joke. Same goes for any form of indicating sarcasm, such as "/s"
    1.1. Language
    These Forums and our Discord server are made for a global community. We assume English (UK/US) to be our global language and thereby it is required that every user posts their content within the English language. Additionally, inappropriate or vulgar language (cursing, swearing, etc.) is not permitted. In-game you are allowed to write in any language and do not require translations.

    Posts outside of the English (UK/US) language will result in a request for translation, which, if not obeyed, will result in post deletion and a warning being issued. Multiple warnings may result in account suspension or restriction of indeterminate length.
    1.2. Keeping it Legal
    We kindly ask you to not bring seriously illegal topics onto these Forums, Discord or into the game. Whereas sometimes these topics are allowed to be used in a discussion or post, please try to set boundaries and ensure that topics will not rise to a criminal level. Refrain from expressing specific methods of piracy or committing crimes. Though unlikely to appear, refrain from posting cheats or hacks for the game, even if this is to point out they exist. If you are thus far urged to report such an activity, contact a staff member or use the Forums or in-game report tool.
    2. Spamming or Unconstructive Behaviour
    Spamming and unconstructive behaviour is not allowed. This includes, but is not limited to, the following:
    Excessively communicating the same phrase, similar phrases, gibberish, or any repetitive posts of the same content Creating threads or in-game messages for the sole purpose of causing unrest and disturbance within the community Making non-constructive comments Clustering spoiler boxes (aka a spoiler in a spoiler in a spoiler in a spoiler etc.) Making senseless or other rule 2-infringing posts to increase rank "Adding fuel to the fire" or ensure the continuation or lengthening of fights, harassment, insults, and flame wars Abusing the Report tool (false alarms, nonsensical messages, insults) Posts marking a thread numbered, IBTL, TL;DR, or any other mocking statements Creating duplicate accounts for whatever reason Mind that these rules apply as much to the Off-Topic board as to any other forum board, as well as in-game where applicable. Examples of any of the above will be deleted at sight. Depending on re-occurrence  or the severity of the violation, this may result in warnings or direct account suspension or restriction for an indeterminate time.
    3. Unsportsmanlike Behaviour
    Unsportsmanlike behaviour is not allowed. This includes, but is not limited to, the following:
    Causing disturbances in forum threads or in-game, such as picking fights, making severely off-topic posts that may ruin the thread, and insulting others In-game: Griefing or purposely hindering allied players including abusing Shadow's self-damage skills In-game: Being AFK/Away or being purposely inactive (letting the others do the work for you without consent) In-game: Deliberately losing PvP matches to exploit reward or ELO systems. Examples of this behaviour include, but are not limited to trading ELO with another player or helping other players with ranked PvP achievements. 4. No Multi-Accounting
    Making duplicate accounts to circumvent bans, to circumvent daily reward or ELO systems, or for literally any other reason, is strictly forbidden, both on the Forums as well as in-game. We do not condone making additional accounts to speed up progression, get more points, to hide your identity, or for any other reason whatsoever. Routine and automatic multi-accounting detection has been applied to prevent multi-accounting, and accounts with IP matches may be suspended. Shared or public computers are taken into account, and if you accidentally get caught by our system while you are not intending to multi-account (e.g. have siblings/roommates/friends on the same IP or network, public PC, shared PC), feel free to contact staff in any other way. If sufficient proof is given, we can revert your penalties. Any registrations that closely resemble multi-accounting may have all their accounts banned immediately and without warning.
    5. Impersonation
    Impersonating a Skylords Reborn staff member or forum user to do harm, create fake posts or announcements in order to make others believe they originate from the impersonated person, or unjustly cause confusion among other users will result in immediate account suspension for an indeterminate duration without warning.
    6. Making Up Dev Statements
    Making up dev statements, especially feature dates is strictly forbidden. Do not assume you know more than Forums, streams or official social media tell, and never make up any release dates or fake information, not even as a joke.
    7. Trade Rules
    No begging No scamming No public reports/blaming of the above Avoid imbalanced trades. Additionally, do not transfer all valuable items to another account when leaving the game to prevent exploiting the reward system or appearing to engage in multi-accounting, which may result in potential risks to your account.* No forum or in-game account selling No transfers or suggestions or mention of transfers, transactions, or trades involving any real-life currency, including online measures such as Paypal. Trade strictly through in-game currency and/or cards on both ends of a deal. Failing to follow the last two rules of this section will result in a permanent ban without warning or negotiation. Any violation of the other rules may result in a warning. Consecutive warnings may result in account suspension or restriction of indeterminate length. 
    * If you receive large, unexpected donations from an unknown account, please do not hesitate to contact the moderators to ensure fair play and to prevent any potential rule violations
    8. Avoiding Penalties
    Do not break the rules and do not avoid penalties thereof. This includes making duplicate accounts, as well as making others post on your behalf. Duplicate accounts for any purpose whatsoever are considered to be an infringement of the rules. Attempting to avoid penalties will result in an extension of said penalty, possibly to the extent of lengthy suspensions, permanent banishment or account deletion.
    9. Being a robot
    Spam-bots or suspected spam-bots will be deleted at sight. If staff has accidentally mistaken you for a spam-bot, try to contact Skylords Reborn staff in another way, such as private messaging on the Forums, or use the #contact-staff on our Discord Server.
    10. Responding to Rule Violation / Reporting Content
    If a user does not follow these rules, it is strictly forbidden to publicly denounce or point out to this user that they are breaking the rules. This counts as public denouncement/insulting and is not tolerated. If you wish to inform someone of their rule violation, do so in a private, kind, supportive and structured way whilst following Rule 1. If you wish for SR staff to act, rather than sending a private message to them, click the report button under the infringing post. Provide a reason and staff will get behind this whenever they can or see fit. Abusing the report button will result in immediate warnings which may lead to account suspension or restriction of indeterminate length. 

