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Flrbb

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Everything posted by Flrbb

  1. There is an in-game report function. But I do not know if that is working or still beta.
  2. Then let this be a Request: 1. How many active players (lets say logging in at least once a week or somewhat) are currently around? 2. How many Infect (also Mountaineer and Church of Negotiation) are currently owned by those players? 3. How many boosters are opened per day? By the way, is this the right place for such requests?
  3. If I am not mistaken, Nyxia should be the name of a unique enemy in rPvE.
  4. I read this for the first time. Is this plan somewhat official?? Anyhow, personally I am the most interested in something I'd call a saturation rate of the AH/player cards.
  5. Ok, first of all. The title is a bit vague, but I couldn't think of better one right now. Sorry for that. I was thinking about the prices changes in AH. Basically the net worth (game wise) of a card remains constant, because the attributes stay the same - no buff or nerf is announced for now. But on the other hand prices in AH change very much. As far as I can imagine there are two effects for an upward tendency and one cause why the price will/could drop. Up1: a player buys a card and wants to trade for profit, so what ever it takes he will sell it for a higher price. Up2: lower price cards will be bought first, the higher price cards will be bought last (but more players want to buy these cards time-wise together) this will rise its price. This effect is hard to describe, especially because English is not my native language. Down: saturation of the marked. Each day the card count rises, each player get some cards. So - starting with common cards - no one will be interested in buying them. Assuming no new players will join the game. This means that in long term all prices will drop to zero, but in between all prices (of rare and ultra rare cards) will rise constantly. Anyhow, am interested in at which point of this curve we are at the moment. To estimate this, I would like to know how many cards are owned by the active player base and how many active players are in game. Also, it would be interesting if each player gets a booster dayly. This would be needed data to make some basic estimation. I know this all is maybe confidential data, but.. well, the least thing I can do is asking for it.
  6. Do not filter on what is missing. Add a filter in which you can name a campaign mission. Then it shows all upgrades from that map. Which ones you still miss, you have to figure out on your own. This would be my attempt.
  7. My guess would be that the player with the fastest computer gets into the game. The others are stuck at the loadings screen, missing some sort of" terminate the loading screen" signal - because a game already started.
  8. When doing map runs for loot, you can easily see which upgrades still missing and then decide which map to farm.
  9. That list is flooded with all earned upgrades and this is why I think the current list is useless. You could improve its usability by adding filters. Sort by orbs and tier like the cards would be a first step, on top filtering per map and difficulty would be better. Also, an option to hide all applied upgrades would be great. This would slim the list and it would gain of value. Edit: it might be a but vague which upgrade tab I am writing about. I added a screen shot.
  10. NAME: cannot ready for a match SEVERITY: 1 LOCATION: Mission Briefing REPRODUCIBILITY: Always since today. Did not Play on Sunday. Don't know since when exactly. DESCRIPTION: When joining a Mission or trying to create my own the check box "Ready" does not have an effect. The check mark on the Player bar does not apear, so I cannot lauch the game. Also, When trying to join another game, it seems that the people are in the Group (right side of the screen), but no one is assigned to a starting place. But in the text window down below there apears text that I have joined a specific starting place after I clicked on a spot. SCREENSHOT/VIDEO: yes, attached ADDITIONAL INFORMATION: As other People still ask for games I assume that not all Players/games are affected. Did not look up the resolved Folder. There is allready a similar Topic:
  11. sure. It was stuck at 122/200 for quite long. As I was taken the screen shot, I was surprised that it rose to 125. But I played more than 3 games in between. So the counter works, but do not count every match. A simple restart of the game does not update the number.
  12. Don't want to set up a bug report that fast... But is the second way to get a booster broken? I did play some games but the counter is stuck at the same value for the last two days?! Anyone else noticed this, too?
  13. The longer the game is up, the more cards will be there. This will lead to a price drop of unwanted cards. To keep its (minimal) worth, a sell/destruction for those cards - with refund - would be nice. Anyhow, my initial thought was based on the wish to keep my inventory clean and sorted. A feature to sell X Destruction (for lets say 1 bfp each) would be cool!
  14. Group leader? No, please not. There are some greedy players around. Let the game roll an upgrade (from the map you've played, ofc) which you do not own yet. That would guarante you an finite number of times you have to play until you have all upgrades from that map. If you own all, then give gold instead.
  15. Do you think of another T4 unit or have something completely different in mind? If it is a T4 unit, other than Grinder and Gemeye(purple) which one?
