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About RadicalX

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  1. Why is Yrmia even considered unbalanced? It is arguably the best map in terms of T1 balancing. Fire is good due to many chokepoints for effective Eruptions. Frost is hella strong due to small well distances and 75 extra void for the wall is insanely important for early scaling. Shadow is solid, because there are many paths on the map to allow unit circling and strong split attacks with motivate. Nature has some options to survive the early stage without getting locked out of the map, but probably the worst faction on this map due to its vulnerability against Phasetower. But that is 1 matchup and this is due to phasetower being broken, not due to the map being unbalanced. Frost on Haladur or Uro, Nature vs Phasetower on Whazai, that would be imbalance caused by map issues The center of the map is not necessary to win the game as there are 7 extra wells easily contestable without going into any danger of getting cliffed. I don't think pure Fire is overpowered here at all (at least in comparison to the strength on other maps). This map even used to be my personal strongest weapon against any pure Fire player in tournaments ... For Whazai I could agree onto a removal from the ranked pool as Phasetower is completely busted on this map. 2 Port from main base to wellrange of the enemy with guaranteed map control. This simply forces almost every player to carry a turret in his ranked deck (I mean this may be a strong strategic choice on alot of other maps aswell, but you aren't forced to play turrets every time). Outside of that any sort of cliffing is very powerful on this map and may be abused by pure fire players (even Termite hill can be insanely powerful, when being used on correct positions). A rework for some elements on this map would be nice, because it has alot of interesting potential especially due to a different scaling curve of the void level (the only map with 3 starting wells, but just a few spots to take safe additional power wells), but I' not sure if this will be a possibility in the future. Generated maps were fun, not necessarly well balanced, but some of them had alot of interesting strategic elements and it favours different factions dependent on map size and structure (I think nature may end up suffering a little bit, but that's okay). Would be cool to see them back in the ranked pool, because it brings more diversity into games. TL DR -> Yrmia is more balanced than the majority of the maps in the current pool. Sorry, but the idea of removing it is awful. -> Whazai is a fun map, but Phasetower and Cliffing are clearly overpowered here. A removal could be considered -> Adding generated maps again would be very good from my perspective
  2. RadicalX

    Quest & Achievement Suggestions Megathread

    -> Reach 60 minutes que time without finding an opponent Jokes aside I think reaching certain rank points at the end of a month is a very good way to consistently reward people. This somewhat got mentioned, but only for the top players as far as I know. This would exlude the majority of people. I think you can reward everyone in the top 200, giving lesser experienced people motivation and specific rank goals to aim for. It could be done in steps like this: Rank 200-151 -> Reward X Rank 150-101 -> Reward 1,2*X Rank 100-61 -> Reward 1,4*X Rank 60-41 -> Reward 1,6*X Rank 40-21 -> Reward 1,8*X Rank 20-11 -> Reward 2*X Rank 10-6 -> Reward 2,2*X Rank 5-2 -> Reward 2,4*X Rank 1 -> Reward 2,6*X (+some fancy stuff like a trophy) My scaling values here are arbitrary, but rewards should slightly scale up for each rank class you end up reaching (just don't make it exponentially, lower rank rewards should be meaningful too). I think the mentioned elo ranges are somewhat representative for gaps in terms of skill. If we see bigger ranked participation after the reset, additional steps for rank 80 and 125 could be added aswell. People that want to keep their reward income are forced to keep playing PvP as the activity decaying rate is 30 days so you would be unable to cash in twice unless you play at least 30 games every month. This also encourages a fight for that sweet rank 1 spot. Achievements like play card XY in PvP isn't really a good thing. Your goal in PvP should be to improve your strategies, style and gameplay. Bringing up different optional goals that are rewarded by bfp hurts the competition. You could do achievements like win X Fire Nature games to encourage people to try out new decks. This could be done for all 10 orb combinations in T2, leading to 10 meaningful achievements. You could also show some basic starter decks for the factions, so people get some assistance with deck building here, if they are unfamiliar with all the different orb combinations. Sadly rewarding losses here is risky due to potential of abuse (just rush T2 and leave the game etc.). Daily rewards could be done like this: -> Split up the current "play X PvP matches to 1v1 and 2v2s". 2v2 is a very good but underplayed gamemode. Rewards could be helpful for that. -> If you intend splitting PvP and PvE quest trees, you could simply allow people to reset their PvP quest a few times each day limited to a number X dependend on where you want to set up your grinding cap. Additional reward idea that I would generally support: -> Hotstreak rewards (3;5;10;50 wins in a row) Most of the things are not really innovative here, but I think we need a healthy reward modell for PvP, not an insanely fancy one. I think PvE is much better suited for creative ideas and we got alot of good ones in this thread already.
  3. RadicalX

