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Navarr

Beta Tester
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  1. Navarr liked a post in a topic by Taker in Battleforge streamers   
    My Stream!

    Only PvP regarding content: 

    - Live Ladder Sessions with english commentary
    - Educational Replay analysis of viewer replays aswell as replays of my matches
  2. Navarr liked a post in a topic by Kubik in PVP Profile Should Show Your All Time/Best Ranking   
    imagine a case when someone manage to get first place and some high ELO by good win-streak and win over the old #1, and stop playing, there will be no way to remove him from the first spot without defeating him, and no one will be able to defeat him because he will not play, There are some ideas to give top X players on PvP leaderboard rewards every week/month that would mean that player would be getting reward for not playing. Does that sounds correct to you?
  3. Navarr liked a post in a topic by RadicalX in Proposal: Rewards   
    From a competitive side a slower grind would be a problematic aspect for the game.
    Right now I want to talk specificely about the huge entrance barrier for PvP as I'm not as experienced at the competitive PvE aspect as some other guys here in this discussion. 
    In order to start playing PvP on a competitive level you need at least 1 upgraded and nearly fully charged deck. Otherwise you are at a clear disadvantage, as nearly every single upgrade changes trading patterns. Witthout upgrades you can not use your charge upgrades aswell which simply weakens your late game capabilities by alot.
     
    I will start with Lost Souls because it is very popular and one of the cheapest decks. 
    8*4 Common Cards 
    4*4 Uncommon Cards
    8*4-3 Rare Cards (Motivate charges are unneccessary)
    0 ultra rare cards (There is Mountaineer, but 4 mounties are more expensive than the entire deck and you can play without him)
    Keep in mind that these are specific cards and more than 80 percent need to be obtained through the market. I can't drop an exact bfp number here as the market is way to inconsistent, but from experience it takes about 5-6 weeks  to get these cards for an average player. Without these cards you will be unable to compete with serious intentions. If this time window would be even greater after the reset, it would be a serious hit for the PvP scene. A new player would be forced to compete with hardcore players, who are the ones that invest the needed time to get their cards and upgrades asap. Less cards, less upgrades and less experience create a very frustrating triple disadvantage. 
     
    Something else I want to talk about is the amount of rewards you get for playing PvP. The current gains are worse compared to the token system. Back then you got honor tokens for each victory, that were somewhat valuable for upgrades as rPvE mostly gave you Battle Tokens. Sorry for being a little harsh here, but right now the amount of gold you get in PvP is just useless. 
    In order to upgrade the Shadow Frost deck I mentioned above, you need 168.000 gold. 
    I'm not sure about the maximum value for PvP gold gains, is it 5000 or 6000? (I will show potential grinding times for both values, both are equally low)
    The god lvl PvP player, that has a 100% wr and plays PvP in a world without que times and loading screens gains 5000 (6000) gold/h.
    To gain a fully upgraded Shadow Frost deck this means 36 (28) hours of straight PvP gameplay. 
    To be more realistic: The average PvP player has a 50% winrate and has about 20% playtime loss due to que times and loading screens (something like 10 minutes playtime, 3 minutes loading/searching). This reduces the gold/h to 2800 (3360). 
    To gain a fully upgraded Shadow Frost deck this means 60 (50) hours of straight PvP gameplay. Trying to upgrade something like that is atrocious. And keep in mind that alot of other decks like pure Fire require even more gold (246.000) to get upgraded. If this is your first PvP deck you will be forced to play with a competitive disadvantage during that time as everyone else will just farm PvE and get a serious upgrade advantage
    Just in comparision: An average PvE player can still go for 4player rPvE 9 in order to farm gold and do 3 rounds in an hour which equals 12.000 gold/h. A very good cPvE speedrun player can get waaaay more. 
    If you are here in the game to play PvP, you will be forced to invest gold, bfp and alot of time into PvE even if you are not interested in the game mode. 
     
