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LEBOVIN

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Posts posted by LEBOVIN

  1. 4 hours ago, verpeilt2018 said:

    nee du bin sogar so nicht verpeilt dass mir direkt auffiel, dass ich dir deutsch antworten kannn
    aber mal ohne spass guck dirs ranhkink selbst an

    The forum is english only.

    On 12/30/2019 at 11:35 PM, verpeilt2018 said:

    a question

    king of giants expert solo

    how can the player with fastest time (9minutes...) he do that in this time when rogan after 8 minutes hes walk beginn?

    I did check the rankings back then, nobody played it solo in 9 minutes.

  2. Hello there,

    currently, the old 12-player scenarios Ascension and Passage to Darkness are disabled due to synchronization problems. In fact, these 12 player scenarios were not actually maps with 12 players but each just three connected four-player maps. I will try to make independent four-player scenarios out of them, thus create 3 individual maps out of Ascension + 1 out of Passage to Darkness.

    As of right now, Passage to Darkness already works. Remember that the audio instructions by Moon may not be correct as there are no longer any connected maps and you are alone in Western Akylos. Just as back then, the two main goals are to first destroy all Shrines and then all living Aspects. Fortunately, the Wrath of the Souls is not targeting you. :)

    You can download the original version of the map in-game. Along with it comes also a modification Emmaerzeh and I created, which makes the scenario a little tougher. In order to play either of those make sure to have only one of the respective .pak files in your map folder at a time.

    Many thanks to Emma, Mephisto, and Kubik.

    Best regards, 
    LEBOVIN

  3. Hello there,

    As you know SkylordsReborn allows players to upload their custom maps to the server and offer them for free download directly in the game. After each day, the directory of the previously uploaded community maps is overwritten. Staff has the possibility to edit the downloadable community maps section, to make maps stay permanently. Below you find currently available maps.

    Please refrain from reuploading duplicates or old versions of the maps listed below. If you are not sure if you still have older versions of these maps, simply navigate to your Documents\BattleForge\map folder and empty it. Then proceed to download the maps ingame again. If you have accidentally uploaded a broken/ duplicated community map, reach out to staff and they will help you out.
     

    Default-featured PVE community maps

    Every player has these maps downloaded and permanently available in the client by default:

    Name				Type			Author
    Atraos				1-player scenario	StevenDriesner
    Awakening			2-player scenario	Scairus
    Cry for help!			1-player scenario	Darg0
    Dead Ice			2-player scenario	Ockelmann + Elias
    The Dwarfen Stronghold		4-player scenario	LInsoDeTeh
    Dignified			1-player scenario	Jan Kuntscher
    Get strong enough		2-player scenario	Marcel Schanz + Martin Fischer
    Greenhell			1-player scenario	Yves Baumgarte
    Heart of Corruption		1-player scenario	Arvid Hahn
    Just Cold			1-player scenario	Luke
    Phlegethons Raid		1-player scenario	Timm Boukoura
    Ruins of Zaebos			1-player scenario	Jan Ried
    Twisted Legends - 0.998		4-player scenario	Omelie


    Default-featured official PVP spectator maps

    In addition to the normal versions of 1vs1 PvP maps, every player has these maps downloaded and permanently available in the client by default. These officially replace the old community map spectator versions:

    Elyon - Spectator		1vs1 with 4 spectators (3vs3)
    Haladur - Spectator		1vs1 with 4 spectators (3vs3)
    Lajesh - Spectator 		1vs1 with 4 spectators (3vs3)
    Simai - Spectator 		1vs1 with 4 spectators (3vs3)
    Uro - Spectator 		1vs1 with 4 spectators (3vs3)
    Wazhai - Spectator 		1vs1 with 4 spectators (3vs3)
    Yrmia - Spectator 		1vs1 with 4 spectators (3vs3)


    Permanently Downloadable PvE Community Maps:

    Players can download these maps in the section PvE Community Maps on the world map: 

    Playable Scenarios:
    