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    NOTE: Replies have been disabled. Should you have any remaining burning questions about this thread, feel free to contact the Skylords Reborn Moderation Team [HERE]
  12. RadicalX liked a post in a topic by MrXLink in Current Proposal: PvP Rewards (AOT rPvE)   
    It has been months now, and I want to apologise for not having had the time to tackle and implement this feedback as extensively as I'd want to. I feel like I may be a little too rough on the abuse factor of rewards in a game mode that is not straightforwardly farm-able and requires a lot of setup. The point @RadicalX makes about the 50% winrate is admittedly a huge oversight that has significant impact on the actual GPM values that would come out of this, let alone the longer queue times. However, we can't factor in queue times that much due to the current server population holding back until the wipe, so I generally hope that through these measures we're going to get some more PvP popularity in general. 
    I was sceptical at first about Radical's idea for the higher losing values but I can understand where he's coming from, and I do believe that while this makes things easily more prone to abuse, I think it's only fair to give this system a chance as it's way fairer on your average user. Though I would personally consider this to be a bit high on the loss end for players as opposed to gaining absolutely zero for failing any rPvE, despite the fail frequency being way lower there, I think it may weigh out to make PvP more appealing, which is a general priority here. Therefore I would be willing to adopt the formula @RadicalX stated as it's pretty much in tone with the rest of the game modes (after running some calculations based on fairer, more comparable W/L rates and queue times). I do, however, still want to add to the reward for climbing the steep slope that is PvP to make it more appealing in a less bland way than to add flat rates.
    I have an idea of rewarding consecutive Ranked wins and possibly an incentive to keep playing PvP without turning it into a farmfest (which is still my biggest concern and a threat to PvP enjoyability), along the lines of gaining a gold multiplier on Ranked after each win, that would help the PvP community to farm up a bit better without making it directly easier than rPvE, which we can agree on should be the main go-to for farming (or speedrunning Guns of Lyr, the likes of EA-era PtD and Conversion I suppose). Without establishing a ton of dominance for high-level PvP players and/or smurf potential, there could also be a slight gold bonus for having a comeback after X losses (thus making up for lost gold bonuses). This would be a different way of stimulating repeated PvP play without simply increasing the flat gold rates or formula. An example would be to gain +3% gold after each consecutive victory, but a comeback after min. 3 losses may net a +5% gold bonus per previous loss. There would of course me maximum values to this. This way winners and losers do gain a good amount of bonus gold if they do well or manage to come back from a tight spot without it being too prone to abuse. 50/50 players would not be penalised as opposed to comebacks or streaks all that much, rPvE would not siphon unwilling players to PvP and I think this system would be a good motivator. This also incorporates @Kubik's idea of supporting constantly winning players and helping hardcore PvP players to boost their decks ever so slightly more, all without making PvP too appealing for mindless grinding, but appealing enough for variety. Example data below:
    I am currently aware of the possibility that Streak and Comeback bonuses could theoretically be abused by stalling a match, but I do believe stalling a PvP match would put the player at risk of being beaten in the process, and with the max time for earning gold being in place, this stalling would be a risky but not really abusive practice.
    With these ideas up and going for implementation, the final changes would look as follows: 
    Increase base ranked PvP gold for victories by 20% (250 > 300) Change the gold-over-time formula for PvP matches to bring win and loss values closer together Maximum time win gold increased to 3500 (up from 1350) Maximum time loss gold increased to 1800 (up from 500) This means loss and win scaling are now 88% apart as opposed to the original 175% Sparring Grounds will now grant 33% of the gold Ranked PvP would earn, after a set time has elapsed in a match (likely more than 2m) Ranked PvP matches may benefit from a win streak and comeback system For every consecutive victory, gain a +3% gold bonus, stacking up to a max of 15% For every consecutive loss, gain a +5% gold bonus applying to your next victory, stacking up to a max of 25% Hopefully, these changes will make PvP significantly more attractive. Please feel free to give further input on these proposed changes, sorry again for the delay, and thanks a lot to @RadicalX for bringing the ongoing issues to light, so that they are ironed out before implementation.
  13. MephistoRoss liked a post in a topic by MrXLink in Current Proposal: PvP Rewards (AOT rPvE)   
    It has been months now, and I want to apologise for not having had the time to tackle and implement this feedback as extensively as I'd want to. I feel like I may be a little too rough on the abuse factor of rewards in a game mode that is not straightforwardly farm-able and requires a lot of setup. The point @RadicalX makes about the 50% winrate is admittedly a huge oversight that has significant impact on the actual GPM values that would come out of this, let alone the longer queue times. However, we can't factor in queue times that much due to the current server population holding back until the wipe, so I generally hope that through these measures we're going to get some more PvP popularity in general. 
    I was sceptical at first about Radical's idea for the higher losing values but I can understand where he's coming from, and I do believe that while this makes things easily more prone to abuse, I think it's only fair to give this system a chance as it's way fairer on your average user. Though I would personally consider this to be a bit high on the loss end for players as opposed to gaining absolutely zero for failing any rPvE, despite the fail frequency being way lower there, I think it may weigh out to make PvP more appealing, which is a general priority here. Therefore I would be willing to adopt the formula @RadicalX stated as it's pretty much in tone with the rest of the game modes (after running some calculations based on fairer, more comparable W/L rates and queue times). I do, however, still want to add to the reward for climbing the steep slope that is PvP to make it more appealing in a less bland way than to add flat rates.
    I have an idea of rewarding consecutive Ranked wins and possibly an incentive to keep playing PvP without turning it into a farmfest (which is still my biggest concern and a threat to PvP enjoyability), along the lines of gaining a gold multiplier on Ranked after each win, that would help the PvP community to farm up a bit better without making it directly easier than rPvE, which we can agree on should be the main go-to for farming (or speedrunning Guns of Lyr, the likes of EA-era PtD and Conversion I suppose). Without establishing a ton of dominance for high-level PvP players and/or smurf potential, there could also be a slight gold bonus for having a comeback after X losses (thus making up for lost gold bonuses). This would be a different way of stimulating repeated PvP play without simply increasing the flat gold rates or formula. An example would be to gain +3% gold after each consecutive victory, but a comeback after min. 3 losses may net a +5% gold bonus per previous loss. There would of course me maximum values to this. This way winners and losers do gain a good amount of bonus gold if they do well or manage to come back from a tight spot without it being too prone to abuse. 50/50 players would not be penalised as opposed to comebacks or streaks all that much, rPvE would not siphon unwilling players to PvP and I think this system would be a good motivator. This also incorporates @Kubik's idea of supporting constantly winning players and helping hardcore PvP players to boost their decks ever so slightly more, all without making PvP too appealing for mindless grinding, but appealing enough for variety. Example data below:
    I am currently aware of the possibility that Streak and Comeback bonuses could theoretically be abused by stalling a match, but I do believe stalling a PvP match would put the player at risk of being beaten in the process, and with the max time for earning gold being in place, this stalling would be a risky but not really abusive practice.
    With these ideas up and going for implementation, the final changes would look as follows: 
    Increase base ranked PvP gold for victories by 20% (250 > 300) Change the gold-over-time formula for PvP matches to bring win and loss values closer together Maximum time win gold increased to 3500 (up from 1350) Maximum time loss gold increased to 1800 (up from 500) This means loss and win scaling are now 88% apart as opposed to the original 175% Sparring Grounds will now grant 33% of the gold Ranked PvP would earn, after a set time has elapsed in a match (likely more than 2m) Ranked PvP matches may benefit from a win streak and comeback system For every consecutive victory, gain a +3% gold bonus, stacking up to a max of 15% For every consecutive loss, gain a +5% gold bonus applying to your next victory, stacking up to a max of 25% Hopefully, these changes will make PvP significantly more attractive. Please feel free to give further input on these proposed changes, sorry again for the delay, and thanks a lot to @RadicalX for bringing the ongoing issues to light, so that they are ironed out before implementation.
  14. Ultrakool liked a post in a topic by MrXLink in Current Proposal: PvP Rewards (AOT rPvE)   
    It has been months now, and I want to apologise for not having had the time to tackle and implement this feedback as extensively as I'd want to. I feel like I may be a little too rough on the abuse factor of rewards in a game mode that is not straightforwardly farm-able and requires a lot of setup. The point @RadicalX makes about the 50% winrate is admittedly a huge oversight that has significant impact on the actual GPM values that would come out of this, let alone the longer queue times. However, we can't factor in queue times that much due to the current server population holding back until the wipe, so I generally hope that through these measures we're going to get some more PvP popularity in general. 
    I was sceptical at first about Radical's idea for the higher losing values but I can understand where he's coming from, and I do believe that while this makes things easily more prone to abuse, I think it's only fair to give this system a chance as it's way fairer on your average user. Though I would personally consider this to be a bit high on the loss end for players as opposed to gaining absolutely zero for failing any rPvE, despite the fail frequency being way lower there, I think it may weigh out to make PvP more appealing, which is a general priority here. Therefore I would be willing to adopt the formula @RadicalX stated as it's pretty much in tone with the rest of the game modes (after running some calculations based on fairer, more comparable W/L rates and queue times). I do, however, still want to add to the reward for climbing the steep slope that is PvP to make it more appealing in a less bland way than to add flat rates.
    I have an idea of rewarding consecutive Ranked wins and possibly an incentive to keep playing PvP without turning it into a farmfest (which is still my biggest concern and a threat to PvP enjoyability), along the lines of gaining a gold multiplier on Ranked after each win, that would help the PvP community to farm up a bit better without making it directly easier than rPvE, which we can agree on should be the main go-to for farming (or speedrunning Guns of Lyr, the likes of EA-era PtD and Conversion I suppose). Without establishing a ton of dominance for high-level PvP players and/or smurf potential, there could also be a slight gold bonus for having a comeback after X losses (thus making up for lost gold bonuses). This would be a different way of stimulating repeated PvP play without simply increasing the flat gold rates or formula. An example would be to gain +3% gold after each consecutive victory, but a comeback after min. 3 losses may net a +5% gold bonus per previous loss. There would of course me maximum values to this. This way winners and losers do gain a good amount of bonus gold if they do well or manage to come back from a tight spot without it being too prone to abuse. 50/50 players would not be penalised as opposed to comebacks or streaks all that much, rPvE would not siphon unwilling players to PvP and I think this system would be a good motivator. This also incorporates @Kubik's idea of supporting constantly winning players and helping hardcore PvP players to boost their decks ever so slightly more, all without making PvP too appealing for mindless grinding, but appealing enough for variety. Example data below:
    I am currently aware of the possibility that Streak and Comeback bonuses could theoretically be abused by stalling a match, but I do believe stalling a PvP match would put the player at risk of being beaten in the process, and with the max time for earning gold being in place, this stalling would be a risky but not really abusive practice.
    With these ideas up and going for implementation, the final changes would look as follows: 
    Increase base ranked PvP gold for victories by 20% (250 > 300) Change the gold-over-time formula for PvP matches to bring win and loss values closer together Maximum time win gold increased to 3500 (up from 1350) Maximum time loss gold increased to 1800 (up from 500) This means loss and win scaling are now 88% apart as opposed to the original 175% Sparring Grounds will now grant 33% of the gold Ranked PvP would earn, after a set time has elapsed in a match (likely more than 2m) Ranked PvP matches may benefit from a win streak and comeback system For every consecutive victory, gain a +3% gold bonus, stacking up to a max of 15% For every consecutive loss, gain a +5% gold bonus applying to your next victory, stacking up to a max of 25% Hopefully, these changes will make PvP significantly more attractive. Please feel free to give further input on these proposed changes, sorry again for the delay, and thanks a lot to @RadicalX for bringing the ongoing issues to light, so that they are ironed out before implementation.
  15. xDarkfightx liked a post in a topic by MrXLink in Current Proposal: PvP Rewards (AOT rPvE)   
    Greetings Skylords, Skyladies, and Skyfolks!
    After some time and several iterations of the gold reward system, I feel like overall rewards feel like they are in the right place. rPvE and to a degree cPvE rewards feel progressive and most players seem to enjoy the current boosted flow of gold to upgrade and charge their cards. However, there has been one difficult aspect of the game that has been far behind on this income and kind of feels like the younger, neglected brother of the BF gamemode family: PvP, specifically Ranked PvP.
    There have been many requests and some threads regarding the gold rewards for Ranked PvP as it stands, and that they are considered to be far too low. Why haven't we touched this before? It's because PvP is always an extra sensitive subject when it comes to game economy, as the game is fully in the hands of two players, and therefore more susceptible to feelings of rage, unfairness or abuse. Specifically the latter, abuse, is something to take very seriously, as we don't want PvP, especially Ranked, to be swarmed with players that don't care or throw for the sake of a better reward. The Ranked PvP income has therefore always been kept relatively low, despite already gaining a 200-400% bonus compared to the original BattleForge. 
    I understand this is tough, and that the PvP community feels forced to play PvE or trade in order to get their decks set up and working. While it's a great thing to stimulate hardcore PvP or PvE players to play a different mode every now and then, the gap between rPvE (the main source of income for the majority of players) and PvP was enormous, with rPvE lv. 9 netting more than double the rewards Ranked PvP victories would give, with rPvE lv. 10 clocking in at about 2.75x as much and solo cPvE Expert Victories at nearly 4x on average (if all upgrades go to the same player). Note, however, that despite cPvE being grossly out of proportion with other game modes if soloed and speedran, cPvE feels like it's in a good spot when it comes to earning gold and upgrades as compared to rPvE in the original BF, and we would like to keep it the way it is regardless of its exploit potential for skilled players. This also has to do with the way we set up Loot Lists as per community poll request. Regardless, it sure shows that PvP, both ranked and unranked (which makes no gold at the moment), are not worth it for gold farming. It's time to change that.