     
     
     
  4. Navarr liked a post in a topic by Emmaerzeh in Proposal: Rewards   
    Since I have no access to the game atm an I m bored, I say my opinion on this. Plus some future thoughts. There are different type of players, as stated before in another post.
    Collectors will stop play after they collected  all there is to collect. (All cards and maybe play through campaign). It may be after 3 month or 1 year. Most of the old players back in the days were collectors. I guess 80 %. 
    Now is the reborn project I guess 90 % of who plays now is hardcore Bf Fan and a veteran from back in the days. So atm collectors maybe only 10 %. 
    Pvp players will play as long as it is interesting to play Pvp. I see some problems. The entrence for new Pvp players is high cause the game needs to aquire a lot new players to make Pvp sustainable. There are atm maybe I guess 50 Pvp players playing online at one time and 30 of them are high elo. So if u matchmake for a game. U maybe u get 1 or 2 easy enemy's and then one of the endboss rank top 10 players. Even back in the day this was a problem. Now with much less active Pvp players its worse I guess. I don't know how interesting it is for the top 100 Pvp players to play vs each other over and over again.(top100 Pvp players I summon you ^^) I guess less a problem then for me a noob Pvp. If I play 5 x and loose vs the same top 10 player I have enough. I want play and improove vs similar elo players. This is not a problem of matchmaking but of the less number of players. Fact is real Pvp playing starts if everybody has a charged deck. 
    At some point speedrunners will need new Maps to speedrun (that are in the ingame leaderbord) . Or speedrun only rpve. 
    And guess what... 
    Communitymapsplayers until now 1% of the players cause atm no loot. But if they got loot as planed in future the number will rise. IMHO the future of Bf cause its possibly unlimmited content. I allready back in the days got so bored by the official content that I started make my own maps. What would have been warcraft 3 without custom maps. I still have it on my pc. I just say towerdefence and Dota. Bf has a Powerfull Editor too. After all important things is done devs should focus on make something to make creating communitymaps more accseseble. Like make some scripting tutorials. 
    So my opinion. Give me all cards make them all u3 and I will continue where I left of. Create and play new maps. BTW create a map and beta test is fun too. 
    But ofc I respect the desition of the devs to reset the game.I was warned so I can't complain now. The achievementsytem also now is not installed and manny allready have all cards. So I not want your work on that to be for nothing.
    => 
    Pls just make achievements creative so I not have to play Soultree cause it's the fastest map. (not "finish one mission" ) 
    More like achievements u can solve on every map and even communitymaps same efficient. (This is super important) 
    F. E. (not know if these are realizeble) 
    "play 30 shamans" 
    "make 10000 damage with spells" 
     
    Kind Regards 
  5. Navarr liked a post in a topic by Pritstift in Proposal: Rewards   
    I am not saying that new content is more important than server crashes. I am saying that is makes no sence to make the game progess slow to get cards and content that we know for years. So for me it is ok to have most of the cards after three months of intensive playing. A lot of players here invest a lot of energy to create ideas how to make the game progress and getting new cards really slow - i dont like this from my point of view.
     
