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Posts posted by LEBOVIN
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4 hours ago, anonyme0273 said:
I usually like PvP tourneys much more, but this is an awesome PvE challenge - a community map where there is no clear 'ez win' strat that's used and abused by every good PvE player. Looking forward to the results on this one
I mean given that the last PvE Challenge had 4 entirely different replays on Rank 1-4, I dont see the the single ez win strat abused by every good PvE player point there either. It is surely a map less people are familiar with, but it has been released over 2 years ago..
Pritstift likes this -
Which bugs are you talking about? Have you reported them (unless they are already reported) ?
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I think it could be considered a tool and gaining an advantage:
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QuoteIn addition to the rules above it's important to emphasize that the usage of any tools, trainers, software or other methods of affecting the game in order to cheat, gain advantages, or for any other purpose whatsoever, is strictly forbidden. These programs or forms of abuse provide us with enough reason to act immediately. Having such tools linked to the game or affecting it in any way, even when unaware thereof or when they aren't used at all, is considered in conflict with our code of conduct. Only using them in single player, only using them for yourself, or assuming other players are not affected are invalid excuses and such reasoning will be directly ignored, as will subsequent ban appeal(s) and their reasoning
But I am curious for official judgement !
Zevlin likes this -
Well it is kinda obvious that a solution that shall reward based on ingame time, would need a gold/min equation
Getting everyone happy with that is a different thing^^ I would suggest something like the current rpve 9 avergame time and its gold reward.
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20 hours ago, Cocofang said:
Two entirely separate issues are being conflated here. With gold/XP progression is mostly being used as a deflection to protect Decomposer.
Say Decomposer was fixed. Instantly the times to finish certain multiplayer maps would rise because it is by far one of the most powerful tools there is to speed up progress. Undoubtedly a new "most efficient" way to get gold would surface. It would be noticeably slower than currently. Maybe it would even be achievable through regular play. Passage to Darkness comes to mind. Or rPvE9. The point is that the margin between the "most efficient" way to farm gold and the "average" way would be significantly smaller. For now.
However what a Decomposer fix wouldn't protect from would be some other speedrunning tactic/strategy finding it's way into the "mainstream" and being now used to finish maps quickly for massive gold returns, exploiting the current gold/XP reward system once more.
So now say gold/XP returns were changed. First of, it's important that the reward system is intuitive. So some messy formula that gives you a % of whatever gold for orbs or objectives or whatever is nonsense. But it's not impossible to rework the system, maybe the initial implementation just didn't hit the mark. Let's assume a new reward system gets implemented that is both intuitive and simple (maybe something with bounties on side objectives or placing gold chests in key locations) but also does not reward the same gold/XP simply for finishing maps as fast as possible. That would immediately discourage straight forward goldfarming.
However, something I have not seen talked about a lot are upgrades. Rare and especially Ultra Rare upgrades are expensive to unlock so it incentivizes people to instead play their respective maps. Even if someone got very low gold/XP for b-lining a map as fast as possible, they'd still be rewarded with upgrades. Would you then tie getting upgrades to in-game actions? Getting the ones you want is already slow because of RNG and distribution among players. Leaving an upgrade on the map would be a big hit to progression.
Something else to consider with strictly tying gold/XP rewards to objectives/chests/whatever is that a pressure would emerge for all participants to go for these key points. We have already seen that in the beginning with the Passage to Darkness gold chest achievement. People were constantly pushing to open all chests and complain after the match if something was missed.
Also, if only gold/XP rewards were changed and Decomposer would retain its current function it would just be a matter of time until it rears its head again to be a problem once more. Instead of farming gold/XP, people could continue farming upgrades with it. Or maybe eventually a strategy emerges where, even with a changed gold/XP reward system, you'd be able to finish a map exceptionally fast while also hitting most objectives. Speedrunning tactics constantly trickle down into regular play in this game. You'd always have to be on the lookout, all you'd do was to push back the problem.
Both the current gold/XP reward system for maps and Decomposer are separate issues that happen to overlap here. Addressing only one will just result in the other becoming a problem again somewhere down the line.
There are many campaign maps where u complete all objectives even in speedrun because they are all mandatory. The most simple solution is to just handle gold gain as it is done with bfp right now. The longer u play, the more gold u get, directly tied to ingame time.
Then regardless of with or without decomposer as long as you play it fast and efficient ur gold gain is screwed.
Edit: All factions have a tool (most of them t1) to influence power flow and depending on the language u chose, some of these examples also have the mismatch between tooltip and functionality regarding the "own units" thats often cited for decomposer:
- Banner of Glory: Interaction to manipulate void return
- Decomposer: Interaction to manipulate actual power pool
- Construction Hut: Interaction to manipulate building expenditures
- Breeding Grounds: Interaction to manipulate unit expenditures -
Well I am afraid, right now u either have to clear the mentioned relevant parts of the starting island before the end sequences with queekqueek are triggered or do keep the island as is but then DONT clear the relevant parts while the end sequence is running.
Ultralord likes this -
Thanks, but the QueekQueek error is not on your side, but within the map script itself. Everybody can encounter it
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Pretty confident this can be fixed soon, but will have to wait until the end of challenge as the changed map would break all replays otherwise.
Ponni likes this -
Make sure the starting island is cleared (units+towers around your t2 orb) before having the end countdown started. Please let me know if this fixed the issue for you and the game does no longer crash, so we can deploy a solution soon.