    With your suggestions and worries regarding this subject, I decided to run some further calculations. While the calculation for PvP rewards is not as straightforward as it would seem, after some thought and many, MANY comparisons to rPvE lv. 9 (the most played gold-rushing rPvE level) and 10 (the most profitable rPvE level), I've come to figuring out some values that would be more in line with other game modes. You can review some of the thought processes behind this in my post in one of the PvP reward suggestion threads: 
    After running some comparisons with altered rewards, I feel like the following changes will help PvP be a more viable option for those who wish to earn some gold without having to resort to PvE grinding. Additionally, I am putting some faith in you, the community, to open up some more possibilities to earn gold without having to enter the scary realm of Ranked play, which will hopefully prevent future abuse. Also keep in mind that reward/system abuse and AFK/"just kill me" matches are considered to be report-worthy offenses and you can help keep the community safe and fair by using the in-game /report tool to notify us.
    Without further ado, the following changes are proposed for Ranked PvP and Unranked PvP (Sparring Grounds):
    Increase average Ranked PvP rewards for wins from 72 Gold Per Minute to 125 Gold Per Minute Increase average Ranked PvP rewards for losses from to 27 Gold Per Minute to 35 Gold Per Minute Sparring Grounds will now earn gold equal to 33% of ranked rewards after a set time has been played These changes will make PvP victories 7x as profitable as they were in the original BattleForge, and will make sure to narrow the gap between it and rPvE. There are more factors to PvP gold rewards than a simple Gold Per Minute ratio, but for the sake of clarity these have been left out for now. rPvE9 victories will now comparatively only be about 16% more profitable (currently 102%), and rPvE10 victories will respectively be 52% more profitable in gold (currently 172%). Yes, this does mean that rPvE is still slightly better to go for, but keep in mind that this is initially what rPvE was made for and will prevent Ranked PvP from becoming dominant in gold rushing, which would be detrimental to match quality. Also, rPvE losses will grant no gold at all, whereas PvP losses will give some gold. Sparring Grounds will now also reward some gold, so you don't have to feel obliged to play Ranked if you still want to earn some gold for your training and PvP pursuits!

