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MephistoRoss

Tool Developer
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Posts posted by MephistoRoss

  1. 3 minutes ago, macabi said:

    Are we trying to encourage players to play once in every 3 days instead of every day?

    If you play every day 1 hour for 3 days, you still earn more than someone who plays once in 3 days (1200bfp vs 1000bfp). But maybe the difference should be a bit higher for more incentive to play every day. I wonder what other people think about this?

    The current system is highly favourable for players who play every day 30-60 minutes. But it is not really fair for players who cant play each day but play a longer time in the weekend, nor casual players who play every once in a while for a couple hours, nor players who play longer than 1 hour nor players who play less than 30 minutes. With the new system we are trying to balance it to be more fair for all categories of players, not just one. In your calculation you forgot the daily booster discount, so if you play exactly 1 hour each day you are reduced 100bfp if you buy a booster each day, but of course now there will also be incentive for you to play longer each day to earn more.

    Also note that as an addition to the new reward system we are planning to add more achievements that will let you earn rewards including bfp and boosters. That is why the 'average' of the new system might be a little lower than the current rewards, but the new achievements will compensate for that.

    If you have other ideas for the new reward system than the current proposal, we are very open to that, but please keep in mind other categories of players instead of just your own situation.

  2. 1 hour ago, macabi said:

    That is very bad IMO.

    Earning a booster is the most fun element of the reward system.

    You are basically replacing 30 minute quest that earns a free booster (worth 450 BFP) with 250 BFP reward for 60 minutes of game play. 

    You are making it harder to earn BFP/Boosters, so where is the fun in that?

    If a player doesn't want his earned booster, then he can sell/trade it at a discount (400+ BFP).

    I see players offering their boosters all the time.

    At the very least, booster cost should be lowered to 200 BFP.

    Not everyone likes to get a booster as reward because it is too RNG dependent. Many people always try to sell it indeed, but they cant always find a buyer. I've seen people who have over 100 unopened now. So we wanted people to have a choice what they get as reward: keep the bfp or buy a discounted booster (350bfp) once a day. 

    One of the problems of the current rewards is that people play 30 minutes to finish the quests and they complain they dont have any incentive to play that day anymore because they cant earn more bfp. This reward system always let you earn bfp, but it is more spread over time. So yes the first 30 minutes will let you earn less than the current rewards, but if you play longer you are able to earn even more than the current system. And to compensate casual players who don't play each day, quests (100%) and daily boost (60%) are carried over for up to 2 days. So you will be able to earn 1000bfp in only 1 hour when you didnt play the last 2 days. 

  3. 1 hour ago, SirDenis said:

    So... whats the total of bfp you can get a day from playing?

    The total bfp you can get with this system is dependent on several factors, like if you didnt play the day before.

    So if you didnt play 2 days before the specific day, you can get 550 from daily boost and 450 from quests (1000bfp) in total for 1 hour of playtime. After the first hour the reserve starts which is really depending on how much time you play exactly that day and the breaks inbetween. I would estimate about 350bfp in one day if you play really a lot (which I dont think many will reach in practice), so that would make about 1350bfp in total.

    1 hour ago, SirDenis said:

    To be honest playing 60 minutes a day in order to get a reward seems to be a lot for me. Since i play around 40 minutes and spend 10 in ah/trading.

    You dont need to play the full 60 minutes with this system to get a reward, if you play 40 minutes you will get the reward for the 40 minutes (unlike the current booster-quest where you get nothing if you play 29minutes). So 40 minutes playtime will let you drain 166bfp from the daily boost if nothing was carried over from previous days.

    1 hour ago, SirDenis said:

    I think you should make it si you can get a booster per day somehow. Otherwise the prices on cards will raise making them unnaccesible for new players (you can buy a shaman card in 2 days now, with the new system it will be 3 dayss)

    With these values you need to play 48 minutes to be able to buy a booster each day if nothing was carried over from previous days and you finish 2 quests in that time. The next day you would need to play even less because a part of the leftover daily-boost is transfered to the next day which let you drain the daily boost a bit faster.

    1 hour ago, SirDenis said:

    Also, you should do something about the cards that we dont need and have more than 3 of... most of them dont sell on ah and new players dont want them lol... is there a way that we van convert those into gold?

    Several suggestions like this have been made, but nothing concrete has been decided yet. It is not a priority right now but it will be on the agenda in the future for sure.

    Sekij likes this
  4. 13 minutes ago, Rynkan said:

    I understand the changes, but shouldn't frequent play also be awarded somehow? My suggestion would be to maybe create a system of a daily login that awards you BF. Maybe make it give you 10-20 bf points on a daily basis (not a huge BF amount, cause the gap between frequent play and people that can't play frequently shouldn't be so huge)? 

    Frequent (daily) play is already rewarded with the daily boost. You get 250bfp daily if you play one hour while if you don't play  150bfp of it is stored for the next day (to a max of 550). So playing each day let's you earn 100bfp more than someone who skips a day. 

    Lavos2018 and Rynkan like this
  5. 6 hours ago, macabi said:

    It's true that players will try to play PvP just for the reward and quit as soon as they can.

    To counter that, you can set a minimum game play of 5 minute for 1v1, and 7 minutes for 2v2.

    Players won't last that long unless they actually play to win.

    That will make it even worse, players who just want the reward will just turtle themselves in with towers until they reached the time for the quest. Or they just keep running with one swift unit.