    But this players are not really useful for the final release of the game - they should invest now the time they can to make the game now better and help the devs to find bugs etc. In my opinion the devs did a great job until now and the game has not a lot of crashes - also the daily quest system makes it easy to get some good cards and bfp without investing a lot of time.
  6. fiki574 liked a post in a topic by Navarr in Proposal: Rewards   
    Why? I actually know a lot of people that don't play and rather wait for the next reset and an update of the quest system. For different reasons. Some don't play games that have daily quests cuz it interferes with their time management. Some don't like bugs and crashes and wait for everything to be as stable as possible. Some just want to start at the same time as everybody else cuz they missed the Stress Test start.
    The second part of your post is damn right tho.
  7. Navarr liked a post in a topic by Ultrakool in Power BI for PvP & PvE Speedrun, Loot list...   
    Moved and stickied
  8. Taker liked a post in a topic by Navarr in The Stress Test Open#6 (2on2) 16.03.19   
    Was already done when I wrote that
  9. Navarr liked a post in a topic by Kubik in Proposal: Rewards   
    You have open stress test to find which deck you want first...
    I have bit of an discussion yesterday about how much of BattleForge I am able to edit, and the answer is LESS than 1%
    Result of discussion was that I should remind players of that fact more often, because some think we successfully disassembled all of the Battleforge, which is not true.
    MrXLink in Open Stress Test - All you need to know! said:
    So @Treim I understand your problem, but you was warmed that wipe will come.
    Some players waiting only to final wipe to start, and it would not be fair that they would start with about nothing while some players would have keep their cards....
  10. HeyWhoWhat liked a post in a topic by Navarr in Proposal: Rewards   
    I'm playing since several months and I don't even have NEARLY half of the cards I need. My calculation 3 months or something ago, where I said I'd need over a year, is still correct. So where do you have this number from? Are you just counting single cards and don't care about charges? :'D
  11. Navarr liked a post in a topic by HeyWhoWhat in Proposal: Rewards   
    alright, i have a suggestion. more packs. cracking packs open is fun. proven fact. its a loot box. currently, i am told that the devs think the BFP gain is too high and you want to lower the daily cap from 150+selling a pack for 400+. my suggestion, make packs unsellable, and increase their issuance via dailies or other activities. this would promote trading in the community (interaction) and gives players the ability to try out new decks and cards they otherwise wouldnt be able to try. 
  12. Navarr liked a post in a topic by Irysunna in Power BI for PvP & PvE Speedrun, Loot list...   
    Link there -> Irysunna's Dashboard
     
    Big up to @Hirooo & @RadicalX who post those PvP decks in the first place.
     Thanks @MephistoRoss, @Pritstift for all those data on PvE maps, time, replays...
  13. Navarr liked a post in a topic by Irysunna in Power BI for PvP & PvE Speedrun, Loot list...   
    New Update 13/03/2019 :
    I added a second link in the Ranking PvE Page :
    ALL my best replay (.pmv) during the past 2 month on every map in expert.
  14. Navarr liked a post in a topic by Taker in Ladder Stream   
    Hey, 
    For those who don't know me, I am Taker, a 25 year old pure fire player from Germany. I played battleforge since the Renegade beta (with several breaks), where I was in the top 10 for several years. 
    I decided to stream some of my ladder sessions.  
    On stream I simply play either ranked or sparring. I will commentate the games while playing, at least I try so.
    - The Stream -
    I try to comment here whenever the stream is online.

    Let me know what u think about it. 
     

     
  15. Navarr liked a post in a topic by RadicalX in Frost T1 PvP Guide by RadicalX   
    Here comes my first question about this. Why would you even grab a well in this matchup? Frost doesn't need a powerwell when relying on Frostmages only. That would be a huge mistake already, especially on small maps and I agree with you, if your opponent does this massive mistake you can attack him by using your swiftclaws & win that battle by using superior micromanagement. 
    fully agree with that
     
    So what happens if your opponent doesn't do the mistake to mess up his mage formation and give you the opportunities to pick off mages with roots? I mean, I really get your point & I actually know the Shaman vs Frostmage spam matchup, but if both people excecute their strategy properly Frost ends up winning (I mentioned this type of scenario in my unreleased nature T1 guide, because it focusses more on what nature has to do to find opportunities to win this unfavourable matchup rather then what Frost has to do). I probably should've gone slighty more in depth about the importance of unit positioning and usage of the F-key to keep the mages closer to each other and I can edit this in 4-5 days, when I'm back at home. 
     
    Primal defender for sure is one of the most important cards for Nature T1 to stay alive in this matchup (I don't think Mark of the Keeper saw alot of play in the upper ranks, because you still would've been forced to play Primal Defender anyways in order to survive against Phasetower, who outranges the Mark of the Keeper), but that would lead to a slight disadvantage due to mapcontrol issues as you mentioned already.
     