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On 4/14/2021 at 10:47 PM, Asraiel said:
nice effect idea
currently ongoing testing
for balancing check out https://discord.gg/sTeSRFDeBg & https://skylords-reborn.fandom.com/wiki/Balancing#Iteration 3 (Live on Test Server)
if implementing a arsenal card i would also daa those for the other color typs so that every color combo has the benefit. adding also the twilight, stonekin and lost soul arsenal with the same effects or makeing it colorless (neutral)but with the addition that its not limited to 1 per map
I reworked the page to be easier to understand, use this link now instead: https://skylords-reborn.fandom.com/wiki/Balancing#Current_Iteration
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He sources the information and images from the cardbase, hence I said the card base needs to be kept updated, then he hasn’t to do anything either
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If you look closer on some cards, the displayed info is no longer correct as the cards have been changed with the first balancing patch .... but to fix that the card base needs new images I suppose.
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Were there perhaps low hp allies nearby ?! If yes then the shaman was occupied attempting to go to heal them
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Well the issue that PvE rank does not reflect actual game knowledge is partly a thing because you associate certain skill with a certain old rank. But as the Xp requierements have been massively reduced for the highest rank (~90%) same should hold true for your expectation.
Also deck level has never been a reasonable indicator for game knowledge.
Secondly a big portion of players are veterans that do not want to play every map on the lowest difficulty once, before finally unlocking expert (saves a lot of time for the achievement for instance if u complete all 3 difficulties at once).
Thirdly I can recommend you not to blame single cards but take action yourself:
a) utilize decomposer: If all your teammates are supposedly just mindless feeders, simply ask them to do what they do best and decompose their stuff to get t4 urself and clear with ease
b) Instead of assuming their skill based on vague indicators like rank or deck level, ask them in chat before the game if they know what they have to do and if they done it before
c) Ask in global chat for experienced players and their help
d) or spend 5 minutes to search online for videos/guides on crusade and u get plenty of info afterwhich u can do the map alone in the given timeLastly, why do you need a checkbox to run w/o Amii Momument, simply remove it from your deck. Crusade can be done in all-time-record speed without amii monument anyway.
Metagross31 and Volin like this -
Volin likes this
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All your descriptive issues (and hundreds more) have already been noted down, solutions have been jointly developed and summarised and now await implementation.
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request deck of players before the game, if u dont like it kick them from the group
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3 hours ago, Kauzi said:
So it's best used shortly before a well would deplete?
No thats the worst timing, because then there is almost no remaining capacity left that would take 40 / 45 / 50 / 55% longer to deplete...
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The card functionality has not been changed. As the building has been build very often by players without achieving a benefit (especially in RPVE), the tooltip has been updated to make it clearer that the potential gains of this building only kick in after the power well would normally have been depleted.
Old text:
Own power wells in a 20m radius consume 40% / 45% / 50% / 55% less power, thus producing more.New text:
Within a 20m radius the remaining capacity of own power wells takes 40 / 45 / 50 / 55% longer to deplete. Production per time increment remains the same.Timer, adiuskoelle, Metagross31 and 4 others like this -
Hm perhaps in the process of doing the changes for the first balancing change, an accidential other change happened and a card did in fact change, but then I guess u have to make a custom map and spawn units with these ids one by another, this should make it possible to identify the rogue id.
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afaik only the id of fire sphere was changed (in fact duplicated so the old and the new one continue to work)
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On 2/15/2021 at 6:18 PM, shroomion said:
I think it is an interesting idea for sure, but i am not sure if penalizing people with less than 4 orbs is a good thing. For example i often give away my orbs to newer players on some maps and have decks which reach almost full potential at t3 or t2. When i know a map really well, then it is fun to let the newer players grab orbs and explore and actually take charge orbwise. It is way more entertaining than watching them run for their lives or run behind you. I also vaguely remember maps like dwarven riddle where most of the time and without amii monument involved, expert maps end with not everyone having t4. Another thing is also some ego-shooters out there. I have already seen people "steal" orbs from other players and with such a change there would be a real reason in gold added to the ego-boost some get by grabbing orbs of others and leeroy jenkins their way through the map with batariel, while they let their buddies struggle at low tier lol
well I added the subcondition that not t4 but the highest orb a player has achieved in the game counts, but for the bad harvest example this would be the same so I omitted it there
Here the full proposal:
Each player in the PvE game that has not reached the higest orb count achieved by any of his teammates will additively reduce the gold income of the entire team by 30%. So as in the case of Bad Harvest, the highest orb count reached is 4 (by the carry), so the 3 T1 feeders will lower the gold income by 30% x 3 = 90% aka the speedrun grants only ~400 instead of ~4000 gold and thus even if played super fast, remains not worth it for gold only.
This way speedrunners that truly play for the sake of speedrun can keep enjoying it and those that just want the gold will be less inclined to only do bad harvest the speedrun way, this solution can also easily be applied to all other maps to make unconditional feeding unprofitable everywhere
And ur last point of players claiming and hording orbs selfishly would be unprofitable for them aswell, as they thus automatically increase the orb count difference to their team mates and the gold penality if a difference exists applies to all team members - new players would quickly avoid such players
Volin and Metagross31 like this -
I assume it is currently like this to prevent overflow on smaller resolutions.
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Dallarian, Volin and Metagross31 like this
Community map Challenge #3: "King's Ridge" until May 31 2021
in Events and Tournaments
Posted · Edited by LEBOVIN
Oh well Bad Harvest has many different speedrun strategies, and if u apply the same pure restrictions I dont see why it would be less interesting, dont u agree?