Jump to content

Ponni

Member
  • Posts

    164
  • Joined

  • Last visited

Reputation Activity

  1. Loriens liked a post in a topic by Ponni in Shrine of War   
    Yeah, lets be serious here, I could accept a slight decrease in void return percentage for SoW, nothing else, otherwise completely agree with DieToPlay. Because, enemy troops need to die in order for the void to return. I have experienced many cases in game where no enemies die hence no void return and Batariel (or whatever) dies fighting a camp. 
    For some reason all these discussions tend to always be around how simple things are with this and that, but how hard should things be then? Even with SoW a lot of people are struggling finishing off camps in rPvE...
    No, I take back my comment on slight decrease in percentage and vote no for this "suggestion".
    // Ponni
    PS. Yes, FoF + Cultists does this too, in fact, most rpve 1p levels 9 and 10 are done fast without SoW... 
  2. DieToPlay liked a post in a topic by Ponni in Shrine of War   
    So what if void gets returned within seconds, there are still things which holds stuff back, like charges and recast time. 
    Also, most people "waste" the power by summoning another unit binding the power.
    Also, you bind 300 power into two buildings, I would expect that to give a boost right?
    Also, deck is limited to 20 cards with different tiers, not all of them will be viable once SoW is in place.
    Also, as mentioned above there is another way to get void back, in some cases it is even better than SoW as void can be returned without enemies dying, eg. on the way to next camp...
    But, I will offer you a slight decrease in void return percentage again, but I will not hesitate to withdraw that if more über-nerfing comes into discussion.
    // Ponni
  3. Timer liked a post in a topic by Ponni in Shrine of War   
    Yeah, lets be serious here, I could accept a slight decrease in void return percentage for SoW, nothing else, otherwise completely agree with DieToPlay. Because, enemy troops need to die in order for the void to return. I have experienced many cases in game where no enemies die hence no void return and Batariel (or whatever) dies fighting a camp. 
    For some reason all these discussions tend to always be around how simple things are with this and that, but how hard should things be then? Even with SoW a lot of people are struggling finishing off camps in rPvE...
    No, I take back my comment on slight decrease in percentage and vote no for this "suggestion".
    // Ponni
    PS. Yes, FoF + Cultists does this too, in fact, most rpve 1p levels 9 and 10 are done fast without SoW... 
  4. Ponni liked a post in a topic by DieToPlay in Shrine of War   
    Nerf SoW ---> everyone moves to FoF + Cultists.
    Nerf FoF + Cultists ---> No good void return options, game becomes dull and unfun. (Only matters for PvE and rPvE)
    SoW is not a problem for PvP, and if you want more variety in PvE, you gotta buff the other options and not nerf the current ones.
    Thank god the devs don't have time to listen to all of your ideas, the game would burn in less than a week.
  5. Ponni liked a post in a topic by Kamen in All-time fastest speedrun rankings (October 2013-September 2022)   
    update for Bad Harvest speedrun 1:59.0 by Kamen + FoodForThought + Asj + Soulharvester
  6. Dallarian liked a post in a topic by Ponni in All-time fastest speedrun rankings (October 2013-September 2022)   
    Think Bad Harvest needs to be updated, stumbled on to this one tonight.:

     
  7. Dallarian liked a post in a topic by Ponni in LSS Decks   
    Here is another one, I use it for casual and fun rPvE runs up to level 9:

    // Ponni
  8. Volin liked a post in a topic by Ponni in Proposal to reduce the power of greefing   
    I would argue there is no problem with Decomposer. If someone "steals" your troops using Decomposer I argue that is a violation to the rules of the game, e.g. not ok! Important though is that every person joining a lobby for a match also need to ask/understand the nature of the match to be played (speedrun or not...). With that said, sometimes crap happens and you might decompose a fellow team mate's unit, then an apology should be enough to sort that particular situation out.
    There are however other cards in the game that in certain match setups (PvE and rPvE at least) is only really used for sabotage or in some cases even greefing.
    If there is a need for a solution, here is my suggestion: Put those players on your ignore list and never play with them again. Simple, effective and in the end the only one who looses anything on this are those douche bags...
    // Ponni
     
  9. Ponni liked a post in a topic by Dallarian in Suggestion - Allow players to disenchant upgrades on 1 player map   
    #Edit: Someone actually suggested that 2 weeks before me. I am sorry. To my defence I have the person's not detailed title
     