    The overall Problem with this matchup I see here:
    -> Frost scales better and wins all in fights, so Nature has to initiate and pick off units that are out of position
    -> This means frost can play defensively for ever (playing at the edge outside of the root range and moving simultaniously to your opponent -> without swiftclaws there is no way to initiate fight as Shamans are just as slow as Frostmages)
    -> Frost can rush a nature T2, especially when many units are on the board already (-> low void pool on a 2 power well base results in less power available for T2 units or spells)
    -> even if the nature player manages to reach the T2 stage by setting up something like Primal Defender + T2: As you mentioned Frostmages scale way better into T2 than Shamans, since they remain as pure Frost's major S Counter and deal with stuff like Parasite Swarms while Shamans just get destroyed by War Eagles
     
    Maybe I'm a little bit to harsh when I say something like it's an easy win, because mediocre Frost players can end up getting outplayed by making micro mistakes or strategic errors, but I'm still convinced, that an excellent Frost T1 player ends up winning the matchup against nature nearly every time. Would love to play sparrings in this certain matchup anyways!  
     
    I'm glad to hear that!  I got a finished nature T1 guide on my computer, just wanted to wait until open beta to post it, because it would be more relevant at that time I guess. 
  16. Jubby liked a post in a topic by Navarr in T1 Fire vs T1 Nature   
    Against tree spirit spam write "thanks gg" in chat and always push the 1 more well so your enemy is forced to attack if he doesnt wanna lose on power. Then use the well to tank the tree damage and place units behind it. Firesworn is pretty good when you don't have enough space for splitting the sunstriders. On spots like the Lajesh corners where you can't place units behind your well, you obviously have to be careful with this tactic.
  17. Navarr liked a post in a topic by Loriens in All-time fastest speedrun rankings   
    Thanks  =)
    Yes, it's possible, Im aboslutely sure about this. I lost some seconds due to misclicks and reaction.
    Also Idk which strat is used by  other players because didnt see any replays of this map. So mb it could be done more easier.
    Main idea is to reach key point ("Soultree is near") as soon as you can. Next part of the map doesnt matter.