    Simple Land 1			2-player scenario	Emmaerzeh + LEBOVIN				Download
    Simple Land 2			2-player scenario	Emmaerzeh + LEBOVIN				Download
    Simple Land 3			2-player scenario	Emmaerzeh + LEBOVIN				Download
    Simple Land 4			2-player scenario	Emmaerzeh + LEBOVIN				Download
    Simple Land 5			2-player scenario	Emmaerzeh + LEBOVIN				Download
    Simple Land 6			2-player scenario	Emmaerzeh + LEBOVIN				Download
    Simple Land 7			2-player scenario	Emmaerzeh + LEBOVIN + Spitzkopf			Download
    Simple Land 8			2-player scenario	Emmaerzeh + LEBOVIN				Download
    Invasion of Simple Land		1-player scenario	Emmaerzeh + LEBOVIN				Download
    Rise of a Demon			1-player scenario	Emmaerzeh + LEBOVIN				Download
    Wall Defence			1-player scenario	Emmaerzeh + LEBOVIN				Download
    Dragon Hunt			2-player scenario	Emmaerzeh + LEBOVIN				Download
    Into the Jungle			2-player scenario	Emmaerzeh + Perendi + Kyriel + LEBOVIN		Download
    Groundhog Day			2-player scenario 	Emmaerzeh + BlackMasterN + LEBOVIN		Download
    Legions 			4-player scenario	Emmaerzeh + LEBOVIN				Download
    Passage to Darkness 		4-player scenario	LEBOVIN						Download
    Passage to Darkness Mod 	4-player scenario	LEBOVIN + Emmaerzeh				Download
    
    Maps for testing purposes:
    
    Community Smithy		1-player scenario	Emmaerzeh + LEBOVIN				Download


    Other downloadable PvE maps

    Eventually maps from below will move up to the permanently downloadable section, once they have been updated:

    • Christmas Defense
    • Umbabwe TD
    • Conquest
    • Rogans revenge
    • Tic Tac Toe
    • Connect 4
    • Kings Ridge

    PvP Community Maps (enables Spectators):

    • Dyrum

    Best regards,
    LEBOVIN

    Eirias, Metagross31 and Dallarian like this
  4. @MenTos Right now you can select Reward Mode Assign in PvE Campaigns to afterward disenchant the granted upgrades directly into gold. This way Campaign on Expert is way more profitable than RPvE as you can get up to 14000 Gold for just 1 Run, which sometimes does not even take 3 minutes ( https://www.youtube.com/watch?v=M54qssuYV2E ). Less difficult strategies are available too. The Guns of Lyr, for instance, yields roughly 10k gold on avergae for 10 minutes gameplay and is a very secure and easy way to get Gold (Guide: https://www.youtube.com/watch?v=_NmzbwdhGl0 ). 

    Ponni likes this
  5. Well there are like 2 opposing teams that pretty much dominate the entire ladder (just check in the rankings at the beginning of this post + the solo duo trio rankings and how many unique names u find). So getting new players to start beating existing records would certainly force us to play and come up with strategies again. To be fair the current strategies are indeed sometimes very advanced already, but everybody is just human so no reason that you wouldn't figure it out. :)

    PS: whats ur ingame name?

  6. 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.

  7. I am actually in favor of implementing this right now. To see if it has the desired effect. For now without any restrictions or rewards. If you will there can be achievements for progression but simply in the form of notification and looking at them.
    Of course, right now we have lots of players for which the unlocked account does not make a difference to their progression account anymore, but for all the new accounts created onwards from implementation, we could already gather data if this is a feasible change for post reset.

    Ponni likes this
  8. Honestly what if after reset upon Login you can literally select between your account and an account which is {U}nlocked and has all the things above. If every created account would come with those two versions people would not even have to decide whether or not they want to have an account where progression is done already. Trading, Quests Shop all disabled there. If players that chose to push their progression account by playing with someone that has everything unlocked than so be it. I am very much convinced all advocates for progression would not bother leveling up their progression account if they did not have to ;)

    image.thumb.png.ccf5698d62530f98ebb07e54804da29b.png

    @Kubik technically possible? 

    Ponni, ktoeto and Eirias like this
  9.  

     
     
     
     
    1 hour ago, Ponni said:

    Additional question, any stats on how many players out of the 4000 in the community that have completed the Nightmare's End map, expert level?

    God bless Infect drops on Sunbridge ;)

  10. well in test server ur lvl 1 aswell and have all cards upgraded, so that is not a technical limitation, I would say either start with nothing to progress through anymore or everything remaining

  11. frankly if prompted to decide

    have all or nothing

    Most will already go for the have everything but the real decision will be 

    have all or have nothing while everybody else has everything

    And the fact that I miss out and others have more than me will certainly convince almost all that previously still imagined choosing nothing

  12. At this point I would like to refer back to @MrXLink's original post which received criticism, as not all player groups were considered and present my closely related proposal. The current BFP reward and progress system clearly shows the limits of its longevity and therefore needs to be revised after the reset. 