    Beware that these changes are not live yet and won't necessarily be final, but let me know what you think, and hopefully this will help breathe some life and motivation into the PvP sector of the game again! I am thinking of implementing this in the upcoming few days or so, and your reaction would be appreciated!
     
  16. LagOps liked a post in a topic by MrXLink in Current Proposal: PvP Rewards (AOT rPvE)   
    Greetings Skylords, Skyladies, and Skyfolks!
    After some time and several iterations of the gold reward system, I feel like overall rewards feel like they are in the right place. rPvE and to a degree cPvE rewards feel progressive and most players seem to enjoy the current boosted flow of gold to upgrade and charge their cards. However, there has been one difficult aspect of the game that has been far behind on this income and kind of feels like the younger, neglected brother of the BF gamemode family: PvP, specifically Ranked PvP.
    There have been many requests and some threads regarding the gold rewards for Ranked PvP as it stands, and that they are considered to be far too low. Why haven't we touched this before? It's because PvP is always an extra sensitive subject when it comes to game economy, as the game is fully in the hands of two players, and therefore more susceptible to feelings of rage, unfairness or abuse. Specifically the latter, abuse, is something to take very seriously, as we don't want PvP, especially Ranked, to be swarmed with players that don't care or throw for the sake of a better reward. The Ranked PvP income has therefore always been kept relatively low, despite already gaining a 200-400% bonus compared to the original BattleForge. 
    I understand this is tough, and that the PvP community feels forced to play PvE or trade in order to get their decks set up and working. While it's a great thing to stimulate hardcore PvP or PvE players to play a different mode every now and then, the gap between rPvE (the main source of income for the majority of players) and PvP was enormous, with rPvE lv. 9 netting more than double the rewards Ranked PvP victories would give, with rPvE lv. 10 clocking in at about 2.75x as much and solo cPvE Expert Victories at nearly 4x on average (if all upgrades go to the same player). Note, however, that despite cPvE being grossly out of proportion with other game modes if soloed and speedran, cPvE feels like it's in a good spot when it comes to earning gold and upgrades as compared to rPvE in the original BF, and we would like to keep it the way it is regardless of its exploit potential for skilled players. This also has to do with the way we set up Loot Lists as per community poll request. Regardless, it sure shows that PvP, both ranked and unranked (which makes no gold at the moment), are not worth it for gold farming. It's time to change that.

    With your suggestions and worries regarding this subject, I decided to run some further calculations. While the calculation for PvP rewards is not as straightforward as it would seem, after some thought and many, MANY comparisons to rPvE lv. 9 (the most played gold-rushing rPvE level) and 10 (the most profitable rPvE level), I've come to figuring out some values that would be more in line with other game modes. You can review some of the thought processes behind this in my post in one of the PvP reward suggestion threads: 
    After running some comparisons with altered rewards, I feel like the following changes will help PvP be a more viable option for those who wish to earn some gold without having to resort to PvE grinding. Additionally, I am putting some faith in you, the community, to open up some more possibilities to earn gold without having to enter the scary realm of Ranked play, which will hopefully prevent future abuse. Also keep in mind that reward/system abuse and AFK/"just kill me" matches are considered to be report-worthy offenses and you can help keep the community safe and fair by using the in-game /report tool to notify us.
    Without further ado, the following changes are proposed for Ranked PvP and Unranked PvP (Sparring Grounds):
    Increase average Ranked PvP rewards for wins from 72 Gold Per Minute to 125 Gold Per Minute Increase average Ranked PvP rewards for losses from to 27 Gold Per Minute to 35 Gold Per Minute Sparring Grounds will now earn gold equal to 33% of ranked rewards after a set time has been played These changes will make PvP victories 7x as profitable as they were in the original BattleForge, and will make sure to narrow the gap between it and rPvE. There are more factors to PvP gold rewards than a simple Gold Per Minute ratio, but for the sake of clarity these have been left out for now. rPvE9 victories will now comparatively only be about 16% more profitable (currently 102%), and rPvE10 victories will respectively be 52% more profitable in gold (currently 172%). Yes, this does mean that rPvE is still slightly better to go for, but keep in mind that this is initially what rPvE was made for and will prevent Ranked PvP from becoming dominant in gold rushing, which would be detrimental to match quality. Also, rPvE losses will grant no gold at all, whereas PvP losses will give some gold. Sparring Grounds will now also reward some gold, so you don't have to feel obliged to play Ranked if you still want to earn some gold for your training and PvP pursuits!

    Beware that these changes are not live yet and won't necessarily be final, but let me know what you think, and hopefully this will help breathe some life and motivation into the PvP sector of the game again! I am thinking of implementing this in the upcoming few days or so, and your reaction would be appreciated!
     
  17. Delta Strike liked a post in a topic by MrXLink in Skylords Reborn FAQ   
    This is outdated. Please refer to this thread:
     
     
  18. RobsiMobsi liked a post in a topic by MrXLink in Skylords Reborn - All you need to know!   
    Greetings Skylords, Skyladies and Skyfolks,

    After five years of development Skylords Reborn has finally hit full release, we want to thank every single one of you for joining and supporting us on our journey. This topic will provide you with all the information, details, and answers you need.
    How can I play this game?
    You can find instructions for downloading and installing the game here.

    How do I log in to the game?
    First, you need to create an account on this forum, here. Afterwards you can simply login with the same account in the game. A game account will automatically be created and linked to your forum account. Do not make multiple accounts for yourself. You are allowed to play with your family/friends in the same house.

    What is Skylords Reborn?
    Skylords Reborn is a project which started off as a 2-man team working on allowing the community to play BattleForge again. BattleForge was a Real-Time Strategy Collectible Card PC game (not a MOBA) made by EA Phenomic in 2009 that got closed down on October 31 2013, disappointing many players. The ever-growing Skylords Reborn team has been working hard to make BattleForge playable and accessible for its still large community and new players once more! You can read more about our project on our wiki.