    When you play 2 or 4 players maps, as a host you are able to use "assign" option to assign upgrades to certain members of a party, or disenchant some/all of upgrades to provide yourself with gold boost.
    Currently, if you play 1 player map, you have no choice what to do with the upgrades - forcing you to accept certain upgrades you do not want to have / do not need, while delaying gold farming from completing all loot from the map.
    While playing campaign gives satisfaction/many rewards, it is poor gamemode for gold before completing a mission multiple times, and it hurt our pockets.
  10. Ponni liked a post in a topic by MrXLink in UPDATE: BFP Reserves and Boosters   
    UPDATE
    Thank you all for your feedback and support so far, guardians of Nyn! We're pushing out an update coming soon that tackles some of the concerns that have been voiced regarding the changes in earning and spending BFP. Although on the long run everyone is able to earn more BFP and rewards than ever before, we get that 60 mins of playtime to complete the daily boost is a lot, especially for those who play daily and just want to get a couple of games in; those players seem to have been hit the hardest by the recent changes so we're going to adjust the system slightly to make BFP progression more bearable.
    We are not aiming to return to a 30m daily timeframe as it would contrast too strongly with the reserve system and would put rewards out of tune with what we feel is a balanced way of earning game content, yet we don't want to string you around for an hour of in-game time either, so we're reducing the daily playtime to 45m, which should be about 2-3 PvE matches on average. The BFP payout will stay the same at 250BFP, and this also means that the reserve system will have slightly different (but barely notable) payouts after your dailies have been completed. This is quite a significant change and should help make the game more generous to those who have a short, daily timeframe. For those who don't; carry-over BFP and quests still remain in place, so you can catch up!
    Secondly, we're making a very drastic and massive change to the new booster types. We've heard your feedback and evaluated the data on booster purchases and for what they award in cards, splash and pure boosters sure take a bit to grind for, which could result in disheartening moments if the booster you played for 3 days for to unlock turns out to not be what you expected or hoped for. Additionally, the auction hall has generally been a very unstable and easily controlled environment, and we want to make it more accessible for everyone to not only use the market but also to have a more comfortable option to get the card you want elsewhere. We're therefore significantly lowering the prices of dual-colour and pure boosters to 475BFP and 500BFP respectively, down from 700/1000. There will still be a small difference between each booster type, as you grab cards from notably smaller pools, but all booster types should be a lot closer within reach of most players. 
    We are aware that both these changes will have massive consequences to SR's economy and we will closely monitor what happens to booster purchases and the Auction Hall in the meantime. We do think, though, that these changes will greatly improve the game's progression and overall experience and may bring the AH to a healthier state. The economy should be looking very different but will still be able to regulate itself, and we're excited to see where this will take us when it comes to earning content and having a good time spending BFP. With these changes in play on the longer run, if you were to complete 1 quest and earn your daily boost each day, you would be able to earn a booster; even more BFP to spend on a better booster or the AH if you continue on. This should feel a lot better to play with.
    Finally, we will be adding legendary cards to all different boosters, thematically assigned to which booster suits them best from a lore perspective, so that legendary cards become more accessible. Moon, the Skylord of Shadow, may be found in Shadow-related boosters, for example. Amii Monument is an exception to this, more on that in a future update. On top of that, for those Fire/Frost and Shadow/Nature players who feel left out; rejoice! You will be able to purchase your very own booster types too at 475BFP. Want to know what each booster can give you so you can figure out your odds or what to aim for next? We'll implement a button that will show you what each booster may contain!
    TL;DR
    Reduced the time to earn your daily boost from 60m to 45m Reduced the cost of 2-colour (splash) boosters from 700 to 475 BFP Reduced the cost of single colour (pure) boosters from 1000 to 500 BFP The regular, all-card booster price remains unchanged. Added legendary cards to all faction boosters, thematically and as evenly distributed as possible. Amii Monument is exempt for now. Added fire/frost and nature/shadow boosters Added a booster lookup feature, allowing you to see what cards can be found in each booster These changes will be live soon on the live game server, so keep an eye on our Discord announcements!
    We're excited to see what effects these changes will bring to the table and how it may improve the game for you all. These changes seem small but have quite huge consequences, so it may take a bit to settle down. As always, your feedback is ever valuable and will be much appreciated! Thank you all for your continued support, we're heading ever closer to that sweet 1.0!
    Stay frosty out there! Or feisty. Or down-to-earth... shady? Whatever it is, just be yourself and have fun in the forge!
  11. Ponni liked a post in a topic by Mynoduesp in The economy - for those who have plenty of time at hands   
    I asked this question during the stream (when they anounced the patch) and they confirmed the same droprates. As well as restricted promos (only from available pool). 
    Additionaly Ladadoos said legendaries are split up between the factions (thematically), my guess being to not overinclude them (which is nice). How they're distributed exactly I don't know. Might be something on the testserver though.
  12. Ponni liked a post in a topic by Zyna in The economy - for those who have plenty of time at hands   
    I added the stats for how often the different boosters were purchased in my original post about the stats.
  13. Ponni liked a post in a topic by Mynoduesp in The economy - for those who have plenty of time at hands   
    Introduction
    The economy is a delicate and mind-bending thing which is undoubtedly hard to control, a job I don't envy our devs for. It takes little effort to complain about complex topics like this, much more to suggest possible solutions and unending efforts to resolve the issues for good.
    Without further ado, here’s my take on the game, its progression system and economic stability.
    In this post I’d like to address following topics:
    The games dual currency economy gold & BFP Upgrade disenchanting / gold rewards Gold with no end Inflation of BFP The possibilities devs have to influence card prices Possible solutions for an arising problem Various booster packs and their pricing The games economy
    We have two currency systems in Skylords reborn: Gold and BFP. Both Gold and BFP are “earned” by simply playing the game. When I say “earned” I mean created by the server which has an infinite supply for both. At this point we need to look at those two currencies separately which is easily doable since they do not interact with each other in any way.
    Gold
    Gold is not tradable between players and used for upgrading cards, essentially fine-tuning and end game progression. There is nothing that stops the community to greed for gold. The more the players play, the more gold will be distributed. It’s a nice closed system which allows a steady progression for the players. For some it’s too slow, which is a point I will not discuss. However, how this gold is distributed I’d like to discuss. Without messing with the total value of upgrades too much I suggest to normalise the disenchant value. This would probably not prevent Guns of Lyr “goldruns” to be the most efficient way to farm gold but it would allow to players to play their favourite map to farm gold without feeling cheated when only common upgrades show up at the end of the map. Here are chart of the current disenchant values and another chart with my suggestion. Note: these values are not chosen at random, but with a more even distributed gold reward in mind. The target would be to not add or subtract a significant amount from the rewards over all maps combined.

