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RuneSeeker

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  1. RuneSeeker liked a post in a topic by Chibiterasu in Adding PvE Map Difficulty Modifiers   
    Motivated Foes:
    Wheel of Gift's first ability is that exact same effect.
    Cursed Wells:
    I don't know if that's possible but if you use Resource Booster and change the numbers to 5000 meters (global), -25% more Energy and 0% more used energy it should have that effect ^^
    Termites:
    Lost Disrupter Purple has a similar effect. Just change the duration to 1000000 seconds or something like that There's however an additional effect to that card so it's probably not possible to pick only the one half of that effect...
    Foreign Grounds:
    Ok that's probably not possible
    Unholy Gift:
    Again Wheel of gift. This time it's 3rd ability.
     
    I probably still didn't understand the problem fullly and my ideas aren't possible but I wouldn't know why.
  2. RuneSeeker liked a post in a topic by Yuah in Adding PvE Map Difficulty Modifiers   
    I love playing PvE Campaign maps from time to time but by this point I have, like most other PvE players, beaten every map on expert. I really like the campaign maps cause I think they're beautifully crafted and I'd love too see a way to increase difficulty on them without our overworked devs having to reprogram every map, so I had this idea of optional modifiers you could use to further crank up the challenge on a map. They should be relatively easy to implement and increase the difficulty of a game in different ways but also net you more rewards for completing a map.

    Here's an idea of what it could look like:

    Motivated Foes: Morale is high amongst your foes. Enemy units deal 20% more damage.
    Cursed Wells: An ancient curse was cast upon the wells in this area. They produce energy 25% slower than usual.
    Termites: This place is infested with termites. Your structures take 30% more damage. This counts for buildings, walls, power wells and monuments.
    Foreign grounds: Far away from your forge, your units have trouble adjusting to being summoned. Every friendly unit enters the game dazed, and the dazed status lasts 20 seconds longer than usual. (can be negated by rallying banner and wrecker)
    Unoly Gift: An evil Shaman has blessed your foes with the gift of regeneration. Every Enemy unit gains 2% of their maximum life points every 2 seconds.
     
    I just made these up to make my idea clear, they're not neccecarily balanced. What do you guys think abt somthing like this?
  3. RuneSeeker liked a post in a topic by Pritstift in New quests and quest pools update!   
    I heard after reset the main community of pvp players will comeback - so this should fix your problems to find an opponent 
  4. RuneSeeker liked a post in a topic by Ladadoos in New quests and quest pools update!   
    Hello everyone!
    An update that has long been overdue: new quests. We are happy to finally be adding many more of them to the game. In total there will be 31 quests, which will hopefully offer a solid variety for the upcoming future. These quests were designed to be not too specific, as to not force people into doing things they wouldn't like. This update also contains the quest pool selection feature where players are able to select from what pool they want to receive daily quests. As of now there are three pools: PvE, PvP and PvE/PvP. You will only receive quests from the chosen pool, so this way PvE players can choose to receive only PvE quests and PvP players only PvP quests. Choosing PvE/PvP means you receive quests that are both PvE and PvP oriented.
    We have also been thinking about adding a fourth pool: "Specific PvE". The idea for this pool is that it would contain more specific (a.k.a less generic) PvE quests for those players who want to be more guided/pushed towards certain playstyles/actions. For example, instead of having generic quests like "Win PvE campaign matches" the pool would have quests like "Win Convoy on Advanced difficulty without using T4 units". Let us know via the poll in this thread if this is a pool you would enjoy having and whether or not you would choose it.

