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Shalade

Beta Tester
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  1. Metagross31 liked a post in a topic by Shalade in The legendary forum game "count"   
    Okay, so the idea is to count +1 per post you write.

    For example, I'll start with 1, the next one has to write 2, the next one 3 and so on.
    Some of you will remember this I guess

    1
  2. Shalade liked a post in a topic by Naturee in Introduce Yourself!   
    Hi All,
    My IGN is Naturee and from Australia
    Thanks and great works from everyone who made this happened...
    Love the game
  3. Metagross31 liked a post in a topic by Shalade in The Battleforge Dictionary   
    A collection of some abbreviations and technicisms commonly used by players ingame. If you feel like it you can propose more words or feedback to this thread too:
     
    BattleForge specific abbreviations
    2x mix = a deck consisting of 2 colors
    3x mix = a deck consisting of 3 colors
    AA = Anti Air
    AH = Auction House (Marketplace)
    AIS = Area Ice Shield
    AoC = Aura of Corruption or Altar of Chaos
    AoE = Area of Effect, also used for spells that target an area instead of a unit.
    AoF = avatar of frost
    BG = Breeding grounds (can also mean Battlegrounds (Random PvE))
    BF = Battleforge (can also refer to Battlefield)
    BFR = Battleforge Reborn
    BFPs = Battleforge Points, one of the ingame currencies, used to buy Boosters and Elements
    Blue = Frost (can also refer to the blessed affinity)
    C = Common. The most common rarity in Battleforge.
    CC = Crowd Control. Spells or abilities that makes it impossible for units to attack and/or move.
    Charge = A copy of a card that is merged with the same, upgraded card, thus increasing the times it can be played out before recharge time activates.
    Charging = Increasing the times a card can be played out before recharge time activates by adding a card copy to an upgraded card.
    CRD = Crusade
    CS = Coldsnap
    DA = Darkelf Assassins
    DC = Disconnect
    DD = Direct Damage
    DE = Disenchant
    Dis = Usually means Disenchant, rarely disconnect
    Dmg = Damage. Often used to tell the damage value stated on the card.
    DnD = Do Not Disturb (can also mean Dungeons & Dragons)
    DO = Deep One
    DoT = Damage Over Time, inflicting damage on a unit/structure that reapplies damage at regular intervals (e.g. Spirit Hunters, Sun Reaver), can also refer to Dragon Of Time
    DPS = Damage per second
    Dpts = Damage per twenty seconds (the value stated on the card)
    Dread = Dreadcharger (as Shadow) or Dreadnought (as Frost)
    ELO = The score gained by winning PvP matches.
    Enli/Enlight = Enlightenment
    EP = Energy Parasite
    ES = Earthshaker
    EZ = Easy (low difficulty)
    F = Fire or Frost
    FM = Frost Mage
    FoF = Furnace of flesh
    FoW = Fog of War 
    Fr = Frost
    Full = A deck consisting of all 4 colors
    G = Gold. The ingame currency won from maps.
    Gold Run = Collecting all gold chests in a map and disenchanting all upgrade rewards into gold
    Green = Nature (can also refer to the Gifted affinity)
    Grinding = Repeating an action for a long time to obtain something, like playing a lot of rpve to gain a lot of tokens.
    GS = Gravity Surge
    Harvy = Harvester
    HP = Hit Points, how much damage a unit can sustain before it dies
    HS = Home Soil
    IG = Ice Guardian
    IPD - Indirect Power Disadvantage, a term used to indicate a player falling behind on power pool level due to them having too much bound power through units or buildings that are not used in combat. Simply destroying/killing those entities would resolve this problem, but it is often not losing a player the game.
    IST = Ice Shield Tower
    Juggy = Juggernaut
    KoC = Knight of Chaos
    KOTG = King of the Giants, a PvE map
    Lame = Any card, combination of cards or playstyle that is considered very hard or impossible to beat efficiently and generally easy to use.
    Lamer = Someone who beats other people in PvP, mostly but not always using 'lame' strategies to do so.
    LB = Lightblade
    Legacy Reforge = A project inspired in Battleforge currently under development.
    LF = Looking For
    LFG = Looking For Group / Looking for Game. Means that the player is looking for someone to play with.
    LK = Lyrish Knight
    LS = Lost Shade or Lost Souls
    LSS = Lost Spirit Ship
    LTP / L2P = Learn to play
    LW = Life Weaving
    M8 = mate
    MA = Master Archers
    Mana = Manawings
    Mauly = Mauler
    MotK = Mark of the Keeper
    Mounty = Mountaineer
    Nasty = Nasty Surprise
    NC = Nightcrawler
    NFS = Not For Sale
    NG = Nightguard
    Ninja looting = When the host takes all the upgrades in an assign game without the other players' consent.
    Ninja'd = When somebody does something right before you
    Noob = A player playing as if he was a new player, can also mean a new player. It is also used as an insult.
    Nox = Nox Trooper / Carrier
    Oink = Curse of Oink
    OOP = Out Of Power
    PPD - Permanent Power Disadvantage, a term used to indicate a player has lost more wells and monuments in a game than their opponent. The power to construct these is lost forever, and can give the player a serious disadvantage within the game. PPD also happens when a player does not have the same amount of power wells as their opponent for a prolonged period.
    Promo = A card that's given away to people by means of promotion. Promos are typically fully upgraded and often fully charged, and have a different layout.
    PS = Parasite Swarm
    Pure = Having cards in only one color.
    Purple = The Shadow faction (can also refer to the Tainted affinity)
    RB = Resource Booster
    Red = The Fire faction (can also refer to the Infused affinity)
    Roots = Ensnaring Roots
    rPvE = Random PvE (Battlegrounds)
    Shammy = Shaman
    SM = Shadow Mage
    Snap = Coldsnap
    SoG = Shrine of Greed
    SoM = Shrine of Memories
    Sot = Stone of Torment
    SoW = Shrine of War
    Spammable = Characteristic of creatures who cost small amounts of power and are rather effective for the moment when they are used.
    SS = Soulshatter
    T1-4 = Tier 1-4, a way of telling how many orbs you have.
    U0-3 = Upgrade level of a card, where U0 stands for no upgrades and U3 to a completely upgraded card
    Unholy = Unholy Power / Unholy Hero
    UA = Undead Army
    UC = Uncommon. One level over the common rarity.
    UP = Underpowered / Underpriced / Unholy Power
    UR = Ultrarare. The highest rarity of cards.
    WoG = Wheel of Gifts
    WotN = Ward of the North
    WW = Windweavers
     
