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Ultrakool

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  1. Ultrakool liked a post in a topic by MrXLink in Happy Easter! A little help to endure the lockdowns   
    Heya Skylords, Skyladies, and other Skyfolk,
    Spring festivities are upon us again, and this year it's a rather strange one for all of us. With global lockdowns and measures taking place against COVID-19, millions of people are currently in self-isolation at home. For those who have recently discovered Skylords Reborn, or even for those long-time veterans who want to complete their collections, we're going to giving everyone 5 boosters to endure the grind a little better in these trying times. Use them as you wish; perhaps you'll be able to try out something new, perhaps it'll give you that well-needed collection or economic boost, perhaps it's just a fun time opening them! 
    Of course, Easter time is something not to be forgotten, and so we're also giving all of you an Easter Egg card, as the tradition goes. You can find these gifts in your in-game mailbox to redeem and spread the happiness with!
    In the meantime, now more than ever are we trying our best to get the game and the ever-awaited reset to you as soon as possible. Despite the current circumstances, we've actually been increasing progress speed in the past few weeks and we've got some solid ideas and improvements planned to head your way in the near future. We're getting there, Skyfolk, and we're going strong.
    Be sure to stay tuned for further developments, updates, and status reports coming your way soon! We've got much in the pipeline.
    Please do remember to stay safe, stay inside, maintain your distance, and look out for yourselves and those in need in these awkward but ever so important times.
    Enjoy your rewards, stay tuned, and as always, Nyn is ready for you to be ruled and protected!
    ~The SR Team
  2. macabi liked a post in a topic by Ultrakool in PvP Rank Drops too Fast   
    New proposed rank requirements planned to be implemented on test server soon. New requirements will be as follows:

    Rank requirements are now uniform across all rarities: Commons, uncommons, Rare, Ultra rare

    Rank requirement for U1 upgrade: Pve and/or PvP Rank 1
    U2 upgrade: PvE or PvP rank 4
    U3 upgrade: PvE or PvP rank 5

    Note that rank requirements will take the highest achieved rank in PvP, not current rank, which means rank decay will not factor in what upgrades you can apply.