    These numbers are a significant gold contributor such as finishing maps, which are the main tools for devs to control “late game” progression of skylords reborn and ultimately pace the endgame grind. The system is quite beautiful since it allows a nonstop grind and constant progress to achive fully upgraded decks.
    Inflation of Gold
    “I’ve got every upgrade I can wish for, what do I do with the gold?”
    For the 0.1% of players who have hundreds of thousands of gold and those who only play a certain deck, it’s a bit of a bummer there is no ultra-endgame usage for gold, but since this currency isn’t tradable, no one really minds.
    Question for you, the reader: Should there be a currency sink (a way to delete significant amounts of currency for little effect) for gold?
    One option would be additional booster packs which progressively get more expensive: first one would cost 100’000 gold, second 200’000, third 300’000 and so on. If you’re now asking yourself why anyone would ever buy 10 boosters for 5.5 million gold, then this problem does not affect you.
    Battleforge points / BFP
    In contrast to gold are BFPs tradable between players and somewhat limited by the rewardsystem. Let’s focus first on the big picture:

    Players “earn” or more accurately generate BFP daily by completing quests and since the last big patch also with playtime. These points are used to either buy cards from other players (with the auction house or direct trade) or to buy different booster packs from the server for X amount. You don’t need to have a degree in economics to see a difference between gold and BFP: With enough time, the market will be satisfied with most common and lesser used cards. Those will lose value until they’re basically worthless. On the other hand rarer and broadly used cards will significantly rise in prise. We can see this effect right now and could see it 10 years back with EA at the controls. Only difference being, BFP could always get generated with real life currency at a fixed rate and nowadays we have a timely limited supply due to quests.
    Maintaining value of BFP / Expected booster value edited 19.08.20
    By tying BFP to a fixed booster price our valuable BFP will never lose their value. In a perfect economy the expected value from opening a booster is near but always below its price. The difference in value comes from taking a risk: When opening a single booster you will lose value in the big majority of cases, in some you'll go even and in rare cases you'll profit. How this risk is valued depends on the individual. In general wealthy ppl are more likely to pay for risk and the poor rather play it save by selling boosers or not buying boosters (even on discount).
    We could very well calculate the expected value of a booster to confirm this by pricing every card with the actual marketprice, weighting their value by multiplying with the chance to opening this specific card in a booster and add all of them up. Why didn't I already do it you ask? Because we're not in a perfect economy, prices are hard to track by hand and fluctuate immense as well as rapitly due to the small-ish active playerbase. And lastly because of diliberate marketmanipulation/pricefixing by players who rather play the economy than the game (nothing wrong with that, I loved to do this myself in various games too).
    Market liquidity edited 19.08.20
    The economy will - to a certain extend - balance itself but the effects described above are getting more drastic over time. We can slow this effect down by rewarding players with booster packs directly instead of BFP. As @Ponni pointed out, a higher supply keeps the market liquid/speeds up the economy (many trades are being made because of players competing over prices and undercutting).
    On the other hand we can also slow down the economy and therefore speed up the effect described before. By rewarding players with only BFP. Why that is, you ask? Well it’s a fair question to ask and a tricky one to explain. There are many additional human factors influencing this besides demand and supply. As I said, with BFP bound to booster packs they won’t ever lose value, but with more available BFP ppl tend to save their treasure. Thus slowing down the market by not spending it on cards or boosters which will lower the price of undemanded cards and raise the price of cards in high demand. Since the last patch this is what we are seeing. Note: I don’t have any data to back any of this up but would be very interested if there is some to monitor prices of certain cards to watch the effect.
    I’m not sure what the reasons were behind the change to reward players with more BFP than cards directly, in my humble opinion: This is the wrong way to wander. There are different approaches to keep the economy liquid, forcing more cards instead of BFP is one of them by creating more supply and less currency in circulation. Another approach would be to trick the market: Instead of increasing the supply we can change the trade system to our wishes. By increasing the auction time significantly supply will increase due to less active players staying in the market for more than 48h (current limit for auctions). Increasing the limit from 24h to 48h was a step in the right direction. Note: I’ll talk about the prices of specific boosters later in this post, just keep reading.
    Inflation of BFP
    Now we can discuss inflation. This system is inflating, that is a fact. You don’t need to understand economics to see in the picture above that there are more and more cards and BFP circulating the player base. What this system needs is a currency sink: A way for players to get rid of huge amounts of currency for little upsides. Like the suggestion in the gold section of this post, this is meant for players who got it all. By giving the 1% of players a reason to spend their treasure you also even out the playing field for the rest (side note: If you think forcing players to buy more boosters is a solution, you didn’t pay enough attention). So yeah, what do you – the reader – think? How would you get rid of BFP? What’s the thing you’d pay horrendous prices for even if there’s a way less expensive alternative?
    Currency sinks
    Promo cards. My suggestion will not make everyone happy, it removes the possibility for lucky players to get promo cards with boosters. Now hear me out before you burn me alive: Firstly, removing promos will rise the value of every other card in the game available through boosters since they’re still bound to the 450 BFP cost of the boosters – thus help normalise the market prises of cards. Secondly, promo cards would still be available for everyone in the store for a set amount of BFP and will be accountbound/non-tradeable. Further I suggest that the fist promo card purchased from the store (not a player, this is very important since player interactions are net 0 trades) could be somewhat reasonably priced with… let’s say 5’000 BFP. The second one will cost you significantly more: 10k BFP. The third 15k and so on. This would give even regular players the option to buy their favourite promo cards if they wish to. At the same time it would delete enormous amounts of BFP from player who already own what they want.
    Additional – but way less effective – currency sinks would be significant auction house fees. Make them cost significant amounts of BFP (~5-15% of sold price a.e.). I’m completely fine with our current auction house. I think our community is a bit too small to make fees a significant contributor to deflation.
    Dev market manipulation
    A similar system could be implemented for all non-promo cards too. A static card shop where all cards are available to a fixed price. Those cards would of course not be accountbound and would be tradable, but their prices will be horrendous at first glance. I’ll make another example with numbers which I have not put much thought into: The vendor would sell every common card for 375 BFP, uncommons for 750 BFP, rares for 1500 BFP and ultra rares for 3000 BFP. I know, you would never ever buy an Eliminator or Kobold Inc. for 750 BFP. But what about a Shaman? Seems like a quite reasonable price, right? The point is, by creating a fixed upper limit for cards you ensure the market isn’t inflating over a set limit.
    Conclusion
    Without implementation of a currency sink (does not have to be my suggestion) there is little to nothing the devs can do to fix this games economy. The only sink we have today, are people abandoning the game and never come back. I think we can come up with something better than that.
    I need to point out, reducing the amount of BFP players get from the reward system is an option, but only slows down the inevitable. Furthermore reducing the amount of BFP rewards would slow down the “early game” progression of players. When I started this beta the progression seemed a bit slow to the point I considered multiaccounting (don’t tell the devs). I think slowing this progression down even further isn’t considered an option for the devs. I cross my fingers I’m not wrong about this…
    Lastly here’s how the possible economy could look like:

