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Fimion

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Posts posted by Fimion

  1. 37 minutes ago, dojo said:

    I disagree. There is already a game element that lets you choose difficulty, and that is the slider. There should not be a random element that makes a chosen difficulty level 2+ levels higher because of the faction you get. People already play around what you call sub difficulties, because it is not what they signed up for. I can understand that you have gotten used to it, like most of us, but that still is not good game design and i would not call it a feature either.

    I am not sure what is even possible today, but it would be better if Lost Souls would be selectable, this way the game could acknowledge the higher difficulty and reward accordingly. It would create a scenario where people get get what they want to play, and those who want the extra challange also get a little more reward out of it.

     

    What exactly do you disagree with? What you suggested is very similar to what i suggested.

  2. 16 hours ago, Chibiterasu said:

    Most people play rpve not for beating a challenge but for simply farming gold and bfp. And why bother with spending way more time and effort on beating lost souls when you can simply restart? Same with incredible Mo and global warming. Why waste deck slots for a potential encounter when you can simply restart with an additional deck slot? And even if you don't have that mentality, when you play with randoms, it's almost guaranteed that at least one of them will either quit immediately or isn't experienced enough to beat the map.

    But the root of the problem is that Lost Souls is simply stronger than the other factions.

    Ok first of all which difficulty level are you talking about? Most people who just want to farm gold and BFP play Advanced++ and on that level Lost Souls can be pretty tough for inexperienced players but most of the time they will still win. I cant remember ever playing with a group that restarted a match just because they encountered Lost Souls. Yes sometimes a player loses his T1 if he gets attacked by multiple Spellbreakers for example but that rarely happens. Also the Incredible MO is always worth a deck slot its not just a card for Lost Souls maps.

    Now lets talk about Expert and Expert+ those levels are for very experienced players who are looking for a challenge especially on Expert+ most players there are definitly looking for a challenge and are not just farming gold and BFP sure sometimes players join who are obviously not ready for that difficulty but it is the hosts job to kick them.

    PvE in general has already gotten much easier than it was during EA times because the Skylords team has buffed alot of cards and factions as a whole. Pure fire for example was completely useless for harder rPvE maps back in the day. You could only cast Bloodthirst on a single unit for example.

    The only real solution in my opinion would be to give players the option the choose which enemy factions they want to play against but i have been told that that is not possible. Maybe someone has a better idea but making rPvE even easier would be a big mistake in my opinion.

     

  3. Which rPvE level are you refering to? On Adavanced++(formerly known as lvl 9) some people struggle with Lost Souls but they rarely get demolished. On Expert Lost Souls are just right in my opinion they are challenging and sometimes require teammates supporting eachother but they can be beaten relatively easily even with a random group as long as they are not completely clueless. On Expert+ on the other hand Lost Souls can be VERY hard especially when you have Lost Vigils at T2 you need very experienced players to win but its the hardest difficulty and it should be that way in my opinion. 

    What bothers me the most about rPvE is the inconsistency of the difficulty of each faction in my opinion each difficulty level should have its own "sub difficulties" for example:

    Difficulty1: Bandits and Stonekin Bandits

    Difficulty2: Nature, Twilight, Fire and easy Lost Souls maps

    Difficulty3: hard Lost Souls maps

    New and inexperienced players who just quickly want to farm BFP and Gold probably would be happy if rPvE would become easier but it would defilitly hurt the long term fun. As soon as a player has all the cards and upgrades he wants the only thing that will keep him playing are challenging maps. For me nothing is worse than those easy bandit maps where you dont need a strategy or support your teammates you just spawn some units and cast some spells and you will win. Usually when i play with friends we just skip those maps.

  4. 36 minutes ago, Kubik said:

    The replay does not contain any information about what preset was selected, and when selecting map of the month, no client needs to know about that, they will now select same "preset" based on the map seed which is single number between 1 and 65535 (both inclusive), if that choice would be left to user, each user could choose differently.

    Well i have no idea how Battleforge is programmed but the choice would be left to the host not each individual player but what you wrote probably means that this is technically not possible.

     

    36 minutes ago, Kubik said:

    If you want to play any specific map, you can just generate it using editor, and play it as an community map, you already have that choice.

    Yeah but it would be hard to find players because it sometimes even takes very long to find players for regular Expert and Expert+.

     

    Another option would be to give us multiple Maps of the Month one for each faction.

  5. 4 minutes ago, Kubik said:

    🤔And would you remember to select same preset when watching a replay? Because replay would not know which preset you selected before, so if you would choose a different one, you would get desync instantly. (Also already mentioned, you would get desync if players in the team would choose a different preset, they would practically be on different maps)
    It would be an easy solution, but I do not think players would like it.

    The host would select which factions the group is going to play against just like selecting Map of the Month. When you watch map of the month replays the game doesnt crash.

     

    22 minutes ago, Cocofang said:

    I don't know about how hard that would be, however the actual question here is: Should we?

    People that desperately yearn for a challenge have Ex+ where all factions are quite hard. Going up against a random faction is a core functionality of the mode. It's unfortunate that some are "duds" but it's still an essential mechanic. The more power you give to reduce randomness the more you erode the mode as rPvE.

    I dont see why not people could still play the regular way i think giving people more options is only going to make Battleforge more interesting.

  6. 15 hours ago, Cocofang said:

    From what I have been told the problem with PvE presets is that single-player is linked with multi-player.