    We were debating removing rank requirements entirely, however feel that upgrading cards in matter of U1 to U3 gradually provided some sort of more fluid progression . We have changed rank requirements to be uniform across rarities to ease the upgrading of rare and ultra rare cards in particular. Also lowered rank requirements for most cards, while balancing common card upgrades based on Upgrade level rather than rarity.
  3. Ultrakool liked a post in a topic by Ponni in Card giveaway   
    Up until here cards have been distributed, 72 cards so far, but its getting a bit slow so soon I will open up this for anyone that wants/needs cards. There are still many good cards left...
  4. Ultrakool liked a post in a topic by Ponni in Card giveaway   
    Edit, ok, opening up thread for anyone to request cards now, rules from now on then:
    - For Ultra rares and Rares together, you can request 1 card. For Uncommon you can request 1 card. For Commons, you can request how many you want but on the popular ones I will try and limit it to one each (for Giant Wyrm, Windweavers, Werebeasts, Forsaken and some others I am actually out right now or at least very close on running out...).
    - First come, first served.
    Examples of cards you can request (UR, R and UC) which I right now have extras of (some a lot, most a few...) are:
    Firesworn (both affs), Mortar Tower, Makeshift Tower, Mine, Scythe Fiends, Skyfire Drake, Tower of Flames, Fire Dragon, Batariel (Shadow), Earthshaker, Cluster Explosion (Shadow), Nox Trooper, Dreadcharger, Nightguard (Nature), Embalmer's Shrine, Phase Tower, Motivate, Life Weaving, Resource Booster, Fallen Skyelf, Brannoc, Corsair, Mo, Amii Monument, Frenetic Assault (both affs), Overlord, Death Ray, Lost Spirit Ship (Nature), Tortugun (Frost), Construction Hut, Glyph of Frost, Juice Tank, Coldsnap, Lyrish Knight, Icefang Raptor (both affs), Maelstrom, Dryad (both affs), Mana Wing, Swiftclaw, Stranglehold, Mark of the Keeper, Ensnaring Roots, Burrower, Crystal Fiend (Nature), Deep One (both affs), Vileblood (both affs), Aggressor (both affs), Living Tower, Matter Mastery (both affs), Twilight Creeper (both affs), Fathom Lord, Thornbark, Healing Gardens, Wheel of Gifts, Revenge, Abomination, Grinder, Gemeye, Jorne, Ravenheart, Rogan Kayle, Viridya, and more so dont limit your request to the ones above!
    For the record, I only have one promo, Fallen Skyelf, and this one I will keep! : )
    // Ponni
    -----
    Hi,
    I have decided to give away a lot of cards of which I have extras of, I have been active on the AH, but I think this is a better way right now. I have a lot of of "good" cards and loads of the not so good ones. : ) Both new and old players are welcome to request cards, but I have a level restriction set on who can request, see rules below.
    Ultra Rares:
    These are the cards I have extras of right now (and how many of each) -
    1 Spitfire, 2 Voodoo Shack, 1 Oracle Mask (Fire), 2 Oracle Mask (Nature), Cluster Explosion (Shadow), 1 Volcano (Nature), 1 QueekQueek, 3 Nox Carrier (both affs), 1 Evocator's Woe (Nature), 2 Evocator's Woe (Shadow), 1 Tortugun (Fire), 1 Tortugun (Frost), 3 Gravity Surge (Shadow), 1 Ice Age (Nature), 1 Stronghold, 1 Mindweaver, 1 Forest's Vim (Shadow), 3 Promise of Life (Frost). 
    Rares:
    These are the cards I do not have any extras of right now -
    Gladiatrix (Nature), Juggernaut, Shrine of War, Fire Worm, Batariel (Fire), Comet Catcher, Shadow Mage, Lost Shade (both affs), Aura of Corruption, Cultist Master, Ashbone Pyro, Soulshatter, Bloodhorn (Shadow), Home Soil, Treespirit (Shadow), Hurrican, Crystal Fiend (Frost), Spikeroot, Parasite, Deepfang (Fire), Battleship, Worldbreaker Gun, Razorleaf, The Incredible Mo, Deepcoil Worm, Grove Spirit, Colossus, Ravenheart, Mind Control.
    Uncommon Cards:
    For most of the popular uncommon cards I have a few extras, for the not so popular ones there are more. That means I have at least 1 Ensnaring roots, Construct, etc, to give away. These are the cards I do not have right now: Grimvine, Thunderstorm, Lost Spirit Ship (both affs), Shadow Phoenix. 
    Common Cards:
    For some of the common cards I have a small amount of extras or even none, like Nomads (both affs), Sunstriders, Forsaken, Ice Barrier, Master Archers, Windweavers, Surge of Light, Cannon Tower, Tremor, Giant Wyrm, Regrowth, but pretty much all other commons I have loads of, like Twilight Hag (Fire) 31 copies and Warrior's Death (Frost) 32 copies.
    Take the chance to either fill your collection with new cards or to get some extra charges for cards you already have!
    Rules:
    - For Ultra rares and Rares together, you can request 1 card. For Uncommon you can request 1 card. For Commons, 6 different cards can be requested. So, in total you could receive 8 cards. As a suggestion, make three lists, one for the commons you want, one for uncommons and then one for the others...and don't forget to specify which affinity you want, if not posted I will select.
    - First come, first served.