    In a future update we will be adding new achievements, which will likely take less time to add compared to the quests, so keep an eye out for that update!
    Anyways, here is a full list of all the quests in the game:
    PvE quests:
    - Nyn Won't Save Itself => Win 2 PvE Campaign games
    - Conquer Uncharted Lands => Win 2 Random PvE games
    - Treasure Hunter => Collect 7 gold chests
    - Skylords Unite => Win 2 Random or Campaign PvE games
    - Explore the Unknown => Play 3 Random or Campaign PvE games
    - A Quest for Booty => Collect all gold chests of a Campaign map
    - Rush for Random Riches => Collect all gold chests of a Random PvE map
    - Protect The Realm => Win 1 Campaign and 1 Random PvE game
    - A Lone Skywolf => Win single-player map X on difficulty Y or higher
    - A Dynamic Duo => Win duo map X on difficulty Y or higher
    - A Tough Tetrad => Win four player map X on difficulty Y or higher
    - The Spice of Life => Play 40 distinct cards in Random or Campaign PvE games
    - The Enchanter's Finest => Play 50 spells in Random or Campaign PvE games
    - We Are Many => Play 75 units in Random or Campaign PvE games
    - Unlimited Power! => Spend 18000 power from cards in Random or Campaign PvE games
    - Shady Business => Play 100 cards with shadow orbs in Random or Campaign PvE games
    - Back To Your Roots => Play 100 cards with nature orbs in Random or Campaign PvE games
    - Spicy Shenanigans => Play 100 cards with fire orbs in Random or Campaign PvE games
    - Just Chillin' => Play 100 cards with frost orbs in Random or Campaign PvE games
    PvP quests:
    - An Answer For Everything => Play 40 distinct cards in PvP games
    - The Heart of the Cards => Play 150 cards in PvP games
    - We Are Legion => Play 75 units in PvP games
    - And Now, For My Next Trick... => Play 50 spells in PvP games
    - That's Overpowered => Spend 12000 power from cards in PvP games
    - Climbing the Ranks => Win 2 Ranked PvP games
    - Remember Your Training => Win 3 Sparring PvP games
    - Battle Tourism => Win 2 Sparring PvP games on map X
    - Now It's Serious => Player 3 Ranked PvP games
    - Jousting Party => Play 4 Sparring PvP games
    - Double Trouble => Play 2 2vs2 PvP games
    PvE/PvP quests:
    This pool contains all the quests from PvP pool and PvE pool plus:
    - I'm a Skylord and I'm Okay => Play 3 matches in any game mode

    Some extra notes about the quests:
    -> The difficulty variable for quests like `A lone Skywolf` are chosen dependent on the players current PvE Rank. Starting from Commander rank the difficulty is Advanced and starting from Highlord the difficulty is Expert (click here for more details about what each rank is).
    -> All quests have universally applied requirements to them. These can be seen by hovering with your mouse over the "?" (alongside the new quest pool selectin dropdown). Please see the attached image.

  5. RuneSeeker liked a post in a topic by Volin in We have a release date: December 18, 2020!   
    Missing the dislike button, regarding the above post.
    You knowed about the rules, you accepted them and then you broke the rules -willingly and knowingly
     
    Imo it would be unfair to reset bans and I see NO reason for it.
    This alone is rude - and reason enough...
     
  6. RuneSeeker liked a post in a topic by fiki574 in We have a release date: December 18, 2020!   
    This is the best you've come up with? Ask us for forgiveness, and proceed to be utmost rude and insulting?
    200 IQ play.
  7. RuneSeeker liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    Hey everyone,
    I got a little bit more into it than I anticipated (40h worth of coding and data adjustments in the last 4 days ), but I managed to implement a ton of new filter and sort features that I think you will like @Mynoduesp.
    Have fun with version v0.1.2, which went live just now.
     
  8. RuneSeeker liked a post in a topic by LEBOVIN in PvE Contest#2: Behind Enemy Lines until 29.11.2020   
    The solution is easy, toggy simply donates all his earnings in the first few weeks post reset to buy us boosters  
    the free PvP decks cover for his fire deck needs  
  9. RuneSeeker liked a post in a topic by Ladadoos in We have a release date: December 18, 2020!   
    Hello Skylords,

    The day everyone has been awaiting has finally arrived. After all these years of hard work and dedication we are excited to tell you we have an official release date for Skylords Reborn!
    December 18, 2020
    As you might know, we will also have a progression reset alongside this release. This means everyone's progress (this includes cards, BFP, gold, upgrades etc.) will be reset on release day. So hold back just a little if you were planning to play before release (or don't if you don't mind losing the progress). We have always said that there will be a reset on release date and it will definitely happen. If you would like to follow what we are up to and what is still left to be done before release, you can do so by looking at our Trello here.
    On another note, we are looking for new staff members!
    With the game being more stable and bug-free than ever before, and the upcoming release, we will start to look for ways to expand on the current game. This includes adding cards and maps, doing card and map balance changes, holding events and tournaments etc. And this is where we need your help. Listed below are three positions which will be open for applications. If you want to offer your help you can do so by applying in the recruitment section here on the forum. Please apply in the `Development` section and specify what role you would like to fulfill.
        - Designer: Design game mechanics related to progression/quests/rewards. 
        - Map Scripters: Fixes bugs in map scripts, and assists the map designers with map scripting.
        - Map Designers: Makes new maps, or polishes existing maps so they can be added as official to the game.
    That's it for now! For more information you can watch the livestream we did here. Thank you for your support thus far and we will see each other around.
  10. RuneSeeker liked a post in a topic by Eirias in UPDATE: Free PvP Decks and upcoming livestream   
    On one hand, I think the symbolic payment would be good to incentivize PvP players to participiate in the market. But tbh I think we will do that anyway because it's less hassle than constantly remaking and rebinding the hotkeys every week. That's enough incentive for actual PvP players.
     