    Can I upload content of Skylords Reborn?
    Yes. You are allowed to make Youtube and Twitch videos and streams of Skylords Reborn.

    Will I be able to use my old account?
    No. As we are not EA we do not have access to your old accounts and never will, so you will have to create a new one and start from scratch. We know this is annoying but there is no way for us to retrieve account information. At least you can play the game again!

    What is the difference between Skylords Reborn and old BattleForge?
    Everything from the original game works but there has been a number of changes. (see list below)
    Cards
    Balance changes and new cards Economy
    Free to Play (no payments for game progression) Daily time based BFP rewards Daily PvP and PvE quests (Resets daily at 10:00 UTC) Seasonal & Lifetime Achievements Faction Boosters Removal of Tokens. Gold is now used instead and is untradable. Removal of Elements of Conversion/Creation. PvP
    Free PvP deck rotations Official Tournaments (BFP rewards) Spectator versions for all 1vs1 maps PvE
    All campaign maps available again (including 12 player maps) New high-quality community maps And many other quality of life improvements.
    Can I buy/sell BFP for real money?
    Absolutely not! People who are noted to sell or attempt to buy BFP or any in-game content with real money may be banned from playing the game at all, or have their accounts reset. We take no responsibility whatsoever in any lost money or in-game content. We don't sell BFP for a very good reason as this project is allowed to exist due to the fact that we are making zero profit or income from the game, which would be using someone else's ideas and content for claiming money. If you buy or sell in-game content, you are essentially doing the same thing and this could put both you as well as the entire project at risk of being shut down.

    How can I earn Gold and Upgrades?
    Since tokens have been removed from the game entirely, you will earn gold instead through playing Randomly Generated PvE, Sparring PvP, and disenchanting upgrades found in Campaign PvE maps. The upgrade drops have been changed, and you can find the new loot list in this topic.

    How can I obtain promos?
    You can get promos as an extremely rare reward in boosters, or during special events that we will host.

    I found a bug! What now? How do I report a bug?
    Please refer to the "Report A Bug" forum, and particularly this topic.

    I have seen someone cheat, flame, or severely break the rules. Where do I report this?
    You can right-click on a player to report them in-game. You can also report this behaviour directly to the Moderation Team (Global Moderators) on the forums or discord. Please refer to the Ticket Tool thread here when reporting on discord.

    Is the game only available in English?
    The game can be played in all languages that were previously available. This includes English, German, French and Russian. However, we are mostly focusing our project and any announcements around the English language.

    Have you asked EA for help with the project? Do you work for EA?
    No, we do not work for EA and we sincerely doubt EA is interested in the funding of the project nor rebooting the game. We do not expect any help from EA. We have, however, been given permission to alter the existing client and make this project a reality until further notice is provided. Former BF staff are likely under NDA as well, disallowing them to help us in the first place.

    If this project is completely non-profit, how will you keep the servers up?
    We have created a patreon page here. Any donated money will be spent on server upkeep, development and a lot will be saved up for future server upkeep. No money whatsoever will go into our own pockets. You can make a one time payment and then unsubscribe from us or you can pick to pay every month. Please note all Patrons will not gain any benefits in game.

    Where is the server located?
    The server is located in Germany.

    Will you distribute the server files for private hosting?
    No. The project is closed source, which means that the files (code) are not public.