    Various booster packs added 19.08.20
    This topic is not as related to the economy as one might think, but has a couple of shared points, that's why I decided to include it here.
    Since last patch more specific boosters were introduced which limit the cardpool to either a race or faction. Currently the basic booster (without any cardpool restricitons) is priced at 450 BFP, race boosters are set to 155% of the base price and faction boosters 220% respectivly. These values are open for discussion according to devs and here's my opinion to the matter.
    Note: I will not discuss the set price of the basic booster nor include the booster discounts right away. The basic booster price is the backbone of this games market and not topic in this part of the post. However I will go into the upprices of the newly introduced booster packs.
    Why they exist and how they are priced added 19.08.20
    Adding specific boosters is comparable to the suggestion I brought up earlier to have a specific card vendor. It's an attempt help the economy balance itself more consistan.
    I recap: In a perfect economy the value of the basic booster is the average value of its content times a individual risk factor. Now I make deliberately a false assumtion to make my point clear: All 539 (correct me if I'm wrong) cards in Skylords reborn have the exact same value. This would mean even with a restricted cardpool in race boosters (approximately 240) and faction boosters (approximately 110) every booster should have the base price times a factor to compensate risk. The factor rises while risk diminish by limiting the cardpool further (making the outcome more predictable).
    Let's make an example: When the prices of "Harvester" and "Infect" rise to oblivion, at some point it makes more sence mathematicly to buy "Shaddow" or "Lost Souls" booster packs even when they come with a high upprice.
    Conclusion added 19.08.20
    Higher prices of specific boosters will push prices prices of specific cards up, while on the contrary lower prices of specific boosters pull prices of cards down.
    My suggestion for risk factor and booster prices added 19.08.20
    I will try to make some calculaions with an example to have an actual suggestion on how much these risk factors should be with reasonable market prices for specific cards. Unfortunatly I don't have the time right now to do so. Stay tuned.
     
    I hope you enjoyed the read, I’m curious about your feedback.
    Regards
    Myno
     