    On the other hand, having completely free pvp decks incentivizes newcomers to try them out. 100 bfp might seem like a lot to a new player who doesn't want to waste his income on a game mode he doesn't like. If the decks are free, then these players are encouraged to try pvp. In fact, the biggest reason the free decks are implemented is to encourage newcomers to play PvP--and even a small tax works against this.
    In my original proposal I was leaning toward 1 random deck each week and the possiblity to rent. Since then, the team has surpassed my wildest expectations and I fully support the ability to directly choose a deck.
    Personally, I would like to see one (1) free PvP deck each week, with the option to rent an unlimited number of additional decks each week (price should increase with each deck, so 100 bfp for the 2nd deck, 200 for 3rd deck, 300 for 4th deck, etc). But I have no real complaints with 2 free per week either  The main goal of this feature is to help PvP players get into the game without suffering through aspects they don't enjoy.
  11. RuneSeeker liked a post in a topic by Cocofang in UPDATE: Free PvP Decks and upcoming livestream   
    @WindHunter A fee of 100BFP is so low compared to your potential earnings even in a single day that it's almost a symbolic payment. Yet is still carries with it all the benefits I listed so I don't know where your assumption of "no real gain" is coming from.
    What does "the deck isn't yours this is already true because you need your own cards in order to change it" even mean? Having to purchase additional cards doesn't make the free 120PvP cards less part of your available card pool. If you just repeatedly pick the same 120deck for free they are effectively your PvP cards and you no longer have to pursue actually collecting these cards. Which crosses them off your want-list at no opportunity cost, undermining the collectible part, which exceeds the extent of merely having to get the cards you want to add.
    Like, take your own example: You are a PvP pure shadow player. You get U3 Harvester for free and if you pick one of the other shadow decks you get Shadow Phoenix for free too. There goes your need to EVER actually own these cards because you will just perma-select these two decks. You will engage with the essential collectible-aspect of the game and all things tied to it less now because you already have some of your bases covered in these departments at no cost.
    @DukeDublin I don't know what you mean, you get points just for playing, no need to win. I even typed out how it would play out with a 100BFP weekly fee and the current BFP-generation rates.
  12. RuneSeeker liked a post in a topic by Cocofang in UPDATE: Free PvP Decks and upcoming livestream   
    That entirely depends on the amount. Currently you earn 250BFP for 45 mins of playing, that's about 5BPF/min. And I guess it depends on the quests they eventually implement but also 150BFP from those. They will probably consider PvE/PvP-only players. But let's just say you can only get 50 points a day by being PvP-only. And let's say you only play 30 minutes every 2 days. Over a week that's 600BFP.
    Say the fee to rent 2 decks is 100BFP. Then you easily earn 6 times the amount necessary until you have to pay up again. Then let's say after that you only play 30 minutes a week and do one 50BFP quest. That's still 200BFP a week, twice as much as you need to sustain. Literally all you have to do is keep 100BFP on your account as a reserve because one day of short play is enough to stock up again.
    Now you might ask "Well, if it's so easy then what is the point of having a fee in the first place?"
    It creates an additional incentive to collect your own cards because it strengthens the feeling that the 120deck cards aren't truly "yours" and paying a fee makes it look more like something you want to grow out of eventually. It makes people participate more in the economy, both in the AH and by opening boosters because it nudges them towards building their own collection. It makes a scenario less likely where too many cards are just permanently taken off a players "want"-list because they just keep getting them for free. It can make people play a bit more because you either want a bigger cushion for future rents or go independent. And it is a small BFP sink which slows down inflation. What is more, 40 U3 cards is INSANE value, there should at least be some opportunity cost attached. Also, growing your collection is an integral part of the game, even if these cards can still only be used for PvP, it undermines that aspect pretty heavily. A fee would alleviate that a bit.
  13. gemeiner Lauch liked a post in a topic by RuneSeeker in UPDATE: Free PvP Decks and upcoming livestream   
    To the Dev's for discussion's sake, what would be the effect of having a small bfp/gold fee to activate PvP decks every week? Any opinions? 
  14. RuneSeeker liked a post in a topic by Cocofang in UPDATE: Free PvP Decks and upcoming livestream   
    Well, now. This statement is pretty disingenuous. It's the gun-to-head deflection. Like big publishers use for their """optional""" monetization in their cashgrab games. While naturally utilizing every psychological manipulation they can get away with to sucker people into buying. Anyway, going on a tangent here.
    Obviously you aren't forced to do it, as in nobody is holding a gun to your head, but not doing so will put you at such a massive disadvantage that you have almost no choice if you want to be competitive right out of the gate.
    This feature intends to level the playing field, by evening the power-floor, which it should succeed in. But the new initial power-floor is WAY higher than it was before. Like @MrBao said, the original power-floor was really low with ragtag trash decks. Chaotic and unpredictable. You had to improvise and be inventive. Use the cards you had to the best of your abilities and win with your OWN cards. Which to these type of players felt very satisfying.
    That's no longer an option now, so unfortunately these peoples needs fall by the wayside. It is no longer a feasible strategy because you will consistently face Lv100+ decks right out of the gate. Strategy and skill only do so much when the other units simply have bigger numbers. Also, there will be less variety in the beginning because everyone will work with templates now.
    So while I can agree with the argument that it's potentially better for the health and sustainability of the PvP scene, which should be a high priority for a niche project like this. With most choices having pros and cons, these players sadly get sacrificed here. But I don't like this type of argument at all, it doesn't line up with reality.
     