    I have another question!
    Alright, that's cool! Before you continue, however, please use the forum's search function to find any threads that may have your question in it. If your question really isn't answered yet, feel free to create a thread.
    That's all! We hope you enjoy your time in the world of Nyn and help the game and its community grow together! As always, We're hugely grateful for all your support, and we wouldn't be here without you all. Keep up the good spirits, you're all fantastic beings. See you in the forge, and may the forge be with you!
  19. Navarr liked a post in a topic by MrXLink in Boosters for new players....   
    The reason the startup time was implemented is due to drastic measures that needed to be taken against serious system and account abuse that came forth from Hawk's decision to give every account free boosters from the get-go. This issue was foreseen but we decided to find out how big abuse and it's effects would get, and the results have been overwhelmingly troubling. Just calling the issues and abuse the free boosters have caused "multiaccounting" really doesn't do it justice.
    From both a player experience and a programming point of view, untradeable cards is something we really want to avoid. Not only will this cause confusion among traders but it may also promote scamming and abuse, and we strive to keep these issues at a minimum and as easy to deal with as possible; having to do untradeability checks as a new user is one more step in trade complexity that we do not want our players to have to go through.
    During the closed test phases of the project we came to the conclusion that this "dead" time limit would be the least impactful on player experience as it would be a reasonable one-off gap to cross. Remember the original BattleForge did not even allow trades until a certain level in PvP or PvE was reached.
    However, we already have plans for future updates (determined far back into the alpha stages) that may make this start-up period more bearable for newcomers while not benefiting or promoting abuse:
    We will introduce a soft-cap BFP gain system that rewards BFP for playtime indefinitely (replacing the daily "play for X minutes" quest). This system will be focused around rewarding more BFP in your first few games, and less BFP the more you play, but a good BFP gain nonetheless to keep rewarding those who play a lot without dramatically hurting those with less time to spare. I am currently considering to have this system bypass the startup stage but having it completely capped at a lower rate by default until the account is fully unlocked. This way new accounts still have access to boosters and card variety while multiaccounting will net a significant disadvantage as opposed to playing on your main. New and themed boosters are in development. BFP earned will be able to be spent on these new types of booster. Due to possible differences in price we will leave this to be determined by the players spending BFP themselves so they can choose whether to go for more cheap boosters (e.g. bigger pools) or a few expensive boosters, whatever aligns to their tastes or spending habits. This exposes new players to the game's card variety and leaves them in control of what faction(s) they pursue. Hopefully these future changes will make the startup phase of accounts a more pleasant experience without exposing the project and community to abuse. We are not considering to decrease the startup time or implement untradeable cards anytime soon, but we do aim to make these measures as bearable as is feasible.
  20. Kleinkoch liked a post in a topic by MrXLink in Estimated time for release?   
    I don't mind the detail that this topic is getting into, but just for the sake of clarity and to give you a definitive answer to the topic's question:
    We can't give you any estimation time regarding our development progress due to the sheer uncertainty and unpredictable nature of this project and its development team. Considering BF is a complex and strange game when it comes to code, and due to us working in our spare time, we can't make any accurate prediction. Any ETAs made in the past that we were unable to abide by due to sudden bugs, sudden dev inactivity or development hindrances, have caused serious backlashes, flamewars, accusations and unnecessary conflict within the community. This in combination with development uncertainty sadly turns us to not be able to give you any semblance of an ETA for the sake of the game and community environment's health and atmosphere, and to not give you any sort of false expectations.
    Sorry about that, but we believe it's in everyone's best interest in the end to not set or announce any deadlines.
  21. Kleinkoch liked a post in a topic by MrXLink in Skylords Reborn - All you need to know!   
    I would like to refer to what I wrote in the thread above as to why we give you no estimations or deadlines.
  22. Flrbb liked a post in a topic by MrXLink in Estimated time for release?   
    I don't mind the detail that this topic is getting into, but just for the sake of clarity and to give you a definitive answer to the topic's question:
    We can't give you any estimation time regarding our development progress due to the sheer uncertainty and unpredictable nature of this project and its development team. Considering BF is a complex and strange game when it comes to code, and due to us working in our spare time, we can't make any accurate prediction. Any ETAs made in the past that we were unable to abide by due to sudden bugs, sudden dev inactivity or development hindrances, have caused serious backlashes, flamewars, accusations and unnecessary conflict within the community. This in combination with development uncertainty sadly turns us to not be able to give you any semblance of an ETA for the sake of the game and community environment's health and atmosphere, and to not give you any sort of false expectations.
    Sorry about that, but we believe it's in everyone's best interest in the end to not set or announce any deadlines.
  23. Lavos2018 liked a post in a topic by MrXLink in Estimated time for release?   
    I don't mind the detail that this topic is getting into, but just for the sake of clarity and to give you a definitive answer to the topic's question:
    We can't give you any estimation time regarding our development progress due to the sheer uncertainty and unpredictable nature of this project and its development team. Considering BF is a complex and strange game when it comes to code, and due to us working in our spare time, we can't make any accurate prediction. Any ETAs made in the past that we were unable to abide by due to sudden bugs, sudden dev inactivity or development hindrances, have caused serious backlashes, flamewars, accusations and unnecessary conflict within the community. This in combination with development uncertainty sadly turns us to not be able to give you any semblance of an ETA for the sake of the game and community environment's health and atmosphere, and to not give you any sort of false expectations.
    Sorry about that, but we believe it's in everyone's best interest in the end to not set or announce any deadlines.
  24. Metagross31 liked a post in a topic by MrXLink in Card Upgrade and Hidden Info Database   
    Greetings, Skylords
    As some of you might already have heard, I've been spending my time in the forge updating existing information we had on card upgrades, ability costs and hidden values and meanings behind obscure ability descriptions. It has finally been completed; I have documented every card's upgrade values, found out each ability cost (which is not usually stated in card descriptions) and I have found some missing information on some card descriptions that are vague or don't describe anything at all. Examples include the mechanics behind Rage and Root Network bonuses, spawned creature health/attack power or even what the heck spells like Lost Evocation and Thunderstorm do exactly.
    I put it all in a speadsheet for you to observe. Hopefully we can use all this information to keep the Wiki, Allcards and the game itself in a better state! Have a look over here to see the list:
    https://docs.google.com/spreadsheets/d/1EymgWic3qqaZeakjhMr5nUhhidxzKVg2GzVVfZp3M08/edit?usp=sharing
    Enjoy and expect the future to hold wiki updates to be done. 
    Stay cool, Skylords, and please try to avoid those pesky little rodents hiding in the soles of your shoes, they have sent complaints.
  25. kingade liked a post in a topic by MrXLink in Global Rules (May Apply In-Game!)   
    Welcome to Skylords Reborn!
    Remember that these rules apply to our entire domain, including Discord and the game itself, and are subject to change at ANY time.
    Modifications made to the rules may be applied to ALL posts, including posts pre-dating the change.
    [SUMMARY]
    This is a summary of the rules in Skylords Reborn. More information about each rule can be found after the summary.
    [GLOBAL RULES]
    1. No Inappropriate Content
    No offensive, vulgar, disrespectful, threatening or insulting content.
    1.1. Language
    Speak English only on the Forums and Discord Server. You can speak any language in-game. 
    1.2. Keeping it Legal
    Do not post cheats, hacks or other piracy means.
    2. Spamming or Unconstructive Behaviour
    Avoid posting repetitive, non-constructive, or disruptive content in forums and in-game messages.
    3. Unsportsmanlike Behaviour
    Refrain from engaging in disrespectful, disruptive, or intentionally uncooperative actions in communication and in-game interactions.
    4. No Multi-Accounting
    Do not make more than one account on these Forums or in-game.
    5. Impersonation
    Do not under any means impersonate another player or staff member.
    6. Making Up Dev Statements
    Do not make up fake announcements or spread false information about Skylords Reborn.
    7. Trade Rules
    Do not beg or scam other players. No transfers or suggestions or mention of transfers involving any real-life currency. Trade strictly through in-game currency and/or cards on both ends of a deal.
    8. Avoiding Penalties
    Do not avoid any warnings or bans given to yourself, it will only make it worse.
    9. Being a robot
    Do not use any kind of bots on our Forums or in-game.
    10. Responding to Rule Violation / Reporting Content
    Do not denounce someone publicly for breaking rules, report the person and leave it to Moderation staff members.
    11. Respect the Staff and their Decisions
    Treat staff and their decisions with respect! If you have issues with a member of staff speak to the Lead Moderator!
    11.1 Respect warnings and the privacy thereof
    Received a warning? Please keep the information to yourself.
    12. Content Uploading Policy
    You can stream and make YouTube videos of the game.
    13. Game client and bug abuse
    Do not abuse the game client or any bugs you find, report them instead.
    14. Cheating
    Do not use cheats or hacks in our game to keep it fair for all!
    [ADDITIONAL FORUM RULES]
    15. Posting Behavior
    Do not spam, thread boost, necro-post, harass or insult others on these Forums.
    16. Profile Restrictions
    Do not use any form of animated images, should abide rule 1 and do not exceed the size of 600x150px for imagery.
    17. Reputation/Like System
    Do not beg or farm for Reputation/Likes. Max of 5 Reputation can be given each day.
     
    [DETAILED RULES]
    The rules are what is expected from all community members. Please keep in mind that Moderators and Administrators have full discretion to address any behavior, topic or event that they deem inappropriate or fail to accord to our code of conduct. All staff reserve the right to suspend or even deny your access to these Forums and game at any time for reasons that include, but are not limited to, failing to conform to these guidelines. Warnings are usually non-negotiable, but users reserve the right to ask for clarification, whilst being aware that this will in no way ensure a response to said warning and will in no way ensure a change of result. Repetitive violation of the rules may result in permanent banishment from these Forums and therefore the game. Note that these rules are not language-restrictive; they apply globally. Staff reserve the right to take preventative or retroactive measures against known threats to our domain, including but not limited to spambots, known toxicity, and otherwise known people that may disrespect or have disrespected our policy. If these cases require discussion or you would like to appeal, please use the contact form or contact Global Moderators on any platform.
    [GLOBAL RULES]
    1. No Inappropriate Content
    The Forums and game are to be kept clean, safe and friendly to users of all ages, beliefs, moralities, ethnicities, and situations. We therefore do not allow obscene content or content with a (high) risk of offending users. This includes posts, links, images, videos, and any other direct medium. This category includes, but is not limited to, content which refers to or in itself is:
    Vulgar, pornographic/mature or graphic Of religious nature Disrespectful Offensive in any way (Racial/Ethnic/Country-based) Promoting (symbols of) nationalistic/patriotic hatred Obscene Irrelevantly (ergo: not focused around SR) advertising any product, including self-promotion without permission) Sexually oriented Insulting, threatening, provoking or calling out another member (Cynicism may also be seen as insulting) Relating to drugs or activities involving them Invasion or distributing any other's information that could be private, without their consent or approval Harassing or defamatory (This includes things like "kys" or other "popular memes" that are currently going on) Publicly denouncing a person (Defamation of character or wild accusations of scamming) Linked to or by itself harmful and malicious software, such as viruses, Trojans, etc. Examples of any of the above (but not limited thereto) within your post will result in your post being deleted and a warning being issued. Multiple warnings may result in account suspension or restriction of indeterminate length.
    Important notice: saying "kappa" or using the "kappa" or "troll" emote is by absolutely no means an excuse to act vulgarly or break the forum rules in any way. Not even as a joke. Same goes for any form of indicating sarcasm, such as "/s"
    1.1. Language
    These Forums and our Discord server are made for a global community. We assume English (UK/US) to be our global language and thereby it is required that every user posts their content within the English language. Additionally, inappropriate or vulgar language (cursing, swearing, etc.) is not permitted. In-game you are allowed to write in any language and do not require translations.

