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fiki574

Developer (Retired)
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  1. fiki574 liked a post in a topic by DrPsy in We're Releasing Q4!   
    I believe fiki is right that many people don't play because they wait for the reset to happen. Maybe enough to cause a problem if they all want to play after the reset, maybe not. I've seen triple A games having problems with a big spike after a big patch or release... so even if it causes problems the first days or weeks after the big reset i wouldn't think bad about it. Spikes go, people adjust, and the devs have proven to be able to adjust. I'll be waiting to find out
    On the other hand... the devs said many times before it's not to make money. If few people or thousands play or millions is not the point. It's nice to have a big community for better matchmaking. But to be able to play it properly not bugy is the main point. Not to make money or impress a CEO of a company or making the game one of the most played or famous games. Every single one being able to play this is a sucess. It doesn't need big numbers. It ain't a press many like buttons project. Why is anyone focused on big numbers anyway these days? Get the feeling we loose sight of what's important, the inside, but that a big topic going outside this topic XD
    Anyway this project is a huge sucess anyway. The few times i played it, it was more stable than the original game and that is above being a simple revival. Great work and my deepest respect... or a billion inflation likes worth for you guys if that's how you roll
  2. fiki574 liked a post in a topic by Hans275 in We're Releasing Q4!   
    Well then i hope you don't blew it.
  3. fiki574 liked a post in a topic by crie in Skylords Reborn on OSX/Linux via Wine!   
    Hello,
    I confirm I have managed to launch the game with the above guide on Ubuntu 18.04.
    The crucial part was installing wine to the 5.0 version (currently I'm using 5.0.2). Ubuntu 18.04 has wine in the repo only in 3.6.0 version and with this one I couldn't connect to the skylords reborn server in the login in-game screen. The guide to install wine 5.0 can be found here: https://tecadmin.net/install-wine-on-ubuntu/
    Although I have one more issue. Before every launch I have to remove configuration file from "~/.wine32/drive_c/users/<username>/My Documents/BattleForge/config.json" otherwise the game is crashing. Thanks to Deck on discord he narrowed the problem with the config.json, so it could be edited to the form below having the most important one (although I didn't test it because it was more convenient for me to just delete the file):
    Happy gaming on Linux!
    Edit:
    I have narrowed the problem with crashing because of config.json. All you have to do is to remove the below line from this file and the game crashing will be gone. That's all!
     
  4. fiki574 liked a post in a topic by kggx in Export 3D Model / 3D Model Format   
    Again resurrecting the thread: 
    Someone mailed me and I got into it again... I used some early stuff already done by others here in the thread and started working on a mass converter to GLTF (universal 3d file format).

    Early version up on Github but I'm able to convert the raw geometry to a GLTF:
    https://github.com/kggx/BattleForgeToDDCs
     

     
     
  5. fiki574 liked a post in a topic by DaddimirPudding in We're Releasing Q4!   
    Been waiting for this for a while now. STOKED TO FINALLY GET SOMETHING GOOD FROM 2020
  6. fiki574 liked a post in a topic by Zyna in Introducing .. The entire team !   
    Hey everyone,

    I'm Zyna from Germany and I'm 22.
    I started playing BattleForge in 2010 and mainly played PvP back then. I didn't really have a lot of cards, so I mostly stuck to playing pure Shadow. A year later I quit playing actively and switched to other games. I was quite sad to see that the game was shutting down in 2013. In 2015 I heard of Skylords Reborn and was quite excited to hear that there are some people bringing this game back! I started out as a beta bester in 2016 and later was granted the Skylord of Honour role in 2018. Later that year I also joined the team and became a client and tool developer. A few months ago I also started helping with the development of the server. I'm a computer science student so I see this project as a great opportunity to learn a lot of new things, but honestly I'm also very hyped to be able to help with bringing back this awesome game
  7. fiki574 liked a post in a topic by Noctambulist in Deckname   
    When creating two decks, one with name "DECKNAME" and one with name "DECKNAME " (spacebar) , you can save the same Deckname twice.
    When entering a group the deck level of the second deck, will be shown as 0. Upon clicking Ready the tutorial Deck will be auto selected.
    E: The Deck can also not be deleted, nor can it be re-named.
  8. fiki574 liked a post in a topic by VolvoxGlobator in We're Releasing Q4!   
    It would be cool to have some - even simple (but with some nice graphics) landing site - rather than current forum
    Few links is all what is needed there
    - how to start playing right now (leading to forum post)
    - release date (leading to forum post)
    - forum (leading to forums)
     