    When I think about it, I would say that is another argument FOR making these 120 decks have a fee. Because people will eventually just consistently pick the two decks of which they always want the cards of. Which effectively takes these cards off their "want"-list permanently. Which is a negative impact on their drive to build up their own collection and on their participation in the economy. A reoccurring, weekly fee would nudge them towards going independent.
  15. RuneSeeker liked a post in a topic by Toggy in The Stress Test Open#15 08.11.20 on the Testserver   
    THIS IS A COMMUNITY-DRIVEN TOURNAMENT. WE ARE NOT AFFILIATED WITH THE SR-TEAM.
     
    Hello fellow Skyladies and Skylords,
    Change is coming ... Let us battle it out on the Testserver. It might be the last time we are showing off before we go into full release and the Stress Test Open will come to an end. Who will claim the title of the strongest Skylord?
    To get to the testserver, get the data (~10mb) in the official Skylords Discord under channel "#dev-updates-test-server" in Technical and Test Section. Please confirm its working and build your decks before the tournament. Direct link to #dev-updates-test-server
    Also here is a link to the balance changes already done: LINK
     
    Format?
    It will be a 1vs1 double elimination best of 3 tournament, the grand final will be best of 5 (one match, no reset). Winner and losers finals will be played on stream.
     
    Prize Pool! (The more people participate, the bigger it will get, of course rewards are for the normal server)
    1st place  - 15€
    2nd place - 10€
    3rd place - 5€
    All participants - 300 BFP
    Bonus reward: Whoever wins a best of 3 against RadicalX also gets 5000 BFP.
    €Prizes will be distributed via PayPal. Big thanks to Nachtwolf for organising the sponsoring for this tournament!
     
    When?
    On 08.11.20  starting on 2pm CEST(Berlin time), the stream will start about 30 minutes in advance.
     
    Organisation?
    The tournament brackets will be on Challonge, so register and join the tournament there. Please use your in game account name to make communication and finding your enemy easier.
    =>LINK TO CHALLONGE<=
    The streaming channel that will be covering the tournament is DasToggy on twitch.tv .
    In case of problems contact me or one of my mods via Discord, Battleforge or in the stream.
     
     
    Rules!
    -No bugabuse, cheating or insulting the other players. Penalties may vary from a warning to default loss.
    -Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake.
    -Not showing up to your match with after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    -After your match, go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats . The brackets will be updated automatically.
    -The Map Pool is: Haladur, Simai, Wazhai, Elyon, Lajesh, Uro and Yrmia (same pool as in ranked duel). The first match of the round will be played on Haladur, then it is losers choice. Second round will start with Simai, third one... you get the drill. The winning player (who won the last match in this bo3) also has to lock in his deck first.
    -The brackets for the tournament will be shuffled before the tournament starts.
    -Since we play on the TESTSERVER, no cards are banned.
     
     
    Reply in this thread if you have questions, I will check it out later.
    We came a long way in ~20 tournaments in the Open Stress Test and it is time to step it up. May we celebrate the upcoming release with this tournament!
     