    References
    For folks interested in virtual economies, check this YouTube channel out:
    MMO Economies - How to Manage Inflation in Virtual Economies - Extra Credits
    https://www.youtube.com/watch?v=W39TtF14i8I
    MMO Economies - Hyperinflation, Reserve Currencies & You! - Extra Credits
    https://www.youtube.com/watch?v=sumZLwFXJqE
  14. Ponni liked a post in a topic by Mynoduesp in The economy - for those who have plenty of time at hands   
    @Ponni Thanks for sharing your thoughts, I'll be updating the part about rewardsystem whenever I have the time, you're right I didnt cover this very well.
    About your suggestion rewards being weighted more towards boosters/cards directly instead of BFP (like right now): Yes, I do think this would keep the market "alive", especially with a rather small player base it would make sence forcing more cards into circulation than BFP.
    My personal interests include topics like math, economy, games, coputer science and last but not least psychology. This topic is "a perfect storm" for my brain.
  15. Ponni liked a post in a topic by Mynoduesp in Game Balance Issues - Only a Small Number of Cards is being used   
    Bad cards / options are not a bad thing this goes for all cardbased games such as Magic the Gathering. If you're interested in carddesign and balancing, I'd reccomend you and everyone else to read into it why the first solution of making everything "balanced" does not work.
    Check this article out about MtG, Google will help if your interested in more topicrelated articles:
    https://www.cbr.com/mtg-why-wizards-makes-bad-cards/
    Cardvalues and rarity is a whole other topic which I wont even touch. The battleforge marketsystem is deeply flawed and we can see the results on the current (prelaunch) server. Without currencydumps inflation is a huge problem with no end in sight, since we're not getting new expansions like World of Warcraft a.e.
    There's a Youtube channel called "Extra Credits" which talks about game economys a whole lot. It's mostly MMO, but its the same for many other gamegenres. Here's an interesting one to tune in:
    Unfortunatly I have no insight how the dev team wants to fix the economy. I frankly dont think it can be fixed and needs a complete overhaul to function over an extended period of time. This (of course) includes the rewardsystem which is very nice and all, but a nightmare if you'd like to achive something else than inflation.
  16. macabi liked a post in a topic by Ponni in Recent BFP Reward Changes are Bad for Daily Players   
    I concur with most things above, just wanted to say I will happily comment on the particular  topic above.  Have done so in posts in the past and now again:
    Infect now cost a shitload of BFPs and will so even after reset, I am dead sure...why, with fewer boosters opened market availabilty will be even less (I mentioned this somewhere in the forum, to get 50 people have Infect fully upgraded requires 66000 boosters to be opened), eg. supply will be less and demand high. Also, I am not so sure people will spend 1000 BFPs on a shadow booster for a slim chance to get an Infect. Tried one yesterday and drew a Plague as rare and Shadow Phoenix as uncommon, so wasting around 700 BFPs on that one...
    Have said it in the past and I will say it again, slowness will never be a successful attribute of this game, grinding like crazy to get cards, upgrades and such is only fun to a certain extent, crossing that bored out of your senses boundary will have people rage quit not being able to successfully beat an rPvE level 6 map and then not ever opening up the game again...my experience tells me, game is most fun when you have access to all cards that matter and to me that is when it starts not ends (multiple people in the forum wrongly believes that game ends once you have all cards...)
    // Ponni
  17. Ladadoos liked a post in a topic by Ponni in Recent BFP Reward Changes are Bad for Daily Players   
    Had missed that! Thanks for posting and it will for sure do some good.
    But when it comes to the card I usually reference (Infect) you will still need all charges to have it competitive enough, unless you use Offering of course, but that card will then take up a slot in your deck making your options less...
    // Ponni
  18. Ladadoos liked a post in a topic by Ponni in Recent BFP Reward Changes are Bad for Daily Players   
    Please do not ruin my arguments here! 
    We can take the second pricy card into discussions also, Enligthenment, which also is an Ultra rare, but comes with only 4 total charges. The changes mentioned above will have no effect here then...and sometimes that would be fine but in a lot of cases it will not help at all...