    Regular / forum abbreviations
    Admin = Administrator
    Afaik = As Far As I Know
    AFK = Away From Keyboard (the player is not present)
    AKA = Also Known As
    ATM = At The Minute / At This Moment
    BoT = Back on Topic, often said by mods if the posts in a forum thread are becoming too little related or entirely unrelated to the original topic.
    BRB = Be right back. (The player will leave for a short time)
    BTW = By the way
    Buff = Increase in strength or usefulness caused by an ingame effect or a patch
    Bump = Posting on a thread just to keep it in the top of the forum page
    Dev = Game developer
    F2P = A player that hasn't invested any real world money into the game.
    Farming = Repeating an action for a long time to obtain something, like playing a lot of rpve to gain a lot of tokens, similar to Grinding.
    FFS = For F***s Sake
    Flamer = A player who is consistently rude to others, "flaming" them.
    FTW = For The Win
    FYI = For Your Information
    G2G / GTG = Gotta Go (Got To Go (leave))
    GG = Good game. Used when leaving a PvP match.
    GL = Good Luck
    GW = Good Work
    GJ = Good Job
    GLHF = Good Luck, Have Fun, friendly way to wish others a game
    GTFO = Get The F*** Out!
    HF = Have Fun
    HRU = How are you?
    Hype = Excitement for something about to happen
    IDK = I Don't Know
    IGN = In Game Name
    IIRC = If I Remember Correctly
    IKR = I Know Right, agreeing with someone
    ILY = I Love You
    IRL = In Real Life
    IMBA = Imbalanced
    IMO = In my Opinion
    IMHO = In My Honest Opinion
    Infraction = A ticket which can lead to bans
    JK = Just Kidding / Joking
    K / KK = Okay
    LMAO = Laughing My Arse Off
    LOL = Laughing Out Loud
    Mod = Moderator
    MFW = My Face When
    MVP = Most Valuable Player / Poster
    Necro = Forum term for when an old thread gets bumped to the first page, when continuing it has become irrelevant. 
    Nerf = decrease in strength or usefulness with a patch.
    Newb / Newbie = Term used to define a new player, also means unexperienced player.
    NP = No Problem
    NVM = Nevermind
    OFC = Of Course
    OMG = Oh My God
    OP = Overpowered (A card that is too strong), Overpriced or Original Poster (the thread starter)
    OT = Off-Topic
    Plz / Pls = Please
    PM = Private Mail or Private Message
    PvE = Player Versus Enviroment
    PvP = Player Versus Player
    PvR = Player vs Random (Environment)
    Pwn = To win or gain advantage against someone with an impressive stunt
    QFT = Quoted For Truth
    QQ = Crying
    Rdy = ready
    ROFL = Rolling On the Floor Laughing, same meaning as LOL
    Smurf = A player of a higher skill cap leveling up a recently created account
    Spam = In PVP, to summon several of the same unit type. In forums, writing a huge amount of small comments or repeating the same comment multiple times.
    Splash = To have a deck with more than one color. Often used to refer to the second color.
    Sry = Sorry
    STFU = Shut The F*** Up!
    Thx = Thanks
    TBH = To be honest
    tl;dr = Too Long; Didn't Read (put after long walls of text followed by a summary of the long text for lazy people)
    Troll = Person who posts inappropriate or offensive messages to gain a response or start an argument
    TTYL = Talk to you later
    Ty = Thank you
    Tyvm = Thank you very much
    u2 = You too
    w8 = Wait
    w81m = Wait a minute
    Wb = Welcome back / Worldbreaker Gun
    WBU = What about you?
    WL = Watchlist (thread where the balance of a card is discussed)
    WP = Well Played
    WTB = Want to buy
    WTF= What the f***?
    WTH = What the heck / hell?
    WTS = Want to sell
    WTT = Want to trade
    YW = Your Welcome
     
    Special thanks to @Ca7 for the additional feedback provided via Discord
  4. Shalade liked a post in a topic by Zyna in Introducing... MarcoMaar, our new client developer!   
    Greetings Skylords, Skyladies and Skyfolks!
    Today we're happy to announce our new client developer @MarcoMaar joining the team! He will be responsible for adding new features, modifying user interfaces, or fixing bugs in our game client. Up until recently, he was working on a new ingame section, where you are able to see all of your opened boosters. Below, you can see a sneak peek of this new feature. We're very excited to have him with us, and are looking forward to his future contributions!

    Best regards, Skylords Reborn Team.