  16. My guess would be that most players play rPvE. I've even met people with 2 yellow dots who could not play advanced missions, because they have not unlocked them yet - meaning, they are massively playing rPvE. I am fine with anybody playing rPvE. (Personaly I think the loot of rPvE is to high or rRvE is to easy.) Anyhow, the downside is that is hard to gather players for advanced or even expert missions. To address this I would like to suggest three things. First, reduce the amount of gained experience from rPvE. The consequence would be, that a player would need to play other missions to gain a certain rank to buy upgrades for rare and ultra rare cards. Another way to achieve this would be to rise the required rank to buy upgrades. Second, make the loot (in terms of upgrades) from PvE more attractive. Right now, they are spread really random and if a certain player allready owns that upgrade it would be converted to gold. But what if another player would need exactly this upgrade? Bogus. A good way to improve loot would be to guarantee that every player gets at least one upgrade, which he/she does not own yet. Especially on single player missions this would be a good deal. Farming these missions will get quite boring. Third, add some sort of dimishing return to the gained experience points per map. Literally, if someone did play the 100th time a single mission the personal gain of experience is also close to zero. This would have the consequence that a player has to play many and different rPvE missions to gain a fully develloped four point gold or even turqouise rank. Anyhow, I suppose that the majority of the players do not like my ideas, just because they would make the game harder... well or reduce the gain of upgrades (points one and three).
  17. Any way would be fine, just having some sort of implementation to not have to track progress manually. For now, I am going to print the picture above to mark the progress on my corkboard.
  18. I wouldn't say it is better. I usually take both. Both have their situations where they are good. The green "stunns" your enemys which is quite nice, but with small/easy monsters you do not problems if allready at T4 and with Gemeyes you do have at least a single green orb, thus having heals available. In rPvE you focus on bigger units first (especially with the long range of the gemeye), so stunning a big unit which should die fast anyways is not that benefit anymore. So the plus of the green one is only minor. The purple one does area damage. This is something which can be negelcted on big units, but it delivers the killing blow to all the small units. With Gemeye you usually have Grinder with you. And now just imagine that Grinder is distracted because it has to hit a (anywas allready dead) squad 5 times more just to kill each member of those six single units. That takes time. In that time you could walk on to the next camp or kill enemies which really do matter. That is why a purple Gemeye is better in rPvE, especilly when focussing fire.
  19. NAME: Mail symbol does not stop flashing until you've closed the mail window SEVERITY: 3 LOCATION: in game Mail window REPRODUCIBILITY: always SCREENSHOT/VIDEO: When you do have new unread mail, the mail icon on the upper border of the game screen flashes. I would expect it to stop flashing when you've either read all mails or you've deleted all your mails. But it still flashes then. It stops, when you close the mail view. It doesn't start flashing when opening again. ADDITIONAL INFORMATION: this is by far not a major bug, but it kills me and my OCD
  20. In the very former times of BF you could start a game in higher difficulty only when previously got a complete "chain" on the previous difficulty. It was changed, so that as soon as you have done a mission in the easiest availabe mode you were able to do the next mission, as well as all difficulties of that mission. (personaly, I do not I like this change, but I see its [only] advantage: having players available for "higher mission" faster than before) Anyhow, there is one disadvantage which really buggs me: You cannot track which quest you allready did. There is still that "you've done 20/26 missions on difficulty xyz" ion your personal log/overview. But you cannot tell which one you still miss. This is why I would suggest to add some tracker on the map - see attached image.
  21. As long as I play, you never could drag a starting card into the starting screen. But if you have another copy of a starter card, then you can drag that card to the trading screen. Assumption: So, if each card has an unique ID and you mark the starter card for trade (and not the backup card, visible behind the starter card) then it would explain this error.
  22. At this moment there are no connection problems anymore (at least for me). As I did Nothing to my local installation and there was a server restart I'd say it has something to do with that.
  23. Yes indeed, I did post/report (other) known issues. Maybe I want to support this beloved game to much and thus I am a bit to "reactive". But. This time I'd say it is very ok to post, because: This quote comes from "Known issues". I do know (from own experience) that every now and then there are connection errors, also at the very same point as described above. ("waiting for other players", CPU almost idle, after a reasonable amount of time the GPU starts working at higher loads, still at that waiting message). Since yesterday it happens each and every time and as stated in my last post, even when almost noone is online. "can reproduce each time" applies here; I am up to roughly 15-20 counts in a row since then. As I know that other players can play normaly this is not a bug report, but a call for help or ideas. :/
  24. No, I guess the chance for that beeing the reason is quite low. Yesterday I tried with different players. Also, some attempts were for PvP 1on1 and two player maps. I even had the chance to test it right now (allmost nobody online, 5 in the morning); same problem.
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