    Again, the use of Offering is of course a valid option but to me this card only take a slot for other better cards.
    // Ponni
  19. Loriens liked a post in a topic by Ponni in Recent BFP Reward Changes are Bad for Daily Players   
    I concur with most things above, just wanted to say I will happily comment on the particular  topic above.  Have done so in posts in the past and now again:
    Infect now cost a shitload of BFPs and will so even after reset, I am dead sure...why, with fewer boosters opened market availabilty will be even less (I mentioned this somewhere in the forum, to get 50 people have Infect fully upgraded requires 66000 boosters to be opened), eg. supply will be less and demand high. Also, I am not so sure people will spend 1000 BFPs on a shadow booster for a slim chance to get an Infect. Tried one yesterday and drew a Plague as rare and Shadow Phoenix as uncommon, so wasting around 700 BFPs on that one...
    Have said it in the past and I will say it again, slowness will never be a successful attribute of this game, grinding like crazy to get cards, upgrades and such is only fun to a certain extent, crossing that bored out of your senses boundary will have people rage quit not being able to successfully beat an rPvE level 6 map and then not ever opening up the game again...my experience tells me, game is most fun when you have access to all cards that matter and to me that is when it starts not ends (multiple people in the forum wrongly believes that game ends once you have all cards...)
    // Ponni
  20. Damo liked a post in a topic by Ponni in Recent BFP Reward Changes are Bad for Daily Players   
    I concur with most things above, just wanted to say I will happily comment on the particular  topic above.  Have done so in posts in the past and now again:
    Infect now cost a shitload of BFPs and will so even after reset, I am dead sure...why, with fewer boosters opened market availabilty will be even less (I mentioned this somewhere in the forum, to get 50 people have Infect fully upgraded requires 66000 boosters to be opened), eg. supply will be less and demand high. Also, I am not so sure people will spend 1000 BFPs on a shadow booster for a slim chance to get an Infect. Tried one yesterday and drew a Plague as rare and Shadow Phoenix as uncommon, so wasting around 700 BFPs on that one...
    Have said it in the past and I will say it again, slowness will never be a successful attribute of this game, grinding like crazy to get cards, upgrades and such is only fun to a certain extent, crossing that bored out of your senses boundary will have people rage quit not being able to successfully beat an rPvE level 6 map and then not ever opening up the game again...my experience tells me, game is most fun when you have access to all cards that matter and to me that is when it starts not ends (multiple people in the forum wrongly believes that game ends once you have all cards...)
    // Ponni
  21. Ponni liked a post in a topic by BlueBerryBoy in Recent BFP Reward Changes are Bad for Daily Players   
    I agree!
    1 Thing i just want to mention. 
    the game is super fun if you have all the cards you need for speedruns etc. but a grind is too. But with the current system i could make a super complex callculation if you want (It will take me some time and it will not be super accruate), to visualize how long it would take a player to even get to all the necessary cards for a bata deck (with current prices), if someone would be able to get the 880 bfp a day. I also would have to make some assumptions about how many of the ultra rare and necassary cards will be available in the market (Enlightment, infect, mine, nether warp).

    But as it is now the grind is way to long to even consider to play some of the hard 4p maps (Speedruns) within the first few months.  For the BG Motm it would be quite funny to see how fast players can beat the maps with unoptimized decks and nearly no upgrades. My experinece since I started playing in April 2020. was that i was able to get the cards i wanted quite fast (there were already many cards available in the market) and i did not even sell more than 10 booster in the time which would have speed up my progress. I now have all cards i want for BG speedruns and i had to play 30 minutes a day for that. I can spare 30 minutes a day but i cant spare 2 hours+ for a little faster BFP gain when there is a non functioning market and the card supply is extremly low (after the reset i assume this will happen). 
     