    The current experience of newcomer is very confusing - you can tell by various questions on discord (end even above here) how to join the game, when can I play etc.
  9. fiki574 liked a post in a topic by Mynoduesp in The economy - for those who have plenty of time at hands   
    Introduction
    The economy is a delicate and mind-bending thing which is undoubtedly hard to control, a job I don't envy our devs for. It takes little effort to complain about complex topics like this, much more to suggest possible solutions and unending efforts to resolve the issues for good.
    Without further ado, here’s my take on the game, its progression system and economic stability.
    In this post I’d like to address following topics:
    The games dual currency economy gold & BFP Upgrade disenchanting / gold rewards Gold with no end Inflation of BFP The possibilities devs have to influence card prices Possible solutions for an arising problem Various booster packs and their pricing The games economy
    We have two currency systems in Skylords reborn: Gold and BFP. Both Gold and BFP are “earned” by simply playing the game. When I say “earned” I mean created by the server which has an infinite supply for both. At this point we need to look at those two currencies separately which is easily doable since they do not interact with each other in any way.
    Gold
    Gold is not tradable between players and used for upgrading cards, essentially fine-tuning and end game progression. There is nothing that stops the community to greed for gold. The more the players play, the more gold will be distributed. It’s a nice closed system which allows a steady progression for the players. For some it’s too slow, which is a point I will not discuss. However, how this gold is distributed I’d like to discuss. Without messing with the total value of upgrades too much I suggest to normalise the disenchant value. This would probably not prevent Guns of Lyr “goldruns” to be the most efficient way to farm gold but it would allow to players to play their favourite map to farm gold without feeling cheated when only common upgrades show up at the end of the map. Here are chart of the current disenchant values and another chart with my suggestion. Note: these values are not chosen at random, but with a more even distributed gold reward in mind. The target would be to not add or subtract a significant amount from the rewards over all maps combined.

    These numbers are a significant gold contributor such as finishing maps, which are the main tools for devs to control “late game” progression of skylords reborn and ultimately pace the endgame grind. The system is quite beautiful since it allows a nonstop grind and constant progress to achive fully upgraded decks.
    Inflation of Gold
    “I’ve got every upgrade I can wish for, what do I do with the gold?”
    For the 0.1% of players who have hundreds of thousands of gold and those who only play a certain deck, it’s a bit of a bummer there is no ultra-endgame usage for gold, but since this currency isn’t tradable, no one really minds.
    Question for you, the reader: Should there be a currency sink (a way to delete significant amounts of currency for little effect) for gold?
    One option would be additional booster packs which progressively get more expensive: first one would cost 100’000 gold, second 200’000, third 300’000 and so on. If you’re now asking yourself why anyone would ever buy 10 boosters for 5.5 million gold, then this problem does not affect you.
    Battleforge points / BFP
    In contrast to gold are BFPs tradable between players and somewhat limited by the rewardsystem. Let’s focus first on the big picture:

