There is a big and old "enmity" between our and the mostly russian team. So if we would post our replays it would mainly be helpful for them. They are the only team that has the time and knowledge to learn a lot from this replays . They simply could stick the best out of both team tactics together. But after they never would post their own replays to us?! They dont even wanted to share MOTM rpve replays in the past....!
So i dont will help to improve and maybe beat our times without a realistic change to see a replay from the other side to do the same. We invested years of gaming to develop so i dont will give it out without the chance of a fair reaction.
This is my point of view. I know it could work different for speedruns and the community - but thats the situation we have right now. So sorry for the rest of the community.
But still we are working to share some semi-speedruns from some of the maps to make it easier for new players to develop own speedruns tactics that could be competetive against the existing teams if they work hard enough.
GoL solo in 6.31.9 done by Wanky ^^
GoL Duo in 3.52.9 done by Mynoduesp and Wanky ^^
Dwarven Riddle Duoin 8.35.5 done by Pritstift and Lebovin ^^
Dwarven Riddle Trio in 7.02.2 done by Treim Lebovin and Wanky ^^
Empire Trio 13.23.8 Done by Pritstift Lebovin and Wanky ^^
Your name was changed on our forums for being "UltraCock" not "BigTits" and your in game name was changed to "Bigs" from "BigTits" because many people reported it for being offensive. There is over 63,000 members in our community and staff work in their spare time, unfortunately we can't spend hours upon hours going through every single members details to make sure their names both in game and forums meet our community guidelines that is why we have an ingame reporting system for such a thing.
As for tit not even being a word, there are six species of bird that all are classed as "tits". You can also see that tit has many different meanings in the English language at these following links:
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!
In the "Achievements" tab we have an extra quest for completing a number of quests.
At first we need to complete 10 quests to receive an extra booster.
Then the next one requires more quests (not sure if the next one 50 or less).
After that it is 100 quests, then 200, and then 400 after that.
I don't understand why the number of quests has to be higher every time.
Why not keeping it at 20 quests intervals (10, 20, 40, 80, 100, 120, and so on)?
This way players can earn an extra booster once a week if they complete their 3 daily quests, every day for the entire week.
I complete all quests almost every day for over 3 months, and it took me almost 2 months to earn an extra booster for the 200 quest.
I think that is just too long.
Players can earn a booster every day, so an extra booster once a week shouldn't be a big deal.
There is no need to be stingy.
You can make it even more special where players get 2 boosters instead of one every 100 quests, that is if you feel generous.