  5. Shalade liked a post in a topic by Cocofang in Skylords unique relationship to speedrunning   
    So I think Skylords has a very unique relation to speedrunning that you usually never see in other games.
    To illustrate my point, imagine this situation:
    In some ego-shooter there is a very difficult room you have a shootout in and enemies come from all sides, there is little cover and ammo. Now imagine someone is searching for advice online and asks a community for help. What you can expect (aside from some "gitgud" replies) is probably people explaining where enemies come from, where to take cover at what moment and which enemies to focus on to get through. You know, normal gameplay stuff. Now imagine there is also someone that comes in and goes "lol this room is SO EASY, all you have to do is jump on the crate in the corner and shoot it with your revolver. the recoil makes it fall through the floor and you with it. now you are on the ground level. ezpz". What sort of reception do you think this sort of advice would get? Definitely not a positive one.
    That's because speedrunning and regularly playing the game are usually kept as two very distinct and separate ways to interact with a game.
    In Skylords, it's different. It has blurred together. Meta-gaming (approaching the game in a way that directly interfers with mechanics or uses hidden information of the game to gain advantages, playing outside the rules of the game) became part of normal gameplay.
    You see it expressed in sentiments and advice like:
    "the map is easy, just build Mark of the Keeper to mess with the ranged AI. if you keep them alive then scripted waves stop spawning"
    "yeah, it's pretty easy with Nightguard. that absurdly strong unit can be take over by her on this map, so just do that"
    "the timer doesn't matter. just block Jorne with buildings so he cannot follow his intended path"
    Many people have accepted this as the norm, the regular way to play Skylords. I don't know any other game where meta-gaming and exploit-strats from speedrunning are normalized to the point where when anyone asks for advice for specific maps the very first reply will most likely be something along those lines. Even the ambitious guide to all Expert maps lists known exploits as possible solutions.
    Some issues that come with this unique environment are:
    People start to completely and utterly depend on meta-gaming. Not only does it seem that many have never even played some maps without it, I regularly see people argue that exploits are downright necessary to beat some maps.
    Playing regularly gets looked upon unfavorably in multiplayer. If you don't do "whatever it takes" to win (as in, use the common exploits), you wasted everyone's time.
    It warps perceived power levels. Completely overpowered cards may be looked upon as - and I have fallen into this trap myself - "not so bad" because after all, there is this speedrunning exploit that's way more powerful.
    It warps perceived difficulty. Many Expert maps are extraordinarily difficult and require many tries and adjustments to deck and strategy if you attempt to solve them from scratch. But if you simply break the game, many hurdles downright vanish.
    You can perceive campaign PvE as "done" much sooner. Meta-gaming makes many maps much easier and quicker. You can tick them off, probably never revisiting them again because they are "solved".