  6. 5 hours ago, Vorax said:

    I'm curious what lead you to this solution instead of slightly modifying existing solutions in other games?

    This is not supposed to be a judgemental response, I'm really just curious.

    As far as I understand it, your goals are to have hardcore and non-hardcore players earn BFP at roughly the same rate, although not completely locking out rewards for players that play more than others. Also, you can and will not implement any real-money solutions. You want to keep quests and reward time spent playing. 

    To me, all of this seems like it is basically a textbook example of implementing a solution similar to what Hearthstone does:
    1. Let players earn BFP by winning/completing matches/scenarios (or simply just by playing the game, similar to this playtime and reserve system) (I am aware that the former solution would need to be very carefully balanced according to difficulty and time played as to not essentially force players to play PvP over PvE or spam low level scenarios to grind BFP, but I think that is not necessarily impossible to achieve)
    2. Give players (insert number here) quest(s) per day, up to a maximum cap. Allow quests to be stacked while not playing. This keeps the same BFP/Quest rewards as well as providing a straight catch-up mechanism for less-frequent players.

    In Hearthstone, you get 1 Quest each day with a value of somewhere between 20-100 Gold (more gold = more rare), and each booster costs 100 Gold. You can stack up a maximum of 3 Quests, so for quests it makes no difference whether you play 1 quest/day or 3 quests every 3 days. Winning 3 PvP matches earns you 5 Gold (I think?). In very rare cases (like new expansions or special events), there will be special quest (/-chains) that just reward packs (or cosmetics) directly. Of course, these numbers are heavily downtuned in order to get players to spend real money, but a system like this could be adjusted to fit a completely free approach. Essentially, your main source of BFP in this case would be quests. Personally, I think the combination of 1 Quest/day and some non-quest gameplay (say, in total, about 2 hours) should always equal roughly 1 booster. With the right balance, this would still keep hardcore players slightly ahead of everyone else (which, tbh, is a good thing in my opinion, else it is just unrewarding/pointless to play the game more), but not completely lock people out who may only be playing 2 or 3 times a week. If you would decide to reward winning/completing instead of simply playing matches, this would also remove some ways to abuse the system (e.g. going into a match and just tabbing out for 90 minutes).

    What are your thoughts on this? Have you thought about altering the quest system or rewarding winning instead of just playtime?

    The main reason for prefering time based bfp rewards over 'winning' bfp rewards is that in Battleforge some players can win a map on expert in 3 minutes while others need about 30 minutes to 1 hour for the same map. If the bfp reward would be for winning the map, speedrunners are able to earn a lot more than casual players in the same amount of time. It also might lead players to play the shortest maps instead of the maps that they most enjoy (and it would be very hard to balance rewards to prevent this). Also keep in mind that upgrade/gold rewards are already based on winning.

    As for quests, we are planning to keep the quest system next to the playtime rewards. Currently only one quest stacks to the next day and we are planning to increase this. In fact we are already testing this on the testserver.

     

  7. 18 minutes ago, Nemesís said:

    is open stress test over yet? When is it gonna reset... im literally waiting for a full reset to get in the game

    No. We first need to finish/balance the new reward system and fix some bugs. It is still unknown when the reset will happen. 

  8. 40 minutes ago, clown742 said:

    i can see only 1 quest... its just for now?

     

    Yes you start with one bigger quest and after that you get 3 each day (1 for a booster and 2 for bfp) . 

  9. The only thing I could see working is if all commons are always being sold in the AH by the server for a set (relative high) price, for example 50bfp. And disenchanting a card would give back 5bfp for example. This way you could always sell 10 surplus commons to get one that you need (or save up for a more expensive other card). 

    But this would almost remove the trading aspect for the commons in the game. Of course it would still be viable to sell popular commons for 49bfp or less (because higher makes no sense), but it would be a regulated market. 

    So I only see the need for a feature like this when the problem Eirias described becomes too big when the active player/trader population becomes too low to get (decent) offers in the AH for all cards at most times. 

  10. On 2/5/2020 at 3:15 PM, Matombo said:

    So the main problem running Skylords reborn through wine is the launcher because it requires .net.

    My suggestion is to open source the lancher or release an update-api-documentation so that someone can write a Linux and Mac compatible launcher.

    If someone is skilled enough and wants to make a compatible launcher, he should apply to join our team as developer. 

  11. 8 hours ago, grunshac said:

    The Stonekin and Bandit cards are not showing up :/

     

    They are hidden under the frost filter. This seems to be caused in the card base code itself and not our api so we can't fix it. 

  12. This discussion isnt going anywhere anymore. Lebovin has summarized it here:

    2 hours ago, LEBOVIN said:

    Ok, guys, this topic was about "Is a hard reset really needed". 

    We received the answer that yes indeed a wipe is needed for technical reasons. So no reason to argue about it or if it is coming or not and whatever promises. This is a technical constraint we cannot change now. 

    So all discussion should only concern measures afterwards. Hence discussions if players coming back after wipe etc. are not necessary here.  
    ----
    It is not the same with test server now and the proposed unlocked accounts, because in the proposal players of both account types could play together, whilst on test server they cannot play with players on normal server (equivalent to a proposed progression account).

    ---

    Correct me if I overread something, but what was a reason given why the account split as in my fictional screenshot is a bad idea.
    The argument that unlocked players can carry normal players has been invalidated as already happening.

    Feel free to continue discussing 'measures afterwards' in other threads. Like the proposal Lebovin made in 

     

    /closed

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