    Players “earn” or more accurately generate BFP daily by completing quests and since the last big patch also with playtime. These points are used to either buy cards from other players (with the auction house or direct trade) or to buy different booster packs from the server for X amount. You don’t need to have a degree in economics to see a difference between gold and BFP: With enough time, the market will be satisfied with most common and lesser used cards. Those will lose value until they’re basically worthless. On the other hand rarer and broadly used cards will significantly rise in prise. We can see this effect right now and could see it 10 years back with EA at the controls. Only difference being, BFP could always get generated with real life currency at a fixed rate and nowadays we have a timely limited supply due to quests.
    Maintaining value of BFP / Expected booster value edited 19.08.20
    By tying BFP to a fixed booster price our valuable BFP will never lose their value. In a perfect economy the expected value from opening a booster is near but always below its price. The difference in value comes from taking a risk: When opening a single booster you will lose value in the big majority of cases, in some you'll go even and in rare cases you'll profit. How this risk is valued depends on the individual. In general wealthy ppl are more likely to pay for risk and the poor rather play it save by selling boosers or not buying boosters (even on discount).
    We could very well calculate the expected value of a booster to confirm this by pricing every card with the actual marketprice, weighting their value by multiplying with the chance to opening this specific card in a booster and add all of them up. Why didn't I already do it you ask? Because we're not in a perfect economy, prices are hard to track by hand and fluctuate immense as well as rapitly due to the small-ish active playerbase. And lastly because of diliberate marketmanipulation/pricefixing by players who rather play the economy than the game (nothing wrong with that, I loved to do this myself in various games too).
    Market liquidity edited 19.08.20
    The economy will - to a certain extend - balance itself but the effects described above are getting more drastic over time. We can slow this effect down by rewarding players with booster packs directly instead of BFP. As @Ponni pointed out, a higher supply keeps the market liquid/speeds up the economy (many trades are being made because of players competing over prices and undercutting).
    On the other hand we can also slow down the economy and therefore speed up the effect described before. By rewarding players with only BFP. Why that is, you ask? Well it’s a fair question to ask and a tricky one to explain. There are many additional human factors influencing this besides demand and supply. As I said, with BFP bound to booster packs they won’t ever lose value, but with more available BFP ppl tend to save their treasure. Thus slowing down the market by not spending it on cards or boosters which will lower the price of undemanded cards and raise the price of cards in high demand. Since the last patch this is what we are seeing. Note: I don’t have any data to back any of this up but would be very interested if there is some to monitor prices of certain cards to watch the effect.
    I’m not sure what the reasons were behind the change to reward players with more BFP than cards directly, in my humble opinion: This is the wrong way to wander. There are different approaches to keep the economy liquid, forcing more cards instead of BFP is one of them by creating more supply and less currency in circulation. Another approach would be to trick the market: Instead of increasing the supply we can change the trade system to our wishes. By increasing the auction time significantly supply will increase due to less active players staying in the market for more than 48h (current limit for auctions). Increasing the limit from 24h to 48h was a step in the right direction. Note: I’ll talk about the prices of specific boosters later in this post, just keep reading.
    Inflation of BFP
    Now we can discuss inflation. This system is inflating, that is a fact. You don’t need to understand economics to see in the picture above that there are more and more cards and BFP circulating the player base. What this system needs is a currency sink: A way for players to get rid of huge amounts of currency for little upsides. Like the suggestion in the gold section of this post, this is meant for players who got it all. By giving the 1% of players a reason to spend their treasure you also even out the playing field for the rest (side note: If you think forcing players to buy more boosters is a solution, you didn’t pay enough attention). So yeah, what do you – the reader – think? How would you get rid of BFP? What’s the thing you’d pay horrendous prices for even if there’s a way less expensive alternative?
    Currency sinks
    Promo cards. My suggestion will not make everyone happy, it removes the possibility for lucky players to get promo cards with boosters. Now hear me out before you burn me alive: Firstly, removing promos will rise the value of every other card in the game available through boosters since they’re still bound to the 450 BFP cost of the boosters – thus help normalise the market prises of cards. Secondly, promo cards would still be available for everyone in the store for a set amount of BFP and will be accountbound/non-tradeable. Further I suggest that the fist promo card purchased from the store (not a player, this is very important since player interactions are net 0 trades) could be somewhat reasonably priced with… let’s say 5’000 BFP. The second one will cost you significantly more: 10k BFP. The third 15k and so on. This would give even regular players the option to buy their favourite promo cards if they wish to. At the same time it would delete enormous amounts of BFP from player who already own what they want.
    Additional – but way less effective – currency sinks would be significant auction house fees. Make them cost significant amounts of BFP (~5-15% of sold price a.e.). I’m completely fine with our current auction house. I think our community is a bit too small to make fees a significant contributor to deflation.
    Dev market manipulation
    A similar system could be implemented for all non-promo cards too. A static card shop where all cards are available to a fixed price. Those cards would of course not be accountbound and would be tradable, but their prices will be horrendous at first glance. I’ll make another example with numbers which I have not put much thought into: The vendor would sell every common card for 375 BFP, uncommons for 750 BFP, rares for 1500 BFP and ultra rares for 3000 BFP. I know, you would never ever buy an Eliminator or Kobold Inc. for 750 BFP. But what about a Shaman? Seems like a quite reasonable price, right? The point is, by creating a fixed upper limit for cards you ensure the market isn’t inflating over a set limit.
    Conclusion
    Without implementation of a currency sink (does not have to be my suggestion) there is little to nothing the devs can do to fix this games economy. The only sink we have today, are people abandoning the game and never come back. I think we can come up with something better than that.
    I need to point out, reducing the amount of BFP players get from the reward system is an option, but only slows down the inevitable. Furthermore reducing the amount of BFP rewards would slow down the “early game” progression of players. When I started this beta the progression seemed a bit slow to the point I considered multiaccounting (don’t tell the devs). I think slowing this progression down even further isn’t considered an option for the devs. I cross my fingers I’m not wrong about this…
    Lastly here’s how the possible economy could look like:

    Various booster packs added 19.08.20
    This topic is not as related to the economy as one might think, but has a couple of shared points, that's why I decided to include it here.
    Since last patch more specific boosters were introduced which limit the cardpool to either a race or faction. Currently the basic booster (without any cardpool restricitons) is priced at 450 BFP, race boosters are set to 155% of the base price and faction boosters 220% respectivly. These values are open for discussion according to devs and here's my opinion to the matter.
    Note: I will not discuss the set price of the basic booster nor include the booster discounts right away. The basic booster price is the backbone of this games market and not topic in this part of the post. However I will go into the upprices of the newly introduced booster packs.
    Why they exist and how they are priced added 19.08.20
    Adding specific boosters is comparable to the suggestion I brought up earlier to have a specific card vendor. It's an attempt help the economy balance itself more consistan.
    I recap: In a perfect economy the value of the basic booster is the average value of its content times a individual risk factor. Now I make deliberately a false assumtion to make my point clear: All 539 (correct me if I'm wrong) cards in Skylords reborn have the exact same value. This would mean even with a restricted cardpool in race boosters (approximately 240) and faction boosters (approximately 110) every booster should have the base price times a factor to compensate risk. The factor rises while risk diminish by limiting the cardpool further (making the outcome more predictable).
    Let's make an example: When the prices of "Harvester" and "Infect" rise to oblivion, at some point it makes more sence mathematicly to buy "Shaddow" or "Lost Souls" booster packs even when they come with a high upprice.
    Conclusion added 19.08.20
    Higher prices of specific boosters will push prices prices of specific cards up, while on the contrary lower prices of specific boosters pull prices of cards down.
    My suggestion for risk factor and booster prices added 19.08.20
    I will try to make some calculaions with an example to have an actual suggestion on how much these risk factors should be with reasonable market prices for specific cards. Unfortunatly I don't have the time right now to do so. Stay tuned.
     
    I hope you enjoyed the read, I’m curious about your feedback.
    Regards
    Myno
     