    What I don't intend is to discredit speedrunning as a way to interact with the game and enjoy it. There is a lot of planning, learning, trial and error going into each speedrunning strat and many solutions people come up with are really clever. Trying to strain the games mechanics to their limits until they break and finding quirks to exploit for that one additional advantage that shaves another minute off your time is an impressive process. Not to mention some speedrunning strategies are very high-execution.
    What I am talking about is the various ways this game is affected by the blurred line between speedrunning and regular gameplay. The various exploits and meta-game strats that are commonplace in this approach across all video games do affect this game in very unique ways.
    What are some thoughts and experiences with this special environment?
  6. Shalade liked a post in a topic by Danol in Defensive Mode for RPVE   
    It's very unfortunate that many cards just don't have any use in RPVE. Most of them are defensive cards, like Razorleaf, Stronghold and the like, but also some very slow units like Battleship. This is mostly because these Units/Buildings are stationary, slow or mostly geared towards defense, while RPVE is all about offense.
    To counter this, I suggest adding a new RPVE-Mode where you have to mostly defend youself against waves of enemies, unlocking access to new orbs and generators by defeating boss waves.
    I know that this is hardly a priority so short after launch and that it will be a ton of work (map generation, scripting, testing ...), so I don't expect to see anything like this for the next months, but I do think it would be worthwhile to add variety to RPVE in the long run.
  7. Shalade liked a post in a topic by MrXLink in UPDATE: BFP Reserves and Boosters   
    Hail, Skylords, Skyladies, and other Skyfolk,
    A while back, we implemented the Reserve System for BattleForge Points (BFP) onto the test server to figure out the effects of a new way to earn BFP to replace the daily playtime quest. It's a system that's designed to keep providing BFP even after your daily quests, while also helping those who don't have as much time on their hands or require breaks to be able to catch up on the more hardcore, long-session player base so that every player can build their decks faster and playtime will have more meaning again.
    To catch up on the Reserve System, have a look in the announcement thread made back when we introduced it over here.
    Since we implemented it, there's been a lot of community feedback and internal discussion about the system, how it works, what effects it has and how we can improve it. We figured that the original system parameters would not give a lot of players the chance to make good use out of the reserve system, and those with a lot of time would be able to earn vast amounts of BFP without seeing much of a slowdown. Additionally, this system would require players to play every day in order to keep up with the BFP flow, putting a lot of pressure on them, which is not the intention of this earning system.
    Some people put a lot of research into the current system. Thanks a lot for that! Your feedback has been most valuable. For the upcoming changes, some important concerns were addressed in the system, keeping in mind to not change too much too drastically at the same time. In other words, any more drastic suggestions have been noted, and may still be considered for the future if necessary.
    Without further ado, here's the changes that will be live now on the test server. Want to test these changes before we try them out on the live production server? Head over to our Discord (#dev-updates-test-server) to download the test server launcher.
    The TL;DR Version: BFP Reserves & Quests
    Decreased the maximum amount of time to earn daily rewards from 90 to 45 minutes, increasing the effectiveness of the daily boost. Increased the Refill Rate Constant (C) from 5 to 25, meaning the maximum amount of BFP that can be earned on a day is significantly lowered, thus preventing players with less time on their hands from falling behind as much. Increased the Drain Rate Constant (X) from 3 to 7, meaning you will earn a lot more BFP per minute once the reserve system kicks in. 60% of any leftover/missed Daily Boost (out of 250 per day) will carry over to the next time you play, up to a maximum of 300 BFP stored. This means up to 2 full days can be missed while still carrying over 60% of missed BFP. Added a maximum match time to prevent system abuse and farmbotting. Added a 100BFP discount to your next booster purchased that only gets activated once your daily boost has been depleted.  Increased the maximum amount of quests that can be active at a time from 3 to 6. You will still get 2 quests per day and can save up to 3 days worth of quests. None of these changes are set in stone; we will be able to tweak values and change features where needed! Further QoL Updates
    Decreased the minimum PvE/PvP rank to apply upgrades to cards to lv. 1, 4, and 5 for U1, 2 and 3 respectively. Upgrade Player Level requirements are now universal regardless of card rarity. Changed upgrade player level requirements to be the highest level ever earned rather than current level (affects PvP only) (planned, not yet implemented on test) Decreased the rPvE level quest requirement from 6 to 5. The quest description still states 6, but will complete on level 5 as well. Achievements, quests and possibly gold tweaks are in the pipeline for pre-reset internal discussion in the near future. Look forward to new, faction-based boosters coming your way very soon! In-Depth: BFP Reserves & Quests
    When making changes to the BFP system, it's important to incorporate feedback into an existing system to tweak and optimise it for the player. The current system was pretty well-received so far, but had its initial flaws. Way too much BFP could be earned on a day, the gap between casual and hardcore wasn't fixed, and extremely long play sessions provided some unwanted results. There's also been the major concern about the system itself, where the current essence of the 30-minute quest was to have the reliability to earn at least a booster per day, and while that would mean it would be the only reward to be earned alongside some quest BFP, it was also something fun to be anticipated. With these concerns in mind, we made the following changes:
    The Daily Boost will now be earned in 45 minutes of game time. 90 minutes simply turned out to be too long considering average match length and the amount of time players would like to spend on a daily basis. With the Reserve system, earning BFP beyond the current daily limit is possible and that will help motivate the long-session players a bit more instead.
    The Refill Rate Constant has been increased dramatically. This will actively enforce a more manageable BFP softcap than before. Where extremely long playtimes could previously have helped to give 1.5K+ BFP per day, this has now been lowered to a more comfortable 800 BFP total. This total is based on 250 BFP from Daily Boost, 150 BFP from 2 Quests per day, and a theoretical 24hr Playtime Rewards Non-Stop of 400BFP. For short-session players or those who have just dipped their toes in the Reserve system, not a lot will change. Only very long-term sessions and matches will see a difference, which means that more casual players have a better chance and an easier time catching up in BFP, bringing everything in a way better and more controlled proportion.
    The Drain Rate Constant has been increased significantly. To compensate for the lower maximum amount of BFP earnable through reserves, as well as to simply give everyone a better and faster BFP-earning experience, payouts will be a lot higher on full reserves. The curve is a lot steeper, and long sessions will get to lower BFP payouts a bit quicker than before, but should still be able to get a neat amount of BFP for their time. This should resolve the concerns that arose about the reserve system netting very little BFP compared to the daily bonus.
    To prevent AFK/Botting abuse giving unfair advantages or ruining games, a maximum match time has been set for BFP payouts. Normal players should typically not notice much of this.
    Carry-over mechanic: It's okay to miss a day! One of the most prominent suggestions has been to somehow make up for any missed days by either making the reserve system span across multiple days, to pay out more during weekends, or to catch up otherwise. This makes a lot of sense, and so we're implementing a carry-over system: Quests can now stack up to 6 and you can carry over your daily boost throughout multiple days. You can even carry over a bit of the remainder of an existing boost in case you can't play the full daily hour.
    60% of the remainder of a daily boost is now carried over to the next time you play, meaning you can save up to 150 BFP each day to add up to your next daily boost. Up to 300 BFP can be saved at a time, and saved BFP drains along with the normal daily boost when you come back, so you will be able to gain up to 550 BFP in an hour of playtime on the day you come back. We feel like 3 days is a good guideline to stick to when it comes to casual compensation, and so up to 3 days worth of quests and dailies can be stored. Of course, playing every day will still give out more BFP, but this system should put less pressure on the more casual or busy player and help to compensate for work, breaks, or other times where they may be unavailable. 
    The Daily Booster Replacement. In order to give people more freedom to use their daily reward, we have previously decided to hand out BFP instead of a booster each day. However, with the amount of BFP earned not being as high (due to it being distributed across a reserve system), the "booster-a-day" system didn't apply anymore and could feel way less rewarding than intended. To mitigate this problem, we will give a 100BFP discount on the next booster you buy every single day after completing your daily bonus time. This discount will apply to the current booster and upcoming booster types. Therefore, you will now be able to buy a booster after completing your daily playtime and daily quests (and have 50BFP left over before reserves kick in). You can give that booster a go and perhaps get that Ultra Rare at a discounted rate, or you can freely spend your BFP in trades or the Auction Hall. The choice is yours!
    In-Depth: Further News
    We have also made a few minor quality-of-life changes currently only the test server to make the game a little more forgiving for certain players. In particular, the PvP-heavy new player experience will be a lot more bearable due to us dramatically lowering the level requirement for upgrading your cards. In order to buy/apply upgrades, whereas formerly you would need to get to relatively high PvP or PvE ranks, we have now unified and lowered the requirements to level 1 for upgrade 1 (soldier/watcher), level 4 for upgrade 2 (warrior/keeper), and level 5 for upgrade 3 (aggressor/tactician) respectively of either rank. This goes for all cards of all rarities, so UR cards won't require a ridiculous rank anymore for those who don't wish to grind PvE. Additionally, it is planned that the rank requirement applies to the highest rank attained; if you drop in rank due to PvP degradation, you will still be able to upgrade your cards as if you were your highest level. PvP-centered players should experience a significantly smoother deck building rate this way, and are less restricted in their early days.
    Due to some newcomers finding rPvE level 6 a little to harsh to start off with, we have reduced the rPvE quest requirement to level 5 instead. We believe level 5 should be achievable even with starter decks without upgrades. Must this still give you trouble, you can now stack your quest up for longer until you manage to beat level 5, or you have the choice to re-roll if it's not your day for it and still need some amount of payout.
    -----------------------------------------------------------------------------
    Finally, it is worth mentioning that we do try to take into account as much feedback as we can in these decisions. Perhaps your idea did not get implemented, perhaps you disagree with the changes. Please do know that we still appreciate your feedback and would love to continue hearing your suggestions and feelings about the state of the game and its updates, and do be aware that while features suggested may not always be implemented, they are still being considered and accounted for where possible and viable; existing feedback on the BFP system, for example, will still be considered for the future, and won't be void after this update.
    We're making lots of progress on the design side of the project and are able to tweak and implement the features necessary to keep progressing at a very steady pace. The reset is getting ever closer, and we've got more game updates coming your way in the near future. Next up: expanding the booster market! New booster types will be coming your way very soon to add some variety to the store and allow you to be less dependent on the RNG that a regular booster would offer, and tailor your rewards more to your needs! Further down the road are achievements, quests, perhaps some gold tweaks and more, so stay tuned for more of that in the near future, and we would love to hear your suggestions and feedback in the meantime! 
    None of these changes are necessarily final, and we will keep reiterating to keep improving Skylords Reborn!
    This update is currently live on our test server, so feel free to enjoy and test the heck out of it there. It will stay on the test server until we determine that the system is stable enough and there are no major flaws or bugs present to push to the main live server. To enter the test server, head over to our Discord (#dev-updates-test-server) to download the test server launcher.
    Stay tuned, stay safe, and stay divine, guardians of Nyn!
  8. Shalade liked a post in a topic by Ladadoos in Release schedule and server downtime   
    Greetings Skylords, Skyladies and Skyfolk,
    We are about one week away from release and with that we would like to share our schedule and plans around release. This way you know what to expect.