    - Initially I will limit the people who can request cards to level 10 PvE and below and also high level PvP players (not sure where to draw line there yet though...).
    - With the list of cards you want please also share your ingame username so I can easily find you. If it is not available I will just skip that request and you need to do another post.
    - To start with you can only make 1 request (depending on what happens that might change...)
    - Please don't request cards which you afterwards will sell, I cannot hinder you of course, but my intention here is that you should use the cards in some other way.
    Example of a post to request cards:
    -----
    1. Windweavers
    2. Sunstriders
    3. Master Archers
    etc
    1. Makeshift Tower
    2. Banditos (Nature)
    3. Aggressor (Frost)
    1. Mine
    2. Shrine of War
    3. Disenchant (Nature)
    etc
    Ingame username: Ponni
    -----
    Other info:
    I will send things as soon as possible, but please give me some time. Also, I will update the thread at times after I have fulfilled your requests, this by doing a post up until where I am done sending cards requested. Should you not receive an in game email with cards, then you have not followed the rules above or the cards you requested are gone already (or I did not have them).
    Sincerly,
    // Ponni
    Edit:
    Contributions to this initiative made by:
    Esceeli, Croan, Beninana
    Thanks!
  5. Ultrakool liked a post in a topic by RadicalX in Cannot find Ranked PvP Games   
    Alot of PvP players just stopped playing for multiple reasons. The reset didn't happen so far (alot of people don't want to farm for all cards and upgrades twice), potential balancing changes got postponed, unbalanced matchmaking because of large skill differences, very longs searching times etc.
    Right now there is 1 player with full activity when there used to be roughly 150. I think the best chance of rebuilding a solid PvP playerbase is proper promotion and work around it after the reset.  
  6. Halis liked a post in a topic by Ultrakool in All-time fastest speedrun rankings   
    maybe this will help
  7. Ultrakool liked a post in a topic by RadicalX in New BFP Earning System: Playtime and Reserves   
    I think removing the daily boosters is good for the economy. It completely removed the reason of buying boosters in the game to regulate the total bfp amount, which is kind of important with no existing regulation at the market. I think I didn't buy a single booster during the entire CBT phase even with some people selling them for sub 400bfp. 
    I also do like the general idea of removing the hard cap as some people seemed a little dissatisfied, when they did their daily quests and there was nothing left to do. The reserve system is a good solution to add some extra bfp for being dedicated without creating a massive income gap, but as Vovano already stated, it highly rewards people, that are able to play multiple times on each day and therefore shouldn't reward people too heavily. 
    From my first impression the bfp/min numbers are looking a little bit too low, especially for players that don't play the game as frequently. The biggest gap in bfp income will occur through abusing the instable market prices and not the actual reward system.  Removing the daily boosters is a good step into the right direction here, but doesn't remove the issue. People who don't use that income source for various reasons like lack of interest or experience will be much more affected by a lower daily bfp gain.  
    Without knowing the actual data, I assume, that the percentage of players with a daily 90min+ playtime is really really low. I agree with Halis that this number looks really really high. And there are alot of people, that can't play the game every day leading to a high loss of potential bfp income without a method available to compensate. 
    This leads me to the following proposal: 
    -> Limiting daily boost time from 90mins to a lower number (45mins with 5bfp/min gains sound alot better for me, exact values might be discussed)
    -> Slightly lower the reserve refill rate to put less pressure onto players to play multiple times per day
    -> Let daily boosts stack up once or even twice, so people can compensate with high playing time at a single day for being unable to play on a daily base. 
  8. Ultrakool liked a post in a topic by RadicalX in How to make PvP more attractive (Discussion)   
    I am fully convinced, that PvP in Battleforge is a fantastic gamemode, but has certain flaws, that we might need to adress in order to make the game mode more attractive, especially for newer people. I want to make a longer post to get a discussion going about what we can do to get a more attractive gamemode and a larger playerbase, especially post reset. I'm following the current thread, where new player experience got discussed, which mainly focussed onto reward system, so I will move away from that in this thread, trying to adress some other problems and possible solutions. If you are looking for the discussion it is linked below. 
     