    References
    For folks interested in virtual economies, check this YouTube channel out:
    MMO Economies - How to Manage Inflation in Virtual Economies - Extra Credits
    https://www.youtube.com/watch?v=W39TtF14i8I
    MMO Economies - Hyperinflation, Reserve Currencies & You! - Extra Credits
    https://www.youtube.com/watch?v=sumZLwFXJqE
  10. fiki574 liked a post in a topic by DrPsy in We're Releasing Q4!   
    It's coming, the day we have all been waiting for
    Amazing seeing the progress in the last months. Thougt it would take a lot of time after loosing Kubik, for working into what he did and maybe slowing down because one that took big effort and time into it is never easy to replace... but the opposite happend. You worked fast into it, didn't go low on morale and pushed on, even faster and better. Got a lot of respect for that. Strange sometimes how some negative looking events can do a positive effect sometimes
    Now i wait this little time left, beeing excited and gratefull that i will see this day. Thank you so much for the great news.
  11. fiki574 liked a post in a topic by BlueBerryBoy in Buddelmuddels suggestions for the game   
    Irrelevant. Get down from your high horse. Don’t act like you are some kind of Messias every game needs to have.
    This is a terrible idea: 
    1. your math is wrong: 2+3+5=10 not 8
    2. i think the devs have better stuff to do than implementing such a system that obviously won’ t work. As an Example: prices develop dynamically so after reset when the highly demanded t1 cards get sold for way more than most of the other cards, your idea sucks because the chance of these cards dropping in a booster will be even smaller than it is with the current booster system. 
    To the PvP start idea: if you would have followed the recent events you would have noticed that there is an other idea which gives every player access to every PvP deck for ranked at deck level 120. 
    Belongs to balance discord where such ideas are already discussed. 
    Great idea! You can start by checking all seeds for battlegrounds for their "true" difficulty level yourself.
    conclusion: Don‘t act like you are able to fix problems of this game with 4 bad ideas in which you put no research in. 

    Regards 
    BlueBerryBoy
     
  12. BlueBerryBoy liked a post in a topic by fiki574 in Recent BFP Reward Changes are Bad for Daily Players   
    Good discussion.
    Have in mind the current version of the system is subject to change. Definetly not the final version, and will most definetly be tweaked.
  13. Loriens liked a post in a topic by fiki574 in Recent BFP Reward Changes are Bad for Daily Players   
    Good discussion.
    Have in mind the current version of the system is subject to change. Definetly not the final version, and will most definetly be tweaked.
  14. Zyna liked a post in a topic by fiki574 in Recent BFP Reward Changes are Bad for Daily Players   
    Good discussion.
    Have in mind the current version of the system is subject to change. Definetly not the final version, and will most definetly be tweaked.
  15. Ladadoos liked a post in a topic by fiki574 in Recent BFP Reward Changes are Bad for Daily Players   
    Good discussion.
    Have in mind the current version of the system is subject to change. Definetly not the final version, and will most definetly be tweaked.
  16. fiki574 liked a post in a topic by Ultrakool in HUGE update LIVE SERVER + STREAM   
    Hello Skylords  We have BIG news. The HUGE update you've all been waiting for, is coming to the LIVE server this Sunday 9th August 2020. Currently all changes we've done in the past weeks were only available on the test server. We greatly appreciate all of your effort in regards to reporting bugs and other issues. Thanks to your help, we are able to give you all of the following new and improved features: - You no longer need to restart BattleForge if you enter the wrong password - Lots of other bug fixes - New Boosters - 12 player maps - 2v2 Ranked - A new system for earning BFP - A huge overhaul of the Auction House! We will be live on Twitch this upcoming Sunday on 9th August 2020 at 19:00 CEST before the patch comes out. Please note that we are still in the Open Stress Test, and this is not the release yet. However, there will be a very important announcement in regards to the release and reset you are waiting for. You will be able to find the stream here: https://www.twitch.tv/skylordsreborn

     
     