    The Stress Test Open#8 04.05.19

    What exactly do you need in terms of editing? If it's just about rendering and uploading I could do that easily. I also tried to do some tourney runthroughs with my replays, but sadly alot of files from spectator maps don't work anymore after a short time.
  4. RadicalX

    Current Proposal: PvP Rewards (AOT rPvE)

    Hello MrXLink, First of all thanks for making this thread. I'm really convinced that a remarkable part of the PvP community would benefit from higher gold incomes and it can clearly enhance the overall game environment. Sorry for the upcoming wall of text, but I really need to talk about this topic! Current PvP Values I would like to start with some basics about the current reward system and potential problems. So let's get into the current formulas to check current rewards (They should be accurate as I double checked my calculations with gold incomes in some of my own games). 1. Winning player During the interval [0;2] the gold reward is at flat 250. During the interval [2;20] the amount of gold f(t) get's calculated as a function of time (t=minutes) -> f(t) = 250+((t-2)/18 * 1100) After 20 minutes the gold cap of 1350 got reached and it won't get higher regardless of gametime. I assume this is done to prevent abuse of 2 people agreeing on completely afk'ing in the game. 2. Losing Player During the interval [0;2] the gold reward is a flat 100. During the interval [2;20] the amount of gold f(t) get's calculated as a function of time (t=minutes) again -> f(t) = 100+((t-2)/18*400) After 20 minutes the gold cap of flat 500 got reached. What does this exactly mean? I'll show some rounded GPM values at 5 relevant game spots throughout the game for some clarity. 2, 5, 10 and 20, 30 minutes marks will be used here. time -> Winning player (Losing player) [50% wr player] 2min -> 125 GPM (50 GPM) [88GPM] 5min -> 87 GPM (33 GPM) [60GPM] 10min -> 74 GPM (28 GPM) [51 GPM] 20min -> 68 GPM (25 GPM) [47 GPM] 30min -> 45 GPM (17 GPM) [31 GPM] Comparison: I'll take your rPvE 9 value from one of your previous posts for that (145GPM). This implies that our average rPvE player aproximatly needs 29 minutes on average to win one map. Given that I think the average game time is faster, but there is no 100% winrate for all of these players that may be a quite accurate value. The average player in PvP has a 50% winrate in a normally distributed PvP environment. I'm pretty sure it isn't given (players with avg. skill should sit at sub 50% winrates), but I hope some gold changes may motivate more players to step into action again to fix that matchmaking problem. Anyways, these numbers lead to some problems I see with the current system and make me think that just raw stat increases won't be the solution to the issue. The big problems I see right now -> GPM constantly decreases with increased game time. -> Winning PvP (highly skilled) is getting compared to average rPvE times (moderately skilled) -> Losing income is really low, which is very counterintuitive for new players The constant decrease of GPM over time is a problem for balancing. If you straight up increase GPM values on by putting in a multiplicator onto the formula you end up promoting the easiest way of abusing the game which is straight AFK'ing & wintrading. An AFK player will always be finished off after 2-4 minutes. If GPM are at their peak during this time this is a problem for potenial buffs to gold rewards. The question about rewarding 30min games over 20min games is another discussion (maybe you could check the percentage of 30min PvP games, if that is possible for you). From my perspective I would set a soft cap for these last 10 minutes rather than stopping at 20min. If equally skilled players face off against each other in certain matchups games tend to last much longer than average PvP games once the players reach higher tech stages. Another problem I see with most arguments is that the PvP Winner gets compared to the average rPvE player. I would consider myself pretty experienced in rPvE, but not top tier. I still get to finish 4 rPvE 9's in an hour. This puts me at a GPM of 280, which is completely out of the range of what I would achieve with my current 92% PvP winrate even in the proposed improved system. This is something that really should be put into consideration when talking about these calculations. Matchmaking issues So let's talk a little about this problem beforehand. Right now GPM are vastly decreased by high que times and a very high participation of Top 10/20 players in ranked games resulting in que times. I really hope that after the upcoming reset and potential improvements to the PvP environment it may be possible to overcome some of these issues. With more motivated PvP players there would be a higher gold outcome for everyone as it minimizes the loss through que times. When talking about values it should always be considered, that the gold loss during waiting times has a clear implication onto the true outcome. That said I don't want to include this inconsistent variable too much into my arguments. Abuse of strong gold incomes Let's talk about it as you emphasized potential abuse as an issue. I don't think it is possible to abuse the system in a way, where it ruins game experience for serious players. If a change manages to make PvP interesting enough to attract abusers it will attract more serious players aswell, which has a much greater positive impact onto the PvP scene. There are 2 ways of abusing a high gold outcome for PvP: 1. Que up and stay AFK 2. Try to delay the game as much as possible For the first case, this may be a delay of 2 minutes. Finishing off an AFK is an easy task, should be done in less than 2 minutes and grants some valuable gold. I don't think anyone will be too sad about a free win. Since there is a report system nowadays you could also just threaten to ban people that are doing such things. The second case I mentioned is doable aswell. People that try to delay by turteling or running away will run out of gas pretty quickly. Mass towers allow early free wells that result in a fast T3 finish while running away without ressource generation will also be a death sentence, since ressource generation just works through immobile buildings, that can get targeted