    Balancing
    While there was alot of dicussion in the seperate balancing discord, we haven't seen any progress for a while, because access to the testserver has benn denied. In terms of PvP balancing we somewhat got to a consensus about what needs to be adressed, but it was hard to find a solution that really fixes the problem. We really need access to the testserver in order to make a progression, so we can implement changes, that make the majority of players happy 
     
    What I'd like to talk about the most is the T1 diversity. With Nature and Frost being very underwhelming, alot of deck variety gets shut downed, especially for 1v1s. With only Shadow and Fire T1 being consistently viable at a high level, the amount of T1 matchups we can watch, consists of:
    Fire vs Fire - Shadow vs Fire - Shadow vs Shadow
    This is only a small part of what would be possible. If all T1's would achieve a "viable state" we could see 7 additional T1 matchups:
    Nature vs Nature -Nature vs Shadow -Nature vs Fire  - Frost vs Frost - Frost vs Nature - Frost vs Shadow - Frost vs Fire  
    In order to win with Frost or Nature you either have to play much better than your opponent or abuse the enemies inexperience with the matchup, which just is not a consistent win condition, especially if you want these factions to be played more frequently. With a static gamestate alot of people get frustrated about the current balancing situation. 
    In addition to that, there are 3 T2s (pure Nature, stonekin, pure Frost), that completely get shut downed by this deficit. Their T2 strength is actually decent, but you just don't want to play that frost or nature T1. 
     
    Back then I really advocated nerfs to mortar and Phasetower and I'm still fully supporting this idea. It is not possible to make healthy balancing changes around these two cards with their current stat cost efficiency and an almost nonexisting building counter system in the early stages of the game. That said, in order to fix the entire T1 issues, we need to adress more than just these two cards (but that would make a good first step). 
    Nature is too weak at defending a +1 well situation. Even after taking a lead in initial fights, you won't be able to well up as split attacks are just destroying the faction, that can't fight on low unit number with these units being super expensive. Similar issues occur once you get into a T1 vs T2 situation with more bound power than your opponent. The dps/power against M and L units is just way to low in order to allow healthy defences. 
    Frost got gutted through Homesoil getting nerfed and the faction can't fight on open ground effectively. You always need a power well close to your unit in order to contest. Against Mortar and Phasetower you can't even win these close well situations making things alot worse.
     
    Current proposals from the skylords balancing discord:
    Phasetower: 
    Nerf idea 1: Decrease the damage by roughly 20% 
    Nerf idea 2: Increase the cost per Tower by 10  
     
    Mortar:
    Nerf idea 1: Increased costs by roughly 15 power 
    Nerf idea 2: Cooldown increase 
    Nerf idea 3: Adding an initial cooldown to weaken the card against high tempo. 
     
    These are different single nerf ideas and NOT a single combined proposal!  
     
     
    Maps
    I've seen many players (especially newer ones) complaining about the map pool and also some people seem to dislike map X for various reasons. Just to give some examples. 
    -> Lajesh has Walls close to the main base. Once you make a mistake and give one up to the opponent, he might win the game of that, especially in lower elos. 
    -> Some people seem to dislke Yrmia for making some matchups very difficult to play
    -> Alot of people dislike Whazai as you can cliff onto the main base.  
    While there is the issues of generated maps not being included to the ranked pool for some reason, I think it might be a good thing to just widen the map pool rather than reworking the existing PvP maps. I think we could work out some more balanced, fun and interactive maps to get less repetitive games. High ranked players could work around some balanced maps and we've got really good map creators, who could easily create those maps if they're willing to work with us here. After some testing you could consider which new maps might be introduced into the new ranked pool, which would give us some fresh, new content. 
     
    What does a good map need? 
    I think we need some different maps, that adress different kind of win conditions to give different decks and playstyles small advantages or disadvantages. Battleforge has very low RNG based components in the game, so games might feel repetitive on the same map, if you play the same matchup or player many times in a row. 
     
