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TBird

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Posts posted by TBird

  1. Same problem.

    As usual I am using "SkylordsRebornUpdater.exe" to start the game and until now the launcher would always update the game automatically - but not this time.
    Are we supposed to download a new version manually?

  2. 1 hour ago, RadicalX said:

    I rPvE 9 is the realistic measurement for an average PvE player that farms gold. You can easily go for 12.000 gold per hour here without being super experienced at the game. Just build 8-11 Windweavers, fight to T3, build Amii, spam lost spirit ship and that's it for the 1p version.

    And here I thought I had achieved something, when I managed to beat rPVE level 9 out of 10 a few days ago...seems it's indeed not that difficult. :lol:

  3. After having had the chance to play the current version for a week, I am happy to say that I have to retract part of my criticism.

    The reason for this is that at first, I didn't realize the upgrade system had been reworked to allow purchases of upgrades for gold, which is an excellent idea.
    Initially, I just saw that tokens were removed, looked at the huge loot tables per map and assumed I would have to farm all upgrades by playing the same maps over and over again (which if I remember correctly was a major PITA back in the day before tokens were available, especially in cases were a certain upgrade just wouldn't drop and you had to endlessly farm the same multiplayer map).
    Now, given that upgrades can be bought for gold and the prices are indeed reasonable, it makes sense that card acquisition can't be super fast as well.

    Not having access to certain cards in the beginning is also easier to deal with, if in turn the other cards you have in your deck are upgraded.
    I understand this doesn't solve the issues for PVP players and speedrunners, but the situation for regular PVE players is certainly much better than I thought in the beginning.

    A few additional observations from my perspective (might be well-known):

    - The best strategy in the beginning seems to be to never open a booster, but instead always sell them for BFP and buy cards on the market. I don't know if there is a solution, but it feels a bit weird.

    - As has been discussed, currently the rate of card acquisition is almost completely linear. I agree with the people who feel that it would feel more motivating to speed up card gains in the beginning and slow it down later. Total time for completing a collection could stay the same, but the pace would change.
    I think the achievement that awards additional boosters for completed quests in the beginning has that goal, but currently it slows down very fast.

    fiki574 likes this
  4. 11 hours ago, Urmeli said:

    It was surely not ment, that you get the most expensive deck possible on level 120 within one week selling the boosters and bfp you get from daily quests.

    It was ment, that you are able to create a high level deck consisting of good and cheap cards. Therefore I am a little bit confused about your statement because it does not make sense. All cards you mention count to the most expensive cards of the game. When I started to play in october last year, i started to build up a quite universal twilight deck (see attachment) because it gives very good value for low bfp. Most expensive cards of this deck are hurricane and ensnaring roots, but you can play most PvE expert maps very well even if you have only one or two stacks of these more expensive cards.

    Maybe you should search the deck build section or the beginners guides to look for cheap deck suggestions.

    Additionally none of the cards you mention (except Mana wing for some special tactics) are core cards for PvE. (If you check the market regularly, you can get mana wing for around 300-400 bfp)

     

    I am aware that I can upgrade some sort of cheap deck to challenge expert difficulty, that's not the point. Heck, there were enough (sometimes rather tedious) guides about beating expert difficulty with the basic F2P deck around 10 years ago.
    The thing is: I have no interest to spend my limited time playing a makeshift deck I don't enjoy for months, in order to get access to the cards I used to play with - especially not with several upcoming resets!.

    Your motivation probably differs from mine, but I mainly came back for the nostalgic experience. You know, having fun, playing the deck I used to with other players. Instead I am looking at months of doing dailys to get even a part of my collection back. In short: If you had an extensive collection back then, the current playing experience is a lot worse than the original.

    Now, if you personally enjoy building up your collection over a rather long period of time, challenging yourself to use only easy to acquire cards while doing so and playing the auction house, that's fine with me. But I certainly do not intend to spend my time by checking the auction house 3 times a day or start spamming the trade chat all day long in order to maybe save 100BFP, so I have to do one daily quest less. For me personally, that's not what Battleforge is about.

    And even though I barely played PVP, I feel sorry for the people who just want to relive the PVP experience. Back in the day, you spent money and bought the cards for your PVP deck with BFP, had to grind out the upgrades (which took long enough if your focus was PVP) and were good to go.
    Currently, before you can even start a fair PVP match, you look at a rather extensive period of farming cards and upgrades.

    I will admit that the aspect of collecting cards is part of the game. I am certainly not asking to hand out a complete card collection on the 1st day.
    But how many people do you think will be happy to go through the unlocking process several times after each reset? In my opinion, the dev team is misguided if they believe making the acquisition of cards more tedious will automatically be beneficial for the playerbase.
    Eventually, all players will have a complete collection anyway and at that point card prices will radically drop, because of an overabundance of available cards.

    In my opinion, the longtime success of the game will depend on the creativity of the community and not on the question if people will have to grind a few more months for their collection.

    If you really wanted to keep players interested longer by restricting access to cards, it might be better to spread out the release of the different card editions over time (while reducing booster prices). If I understand correctly, that's what Blizzard is doing with WOW classic: Not give access to all raids right away, but unlock them over time, so people can look forward to some "new" content. 

  5. 4 hours ago, Kubik said:

    you can sell the boosters and buy cards, that way players build 120 lvl deck in first week.

    What kind of deck is that supposed to be?

    I just checked and a single Mountaineer currently costs 2000-2500 BFP in the auction house, often more. So it will already take more than a single week to buy 2 Mountaineers - and that is a best case scenario, in which you don't open a single booster and can sell them for around 430BFP. Even a simple nature card like a Shaman is close to 1000BFP, a Mana Wing 750 BFP, Enlightenment around 2500 BFP and Wheel of Gifts 2000 BFP.
    Now god forbid you want to play different colors/decks and have these fully charged...

    There is no way you are getting a single competitive PVE deck even close to lvl 120 in a month, let alone a week, especially since you need considerable time to actually farm all the upgrades.  Now consider the incoming resets on top of that and you can see the problem.


     

  6. The problem is that a stress test does not work well with the goal of conducting a long term observation of the ingame economy at the same time.

    Let's face it: It's been 10 years since Battleforge was initially released, but today many players have less time due to real-life commitments. In my case that means, I have neither the time nor the desire to refarm my collection up to 3 times including upgrades after every possible reset.

    So currently with my crappy starter deck, I will just play through the standard maps once and then be gone until all the resets are done, which should probably not be the goal of a technical stress test.
    So in my opinion, it would be preferable to EITHER conduct a technical stress test with quicker access to all cards to enable many players to test expert difficulty, challenges, speedruns, favourite PVP decks, etc. and not having to worry as much about any lost time for farming. OR - once you are happy with the technical aspects of the game - you try a realistic unlocking system to simulate the ingame economy once for a predetermined amount of time. But I don't think mixing up technical issues and balancing the economy is the best solution.

    I will also say that while I absolutely appreciate the work the dev team has accomplished, given the length of the current development cycles the problem becomes even more pressing: It's one thing if you have people farm for a month, watch the ingame economy and then reset it and make changes. But if you reset collections every ~8 months - maybe even several times - I suspect a lot of new or casual players will have moved on once the final version of the game goes live.

    Then again, I assume that you have statistics concerning the development of player numbers over time and will use these to decide on the best course of action.

    Navarr and Einarson like this
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