directly. Sure there may be different ways to abuse the system to get gold with a friend, but that doesn't ruin the game experience for anyone as you won't participate in these matches. Even with an increased gold income for PvP it will never get close to certain abuse strategies. You could also team up with a friend in dwarfen riddle expert to let him solo the map. You can make some food during this time and get a 500 (?) GPM value for that. Soultree is also an option to boost gold incomes into different levels in case you are a solo player. Unless PvP rewards for losing players start being competive to What are my goals? Before I start talking about real numbers, I want to talk about long term goals. Overall I want to see an attractive game with enjoyable gameplay for the majority of players in all gamemodes. I think the PvP community right now is quite small, but this wasn't always the case. During early 2013 times we had a very strong community and a strong PvP environment. 1. Better new player experience (increased rewards for losing players that tried their best) 2. The possibility for veterans to grind without spamming PvE I'm convinced, that the amount of people that would try out PvP within a much more begginerfriendly environment gets a little underestimated in general. A more consistent income would increase the ability to get decks and cards, that you see in your first games, where you surely end up getting crushed. But with a quicker removal of competitive discrepance through ressources you can start learning the game much faster and enjoy its beauty when the real PvP gameplay starts. Under equal conditions it is much easier to identify mistakes and improve. At that point the wins start to come in which brings in more motivation to go on. So the next thing I'm talking about is also about the veterans, that used to play PvP during 2013. I think the majority of people in the PvP community do want to achieve their first playable PvP deck within one month of active gameplay. To get the big picture that means 170.000-260.000 gold depending on the faction you want to play. Sure you somewhat can start playing seriously with some cards being on U2, but I made the estimation, this value may probably the difference, that my final modell doesn't catch due to the loss of gold through que times. With a GPM of 125 this would range from 22-35 hours. Looks bearable for the cheaper decks, but keep in mind only the best players do have winrates above 80% over many games and I used the winner values here. Average values of 125 for winning and 35 for losing imply a 80GPM for 50% winrate players. Back to 35-54 hours of raw gameplay for the first deck again. But without a competive deck the winrate will most likely be lower than 50% at the start even as a veteran. A state where grinding for a deck still isn't worth it. Sparring grounds Not much I can add here. The potential for abuse is very high, but no rewards at all aren't satisfying especially for people who are afraid of ranked and the ones who want to get practice beforehand. Setting up a low percentage based on ranked income seems like a good solution for me. What changes I would like to see The gold value I would like to see for a reasonable grind would be the possibility for people to get an upgraded PvP deck in about one month of gameplay. If we say Mr. XYZ plays 1 hour on average each day, this means we "ideally" do have 30 hours of gameplay. A full deck roughly costs 200.000 gold on average. In order to achieve that, we would need 111 GPM. An average player shouldn't earn less than that if PvP should end up in a reasonable state in terms of gold gains. The second value that I use to adjust my final proposal is the rPvE average value of 145 GPM. If an average PvP player ends up earning more than that, PvP might get vulnerable to that. So I would like to see an average GPM between 111 and 145. This would push PvP into a position where it still gets outshined by rPvE and especially cPvE, but may be able to bring some satisfaction to the people, that simply don't enjoy playing PvE. So let's try to get to the final formula. AFK players shouldn't be rewarded here, so flat loss income for the first 2 minutes should stay the same, while the flat bonus for the winning party could get increased by a little bit. It's less vulnerable to abuse and brings more excitement to very dominant games and decreases potential frustration upon facing an afk player. I decided to keep the income between 20 and 30 minutes for now in my modell. It could see a slight change in the future, but for now it should affect the lowest percentage of games. My model also brings rewards for the losing player, that ended up putting a long fight. Unless the enemy manipulates the game aswell no abuser will last long in these games and I really think PvP needs to be much more beginnerfriendly than it is right now. Final formula and comparison to initial values and other game modes Winning player: [0;2] -> f(t) = 300 [2;20] -> f(t) = 300+((t-2)/18*3200) [20;30] -> f(t) = 3500 Losing player: [0;2] -> f(t) = 100 [2;20] -> f(t) = 100 + ((t-2)/18*1700) [20;30] -> f(t) = 1800 Gold income comparison by using the marks of 2, 5, 10, 20 and 30 minutes time -> Winning player (losing player) [50% wr player] 2min -> 150 GPM (50GPM) [100 GPM] 5min -> 167 GPM (77GPM) [122 GPM] 10min -> 172 GPM (86 GPM) [129 GPM] 20min -> 175 GPM (90 GPM) [133 GPM] 30min -> 117 GPM (60 GPM) [88,5 GPM] These GPM values are what I would look for. It would be possible to farm upgrades for an entire deck within a month and a decent PvP player still gains below avg rPvE values while high lvl PvP player are still out of contention with PvE speedrunners. TL DR; -> Increased scaling for losing players by 240% -> Increased flat winner bonus for winning games during the first 2 minutes (150% -> 200%) -> Decreased gold over time multiplicator for winners (175% -> 88%) -> GPM for an average PvP player will roughly stay 15% lower than the average rPvE player -> GPM for a high ranked PvP player will roughly stay 70% lower than a top rPvE player Thanks alot for reading and I really hope, that the PvP community can come back strong again! If there is anything you want to talk about, I'll be around for discussion Best regards, RadicalX
  5. RadicalX