    1) The amount of Monuments 
    I think having a range from 7-8 is the best number for orbs on 1v1 maps. 
    2) Orb placement
    I think T2 should be easily achiveable for both parties. Maps like Uro do have this poor condition, where Frost doesn't get to T2 without contesting it, which is really bad. T2 should be uncontestable, for T3 the case can be different. Lajesh for example has good orb placements in my opinion. If the map is played without offensive wall action, it can provide strategically interesting gameplay. 
    3) Well distance
    Needs to be carefully selected as there are alot of components, that make matchups either toxic or snowbally 
    4) Center of the map
    Can grant a strategic advantage due to shorter attack paths, but shouldn't be a win condition itself as some colors simply can't contest in these early fights. The center on Simai is a good example for a healthy  center positioning.
    5) Terrain/Cliffing
    Choke points are very important to increase the value of cc and AoE, while open space allows more micro management based fighting. In addition to that, important well & orb positions shouldn't be accessable by cliffs to avoid long range Sieges without proper counterplay. 
     
    There are more important aspects, but this could be discussed internally with the people, that are willing to work on these kind of map creations. In the end there could be community votings, if a finished map should be included into the ranked PvP pool. Maybe there could be specific tournaments to promote and test these maps beforehand.    
     
     
    Activity requirements
    I think they are straight up too high. 1 match per day is way too much for a game like Battleforge in order to stay relevant in the leaderboards. Right now alot of players are inactive and aren't motivated to play 30 ranked games with long que times, lower game quility compared to current sparring matches & the low comparability based off your current rank. There are probably about 
    Suggestion: Lower the acitivy requirements to about 10 games per month. This makes the leaderboards alot more interesting and meaningful, because you can compare yourself to a much larger playerbase as base elo is the much more relevant stat. Since we are a rather small community I feel like this is important to keep people motivated after dropping inactive.
     
    Player Base
    We need a higher amount of players to enable fairer matchmaking. There are large skill gaps in and they lead to very snowball based games. Top 5 base elo beats Top 20 base elo with 90%+ wr, Top 20 base elo beats Top 50 base elo with 90%+ wr etc. leading to very frustrating game experiences between stomping and getting stomped. Games are very fast and you don't really get to enjoy the game, especially when you haven't experienced the great games of PvP, that happen upon facing an enemy on a similar skill level. 
    Ideas for improvements: 
    -> Increased game promotion to attract newer players 
    -> Support the current Tournaments like the Stress Test Open 
     
     
    Overall it would be nice to collect some ideas on what we could do, to give people a better experience while playing PvP, especially post reset. So let me know your ideas, so I can implement them into this thread.
     
    TL DR;
    -> Balancing changes are important: Getting a testserver to evaluate proposals would be huge to make progress
    -> Adding more maps would be nice, maybe someone of the community map creators could work with PvP players on this
    -> Activity requirements are too high, especially when there is a rather low ranked participation
    -> We need to build up a solid player base after the reset (attract new players, keep the current ones)
     
     
    Best regards, 
    RadicalX
  9. RadicalX liked a post in a topic by Ultrakool in The New Player Experience (Observations & Suggestions)   
    Gold acquisition will never be balanced around speed running unless it will be tied to time spent in a map, which isn’t that good an idea. Since you complete maps faster than the average player, your gold acquisition will also be that much faster. Gold being untradeable does sort of mitigate that “problem” and retain progression for other players. It will usually be balanced around how long an average player takes to complete a map, and then calculated via estimated playtimes etc. obviously if you speedrun and complete 20 maps a day(that’s not even a lot when speedruning, depending on the map), for 3-4 months, you’ll obviously have a lot of gold.
    @Halis
     
    What MrXLink is working on is the BFP rewards proposal, in combination with daily quests. 
  10. Ultrakool liked a post in a topic by FlameForge in New Map - FlameTD (coming soon™)   
    Flame TD (pron: F@#! lame TD) is an economy driven, player versus player, tower defense map. Two teams play against one another in an attempt to decrease the opponent's lives to 0. Players will have to balance offence and defense to grow their economy, and ultimately overpower their opponent. Fog of war is enabled, to hide your defense strategy from your opponent.
    How to Play:
    1. Move the unit that represents the faction you choose into the magic aura.