    Concluding:
    1. the grind seems to be way to long and boring since you wont be able to beat fun maps or grind some speedruns to pass the time
    2. The daily playtime is way to long for the amount of bfp you get
    3. the new Boosters need some changes and there need to be adjustments so the market will still be supplied with cards (who plays 2+ hours to buy some overpriced cards or roll the dice and buy a booster)
    4. Most players wont have the motivation to play each day since you need to beat too many maps too even get to your bfp (long times for team search not included)
    Possible Solutions need to be discussed with players who want to grind a lot if you are able to implement the PVP changes these players dont really need to be implemented in the discussion since fair PVP is available for everyone

    I like the idea for the catch up mechanic but with the predicted market after reset it will take months too even get a few important cards if some can maybe only play 1 or 2 times a week. 
     
    i feel kind of sad since i have a lot of time right now but dont even have the motivation to play for so long even if i have all the cards i want. I think the daily Booster was just way too fun but spending the BFP earned over hours to open 1 or 2 is just not what i want to do with my time. 
  22. BlueBerryBoy liked a post in a topic by Ponni in Recent BFP Reward Changes are Bad for Daily Players   
    I concur with most things above, just wanted to say I will happily comment on the particular  topic above.  Have done so in posts in the past and now again:
    Infect now cost a shitload of BFPs and will so even after reset, I am dead sure...why, with fewer boosters opened market availabilty will be even less (I mentioned this somewhere in the forum, to get 50 people have Infect fully upgraded requires 66000 boosters to be opened), eg. supply will be less and demand high. Also, I am not so sure people will spend 1000 BFPs on a shadow booster for a slim chance to get an Infect. Tried one yesterday and drew a Plague as rare and Shadow Phoenix as uncommon, so wasting around 700 BFPs on that one...
    Have said it in the past and I will say it again, slowness will never be a successful attribute of this game, grinding like crazy to get cards, upgrades and such is only fun to a certain extent, crossing that bored out of your senses boundary will have people rage quit not being able to successfully beat an rPvE level 6 map and then not ever opening up the game again...my experience tells me, game is most fun when you have access to all cards that matter and to me that is when it starts not ends (multiple people in the forum wrongly believes that game ends once you have all cards...)
    // Ponni
  23. Nyakyua liked a post in a topic by Ponni in Recent BFP Reward Changes are Bad for Daily Players   
    I concur with most things above, just wanted to say I will happily comment on the particular  topic above.  Have done so in posts in the past and now again:
    Infect now cost a shitload of BFPs and will so even after reset, I am dead sure...why, with fewer boosters opened market availabilty will be even less (I mentioned this somewhere in the forum, to get 50 people have Infect fully upgraded requires 66000 boosters to be opened), eg. supply will be less and demand high. Also, I am not so sure people will spend 1000 BFPs on a shadow booster for a slim chance to get an Infect. Tried one yesterday and drew a Plague as rare and Shadow Phoenix as uncommon, so wasting around 700 BFPs on that one...
    Have said it in the past and I will say it again, slowness will never be a successful attribute of this game, grinding like crazy to get cards, upgrades and such is only fun to a certain extent, crossing that bored out of your senses boundary will have people rage quit not being able to successfully beat an rPvE level 6 map and then not ever opening up the game again...my experience tells me, game is most fun when you have access to all cards that matter and to me that is when it starts not ends (multiple people in the forum wrongly believes that game ends once you have all cards...)
    // Ponni
  24. Ponni liked a post in a topic by Ultrakool in HUGE update LIVE SERVER + STREAM   
    Hello Skylords  We have BIG news. The HUGE update you've all been waiting for, is coming to the LIVE server this Sunday 9th August 2020. Currently all changes we've done in the past weeks were only available on the test server. We greatly appreciate all of your effort in regards to reporting bugs and other issues. Thanks to your help, we are able to give you all of the following new and improved features: - You no longer need to restart BattleForge if you enter the wrong password - Lots of other bug fixes - New Boosters - 12 player maps - 2v2 Ranked - A new system for earning BFP - A huge overhaul of the Auction House! We will be live on Twitch this upcoming Sunday on 9th August 2020 at 19:00 CEST before the patch comes out. Please note that we are still in the Open Stress Test, and this is not the release yet. However, there will be a very important announcement in regards to the release and reset you are waiting for. You will be able to find the stream here: https://www.twitch.tv/skylordsreborn

     
     