    Player groups

    For my proposal, I have therefore divided the community into different types of players, who should all benefit from the new system:

    • Beginners: These players are new to the game or start the game again after a very long break with little knowledge.  Due to the enormously small community, such players are of special value.
    • Midfield: All-round players, no excessive playing, interested in all game modes, but mainly PvE. This group currently makes up a large part of the community.
    • PvP: From beginner to expert, only interested in battle against other players.
    • PvE: From beginner to expert, only interested in battle with others against the computer. Some also focus primarily on RPVE.

    Player goal

    • Casual / Fun: Players have no declared goal to be the best or to achieve any other ranking. Largest part of the community
    • Speedrunner: Players have as a goal to occupy top positions in the PvE / RPvE rankings
    • PvP Veterans: Players who want to climb the PvP ladder
    • Grinder: Players with the highest online time, who want to reach as many collectible cards as possible and/or complete all quests and achievements

    It is noticeable that the respective players have different needs and expectations.

    Player expectations of a fair system

    • Time: Those who invest more time should also be rewarded more
    • Success: Those who achieve set goals should also be rewarded more
    • Rookie bonus: If you are new to the game you should be motivated to stay
    • Real-life: The system should take into account the needs of the players because not everyone has the same amount of free time

    Economic expectations of a fair system

    • Lower barriers to market entry
    • Countermeasures to price inflation
    • Information transparency

    Current situation/problems of the BFP system

    The current system ...

    • ... is not fully transparent as far as the conditions for fulfilling the quests are concerned.
    • ... adds constantly more financial resources (cards and BFP) to the economic cycle without any permanent outflow. This inevitably leads to price inflation, which puts new players at a disadvantage, as their purchasing power is much lower than the purchasing power of those who have been playing for some time.
    • ... is designed for a daily earning activity of about 30 - 60 minutes, and after completion of all quests there is no incentive for further play.

    The daily income is currently one booster (~420 BFP) and 2 quests worth 75 BFP each, this could vary slightly due to not fulfilling and/or rerolling the quests, but with constant play, it amounts to about 570 BFP /1 Booster + 150 BFP per day.

    On the market, cards have a kind of benchmark price that was determined by the new income levels and by the sellers. Based on this, players have begun to develop an understanding of what prices are appropriate, also with reference to the prices back in the old days.

    It is important to remember that players rely on their old intuition, are somewhat avaricious, and do not necessarily lower prices linearly with less income. Furthermore, the community has expressed the wish for the booster to remain in place.

    My suggestions/improvements for the new system

    All these changes are to be seen as one big proposal that only works if all these steps are taken together, as everything is interrelated.

    1. The currently available Daily Booster Pack for 30 minutes playing time is removed, but it can still be purchased for 450 BFP in the Market.
      Currently, the market becomes extremely flooded with cards, as every active player can earn automatically 8 cards a day. Players are a lot more willing to open the booster if they have it already, compared to actively spending their earned BFP on buying it. Hence this measure in combination with average less income should slow down the total growth of available cards.
       
    2. The current 3 initial Boosters Quest and the Achievement System remain in place and many of those suggestions in the Forum (https://forum.skylords.eu/index.php?/topic/4166-quest-achievement-suggestions-megathread/) will be added to reward players with Boosters and Gold for completing them.
      These Achievements should be designed to be a skill-based incentive for players that have already reached a higher level.
       
    3. Introduction of the first victory of the day: Receive 20 BFP for winning a game of any mode, for Campaign Standard difficulty / RPVE < 5 / PVP, the gold awarded is quintupled.
      This is a small incentive besides the quests for players to return every day. The first victory of the day is especially designed towards beginners, that yet cannot beat higher difficulties.
       
    4. Time played per day is directly rewarding players in the form of BFP (Reset of time played per day with the quest reset)
      For minute 0- 30: 3 BFP/min,
      For minute 31-90: 1,5 BFP/min­,   
      For minute 91-180: 1 BFP/min­, 
      Afterwards 0,5 BFP/min


      image.png.7071220d42941252e47f23fb0279e279.png

      image.png.0ed5cbb4858a6851698f8e1361f81d73.png

      As the current BFP system had been tuned to accelerate BFP gains this is a decrease in total possible BFP gains per day if the same amount of time is played, but allows now playing past 30 minutes or even all day long to remain time being rewarded and excessive Grinding to even exceed the old reward system. The numbers are kept simple and immediately graspable for everyone.
      Secondly, the new first win of the day and the updated quest distribution system make up a lot for players that can only play fewer times. Also playing less than the old 30 minutes is now always worth something.
       