    2. Use the teleport activators to select and send creeps to your opponent.

    3. Build a Maze(ing) towers

    Mechanics:
    Lives - Each team is allocated with 30 lives. For every "Creep" that you successfully get to the "Goal" area, one life is lost by the opponent. Strategies may vary, from saving up to send overpowered (and more costly) units, to spamming large numbers of cheap units. Income - Forget wells, income is a reward system which provides players with power every 30 seconds. Starting at 0, income is increased by a small amount every time you send a unit to your opponent. The more units you send, the larger your income will be. Kill Reward - Whenever you successfully kill a creep, a portion of its power cost is given to the attacker. Tower Defense - Players will have to reserve some power to build towers. Team strategies may be used to find synergies between the different factions. In addition to overpowered towers, players can build complicated pathways to force units along a preferred route. This will allow your towers multiple opportunities to attack creeps, making them even more efficient. Factions - Each faction will provide the player with orbs per the table below: Fire:          Frost:         Shadow:     Nature:       Stonekin:    Lost Souls:  Bandit:       Twilight:     The Laundry List:
    These are the things I still need to complete
    Balance (in progress) Update map to support 3v3, 2v2, and 1v1 game modes. Rework map's look and feel. Want to Learn?
    Source code available here:
    https://1drv.ms/u/s!ArQ4hvwFUQaK5k4OAii0Ts8K6sPS?e=xUvRpO
    Want to help?
    I need people that can map test, and provide constructive feedback on improvements to overall balance and user interface. 
    Special Thanks to:
    Kubik Perendi / Spitzkopf Emmaerzeh Omeiwa
  11. Ultrakool liked a post in a topic by RadicalX in Skylords Reborn Community Challenge #1: New Map "Into the Jungle1" - 15000 BFP price pool!   
    Great map! Looking forward to the competition. Do you have any plans on how to make the replays public in the end? If you are interested I could record and upload the winner replays to youtube either on my or the skylords community channel. 
    I've got just one question regarding the rules. Why aren't 2 replays per player allowed for the competition (1speedrun + 1style run)? 
  12. Dion liked a post in a topic by Ultrakool in NEW PLAYER EVENT CARD GIVEAWAY   
    Try this: it’s unlimited time link https://discord.gg/bchW29H
  13. Kubik liked a post in a topic by Ultrakool in All-time fastest speedrun rankings   
    maybe this will help
  14. Ultrakool liked a post in a topic by Deldrimor in All-time fastest speedrun rankings   
    No, speedrun is speedrun. Speedrun can be 10 hours, speedrun can be 30 min and speedrun can be 5 min.
  15. SunWu liked a post in a topic by Ultrakool in Introducing .. The entire team !   
    I guess this is a bit overdue now but better late than never  . I'm Will or otherwise known on-the-line as Ultrakool. I'm from Vietnam, currently living in Germany. It was a silly name I chose a long long time ago for BF and it kinda just stuck. Now basically I use that name in every single online game I play(It comes with putting up with those jokes about my name :D). I enjoy mostly PvP in BattleForge, but back in the days didn't take it so seriously, being younger and all. PvE is fun too but not my main interest. I remember back in the days, getting into BattleForge because of a friend, then he left after several months but I stuck with it on and off until the unfortunate demise in 2013. Like many others here, it was a game I always come back too, even after taking a lot and rather long breaks. In addition to playing the game, I was also involved with the battleforge forums, in the trade section mostly, but in other sections too. Furthermore I was also asked to be a moderator in a fan-made forum by a Dutch person who was known as Lithaladin. I was so involved with the game and the community in fact that, after the game was shut down, were invited to join a Skype Group by MrXLink I think. I wasn't ALL too active in it, but I remember sometimes popping in to reminisce the good ol' days. I moved on to other games but none could compare to BF. Furthermore, I really came to appreciate the community that is BattleForge, mostly compromising of happy and helpful individuals. Compared to other games, playing and conversing in the battleforge community was a breath of fresh air.