    This is the changelog for the live server for the end of this week  
    General changes/features
    - Added new daily reward and reserve system for gaining daily BFP.
    - Added daily booster discount after playing for a certain amount of time.
    - Added new faction boosters to the store.
    - Added 2vs2 ranked matches. 
    - Added 12player PvE matches. Keep in mind 12 player matches only reward gold.
    - Added randomly generated maps to the ranked PvP maps pool.
    - Added ability to click on cards in the marketplace in order to play them in the forge.
    - Increased auction amount to 100 per player.
    - Added option for 48 hour long auctions.
    - Removed the starting 2.5h playtime quest completely.
    - Decreased required amount of ranked pvp matches to reach 100% activity from 30 to 15 matches per month.
    - Adjusted required ranks for purchasing upgrades: the required ranks are 1, 4 and 5 for upgrade 1, 2 and 3, and is the same for all rarities.
    The required rank can either be your PvE rank, or your highest PvP rank.
    - Added 'Suggested Decks' button in the lobby to view and select the decks you most recently used for a map.
    - Added x16 and x32 speed for watching replays.
    - Improved UI and feedback when trying to upload community maps. More improvements to this will be added at a later stage.
    - Added /match chat.
    - Removed logout button from the escape menu.
    - Drastically improved performance of the upgrade tab.
    - Improved responsiveness of the marketplace.
    - Greatly improved responsiveness while using the leaderboards (may still lag a bit when opening it for the first time).
    - Your own auctions in the "My auctions" tab in the marketplace now show the exact time left instead of Short/Medium/Long.
    - Improved the interface used for creating auctions. You can now put up multiple auctions at once.
    - When searching for auctions, your name on your own auctions will be displayed in bold in order to make them more recognizable.
    - Bidding/Buyout fields will be greyed out for an auction if they are not usable or relevant.
    - Added the amount of hours next to the different time options when trying to create an auction.
    - Minor general improvements to the story book.
    - Replaced the "Manual" button with a "Wiki" button in the news section.
    - Added a `Patreon` button in the news section.
    - Added small counter at the bottom of the `Auction Watchlist` window ingame that shows your current amount of auctions watchlisted.
    - Added small ingame pop-up for new players asking if they would like to play the tutorial map.
    - Added the ability to navigate the map selection screen (PvP and Community PvE) with your arrow keys.
    - Hid the match loot dropdown whenever trying to create a 1 or 12 player match.
    - Hid the loot type for rPVE matches in the game selection screen, as rPvE does not reward upgrades.
    General fixes
    - Fixed many group and match bugs. 
    - Fixed many issues with disconnecting/getting stuck in the loading screen.
    - You no longer need to restart BattleForge if you enter the wrong password.
    - Fixed match running too fast/slow which resulted in stuttering or teleporting.
    - Fixed trade button tooltip saying the player accepted the trade while he did not.
    - Fixed german version of the 'promo from booster' notification message.
    - Fixed replays of community maps not showing in the replays menu in certain cases.
    - Fixed a minor issue with trying to upload PVP community maps.
    - Fixed BFP desync when bidding more than the buyout on a card in the auction house.
    - Fixed incorrect error feedback when setting the bid amount to less than 2 on a card for the auction house.
    - Fixed selected map in the create a game window not always being remembered properly between opening and closing the window for PvP and Community maps.
    - Fixed quests not properly refreshing in the UI after rerolling a quest.
    - Fixed player buildings not being destroyed and units not being killed if a player disconnected or left without doing any action in the match.
    - Fixed random (windows) error sounds while playing the game.
    - Fixed show and request deck with the tutorial deck not working.
    - Fixed gained ELO text overflow in postgame screen for 2vs2.
    - Fixed the cause of the error message "A card of this type is already in your deck!".
    - Fixed a disconnect which occurred upon answering a direct trade request.
    - Fixed minor issues related to need/greed when all players had all upgrades being rewarded.
    - Fixed some errors with ingame UI tutorial and updated relevant steps in the tutorial.
    - Fixed error after using the filter option in the upgrades window after applying/removing an upgrade.
    - Fixed UI overlapping and worldmap UI issues in 1600x1024 resolution.
    - Fixed that you could copy a deck (using the view deck window) from another player while being ready.
    - Fixed not being able to start games sometimes for players that are on public networks.
    - Fixed maximum limit of 2000 quests completed for "Complete some quests" achievement.
    - Fixed an issue in the mail from the auction house where it would sometimes say that you sold your card for 0 BFP.
    - Properly handle case where the player has not opened a booster yet but tries to view his latest opened booster.
    - Fixed issue where you could buy avatars for free.
    Card changes
    - Increased charge count of Santa Claus, Lord Cyrian, and Easter Egg to 4 so they are aligned with other promos.
    - Improved card description of Juice Tank.
    - Added missing ability "Siege" to Skycatcher card description.
    - Added the range to Area Ice Shield card description.
    - Added missing "Swift" ability to Colossus in card description.
    - Added missing ability "Swift" to Bloodhorn description.
    - Fixed wrong damage on card description of Northern Keep (Blue).
    - Fixed wrong tooltip of Shadow Insect.
    - Fixed ranged attack symbols not displayed for fire cards at higher resolutions.
    - Various other minor additions, updates and fixes (like typo's).
    Skylords Reborn Team
     
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use