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LEBOVIN

Card Implementer
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Posts posted by LEBOVIN

  1. so the originally  proposed change of disabling just one of those filter options is not gonna do a thing anyway? 
     

    if that’s the case then I prefer the individual solution that you can disable your own upgrade tab instead of straight up removing it for everyone

  2. The thing is, it can go both ways. Either it lags cause one has all upgrades applied: then the overview that shows applied will lag or the other way around if u have almost no applied but many acquired the unapplied will lag. So I don’t see the Point in removing only one of them, as they are equally lag inducing. The point is, if that feature is barely used by people, why bother with it lagging, when some that like to use it might not mind it lagging. If it is just for convenience that if someone that doesn’t use the feature doesn’t get a 4 second lag if he accidentally clicks on it, then I would suggest to instead give them the option to disable their upgrade tab in the user menu. 

  3. Well I understood it in a way that we remove a filter option. Or we remove the entire upgrade tab? Cause well if u get lag for the unapplied Filter then same lack should be there for someone who has all applied and even worse for show all upgrades 

  4. Guys we are in stress, so it is the best time to test out new quests concepts.

    @Kubik if you can actually implement that quest (to live servers cause honestly the data u get from test server is meh ?) for let us say a week (at best even make it refresh each day like the booster) and then after that week assess how it went, e.g. how many people completed it, how many completed it 7 times, what lvl were those players. Based on the results it might be easier to decide here.

    The influence it has in bfp gains on the market are completely irrelevant at this point anyway. That week is not gonna disrupt economy.

  5. Before kubik says it, let’s define cards in a way that playing with different upgrades will be considered as still the same card ;)

    also

    The cards need to be played out right? Not just being in the deck.

  6. I agree, the problem is that currently there is a map specific average, whilst ur system makes all maps equal in gold return. Hence if we average it all out the previous gold farming maps would grant less gold than they used to. If we instead set them as standard, previously unattractive maps for gold farming suddenly become potential gold farming maps too. I would prefer option 2 :)

  7. These are the current Upgrade Disenchant Values for single cards of which One can get up to 4 per match, copy this and reassign  values ;)

    Rarity / Upgrade Tier One (I)Two (II)Three (III)

    Common 50 Gold 300 Gold 900 Gold

    Uncommon 100 Gold 450 Gold 1500 Gold

    Rare 150 Gold 650 Gold 2500 Gold

    Ultra Rare 250 Gold 950 Gold 3500 Gold

  8. Regarding the currency exchange: 

    As you criticize having too little Gold having a conversion of 1000 Gold granting you 1 BFP, doesnt really solve the problem. As that decreases your gold.

    if that is meant to be both ways, so also 1 BFP can be converted into 1000 Gold, which means you can get 570,000 Gold just by doing dailys + selling ur booster. This sounds like too much too me, hence I suggested in my Balance proposal only an Exchange rate of 1 BFP grants 100 Gold. and only in that direction. Those 57k gold should be definitely enough as additional daily gold income if you give up your entire daily bfp income for it.

  9. So if u decide to lower the value u3 disenchant would get, why does a non speedrunner get more out of it ? 
     

    and his number was 400 for u1 

    1200 for u2

    tbd u3, current max u3 is 3.5 following his sequence new u3 perhaps 3.6k

    hence guns of lyr expert assign consistent 14.4k if > 1 player

    and not averaging to 10k 

  10. Well but he suggests that rarity doesn’t matter and each time u play expert u only get u3, hence all 4 cards are guaranteed to give the maximum value which is tbd.

    Beforehand you could get unlucky and draw non ultra rares and thus not get the maximum possible per map, whilst now every map grants the same on expert, leaving only time to be the deciding factor 

  11. 5 hours ago, Kubik said:

    and I would hope it would generally decrase the insane amounts of gold speedrunners get, but also increase how much "normal" players get.

    First I don’t like your hopes ;)

    secondly why would it ? It makes gold income solely dependent on how long u need for the map as you would get each time the same amount 

  12. The 332 is only gold you received from the chests. You received upgrade cards, wich have a disenchant value :

    • Infect II: 950
    • Dying Breed II:  450
    • Sunken Temple II:  300
    • Treefiend II: 300

    So in total you actually would have got 2332 gold for that match if you had disenchanted all upgrades into gold.

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