    December 16, 2020: We will reset everyone's progression in preparation for the reset on actual release day. This allows us to make sure our systems work properly after a reset and to potentially fix any remaining issues that could be caused by resetting the progression of all our players. A progression reset means you will lose your gold, BFP, cards, boosters, PvE and PvP ranks, friends lists, auctions etc.  Both the main server and the test server will stay online and you can continue to play the game. Any in-game items gained after this initial progression reset will not be carried over after release.

    December 17, 2020: The main server will be closed until release. This will give us time to prepare the server for release and to fix any potential issues found with the reset from the previous day. During this downtime everyone's progression will be reset for release and you will be asked to create a new in-game character when you login for the first time after release. You do not need to create a new account for release and can login with your current account after release. The test server will still be open throughout the release period. The server will likely be closed in the evening (UTC).

    December 18, 2020: Release date. This is the day we will put the servers online again and is the day you can join and start playing again with a fresh start. After this day there will be no more resets so you can play/grind all you want. Depending on how drastically the player base suddenly increases, we might have to resort to putting a limit on the number of people allowed on the server at a time. Our current server is very performant and should be able to handle a lot more players than it currently is, so even though we don't expect to need to do this, you never know. There will also be a countdown livestream on our twitch channel https://www.twitch.tv/skylordsreborn, after which we will open the servers again. The release will likely happen in the afternoon (UTC).

    We hope everything is clear. If you have any remaining questions feel free to ask them and we will update this post accordingly. 
    Have fun playing and hope everyone is looking forward for release!

    - Skylords Reborn
  9. Halis liked a post in a topic by Shalade in The Battleforge Dictionary   
    A collection of some abbreviations and technicisms commonly used by players ingame. If you feel like it you can propose more words or feedback to this thread too:
     
