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About TheSilverlost

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  • Birthday 12/09/1997

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  1. Closed Beta Access Giveaway #2

  2. Current Proposal: Tokens & Gold

    I totally agree with @ItsChon And also slowing down the reward by playing, is also bad. Yeah some people will go faster. And what, they play. If you can't play, you will not go as fast as them. it's simple as that. And slowing down reward also rekt the NPE (New player experience), because the new player, he wasn't here day one... You don't know how how much gold will be rewarded per games, and how much you will need to pay to do stuff.
  3. Describe the game with one word!

  4. Did you spent money on the old BattleForge?

    Around 600€
  5. Current Proposal: Tokens & Gold

    Some game, don't slow down. But block you from gaining anymore reward. I was referencing to these game.
  6. Current Proposal: Tokens & Gold

    They are stronger for sure, that why you want to play them. But they are not better. Every card have a usage. And everything you does to get to the point of summoning the card, is a cost.
  7. Current Proposal: Tokens & Gold

    Why more orbs doesn't define better card ? Because you still pay for his power. And you pay it in a multiple way, having the right amount of orbs, making the deck less good in early game and of course the price to summon it. It's kind of hard to explain that, but if you played heartsthone. You should know that, 1 cost card can be better then 10 cost card. (Where cost is Orb in the comparaison) Rarity should affect only his principal purpose. Hard to get. And being hard to get is prob being high priced on AH or just being hard to get on pack. But at the end, they are just card. That fine.
  8. Current Proposal: Tokens & Gold

    Lets say, bfp is removed. And a player find a ultra rare card for 100 gold, and 100 gold is like 1 hours of playing lets say. That just a mistake of the guys selling the card. You can't block someone selling a ultra rare card at a bad price. And remember most player sell their card on "Gold/hr, Rarity, Power", so if you can gain 50gold per hour for a decent player. A good card will probably be around 700 gold. And if you can get more then that, let's say 150 gold. The card will be around 4000. (Number are example, i didn't do any math. It's just to get the point) And upgrade should cost the same for every card. Because as a dev point of view, there is no card more powerful then other. They are all card. The player define the power of a card. Dev just make card. ( 1 Upgrade = 100 gold; 2 Upgrade = 300 gold; 3 Upgrade = 1000 gold; Example number again) And yeah, we should remove from our head the cost of card on the real game. Because we are not going to have the same reward system. Capping the money gain per day, is just a horrible decision imo. And i'm sad some recent game use it. Because it's like, saying to the player "Yo dude stop playing our games, since you play too much and you love the game, we are gonna block you for getting anymore money !" Some player can find it bad to see other player go really fast. But as a dev pov, why should i give the same reward to a player that only play my game for 1 hours, and the other that play it 10 hours ?? You get my point.
  9. Overpricing Good Cards

    To answer the topic. Auction House is a huge features of a game. It make the community control the value of gold and card. Through Meta and Trending. It has very high variance. It's sometimes feel unhealthy of everything being high priced for a beginner because a rich trader buying all the auction house. BUT if the beginner can buy good card at the same price of bad card. I wouldn't call it pay to win, but rather progression. It need a feel of progression power. I was a huge trader on Diablo and World Of Warcraft. And it's really risky, buying item worth 60 gold, and replacing them at 600 gold. Sometimes you just loose. Very high variance, sometimes you loose high, sometimes you gain high. But this behaviour can still be treated as a problem. This is why, game have a maximum gold value on auction house. (In Diablo3, the maximum was 2B so gold, that unrealistic for battleforge). But maximum gold value, is sometimes just unpleaseant to implement, when you often face it (not like diablo3). There is a other huge factor, Tax. When you want to sell something on the auction house, you must pay 25% (it's often this number) of the price you put. The tax strengthen also community, because the community don't want to pay the tax, so they rather try to go social, and spam the chat about their item and that fine. There is also a maximum time where you item can stay on the auction house, to make the tax again more painful when you are going to hard on the price. (Usually 12h/24h/48h) I hope that give a lot of insight to people on the auction house. Sorry if my english is bad, i try my best :)
  10. Current Proposal: Tokens & Gold

    The two currency wasn't made for this. It was just to seperate real money from virtual money. Neglecting Upgrading is something the player need to learn by himself. Upgrading Shitty Card is a opinions, some player can find card great or bad. Again that based on the player knowledge of the game. And the knowledge is gained through playing the game and winning. Same for gold. (Also the freedom of making mistake, can reinforce community) I can go a bit deeper on this subject. Talking as a Game Developper
  11. Current Proposal: Tokens & Gold

    Or you can make it ratehr easy and have one currency. Gold. Delete BFP. And use gold for everything, since the game is 100% free, i don't see a point to have two type of currency. Easier to balance imo
  12. Sandbox for Reinforcement learning

    Well the sandbox is basicly the forge
  13. [Official] My Improved CardBase

    Yeah i mean we can get behind the selector thingy, for every dropdown if we really want too. Aha
  14. [Official] My Improved CardBase

    Not a dropdown, but rather a select thingy. So i can search for 2 and 3 orbs at the same time. Like in the game.
  15. [Official] My Improved CardBase

    Objectively a better card view list. Great Job