    Never did I know that I would ever even breath that fresh air again. Alas, the wonderful surprise came when MrXLink linked the new forums in the Skype chat of veterans from BF. Joined the forums few days after it was made and the rest was history. At first it was just @Ladadoos and me spamming for our lives, but people quickly joined. 100,200,1000,5 000,10 000, and now a whooping 57 665. Fast forward to March 2018, when I was (sorta) asked to become Moderator, I was elated, this was my chance to contribute to the wonderful unique BF community I know and love, that never could compare to any other. Being here over the years ( Project started in June 2015) there has been many ups and downs, many lulls, I've witnessed many iterations of the game development, 2 servers, going from only having access to the forge in techinical alpha, to being able to load up maps and entering games, and now with thousands of skylords being able to connect at once. We have improved steadily, and while progress might seem slow sometimes: (The usual reasons of this being a volunteer project and all), like me and thousands of you out there, we always come back to BF, and progress will be achieved once again. The project may slow, but it will never stop. Some time soon I hope to be able to meet you guys in the forge after the reset we have planned! Don't lose hope! Also dont shy away from dropping me PMs if you need anything at all, I'm always happy to help.

    Ultra
  16. fiki574 liked a post in a topic by Ultrakool in Introducing .. The entire team !   
    I guess this is a bit overdue now but better late than never  . I'm Will or otherwise known on-the-line as Ultrakool. I'm from Vietnam, currently living in Germany. It was a silly name I chose a long long time ago for BF and it kinda just stuck. Now basically I use that name in every single online game I play(It comes with putting up with those jokes about my name :D). I enjoy mostly PvP in BattleForge, but back in the days didn't take it so seriously, being younger and all. PvE is fun too but not my main interest. I remember back in the days, getting into BattleForge because of a friend, then he left after several months but I stuck with it on and off until the unfortunate demise in 2013. Like many others here, it was a game I always come back too, even after taking a lot and rather long breaks. In addition to playing the game, I was also involved with the battleforge forums, in the trade section mostly, but in other sections too. Furthermore I was also asked to be a moderator in a fan-made forum by a Dutch person who was known as Lithaladin. I was so involved with the game and the community in fact that, after the game was shut down, were invited to join a Skype Group by MrXLink I think. I wasn't ALL too active in it, but I remember sometimes popping in to reminisce the good ol' days. I moved on to other games but none could compare to BF. Furthermore, I really came to appreciate the community that is BattleForge, mostly compromising of happy and helpful individuals. Compared to other games, playing and conversing in the battleforge community was a breath of fresh air.

    Never did I know that I would ever even breath that fresh air again. Alas, the wonderful surprise came when MrXLink linked the new forums in the Skype chat of veterans from BF. Joined the forums few days after it was made and the rest was history. At first it was just @Ladadoos and me spamming for our lives, but people quickly joined. 100,200,1000,5 000,10 000, and now a whooping 57 665. Fast forward to March 2018, when I was (sorta) asked to become Moderator, I was elated, this was my chance to contribute to the wonderful unique BF community I know and love, that never could compare to any other. Being here over the years ( Project started in June 2015) there has been many ups and downs, many lulls, I've witnessed many iterations of the game development, 2 servers, going from only having access to the forge in techinical alpha, to being able to load up maps and entering games, and now with thousands of skylords being able to connect at once. We have improved steadily, and while progress might seem slow sometimes: (The usual reasons of this being a volunteer project and all), like me and thousands of you out there, we always come back to BF, and progress will be achieved once again. The project may slow, but it will never stop. Some time soon I hope to be able to meet you guys in the forge after the reset we have planned! Don't lose hope! Also dont shy away from dropping me PMs if you need anything at all, I'm always happy to help.