    This is the changelog for the live server for the end of this week  
    General changes/features
    - Added new daily reward and reserve system for gaining daily BFP.
    - Added daily booster discount after playing for a certain amount of time.
    - Added new faction boosters to the store.
    - Added 2vs2 ranked matches. 
    - Added 12player PvE matches. Keep in mind 12 player matches only reward gold.
    - Added randomly generated maps to the ranked PvP maps pool.
    - Added ability to click on cards in the marketplace in order to play them in the forge.
    - Increased auction amount to 100 per player.
    - Added option for 48 hour long auctions.
    - Removed the starting 2.5h playtime quest completely.
    - Decreased required amount of ranked pvp matches to reach 100% activity from 30 to 15 matches per month.
    - Adjusted required ranks for purchasing upgrades: the required ranks are 1, 4 and 5 for upgrade 1, 2 and 3, and is the same for all rarities.
    The required rank can either be your PvE rank, or your highest PvP rank.
    - Added 'Suggested Decks' button in the lobby to view and select the decks you most recently used for a map.
    - Added x16 and x32 speed for watching replays.
    - Improved UI and feedback when trying to upload community maps. More improvements to this will be added at a later stage.
    - Added /match chat.
    - Removed logout button from the escape menu.
    - Drastically improved performance of the upgrade tab.
    - Improved responsiveness of the marketplace.
    - Greatly improved responsiveness while using the leaderboards (may still lag a bit when opening it for the first time).
    - Your own auctions in the "My auctions" tab in the marketplace now show the exact time left instead of Short/Medium/Long.
    - Improved the interface used for creating auctions. You can now put up multiple auctions at once.
    - When searching for auctions, your name on your own auctions will be displayed in bold in order to make them more recognizable.
    - Bidding/Buyout fields will be greyed out for an auction if they are not usable or relevant.
    - Added the amount of hours next to the different time options when trying to create an auction.
    - Minor general improvements to the story book.
    - Replaced the "Manual" button with a "Wiki" button in the news section.
    - Added a `Patreon` button in the news section.
    - Added small counter at the bottom of the `Auction Watchlist` window ingame that shows your current amount of auctions watchlisted.
    - Added small ingame pop-up for new players asking if they would like to play the tutorial map.
    - Added the ability to navigate the map selection screen (PvP and Community PvE) with your arrow keys.
    - Hid the match loot dropdown whenever trying to create a 1 or 12 player match.
    - Hid the loot type for rPVE matches in the game selection screen, as rPvE does not reward upgrades.
    General fixes
    - Fixed many group and match bugs. 
    - Fixed many issues with disconnecting/getting stuck in the loading screen.
    - You no longer need to restart BattleForge if you enter the wrong password.
    - Fixed match running too fast/slow which resulted in stuttering or teleporting.
    - Fixed trade button tooltip saying the player accepted the trade while he did not.
    - Fixed german version of the 'promo from booster' notification message.
    - Fixed replays of community maps not showing in the replays menu in certain cases.
    - Fixed a minor issue with trying to upload PVP community maps.
    - Fixed BFP desync when bidding more than the buyout on a card in the auction house.
    - Fixed incorrect error feedback when setting the bid amount to less than 2 on a card for the auction house.
    - Fixed selected map in the create a game window not always being remembered properly between opening and closing the window for PvP and Community maps.
    - Fixed quests not properly refreshing in the UI after rerolling a quest.
    - Fixed player buildings not being destroyed and units not being killed if a player disconnected or left without doing any action in the match.
    - Fixed random (windows) error sounds while playing the game.
    - Fixed show and request deck with the tutorial deck not working.
    - Fixed gained ELO text overflow in postgame screen for 2vs2.
    - Fixed the cause of the error message "A card of this type is already in your deck!".
    - Fixed a disconnect which occurred upon answering a direct trade request.
    - Fixed minor issues related to need/greed when all players had all upgrades being rewarded.
    - Fixed some errors with ingame UI tutorial and updated relevant steps in the tutorial.
    - Fixed error after using the filter option in the upgrades window after applying/removing an upgrade.
    - Fixed UI overlapping and worldmap UI issues in 1600x1024 resolution.
    - Fixed that you could copy a deck (using the view deck window) from another player while being ready.
    - Fixed not being able to start games sometimes for players that are on public networks.
    - Fixed maximum limit of 2000 quests completed for "Complete some quests" achievement.
    - Fixed an issue in the mail from the auction house where it would sometimes say that you sold your card for 0 BFP.
    - Properly handle case where the player has not opened a booster yet but tries to view his latest opened booster.
    - Fixed issue where you could buy avatars for free.
    Card changes
    - Increased charge count of Santa Claus, Lord Cyrian, and Easter Egg to 4 so they are aligned with other promos.
    - Improved card description of Juice Tank.
    - Added missing ability "Siege" to Skycatcher card description.
    - Added the range to Area Ice Shield card description.
    - Added missing "Swift" ability to Colossus in card description.
    - Added missing ability "Swift" to Bloodhorn description.
    - Fixed wrong damage on card description of Northern Keep (Blue).
    - Fixed wrong tooltip of Shadow Insect.
    - Fixed ranged attack symbols not displayed for fire cards at higher resolutions.
    - Various other minor additions, updates and fixes (like typo's).
    Skylords Reborn Team
     