     
  18. Navarr liked a post in a topic by SunWu in *Fixed* 3 - "Mine" spell card used without fire orb   
    Maybe a teammate supporting him? You can't see who lays the mine, it would only be suspiscious if there was nobody with a fire orb.
  19. Navarr liked a post in a topic by MrXLink in Boosters for new players....   
    The reason the startup time was implemented is due to drastic measures that needed to be taken against serious system and account abuse that came forth from Hawk's decision to give every account free boosters from the get-go. This issue was foreseen but we decided to find out how big abuse and it's effects would get, and the results have been overwhelmingly troubling. Just calling the issues and abuse the free boosters have caused "multiaccounting" really doesn't do it justice.
    From both a player experience and a programming point of view, untradeable cards is something we really want to avoid. Not only will this cause confusion among traders but it may also promote scamming and abuse, and we strive to keep these issues at a minimum and as easy to deal with as possible; having to do untradeability checks as a new user is one more step in trade complexity that we do not want our players to have to go through.
    During the closed test phases of the project we came to the conclusion that this "dead" time limit would be the least impactful on player experience as it would be a reasonable one-off gap to cross. Remember the original BattleForge did not even allow trades until a certain level in PvP or PvE was reached.
    However, we already have plans for future updates (determined far back into the alpha stages) that may make this start-up period more bearable for newcomers while not benefiting or promoting abuse:
    We will introduce a soft-cap BFP gain system that rewards BFP for playtime indefinitely (replacing the daily "play for X minutes" quest). This system will be focused around rewarding more BFP in your first few games, and less BFP the more you play, but a good BFP gain nonetheless to keep rewarding those who play a lot without dramatically hurting those with less time to spare. I am currently considering to have this system bypass the startup stage but having it completely capped at a lower rate by default until the account is fully unlocked. This way new accounts still have access to boosters and card variety while multiaccounting will net a significant disadvantage as opposed to playing on your main. New and themed boosters are in development. BFP earned will be able to be spent on these new types of booster. Due to possible differences in price we will leave this to be determined by the players spending BFP themselves so they can choose whether to go for more cheap boosters (e.g. bigger pools) or a few expensive boosters, whatever aligns to their tastes or spending habits. This exposes new players to the game's card variety and leaves them in control of what faction(s) they pursue. Hopefully these future changes will make the startup phase of accounts a more pleasant experience without exposing the project and community to abuse. We are not considering to decrease the startup time or implement untradeable cards anytime soon, but we do aim to make these measures as bearable as is feasible.
  20. Navarr liked a post in a topic by Flrbb in Boosters for new players....   
    Probably there are slmany threads around here addressing this topic...
    Personally, I think that having to play several hours to get the first boosters ( and thus the first variation to the game) is quite long. To be honest, this is where the fun of the game and its originality comes from. How to introduce new players to a game, when the core mechanic  of the game doesn't show?!!
    As I understandthat there was/is an issue with multi accountings I like to suggest that you reduce this first time span and make these "starting boosters" (and their cards) untradable.
    To improve this, you could grant different themed boosters to chose from.
  21. Navarr liked a post in a topic by Anonymos in nerf amii monument   
    Well i think this topic is  a bit mislleading in fact i think amii monument is only the tip of the mountain.....
    The Problem when trying to balance Competetive pve eg speedruns and record hunting is obvious. There will always be 1 best strategy resulting in it beeing "op" compared to everything else. This does hit pve way harder than pvp since there is no "metagame" its jsut 1 best way = low variance.
    Also i think there is a significant diffrence between something beeing overpowerd and something beeing "broken". For me i would consider stuff like lss or buffed up batariel "overpowered" since it does clear faster than prob every other strategy while there are still other ways to get the same result just way slower. I however would consider amii monument broken it opens up new tactics which are impossible to repicate in any other way.
    however i feel like there are some more equaly broken mechanics for pve.
    First of all there is the funneling strategy which saves insane amounts of time just by evolving  3 persons t1 energy into t4 energy with only the 4. person to actually spend power on monuments
    enlightment is another candidate...
    tbh almost all speedruns do abuse some if not  all of those problematic mechanics not even mentioning various ways of void manipulation and i thik this is fine i dont think there is a actual way to balacne cards like amii monument either its op or useless. Im case it would get nerfed i guess the palyers would need some time to figure out if its still playable. If nnot screw it and the next card to nerf would be enlightment or decomposer or whatever.
    From a non speedrunenr perspective i think the best way to break up the "boring" and "1 sided" pve meta would be monthly card restrictions or smtng. i would be intrested in the speedrunranking ladders if there was a monthly card restriction on lets say decomposer, shadow phoenix, sow, amii monument or some other crucial cards. I think this would actually require some new strats, creativety and would generate variance. Just starting to nerf card after card can not be the solution!
  22. Navarr liked a post in a topic by Toggy in The Stress Test Rookies! 23.02.19   
    Hey everyone,
    Thank you all for the support and the nice words :-)
    I know that excluding the top20 is not enough for some players to compete. Personally I think that if you take away the top ~8 it would already be enough since those guys really play on another level. Outside of those guys it becomes a lot more fun and possible to have a win. At least from my personal experience so let us try this tournament just without the Top 20. If there are a lot more lesser ranked guys who want to play tournaments...we might add the top 40 but as I mentioned above,most players below rank 10 are beatable. Should any of those players lose rank intentionally they will not be allowed to participate obviously.
     
    Also I would like to take this opportunity to thank all of the Game Masters and developers for not restarting servers when the tournaments are taking place, it has not gone unnoticed.
     
    Greetings,
    DasToggy
  23. Navarr liked a post in a topic by Kubik in The Stress Test Rookies! 23.02.19   
    only if Navarr do not manage to lose enough matches in time
  24. Natiac liked a post in a topic by Navarr in The Stress Test Rookies! 23.02.19   
    Why do you want me to lose a lot of rankeds on purpose so I can participate?
  25. Loriens liked a post in a topic by Navarr in T1 Fire vs T1 Nature   
    Make 2 scavengers guarded by 1 or 2 sunstriders each and fight with these 2 squads on 2 different locations. Nature units are too expensive to keep up with the pressure in early game so if you place the erus well to finish quickly and take map control, you should come out ahead 
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