    Ultra
  17. Dion liked a post in a topic by Ultrakool in Introducing .. The entire team !   
    I guess this is a bit overdue now but better late than never  . I'm Will or otherwise known on-the-line as Ultrakool. I'm from Vietnam, currently living in Germany. It was a silly name I chose a long long time ago for BF and it kinda just stuck. Now basically I use that name in every single online game I play(It comes with putting up with those jokes about my name :D). I enjoy mostly PvP in BattleForge, but back in the days didn't take it so seriously, being younger and all. PvE is fun too but not my main interest. I remember back in the days, getting into BattleForge because of a friend, then he left after several months but I stuck with it on and off until the unfortunate demise in 2013. Like many others here, it was a game I always come back too, even after taking a lot and rather long breaks. In addition to playing the game, I was also involved with the battleforge forums, in the trade section mostly, but in other sections too. Furthermore I was also asked to be a moderator in a fan-made forum by a Dutch person who was known as Lithaladin. I was so involved with the game and the community in fact that, after the game was shut down, were invited to join a Skype Group by MrXLink I think. I wasn't ALL too active in it, but I remember sometimes popping in to reminisce the good ol' days. I moved on to other games but none could compare to BF. Furthermore, I really came to appreciate the community that is BattleForge, mostly compromising of happy and helpful individuals. Compared to other games, playing and conversing in the battleforge community was a breath of fresh air.

    Never did I know that I would ever even breath that fresh air again. Alas, the wonderful surprise came when MrXLink linked the new forums in the Skype chat of veterans from BF. Joined the forums few days after it was made and the rest was history. At first it was just @Ladadoos and me spamming for our lives, but people quickly joined. 100,200,1000,5 000,10 000, and now a whooping 57 665. Fast forward to March 2018, when I was (sorta) asked to become Moderator, I was elated, this was my chance to contribute to the wonderful unique BF community I know and love, that never could compare to any other. Being here over the years ( Project started in June 2015) there has been many ups and downs, many lulls, I've witnessed many iterations of the game development, 2 servers, going from only having access to the forge in techinical alpha, to being able to load up maps and entering games, and now with thousands of skylords being able to connect at once. We have improved steadily, and while progress might seem slow sometimes: (The usual reasons of this being a volunteer project and all), like me and thousands of you out there, we always come back to BF, and progress will be achieved once again. The project may slow, but it will never stop. Some time soon I hope to be able to meet you guys in the forge after the reset we have planned! Don't lose hope! Also dont shy away from dropping me PMs if you need anything at all, I'm always happy to help.

    Ultra
  18. Navarr liked a post in a topic by Ultrakool in RNG from card packs?   
    @DisasterRainlmao a classic case of negativity bias then... that list doesn’t seem anything like what you described...
    Do you know how lucky you have to be... to get a promo?
  19. Ultrakool liked a post in a topic by Halis in Connection Lost when rPVE 6 won   
    It is not a feature, that the Units will not get killed? Never happend to me, that the Units of a disconnected player are getting killed. (I really mean approx. 0/100).
  20. Ultrakool liked a post in a topic by CptFellwurst in The story behind your nick.   
    I got ferrets a long time ago.
    my nickname for the ferrets was Fellwürste ("engl. > fur sausages") 
    what can i say - i am a bit nostalgic - thats how i became CptFellwurst
     
  21. Ultrakool liked a post in a topic by fiki574 in Infos on Open Stress Test status   
    Thanks for the nice comment, however no dates are known at this point.
    Why would you need to grind though? Play casually just to get the feel of the game, then you won't be sorry or depressed once we reset the progress
  22. RadicalX liked a post in a topic by Ultrakool in RNG from card packs?   
    Card worth has a very weak correlation with rarity in this game.. added to that with huge price fluctuations and general low demand it’s certainly possible.
    E.g some ultra rare cards are even less useful than common cards so therefore are priced accordingly low - very low
  23. Ultrakool liked a post in a topic by LEBOVIN in Тормозит игра   
    The game freezes every 5-7 seconds for 3-4 seconds. Re-installed the game 10 times, updated and reinstalled the video drivers, uninstalled almost everything from the computer...nothing helps 
    -https://www.deepl.com/translator работает удивительно хорошо!
  24. EvilCookie liked a post in a topic by Ultrakool in Skipping animations   
    Haha, sometimes the hardest questions require the easiest fixes.. I wonder why your value was set to 10 though... now hopefully the other person who had problems was the same problem! Then we can consider the issue solved :3
    @T1421
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