  17. fiki574 liked a post in a topic by Zyna in Test server Ultra Major Update   
    We used black magic
  18. fiki574 liked a post in a topic by ulvfdfgtmk in Won PvP match - lost elo   
    NAME: Losing elo after winning a PvP match
    DESCRIPTION: Pretty self explanatory in the name, I just won a PvP match but got 163 elo points taken away. Now IF (!) memory serves right I think this was possible in the old bf aswell, but I´m not certain on this. However even if it was possible I´d still find it a bit odd to happen here as my opponent was only 2 PvP ranks below me. Btw my opponent lost elo aswell, don´t know if that´s important to know.
    REPRODUCIBILITY: It´s the first time I noticed this happening but will have an eye out for it to occur again in the future. In most games I win I do receive additional elo.
    SCREENSHOT/VIDEO: Well I could provide the after match screenshot here but since it doesn´t indicate who won the match it´s probably not of much use. However I´m going to attach the replay of said match.
    LOG: Attached.
    ADDITIONAL INFORMATION: I just watched the replay again and noticed that he had a higher rating than me, however he conceded. Wanted to mention it since this might be part of the problem.
    log.txt
    autosave.pmv
  19. fiki574 liked a post in a topic by ImaginaryNumb3r in Card Balancing and the Future of the Game   
    You are completely right. It was in the heat of the moment and I got carried away...
    I sincerely apologize to the people who are still doing all the maintenance, bugfixing and all other aspects that we don't notice from the outside. And it seems like there is actually some progress in making balancing changes for the better.
    Thank you @Devs
  20. fiki574 liked a post in a topic by Loriens in Game coming out when?   
    In fact community is split between those who play and those who dont want to play before wipe.
  21. fiki574 liked a post in a topic by Halis in Game Crash when Creating a Campaign   
    This is a known issue. I reported it with a video. If you are still in a pvp group and you create a pve lobby the game will crash.
  22. fiki574 liked a post in a topic by Emmaerzeh in [Gamemode PVE+PVP] Survival   
    With the new reward over time mechanic like on test server it will only count the time you play no matter what. If I understand correctly. What's awesome for communitymaps, since they give bfp then too. 
    Zorscy and me work on a defencive rpve mode atm where u have to defend vs random fraction.
    Kind Regards 
  23. fiki574 liked a post in a topic by Timestopper in Card Balancing and the Future of the Game   
    A developer commented on this but it seems the comment has been taken down. However, I completely agreed with the statement - I don't think it is fair for us as bystanders to criticize people who've poured their heart and soul into a project for years without expecting anything in return.
    They have done an amazing job reviving this game and even though I strongly disagree with some of the things they do ('nostalgia before balance' and the heavily delayed launch when we don't exploit this window of opportunity for major game changes) I still think they deserve all the support and praise we can possibly give (through patreon or otherwise)
  24. fiki574 liked a post in a topic by DarcReaver in Card Balancing and the Future of the Game   
    Statements like this are coming almost exclusively from people who want to shove their weight around. There are dozens of games that have ladders for multiplayer matching and are wiped every now and then. Yet people still play these games, even if they have to re-invest up to hundreds of hours. 
    The game requires a steady time of like 4-5 hours per week to receive boosters and manage to play a mission or two, or a couple of pvp matches. It's literally not much more than playing CS GO at this point.
    Considering this fact it's likely you won't start playing even after a wipe either. Just like all the tards from reddit who are talking about the "glorious days back then". They just talk about the game but won't play it anyways.
  25. fiki574 liked a post in a topic by Ayouk in Disconnect after every game   
    Thanks Fiki i will see that
    No offence for 'wooden server'
     
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