    Posts outside of the English (UK/US) language will result in a request for translation, which, if not obeyed, will result in post deletion and a warning being issued. Multiple warnings may result in account suspension or restriction of indeterminate length.
    1.2. Keeping it Legal
    We kindly ask you to not bring seriously illegal topics onto these Forums, Discord or into the game. Whereas sometimes these topics are allowed to be used in a discussion or post, please try to set boundaries and ensure that topics will not rise to a criminal level. Refrain from expressing specific methods of piracy or committing crimes. Though unlikely to appear, refrain from posting cheats or hacks for the game, even if this is to point out they exist. If you are thus far urged to report such an activity, contact a staff member or use the Forums or in-game report tool.
    2. Spamming or Unconstructive Behaviour
    Spamming and unconstructive behaviour is not allowed. This includes, but is not limited to, the following:
    Excessively communicating the same phrase, similar phrases, gibberish, or any repetitive posts of the same content Creating threads or in-game messages for the sole purpose of causing unrest and disturbance within the community Making non-constructive comments Clustering spoiler boxes (aka a spoiler in a spoiler in a spoiler in a spoiler etc.) Making senseless or other rule 2-infringing posts to increase rank "Adding fuel to the fire" or ensure the continuation or lengthening of fights, harassment, insults, and flame wars Abusing the Report tool (false alarms, nonsensical messages, insults) Posts marking a thread numbered, IBTL, TL;DR, or any other mocking statements Creating duplicate accounts for whatever reason Mind that these rules apply as much to the Off-Topic board as to any other forum board, as well as in-game where applicable. Examples of any of the above will be deleted at sight. Depending on re-occurrence  or the severity of the violation, this may result in warnings or direct account suspension or restriction for an indeterminate time.
    3. Unsportsmanlike Behaviour
    Unsportsmanlike behaviour is not allowed. This includes, but is not limited to, the following:
    Causing disturbances in forum threads or in-game, such as picking fights, making severely off-topic posts that may ruin the thread, and insulting others In-game: Griefing or purposely hindering allied players including abusing Shadow's self-damage skills In-game: Being AFK/Away or being purposely inactive (letting the others do the work for you without consent) In-game: Deliberately losing PvP matches to exploit reward or ELO systems. Examples of this behaviour include, but are not limited to trading ELO with another player or helping other players with ranked PvP achievements. 4. No Multi-Accounting
    Making duplicate accounts to circumvent bans, to circumvent daily reward or ELO systems, or for literally any other reason, is strictly forbidden, both on the Forums as well as in-game. We do not condone making additional accounts to speed up progression, get more points, to hide your identity, or for any other reason whatsoever. Routine and automatic multi-accounting detection has been applied to prevent multi-accounting, and accounts with IP matches may be suspended. Shared or public computers are taken into account, and if you accidentally get caught by our system while you are not intending to multi-account (e.g. have siblings/roommates/friends on the same IP or network, public PC, shared PC), feel free to contact staff in any other way. If sufficient proof is given, we can revert your penalties. Any registrations that closely resemble multi-accounting may have all their accounts banned immediately and without warning.
    5. Impersonation
    Impersonating a Skylords Reborn staff member or forum user to do harm, create fake posts or announcements in order to make others believe they originate from the impersonated person, or unjustly cause confusion among other users will result in immediate account suspension for an indeterminate duration without warning.
    6. Making Up Dev Statements
    Making up dev statements, especially feature dates is strictly forbidden. Do not assume you know more than Forums, streams or official social media tell, and never make up any release dates or fake information, not even as a joke.
    7. Trade Rules
    No begging No scamming No public reports/blaming of the above Avoid imbalanced trades. Additionally, do not transfer all valuable items to another account when leaving the game to prevent exploiting the reward system or appearing to engage in multi-accounting, which may result in potential risks to your account.* No forum or in-game account selling No transfers or suggestions or mention of transfers, transactions, or trades involving any real-life currency, including online measures such as Paypal. Trade strictly through in-game currency and/or cards on both ends of a deal. Failing to follow the last two rules of this section will result in a permanent ban without warning or negotiation. Any violation of the other rules may result in a warning. Consecutive warnings may result in account suspension or restriction of indeterminate length. 
    * If you receive large, unexpected donations from an unknown account, please do not hesitate to contact the moderators to ensure fair play and to prevent any potential rule violations
    8. Avoiding Penalties
    Do not break the rules and do not avoid penalties thereof. This includes making duplicate accounts, as well as making others post on your behalf. Duplicate accounts for any purpose whatsoever are considered to be an infringement of the rules. Attempting to avoid penalties will result in an extension of said penalty, possibly to the extent of lengthy suspensions, permanent banishment or account deletion.
    9. Being a robot
    Spam-bots or suspected spam-bots will be deleted at sight. If staff has accidentally mistaken you for a spam-bot, try to contact Skylords Reborn staff in another way, such as private messaging on the Forums, or use the #contact-staff on our Discord Server.
    10. Responding to Rule Violation / Reporting Content
    If a user does not follow these rules, it is strictly forbidden to publicly denounce or point out to this user that they are breaking the rules. This counts as public denouncement/insulting and is not tolerated. If you wish to inform someone of their rule violation, do so in a private, kind, supportive and structured way whilst following Rule 1. If you wish for SR staff to act, rather than sending a private message to them, click the report button under the infringing post. Provide a reason and staff will get behind this whenever they can or see fit. Abusing the report button will result in immediate warnings which may lead to account suspension or restriction of indeterminate length. 