    BattleForge specific abbreviations
    2x mix = a deck consisting of 2 colors
    3x mix = a deck consisting of 3 colors
    AA = Anti Air
    AH = Auction House (Marketplace)
    AIS = Area Ice Shield
    AoC = Aura of Corruption or Altar of Chaos
    AoE = Area of Effect, also used for spells that target an area instead of a unit.
    AoF = avatar of frost
    BG = Breeding grounds (can also mean Battlegrounds (Random PvE))
    BF = Battleforge (can also refer to Battlefield)
    BFR = Battleforge Reborn
    BFPs = Battleforge Points, one of the ingame currencies, used to buy Boosters and Elements
    Blue = Frost (can also refer to the blessed affinity)
    C = Common. The most common rarity in Battleforge.
    CC = Crowd Control. Spells or abilities that makes it impossible for units to attack and/or move.
    Charge = A copy of a card that is merged with the same, upgraded card, thus increasing the times it can be played out before recharge time activates.
    Charging = Increasing the times a card can be played out before recharge time activates by adding a card copy to an upgraded card.
    CRD = Crusade
    CS = Coldsnap
    DA = Darkelf Assassins
    DC = Disconnect
    DD = Direct Damage
    DE = Disenchant
    Dis = Usually means Disenchant, rarely disconnect
    Dmg = Damage. Often used to tell the damage value stated on the card.
    DnD = Do Not Disturb (can also mean Dungeons & Dragons)
    DO = Deep One
    DoT = Damage Over Time, inflicting damage on a unit/structure that reapplies damage at regular intervals (e.g. Spirit Hunters, Sun Reaver), can also refer to Dragon Of Time
    DPS = Damage per second
    Dpts = Damage per twenty seconds (the value stated on the card)
    Dread = Dreadcharger (as Shadow) or Dreadnought (as Frost)
    ELO = The score gained by winning PvP matches.
    Enli/Enlight = Enlightenment
    EP = Energy Parasite
    ES = Earthshaker
    EZ = Easy (low difficulty)
    F = Fire or Frost
    FM = Frost Mage
    FoF = Furnace of flesh
    FoW = Fog of War 
    Fr = Frost
    Full = A deck consisting of all 4 colors
    G = Gold. The ingame currency won from maps.
    Gold Run = Collecting all gold chests in a map and disenchanting all upgrade rewards into gold
    Green = Nature (can also refer to the Gifted affinity)
    Grinding = Repeating an action for a long time to obtain something, like playing a lot of rpve to gain a lot of tokens.
    GS = Gravity Surge
    Harvy = Harvester
    HP = Hit Points, how much damage a unit can sustain before it dies
    HS = Home Soil
    IG = Ice Guardian
    IPD - Indirect Power Disadvantage, a term used to indicate a player falling behind on power pool level due to them having too much bound power through units or buildings that are not used in combat. Simply destroying/killing those entities would resolve this problem, but it is often not losing a player the game.
    IST = Ice Shield Tower
    Juggy = Juggernaut
    KoC = Knight of Chaos
    KOTG = King of the Giants, a PvE map
    Lame = Any card, combination of cards or playstyle that is considered very hard or impossible to beat efficiently and generally easy to use.
    Lamer = Someone who beats other people in PvP, mostly but not always using 'lame' strategies to do so.
    LB = Lightblade
    Legacy Reforge = A project inspired in Battleforge currently under development.
    LF = Looking For
    LFG = Looking For Group / Looking for Game. Means that the player is looking for someone to play with.
    LK = Lyrish Knight
    LS = Lost Shade or Lost Souls
    LSS = Lost Spirit Ship
    LTP / L2P = Learn to play
    LW = Life Weaving
    M8 = mate
    MA = Master Archers
    Mana = Manawings
    Mauly = Mauler
    MotK = Mark of the Keeper
    Mounty = Mountaineer
    Nasty = Nasty Surprise
    NC = Nightcrawler
    NFS = Not For Sale
    NG = Nightguard
    Ninja looting = When the host takes all the upgrades in an assign game without the other players' consent.
    Ninja'd = When somebody does something right before you
    Noob = A player playing as if he was a new player, can also mean a new player. It is also used as an insult.
    Nox = Nox Trooper / Carrier
    Oink = Curse of Oink
    OOP = Out Of Power
    PPD - Permanent Power Disadvantage, a term used to indicate a player has lost more wells and monuments in a game than their opponent. The power to construct these is lost forever, and can give the player a serious disadvantage within the game. PPD also happens when a player does not have the same amount of power wells as their opponent for a prolonged period.
    Promo = A card that's given away to people by means of promotion. Promos are typically fully upgraded and often fully charged, and have a different layout.
    PS = Parasite Swarm
    Pure = Having cards in only one color.
    Purple = The Shadow faction (can also refer to the Tainted affinity)
    RB = Resource Booster
    Red = The Fire faction (can also refer to the Infused affinity)
    Roots = Ensnaring Roots
    rPvE = Random PvE (Battlegrounds)
    Shammy = Shaman
    SM = Shadow Mage
    Snap = Coldsnap
    SoG = Shrine of Greed
    SoM = Shrine of Memories
    Sot = Stone of Torment
    SoW = Shrine of War
    Spammable = Characteristic of creatures who cost small amounts of power and are rather effective for the moment when they are used.
    SS = Soulshatter
    T1-4 = Tier 1-4, a way of telling how many orbs you have.
    U0-3 = Upgrade level of a card, where U0 stands for no upgrades and U3 to a completely upgraded card
    Unholy = Unholy Power / Unholy Hero
    UA = Undead Army
    UC = Uncommon. One level over the common rarity.
    UP = Underpowered / Underpriced / Unholy Power
    UR = Ultrarare. The highest rarity of cards.
    WoG = Wheel of Gifts
    WotN = Ward of the North
    WW = Windweavers
     
    Regular / forum abbreviations
    Admin = Administrator
    Afaik = As Far As I Know
    AFK = Away From Keyboard (the player is not present)
    AKA = Also Known As
    ATM = At The Minute / At This Moment
    BoT = Back on Topic, often said by mods if the posts in a forum thread are becoming too little related or entirely unrelated to the original topic.
    BRB = Be right back. (The player will leave for a short time)
    BTW = By the way
    Buff = Increase in strength or usefulness caused by an ingame effect or a patch
    Bump = Posting on a thread just to keep it in the top of the forum page
    Dev = Game developer
    F2P = A player that hasn't invested any real world money into the game.
    Farming = Repeating an action for a long time to obtain something, like playing a lot of rpve to gain a lot of tokens, similar to Grinding.
    FFS = For F***s Sake
    Flamer = A player who is consistently rude to others, "flaming" them.
    FTW = For The Win
    FYI = For Your Information
    G2G / GTG = Gotta Go (Got To Go (leave))
    GG = Good game. Used when leaving a PvP match.
    GL = Good Luck
    GW = Good Work
    GJ = Good Job
    GLHF = Good Luck, Have Fun, friendly way to wish others a game
    GTFO = Get The F*** Out!
    HF = Have Fun
    HRU = How are you?
    Hype = Excitement for something about to happen
    IDK = I Don't Know
    IGN = In Game Name
    IIRC = If I Remember Correctly
    IKR = I Know Right, agreeing with someone
    ILY = I Love You
    IRL = In Real Life
    IMBA = Imbalanced
    IMO = In my Opinion
    IMHO = In My Honest Opinion
    Infraction = A ticket which can lead to bans
    JK = Just Kidding / Joking
    K / KK = Okay
    LMAO = Laughing My Arse Off
    LOL = Laughing Out Loud
    Mod = Moderator
    MFW = My Face When
    MVP = Most Valuable Player / Poster
    Necro = Forum term for when an old thread gets bumped to the first page, when continuing it has become irrelevant. 
    Nerf = decrease in strength or usefulness with a patch.
    Newb / Newbie = Term used to define a new player, also means unexperienced player.
    NP = No Problem
    NVM = Nevermind
    OFC = Of Course
    OMG = Oh My God
    OP = Overpowered (A card that is too strong), Overpriced or Original Poster (the thread starter)
    OT = Off-Topic
    Plz / Pls = Please
    PM = Private Mail or Private Message
    PvE = Player Versus Enviroment
    PvP = Player Versus Player
    PvR = Player vs Random (Environment)
    Pwn = To win or gain advantage against someone with an impressive stunt
    QFT = Quoted For Truth
    QQ = Crying
    Rdy = ready
    ROFL = Rolling On the Floor Laughing, same meaning as LOL
    Smurf = A player of a higher skill cap leveling up a recently created account
    Spam = In PVP, to summon several of the same unit type. In forums, writing a huge amount of small comments or repeating the same comment multiple times.
    Splash = To have a deck with more than one color. Often used to refer to the second color.
    Sry = Sorry
    STFU = Shut The F*** Up!
    Thx = Thanks
    TBH = To be honest
    tl;dr = Too Long; Didn't Read (put after long walls of text followed by a summary of the long text for lazy people)
    Troll = Person who posts inappropriate or offensive messages to gain a response or start an argument
    TTYL = Talk to you later
    Ty = Thank you
    Tyvm = Thank you very much
    u2 = You too
    w8 = Wait
    w81m = Wait a minute
    Wb = Welcome back / Worldbreaker Gun
    WBU = What about you?
    WL = Watchlist (thread where the balance of a card is discussed)
    WP = Well Played
    WTB = Want to buy
    WTF= What the f***?
    WTH = What the heck / hell?
    WTS = Want to sell
    WTT = Want to trade
    YW = Your Welcome
     