    5.  First Hour of Uninterrupted Ranked PVP queue time is paid at 1 BFP/5min waiting time completed.
      This is a small compensation for firstly the lower PvP player base and secondly PvP veterans with especially long queue times. capped to prevent abuse.
       
    6. The conditions for PvE quests (RPVE and PVP quest are not affected) are changed to require either 10 minutes of play per game to be counted OR 10 accumulated minutes of shorter game time victories.
      This is a change targeted for the Speedrunners, to make too fast victories as much worth as in total equally long time play resulting in defeat.
       
    7. The currently repeating random pool of  6 quests remains worth 75 BFP per quest, however, the description is changed to provide full transparency of all the conditions and information about all other income possibilities is given in the same tab. Ideally, upon first Login, this information is also displayed on a popup window.
      This is to ensure that new players can find all information ingame and no one is at an information disadvantage on how to make BFP. 
       
    8. The amount of new quests out of this pool is increased to 3 (from 2). The Reroll penalty of 25 BFP remains, can now be used once per quest per day. The first time a player uses the reroll function a confirmation popup should inform again about the quest’s value deduction.
      This is part of the compensation effort for not receiving a booster pack anymore. Secondly, players should be allowed to sacrifice income (permanently drain BFP from the system) in return of getting a higher chance of the quests they like.
       
    9. Up to 3 Carry Forward Quests instead of 1
      Right now players can carry 1 unfinished quest out of this random quest pool forward to the next day and still receive 2 new quests. Now this change should allow players to stack quests for up to 3 days of absence. Hence on the first day of absence, the player carries one quest forward, on the second day he can carry 2 quests forward and on the third day finally 3 quests. This results in players that cannot play that frequently to be able to earn at least one out of the 3 potential new quests per day for each of the first 3 days of absence. Players that play constantly/ every day are still at a big advantage regarding the total number of quests, but someone who for instance can only play once a week has at least on that day 6 quests instead of 3 as of right now.
       
    10. New players receive for the first 7 days (not necessarily consecutive) of completing the new ‘first victory of the day’ quest, also a lower value booster for free that contains 5 Common and 3 Uncommon Cards.
      This is a further incentive for new players as they can thus focus on spending their earned BFP on the more exiting big cards and do not have to worry too much about getting the trivial small stuff.
       
    11. BFP can be converted into Gold at a rate of 1 BFP à 100 Gold, only in this direction
      The overall goal is to more connect both currencies. With Gold becoming more needed overall this is a feature that players can use to prioritize. For instance, a player that already has one deck and want to get this upgraded as fast as possible could transform his BFP. This can also be utilized by PvP players as their Gold income is lower.
       
    12. Current base gold auctioning costs are increased tenfold for players with PVE rank 9 and above, and a hundredfold for players with PVE rank 13 and above. The gold payable will only be permanently deducted once the auction is actually sold. Otherwise, the Gold will be refunded.

      image.png.b6e750878d6a44bde6f797bcd9fa3008.png

      Currently, PVE players with a higher level tend to swim in Gold, that they cannot use. This, on the one hand, feels bad and is also lost potential to lower the total BFP in the market. As players will now face significantly higher Gold prices in later stages of the game, they might (have to) opt for permanently removing BFP out of the System by converting BFP into Gold. There should be no issue that players try to avoid getting past level 9 as some cards require level 10 to purchase the last upgrade. 
       
    13. Trading incurs the same gold costs per successfully traded card. This is a personal trading fee that will always only be based on what cards you have put in.
      This is necessary to prevent players from circumventing the increased auctioning gold prices by direct trading.
       
    14. Every card except Promo cards can be used to “forge” new ones.
    • ­   3 cards of the same rarity create a new card of the same rarity
    • ­   3 cards of mixed rarity create a new card of the lowest rarity invested
    • ­   5 cards of the same rarity create 1 card of greater rarity (not available for Ultra Rares)

      This is a new feature that again helps to reduce inflation as cards will be permanently removed from the system. As currently, the correlation of rarity and price is not necessarily high, outliers like Shaman should have changed/swapped their rarity with cards like Oracle Mask, to prevent abuse of the system.

    Final remarks

    • These measures are designed for implementation after reset. Required development time is therefore available.
    • This is my opinion and what I believe might be a good start and beginner-friendly approach (remember after the reset we all start as new players), just like MrxLink's proposal this is only a theoretical concept which does require testing to remove potential flaws :)
    • I may adjust this proposal in response to criticism.
    Kubik, Eirias and ImaginaryNumb3r like this
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