    Similarly, you can report other players in-game by right clicking on the players and clicking "Report". Again, it is important to know that forum and in-game reports must abide by rules 1 and 2. Failure to abide by this may result in receiving penalties yourself.
    11. Respect the Staff and their Decisions
    We try our utmost best to do our job of managing these Forums, the game and the community to our own ability. We try to do our jobs at a pace we see fit, please have patience. We apply lenience of rule enforcement to our own standards. Any threads or posts mocking staff decisions may be removed at sight and consequences may apply as would be taken to act against public denouncement. If you have a problem with the actions of a staff member, discussing it privately, preferably with that staff member, is the only right way to approach it such a situation. No reporting, no public denouncement. Rudeness towards staff may be penalized as staff sees fit. Criticizing development speed may be penalized as staff sees fit. Severe problems with Moderators that you feel should be anonymous for whatever reason must be sent to an Administrator and by absolutely no means anybody else. 
    11.1 Respect warnings and the privacy thereof
    If you end up receiving a warning, we expect you to keep this information private, as is already described in the rules above. Publicly talking about, discussing or criticizing warnings of any form, or action taken against you or another forum member, is subject to possibly increasing your warning's value or duration and is in violation with rule 9. Please do keep this information private and if you feel like discussing this with other members feel free to do so in PM or outside of the Discord Server, Forum threads or status updates. If the discussion remains to be public, please beware of the risks this may bring within our domain. The Skylords Reborn Team reserves the right to take preventative measures within their domain.
    12. Content Uploading Policy
    You are allowed to make Youtube videos, streams, write blogs and posts etc. about Skylords Reborn.
    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 reasoning or warning. However, if any content will be a victim to this, these will most likely be provided anyway.
    13. Game client and bug abuse
    The usage of any bugs within any in-game content to any unintended benefit to any user in the game is forbidden and will result in bans. This includes breaking the game, manipulating the client or server in any way, using bugs to your or anyone else's advantage, generating any currency, value or account data outside of their intended purposes, and generally doing anything to the game (local or global) that you should not be doing. This does not include using design flaws on maps to get a more efficient clear time, but does include pretty much any other illegal action, such as cheating, data manipulation, or bug abuse. Currency or other data involved will not be refunded.
    14. Cheating
    In addition to the rules above it's important to emphasize that the usage of any tools, trainers, software or other methods of affecting the game in order to cheat, gain advantages, or for any other purpose whatsoever, is strictly forbidden. These programs or forms of abuse provide us with enough reason to act immediately. Having such tools linked to the game or affecting it in any way, even when unaware thereof or when they aren't used at all, is considered in conflict with our code of conduct. Only using them in single player, only using them for yourself, or assuming other players are not affected are invalid excuses and such reasoning will be directly ignored, as will subsequent ban appeal(s) and their reasoning. Affected networks or other accounts will not be taken into consideration when cheating players are banned, and we hold the infringing player accountable for any such results affecting those around them. We consider this to be common sense.
    [ADDITIONAL FORUM RULES]
    15. Posting Behaviour
    There are a number of rules every user should stick to whilst they create a thread or response to an existing thread or chat:
    No thread-bumping within 24 hours of a thread's last post Necroposting outside of Off-Topic boards is not recommended (Applies to threads of which the last post is older than 30 days) NO ALL-CAPS POSTS No threads that already exist or questions that are already answered in the FAQ (Use the Search Function!) No IMspeak/netspeak/txtspeak, please take your time to create an understandable reply or topic No double-posting. Or triple-posting. Or quadraposting. Or pentaposting... No consecutive similar posts. This applies to both threads and replies and is accepted as spam No more than 2 animated pictures (.GIF) per post No public blaming, no matter how right or wrong both you and the subject matter are No insulting. Cynicism may count as insulting No public reporting or "member-ating" (acting like a moderator i.e. (strictly) pointing someone at the rules) The report button is there for a reason! Similarly, staff behavior and rule enforcing leniency should preferably be discussed privately and should be respected. No begging for reputation No begging for admin/dev/mod approval or response. We'll find your thread ourselves Post your topics within the appropriate forum. (If not, Moderators will move your topic, but if this happens too much, appropriate measures will be taken, e.g. warnings/suspensions) Use descriptive thread titles outside of Off-Topic boards. Not only will threads with titles like "Hi", "Help", "Plz", "Error", etc. repel users, but they are also vague and unhelpful. No lying or awakening false hopes through made-up dev statements. You can help people out by explaining Developer statements, but don't assume you know what you do not know, as this is punishable Failure to abide by these rules may result in edits and/or warnings. Consecutive warnings will result in account suspension or restriction for indeterminate length.
    16. Profile Restrictions
    Although most restrictions to accounts are automatically implemented, we want to make you aware of some points and rules regarding your user profile.
    Avatars/Profile Photos
    Must abide by at the very least the entirety of Rule 1 Must not be animated Signatures
    Can't be longer than 255 characters Have a total restriction in size of 600x150px for imagery. The total signature height should not exceed 150px (that includes both images and text together) Animated GIFs are not permitted Embedded content, such as YouTube videos and widgets, is not permitted Should not contain overly large text Must abide by at the very least the entirety of Rule 1 Should not contain referral/affiliate links Cover Photos
    Should not be animated Should abide by at the very least the entirety of Rule 1 About Me
    Animated GIFs are not permitted Should abide by at the very least the entirety of Rule 1 Usernames
    Should not contain links Should abide by at the very least the entirety of Rule 1 Other profile fields
    Should abide by at the very least the entirety of Rule 1 Any violation of these rules may result in editing or a warning. Consecutive warnings may result in account suspension or restriction of indeterminate length.
    17. Reputation/Like System
    The reputation system (rep system) is there for the community to give value to posts other users make ("likes"). When using the rep system, take a few things in mind:
    The rep system is NOT a user-group improving system. Having a lot of reputation makes you look trustworthy, but makes you no more or less of a user than everyone else. Do not beg for likes. This will result in warnings, edits, and may even result in penalties if re-occurring. Rep of any form creates no exceptions to forum rules whatsoever; rep itself should abide by the forum rules and having any value of rep does not make one an exception to the rules either. Spamming rep in any form is not allowed. Said user may be reported validly. Reputation should never be used to enforce an argument. Sure, likes reserve the right to show you like or are in agreement with a post, but not to establish or force groups of people to support your standpoint, especially not if the argument or discussion caused is against the rules in the first place.
    17.1 Reputation System Enforcement
    We do not tolerate the incentive of abusing reputation in any of the above ways. Therefore, if staff considers your reputation to be in any way spamming, invalid or used in a way it should not be used, staff undeniably reserve the right to act and penalize users for said behavior. We will always give warning(s) in advance for this. Failure to adapt results in rep changes being nullified and penalties applying. This means staff can judge the intentions of your reputation points as they see fit. Feel free to contact the Moderators if you have issues with this, but they  reserve the right to refer to this rule and close the case that way. Therefore, use reputation at your own risk. Rule 9.1 may apply undeniably with no discussion possible.
    NOTE: Replies have been disabled. Should you have any remaining burning questions about this thread, feel free to contact the Skylords Reborn Moderation Team [HERE]
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