    Special thanks to @Ca7 for the additional feedback provided via Discord
  10. Shalade liked a post in a topic by MrXLink in Multiple Accounts   
    Shortly put, we endorse neither of those actions. There has been a lot of discussion going over this in the past, and we are of mind that smurfing heavily disrupts the ranked PvP scene and will, especially with an even smaller community that will rely heavily on newcomers, result in an insanely unfair PvP environment where matchmaking doesn't even matter anymore due to the sheer amount of artificially low-ranked pros dominating the entire game because they don't dare to face any opponents matched with when trying something new. This is not what ranked PvP is made for. Ranked PvP exists to test your PvP skills comparatively to people at the same level of you. Whether this is regardless of decks is debatable, but this is why unranked PvP exists, why there are Sparring Grounds. It's even in the term; Sparring Grounds. Sparring in boxing (and fighting) means that you're not landing your blows heavily so you can train. The same goes for the game; Sparring Grounds are for training your PvP skills without being judged harshly for it by the matchmaking system. This is, very briefly and shortly put, why we are against multiaccounting and it will result in bans. Smurfing destroys the purpose of the difference between ranked PvP and Sparring PvP, and your training needs are easily resolved by testing your new decks out in Sparring instead.

    So, are you scared of losing your ELO because, skylords forbid, you are using a somewhat unconventional deck? Go to the Sparring Grounds. They are literally made for this exact purpose.
  11. Shalade liked a post in a topic by MrXLink in Important: Open Beta Status Announcement   
    Dearest Skylords, Skyladies, Skyfolks,
    I'm sure most of you have an idea what this announcement is going to be about, given the latest status on Open Beta. As you all have realised, we haven't quite made our promised release goal of week 8. This mainly has to do with PvE breaking way more badly than we expected and fixing taking a lot more time than anticipated. How much time will this take? Well, please allow me a bit more space to explain. 
    The Skylords community has grown bigger and better than ever before, for almost 3 years now. We are growing closer to the public beta release of the game, and we're growing more hyped and enthusiastic with every development update Fiki posts. This is a fantastic thing; the BattleForge community has always been my favourite community around, where everyone is relatively friendly and inviting, has fun together and creates a warm, comforting atmosphere. However, as with most hyped projects, enthusiasm can rapidly take over and make both community and developer overexcited. This is generally a great thing, except when it concerns voluntary development as is the case with Skylords Reborn. Don't get me wrong, it's great that you are all so excited about the game; it's really mostly on our side that causes issues. 
    The programming team is just as excited about this as you are, and they are working tirelessly to make Open Beta a reality as soon as possible. However, with great hype and little experiences with such projects and group communities, comes great positivity. As you may know from the past, we have always been quite generous with our milestone and deadline estimations, striving every single day to make you all as happy and enthusiastic as possible, pushing our limits to satisfy you, the community, as well as we can. In our combined enthusiasm and desire to bring back a great game to you all, we have been blind to the risks of game development, and made completion date estimates very positively; but game development doesn't work like that. Something will always break, and several things have broken and put us back, changed things up, turned our schedule around. Real life has interfered, servers have been crashed, and the programming team has generally just been looking at the development cycle way too positively and have given themselves way too little time to work with in case things wouldn't go as planned. This has created a lot of frustration on the team and we have been rushing while we shouldn't rush.
    Especially in this week of hype, the entire team has experienced the results of massive hype. Tonnes of repeated questions, lots of enthusiasm, but also lots of doubt, lots of impatience, and foremost, intense amounts of pressure on all of our shoulders. The drive and need to meet our target time got so emphasised, and the expectations were unfathomably high. And sadly I have to say that it is taking its toll on some of our team members, even outside of the programming department; we're being hit very hard, but we remain steadfast, for all of you!. We are doing our utmost best to keep you all informed, engaged, and excited about the project, and the last thing we want to do is to disappoint you; and every single time that we may have to, every single time that things go wrong and Open Beta ETA's have proven to be just a little too generous, we disappoint you. And I am certain that I can speak for the entire team if I say that it sometimes genuinely does feel like we fail you all with these hopes we work up for you and end up being forced to shatter. Please be aware that this was never our intention, and unforeseen consequences have resulted in many delays. This has driven the team to a very important and hard decision.
    We are not going to give you any exact Open Beta completion times anymore. We will be more broad in our approach, and development timeframes will be larger.
    I regret to announce that this is something that really must happen; but I truly care about you all as a community and it breaks my heart every single time we awaken hopes in you that turn out to be false, disappoint and fail you with declaring that we haven't met our terms... needless to say it hurts all of us, the SR team. We're done making unrealistic promises to you guys, and we are sick, tired, and exhausted of disappointing this amazing community over and over. You don't deserve that, and so we will broaden our estimations widely. 
    This means that any development estimated times will be longer, but also more uncertain.
    This does by no means imply that we are slowing down development. On the contrary! We are working and progressing harder than ever, as many Closed Beta testers can actively tell you. We understand you may be doubting us at this point, we understand you feel like the project isn't progressing enough, and we truly do understand you all want to play; but just short of a hundred testers can tell you that we are making massive progress every day. This project is happening right now as we speak, and those who doubted we would ever get the game online have been proven wrong, and we strive to keep proving doubters wrong as we progress daily. With this new way of announcing progression, it would mean less stress on the team, hopefully no heavy disappointment to the community, and the more exciting and enjoyable the moment is if we finish way ahead of schedule (which is now also way more likely). Hopefully this will give you all a better impression and allow for more realistic expectations.
    Game development can take a lot of time, and especially for SR, it is extremely unpredictable. Things can suddenly go wrong, or we can suddenly make huge surges of progress. The most important thing remains that we don't want to rush things. When we release Open Beta we want stable servers, and the best experience for every single one of you. Coding under pressure will only create more bugs, flaws, crashes, and mental problems for our programmers, so we are giving them the time they need. We hope that you can understand this.
    That being said, with some of the issues persisting, we will have to give Fiki and his majestic team of programmers some additional time to iron out the remaining bugs, memory leaks, and other annoyances before we allow you all in. Trust us when we say that we don't want you to get hyped, enter the servers, and have an uncomfortable experience or have the servers crash. That would be awful, and we don't want to kill off your enjoyment like that.