    pvpPlayerMatter Pls make pvp reward higher

    I think at least 2 things are clearly problematic in this calculation. 1. No one will use rPvE 6 to farm gold. Almost no player will use rPvE 10 to farm gold unless the MotM is super easy to allow 3 runs per hour. rPvE 9 is the realistic measurement for an average PvE player that farms gold. You can easily go for 12.000 gold per hour here without being super experienced at the game. Just build 8-11 Windweavers, fight to T3, build Amii, spam lost spirit ship and that's it for the 1p version. 2. In rPvE 9 it is at least 20 times easier winning every single game. Especially with Map of the Month you can collect information about difficult camps beforehand and improve strategies to get more effective with each run. These maps are easily beatable in 20mins, which gives you about 12.000 gold. An average rPvE player should get about 95-100% winrate while an average PvP player probably sits at sub 50% due to the top 20 being much more active than other PvP starters.
  6. RadicalX

    pvpPlayerMatter Pls make pvp reward higher

    This is the one point I don't understand. In which world does PvP have higher rewards than PvE on paper? While the PvP high ranked community seems to be always begging for gold people from the PvE faction are laughing about me with millions of gold. A high elo speedrun PvE team could farm about 100.000 gold in an hour. A high elo PvP player can get up to 6000 gold. An average PvP player will sit on about 3000-4000 in an hour (searching times not even included into the calculation). Might be even less since the skill level isn't normally distributed due to the high activity of the top10/20. I somewhat got in touch with a big amount of former/new PvP players and discussed their problems with the gamemode and alot of them are simply not playing because they hope to see an improved PvP reward system. I will make a video quite soon to break down the problem a little more specifically with a possible solution about the current problem of PvP for new players and former veterans without an upgraded deck.
  7. RadicalX