    Which means if you were to change anything about what Bandits do in rPvE 4P, you would inadvertently change them in rPvE 1P as well. However, the various factions are much better balanced difficulty-wise in 1P. So making Bandits, say, 50% harder in 4P to make them somewhat similar in difficulty to the other factions would simultaneously make them almost impossibly hard in 1P. We cannot fix 4P preset-balance without utterly breaking 1P preset-balance.

    Those are very unfortunate circumstances that we have inherited here and untangling that is a large undertaking. Which is why it seems like nothing is happening with that issue. There is awareness and willingness but the game stands in the way as of now.

    A simple solution to this could be the option to choose which factions you want to play against. I bevieve that would make everyone happy. People who like it easy could then disable difficult factions and people like me could play against Fire and Lost Souls all day long. How hard would it be to implement that?

  7. 1 hour ago, AtheistXVII said:

    I would like to say, and its not a hate comment and i hope i am not the only one:
    that Bandits in 9. and new 9.5. difficulty  feel like difficulty 5. and 5.5. Please change it once you have time and mood, to fit it more into level 9´s
    we get 4 orb Units and we literally fight against 1 tortoise and t1 t2 Small and Medium units with poor defense. or we get swarmed with t1 units before we reach all monuments, instead of fighting some bigger sized ones or any more unique bandit units. ( Like Lancer, Gunner, or 1 Soulhunter would be challenging and not the hardest etc.)
    Thank you for your hard work and nice updates.
     

    I completely agree with you lvl 9 and 9.5 bandit and stonekin maps are just a joke. People who quickly want to farm BFP and Gold probably like those maps but long term fun is literally zero. You dont need a strategy you just spawn some random units and cast some spells and you win. If they dont change bandits/stonekin they should just give us the option to skip those maps before the match starts.

  8. 27 minutes ago, WindHunter said:

    The spawn pattern in messed up in the original code and the amount of units that spawn is wildly different than you would expect.

    Ok just to be clear we are not talking about units that come from spawners we are talking about units that are already on the map.

  9. Im not accusing anyone of anything im just wondering how you can make a change like this by accident and why it hasnt been fixed yet we reported this almost 6 months ago. Before you release new updates you should fix the old ones first.

  10. I kind of agree with both of you while i definitly miss the T2 camps with 3 Manabeasts 2 Spellbreakers and shielding Lost Wanderers the new T2s expecially on the side positions can be pretty challenging when there are constantly new Crawlers spawning. 

    But what really interests me is how this happened because members of the Skylords Reborn team claim that no changes apart from those mentioned in the patch notes were made.

    So is this just a bug or a programming mistake or a shadow nerf? If its a shodow nerf id like to know why you are doing this behind our backs. I really hope the difficult T2 camps will return one day.

  11. 1 hour ago, Metagross31 said:

    Have you tried using a different OS (i.e. Linux) on one of them (e.g. via dualboot) to see if it changes anything?

    Hmm thats interesting i didnt even know Battleforge works on Linux im pretty busy right now but ill try that as soon as i can find the time.

  12. 2 hours ago, Kubik said:

    you mean the freeze lengt is random no matter on which PC it is? Or that some PCs it is 30s and other PCs 2 minutes?

    Did you tried with disabled antivirus?

    Yes the freeze length is random on all PCs. I have tried disabling antivirus i have even tried another antivirus software.

    Quote

    if there are that many PCs with the same problem, question would also be if they are connected and all access the same HDD where BattleForge is on or of they are seperate installs?

    Because if they all access the same install, that would point in a direction.

    They are all different installs.

  13. I dont have any non common applications on any PC.

    PC1: Ryzen 9 5900X, RTX 3080 TI, Windows 11, 2 TB SSD(70% empty)

    PC2: i7-13700, RTX 4080, Windows 11, 2TB SSD(90% empty)

    PC3: i5 8400, RTX 2080, Windows 10, 250GB SSD(20% empty) 500GB HDD(10% empty)

    PC4: Ryzen 3 2200G, GTX 980 TI, Windows 10, 250GB SSD(40% empty) 1TB HDD(80% empty)

    PC5: i5 4760, R9 270X, Windows 10, 2TB HDD(90% empty)

    These are the PCs i regularely use i can list the others too but i havent used them for a while.

    All PCs are up to date(OS and all drivers) and Battleforge is always on the SSD. I use Avira free antivirus on all PCs.

    The freezes always last 30 seconds to 2 minutes.

  14. I have already tried everything apart from booting in safe mode on all of my PCs. That bug exists since the old EA days and back then i aso tried to fix it i asked on the forums and tried to solve it myself but without success. Ill try booting in safe mode but im sure that wont solve the problem.

  15. Here is a replay of me fighting Urzach with Emberstrikes+Unity no additional spells used. About a year ago Urzach always killed multiple Emberstrikes with one shot thats why i added Abomination to my deck. In this replay Urzach managed to get my Emberstrikes down to very low health but when they are closely bunched together they take significantly less damage.

    UrzachAt18.40.pmv

    Kapo likes this
  16. Would be nice to get a response from a developer because i have talked to some people in game and they didnt notice a difference and while im not 100% sure about Umbabwe i remember about a year ago when i was using Emberstrikes alot i always had problems with Urzach because he killed my Emberstrikes with one shot even with Unity.

  17. I have noticed another thing Urzach used to be able to one shot kill Emberstrikes+Unity with his abillity but now they only lose 1/3 of their HP. Something fishy is going on here.

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