    ------TL;DR? Start here-------
    The programming department has stated that they will need some more time to fix these issues. Although we consider this to be able to be completed sooner rather than later, we need to take risks and possible further delays into account. If we do end up knowing when we're releasing Open Beta with absolute certainty, you bet we'll have you know when!  -- Remember, we could be done way sooner or later than expected! Check the devplatform for the most up-to-date status of the game and/or release predictions: http://dev.skylords.eu/

    Another very important note: There has been some false information that has been spread through the community on several different platforms, causing a lot of unnecessary havoc and stress for both community and staff. We would like to remind you that you can find all relevant and correct news and announcements on our official social media, but most importantly forum posts that keep you up to date. Please do not blindly trust any dates or information given to you by community members that you don't know, especially if it sounds groundbreaking or impactful; if you can't find it on the forums, it's probably not true. Remember, content written by any member with a coloured name are staff posts; official announcements made by them are to be considered as true. Confused as to who is part of the team? Follow this link for a list: https://forum.skylords.eu/index.php?/staff/

    But there's some positive news too!
    > The launcher is coming along nicely, and has been worked on separately from the server. That means that once server work is done, we won't also have to start making the launcher from scratch, which will save a lot of time!
    > Many of you have expressed that they missed the original Booster Simulator. Now, the simulator is back in action and better than ever, integrated in our new cardbase, accurately supporting the booster ratios that will be in-game. Find it here: https://allcards.skylords.eu/booster.html
    > Additionally, we have noticed a huge amount of questions for when Open Beta starts. Trust me when I say there will be a giant thread when Open Beta is released that will explain everything to you! Please be patient with your Open Beta questions until it starts; it will all be revealed.
    > Feeling like you may have been too enthusiastic about Closed Beta giveaways? We will assure you that if you have been blacklisted on our Discord server and prevented from entering Closed Beta, your bans will be revoked and you will be given a second chance for Open Beta. Please don't break anything
    > We have upgraded the forums to handle more traffic. You should all have a way smoother experience than before; our server was running at 220% CPU capacity, ouch! We're now running more smoothly, so you should experience faster loading times and a better overall connection to this website.
    > During this upgrade, however, we almost lost the forum database because of all the problems linked to our server. We managed to save it just in time!
    > The next big announcement we will make will be the Open Beta Announcement, which we will stream on our Twitch channel (https://www.twitch.tv/skylordsreborn). In the meantime, it is possible that we will stream some BattleForge on the official channel to give you an idea of how everything runs while we work on getting a good Open Beta working for you.
    We would like to once again apologise for yet another delay and future vagueness on estimated times, and we would like to reassure you that it's healthier for the game's development, safety, stability, and enjoyability, as well as it is better for the health of the team, as we can take things easier on the moderation team, and allow the programmers to prioritise quality over time. We will do our utmost best to bring Open Beta to you as soon as we can, without the pains and frustrations and disappointment of further delays. We hope that you can understand and respect this decision, have the courage and determination to be patient for just a little longer, and that we may stand strong as a community, and that we may remain the most welcoming, friendly and comfortable community out there. Together we will soon reclaim the Forge and protect the lands of Nyn once again!
    Sincerely, and on behalf of the entire Skylords Reborn Team,
    MrXLink, your Community Manager

    "Wasn't there a date in here?" Yes, that is correct, and we removed it for good reason. Refer to this post for details.
  12. Shalade liked a post in a topic by Ilsyde in ESA rejects proposal to allow the revival of dead online games   
    That video was posted by Strek0za for the first time in this forum, therefore I'm just going to leave a link to his thread:

    Agreed, Ross's videos have care and depth to them, reminding me of the good ol' quality content that's so lacking from digital media nowadays with all the juvenile twitch streamers and youtube clickbaits trying to make a quick buck.
  13. Shalade liked a post in a topic by Ultrakool in ESA rejects proposal to allow the revival of dead online games   
    That is pretty strange decision imo and seems to have been made because of lobbyists and not putting the consumers’ best interest at heart.
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