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indubitablement

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About indubitablement

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  1. indubitablement

    Incentivise healthy farming for gold

    Of course. Rpve is the best way to farm gold, if you don't have a friend to do cpve speedrun. Pvp only give pocket change. Rpve 20 000 gold/hour. Cpve speedrun 40 000 gold/hour. Ranked pvp 3 000 gold/hour, if you are Radicalx and have 100% win rate. 2 250 gold/hour with 50% win rate. Tldr: ¯\_(ツ)_/¯ Right now, I assume we have something like this: "convert x card (Enlightenment) to y gold (3500 gold) when z condition is met (player who got the upgrade already has it)". The way I see it, you would only have to remove the condition to give gold all the times. But, this is just a wild guess and you know way more than me on how hard it is to implement. It would only double the reward for the first few times you complete the map. Keep in mind that doing multiple different cpve map will require multiple upgraded decks and learning multiple strategy to complete the map in a reasonable time. If you think cpve give too much gold, you can still implement my suggestion, but lower the disenchant reward of upgrades. I agree that cpve is by far the best place to farm gold, but only if you have friends to speedrun one of the 4 maps that reward up to 90 000 gold/hour. Most cpve map reward is on par or lower than rpve 9. For the majority of people, cpve isn't efficient to farm for upgrades/gold. It's only there to have fun and aint nobody got time for that. For example, when I do casual 20-30 minutes Bad harvest expert with strangers, I can expect 2 000 gold. I could've done 9 500 gold in that time with rpve. The big issue I have with cpve is that new player not only make the map harder/slower(I'm fine with that. I like a challenge.), but also decrease the reward at the end. You can carry 3 new players that have lvl 10 decks on bad harvest expert, but don't expect more than 1000 gold at the end. Btw, I really appreciate what you've done with battleforge. I'm only arguing because I think it could be even better.
  2. indubitablement

    Incentivise healthy farming for gold

    At the time of writing this, there are 3 main ways to farm gold: If you don't have friends: Grind 4 players rpve with strangers. Average 20 000 gold/hour. If you don't have friends and hate yourself: Grind "The soultree" over and over again. Average 22 000 gold/hour. If you have a friend or more: Grind the same cpve map (usualy "The gun of lyr" or "Bad harvest") over and over again. Average 40 000 gold/hour. The reasons why this is: Playing with stranger is a gamble. They might not know how to play the map and might not have the upgrades the map grant, thus reducing the reward at the end. Playing different cpve map is disincentivized, as you often have to buy and upgrade a different deck for each. As well as learn each map. Most cpve map don't have a good enough reward. Best farming gold per hour rate by DJ_Blyatman. My suggestions: 1) When winning a cpve map, each player gain the gold from the upgrades. Even if the upgrades are not duplicate. Pros: -Incentivise playing different maps, as the reward is bigger the less time you have played the map. (You gain both gold and upgrade early on, but only gold latter on.) -Doesn't decentivise playing with new player that don't have all the upgrades already. -Reward is more equal between players. No more one player gain Havester u3 while everyone else gain pocket change. -Easy to implement. Cons: - 2) Two cpve maps of week with 25% gold boost. One for a random 2 or 4 players map and one for a random single player map. Pros: -Incentivise playing different maps, but not always the one you want to play. -Merge the community on the maps of the week. (Faster to find a group.) Cons: -Unnecessary work, if suggestion #1 is implemented.
  3. indubitablement

    Best farming gold per hour rate

    From first to fourth row: Gold/hour, if all players already have the upgrades. Doesn't include chests. Average gold per match. Single player map give 2 cards and multiplayer map give 4 cards, unless done solo. Average time per match. Based on the faster speedrun plus 2 minutes, unless the map is on a set timer. Degree of difficulty. Based on my experience of the speedrun I have tried. Spreadsheet format in the source below. Just for fun. This is PvP: Ranked PvP 3000 - Gold/hour 500 - Average gold per match 10 - Average time per match Hard - Degree of difficulty Edit: The Guns of Lyr = Medium (Very good farming spot) King of the Giants = Easy Sunbridge = Easy (Decent gold if you can't do The Guns of Lyr) Sources: All-time fastest speedrun rankings by MephistoRoss Skylords Reborn Official Loot List - Upgrade Drops per Map (with color) by MrXLink and modified by DJ_Blyatman Skylords Reborn Gold Rates by DJ_Blyatman
  4. indubitablement

    Skylords Reborn Official Loot List

    I added color, so you can tell what scenario are the most rewarding. https://docs.google.com/spreadsheets/d/1huQBQkVfSLVmF-5S0QmtN6UyjhEgmbkEBoRW--Ns5jY/edit?usp=sharing
  5. indubitablement

    Are core pvp cards too rare?