    The Stress Test Open#7 21.04.19

    Toggy managed to chose the only day where I ended up being completely unable to attend to the tourney this week. At least I can go through the VOD this evening and rewatch the games
  8. RadicalX

    Boring for beginners

    Just to throw in a certain idea here -> Make more PvP quests and let people choose between a PvP or a PvE quest tree. So no one ends up being forced to play a game mode he doesn't want to play. -> Give PvP meaningful gold rewards, especially for losing players the experience is awful. As I already stated, the current values are even worse compared to EA times. This would give people a choice of playing PvP to farm upgrades and cards and it also would be less frustrating to lose matches if you get decent gold/bfp rewards. Someone lost 5 games in a row because of bad upgrades and cards? At least he does get to buy/upgrade some cards then in order to get competitive. Especially people, that don't have the time to grind hours and hours for upgrades and cards, do want to get the cards by playing the games they enjoy, may it be PvP or PvE. I mean just take a look at the amount of people from the PvE community, that started crying about the PvP quest before rerolls got introduced. People don't want to get forced into a gamemode they don't like. This is a quick overview for one of the current Shadow Frost decks that shows the difference between U0 and U3. Almost every single card gets a significant buff, making it more effective from a range about 10-60%. This is huge. Just for comparison: The stat difference between T1 and T2 units ranges about 10-25%. So this is somewhat worse than starting a T1 vs T2 match. Alot of combos aren't working anymore, which decreases the cost efficency of cards even further (burst breakpoints are the most important thing here). One simple example: Nightcrawler + Nasty Surprise is a standard combo for 4/10 decks to burst down the Skyfire Drake, who is used in 4/10 of available color combinations. With an U0 Nasty it doesn't kill the Drake anymore leaving couterplay potential with healing spells like ravage. This has huge implications on how these matchups end up playing out. The lack of charges for core trading cards makes things worse on top of that as you will run out of effective counter methods much faster than your opponent. I'm the current rank 1 player in PvP, yet I wouldn't stand a chance against any decent player, who has an upgraded deck even if my winrate was up to 100% against that person beforehand. There definitely is a decent playerbase outside of the "top 10/20", just take a look at toggys recent rookie tournaments. People are willing to play PvP if there is an environment to do so and there are alot of people from the PvP community, that simply don't bother playing before the reset, as they want to avoid as much PvE grinding as possible. If we take that comparison to the old Battleforge, it is looking pretty grim for PvP. There was a way to get cards and tokens for upgrades just by investing a small amount of money. People had the chance of getting cards and upgrades for a strong PvP deck and PvP players used that opportunity as they wanted to play PvP, not PvE. Right now the game suits to players, that like PvE and you did a good job at that so far, but honestly it is worse compared to vanilla BF for PvP players. I'm pretty sure, that the majority of PvP mains would rather invest 10€ rather than being forced to play 30 hours of PvE over multiple weeks to start playing the game mode they do enjoy. Right now this possibility of paying money is gone for good reasons, but there is no compensation for it for a player who just likes playing PvP.
  9. RadicalX

    About dat repair costs

    That's correct!
  10. RadicalX

    Best Player for Each Faction

    Killroy started playing again about one or two weeks ago.
  11. RadicalX

    Current 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.
  12. RadicalX

    Estimated time for release?

    Right now the average player gets 7 boosters & 1050 bfp at best in one week. Getting 21 promo cards from that is impossible (Even a single one could be considered lucky). The people, who got these insane amounts of cards and bfp were simply abusing an unstable market that allows huge benefits through effective trading.
  13. RadicalX

    All-time fastest speedrun rankings

    rPvE 10 1p 14:45, this month is truly super easy.
  14. RadicalX

    Frost T1 PvP Guide by RadicalX

    Thanks! Yes, I want to make a guide for every T1 faction. It may take some time though due to current exams.
  15. RadicalX

    Frost T1 PvP Guide by RadicalX

    Yeah, Nature is almost finished. I'm looking to extend the existing guides aswell as I've got more & better replays to showcase some scenarios now.

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