    How popular was pvp in old times? I doubt there were many f2p pvp player.
  6. indubitablement

    Are core pvp cards too rare?

    I agree that collecting card is part of the fun, up to a point. What I would like to bring attention to is that "chase" or "hunt" cards are also necessary pvp card. Futhermore, before you can play pvp you need a pve deck with upgrades to farm gold and daily quest. Together this is gating pvp behind hours of grind.
  7. indubitablement

    Are core pvp cards too rare?

    When the devs are able to fix the multiaccounting problem, supply will be lower. I've heard of someone creating 59 accounts for the 2 starting boosters.
  8. indubitablement

    Are core pvp cards too rare?

    When you sell your Shaman for an Harvester, something is wrong. Some notable cards include: Common: Windweavers 150 bfp Forsaken, Sunstriders, Master Archers 30+ bfp Uncommon: Coldsnap 450 bfp Shaman 900 bfp Skyfire Drake 200 bfp Frost Mage 500 bfp Root 250 bfp Lyrish Knight, Burrower, Darkelf Assassins 100+ bfp Rare: Hurricane 250 bfp Motivate 150 bfp Home Soil 400 bfp For example, a relatively cheap deck like fire-nature is going to cost about 3000 bfp for the essential. What do you think?
  9. indubitablement

    My Dear Friends

    I'm big fan. Are you gonna make more video when you can play the game? Edit: Doubt you're the real FarRockBF thought.
  10. indubitablement

    Open Stress Test - All you need to know!

    Last time I've heard from the dev, nobody could login, not even the dev.
  11. indubitablement

    Favorite Worm

    Worms have the stats I would expect on a flying unit. Why are they so bad? Anyway, I choose Core Dredge, but I don't see when I would play that over Tremor.
  12. indubitablement

    Pure Frost PVP Deck

    White Ranger's real stats are: 440M/990S, 70e, ability does 900 dps for 25e I think. Defenders: 540L/810S, 70e, ability give 70% dr and steadfast for 10e. Stormsinger: 577M/750M, swift, 60e, ability does gravity surge for 30e. If your intention is to siege with White Ranger ( I don't see why you would considering you have War Eagle and Mountaineer already), then Defenders are better (2700hp when in their stance and basically immortal with shield support. They may not do a lot of damage, but they can keep at it for a very long time). If your intention is to use White Ranger as a M counter, then their low dps, vulnerability to cc and slow movement speed will give lackluster result. You should maybe substitute them for Stormsinger. At the same time, you can save a deck slot on Gravity Surge and use it for Skyelf Templar. You are going to need air control for War Eagle as they can't attack air. Just my grain of salt. Apart from what RadicalX pointed out, it seem like a good deck. I wouldn't want to be matched against it, if I was playing pure fire (War Eagle+Mountaineer is going to hurt).
  13. indubitablement

    Modest proposal to make nature t1 less vulnerable to cheese

    Thing is not only pure nature can play nature t1. Nature t1 is hands down the most interesting and skill-intensive t1 and deserve to be played more, but it is only player by pure nature deck, because you are forced to use it. Why no nature-shadow, nature-fire and nature-frost? In a scenario where any other t1 has enough of an advantage and is capable to get down a well, nature would still be playing in defence. And in a scenario where nature is able to go in offence and take down a well, the other t1 would've taken 2. This is a good example. I am guessing this is an 8 cards nature t1 vs a 5 cards shadow t1. If you were playing any other t1, you would've taken a well without question:
  14. 25% siege Why? Nature t1 is helpless against phase tower and fast t2. You have to play a massive t1 to be effective, but, if you do, your opponent most oftentimes isn't even going to fight you and instead goes t2, putting that 7-8 cards t1 to waste. That is a shame considering nature t1 is the most skill-intensive t1. As for phase tower, your only option is to turtle with primal defender and lose map control. On some map, phase tower can be an automatic win for shadow against nature. Do you think anything should be done to nature t1 or do you prefer to leave it as it is. inb4 "lets focus on releasing the game, before talking balance" as if we couldn't talk balance in the meanwhile.
  15. indubitablement

    Custom maps collection

    Dropbox link is dead.
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