     
    Best regards,
    DasToggy
  16. Cocofang liked a post in a topic by RuneSeeker in UPDATE: Free PvP Decks and upcoming livestream   
    I have an idea about this, because this may be a more important point than people realize. I love the idea of the free PvP decks, and I believe it is a strong step in the right direction in getting more people to play PvP. However, I also agree there may be some unintended consequences with this.
    Taking the idea of the necessity of a currency sink for the long-term economy in this post, what if there was a small BFP or Gold amount that players need to pay to access the PvP decks every week? You might think, whoa whoa, that doesn't make these decks "free" anymore! But wait.
    For example, what would happen if it cost 100 bfp or 250 gold (or both?) to have access to 2 PvP decks for the week? 
    Benefits:
    There is still an incentive to collect cards because of the feeling that PvP decks are "temporary". Similar to some services where you can pay a subscription per month, or a one-time flat fee that is larger and then you do not need to pay monthly anymore. This would be like the PvP decks (small recurring expense) vs making your own (large expense). Entry fee is small enough that it takes only one or two games to get Incentive to play PvP or PvE for additional bfp/gold to get the free decks every week BFP/Gold sink for the economy as this removes bfp/gold, and counters inflation Disadvantages:
    Decks are no longer "free" Additional coding required to implement and time needed to discuss among devs on the appropriate cost Eventually the small fixed cost would have a reduced effect on the economy as there will be vastly more bfp/gold accumulated among players
  17. gemeiner Lauch liked a post in a topic by RuneSeeker in UPDATE: Free PvP Decks and upcoming livestream   
    I have an idea about this, because this may be a more important point than people realize. I love the idea of the free PvP decks, and I believe it is a strong step in the right direction in getting more people to play PvP. However, I also agree there may be some unintended consequences with this.
    Taking the idea of the necessity of a currency sink for the long-term economy in this post, what if there was a small BFP or Gold amount that players need to pay to access the PvP decks every week? You might think, whoa whoa, that doesn't make these decks "free" anymore! But wait.
    For example, what would happen if it cost 100 bfp or 250 gold (or both?) to have access to 2 PvP decks for the week? 
    Benefits:
    There is still an incentive to collect cards because of the feeling that PvP decks are "temporary". Similar to some services where you can pay a subscription per month, or a one-time flat fee that is larger and then you do not need to pay monthly anymore. This would be like the PvP decks (small recurring expense) vs making your own (large expense). Entry fee is small enough that it takes only one or two games to get Incentive to play PvP or PvE for additional bfp/gold to get the free decks every week BFP/Gold sink for the economy as this removes bfp/gold, and counters inflation Disadvantages:
    Decks are no longer "free" Additional coding required to implement and time needed to discuss among devs on the appropriate cost Eventually the small fixed cost would have a reduced effect on the economy as there will be vastly more bfp/gold accumulated among players
  18. RuneSeeker liked a post in a topic by RadicalX in Quest & Achievement Suggestions - Megathread   
    -> Reach 60 minutes que time without finding an opponent 
    Jokes aside I think reaching certain rank points at the end of a month is a very good way to consistently reward people. This somewhat got mentioned, but only for the top players as far as I know. This would exlude the majority of people. I think you can reward everyone in the top 200, giving lesser experienced people motivation and specific rank goals to aim for. It could be done in steps like this:
    Rank 200-151 -> Reward X
    Rank 150-101 -> Reward 1,2*X
    Rank 100-61 -> Reward 1,4*X
    Rank 60-41 -> Reward 1,6*X
    Rank 40-21 -> Reward 1,8*X
    Rank 20-11 -> Reward 2*X
    Rank 10-6 -> Reward 2,2*X
    Rank 5-2 -> Reward 2,4*X
    Rank 1 -> Reward 2,6*X (+some fancy stuff like a trophy)
    My scaling values here are arbitrary, but rewards should slightly scale up for each rank class you end up reaching (just don't make it exponentially, lower rank rewards should be meaningful too). 
    I think the mentioned elo ranges are somewhat representative for gaps in terms of skill. If we see bigger ranked participation after the reset, additional steps for rank 80 and 125 could be added aswell. People that want to keep their reward income are forced to keep playing PvP as the activity decaying rate is 30 days so you would be unable to cash in twice unless you play at least 30 games every month. This also encourages a fight for that sweet rank 1 spot.
    Achievements like play card XY in PvP isn't really a good thing. Your goal in PvP should be to improve your strategies, style and gameplay. Bringing up different optional goals that are rewarded by bfp hurts the competition.
    You could do achievements like win X Fire Nature games to encourage people to try out new decks. This could be done for all 10 orb combinations in T2, leading to 10 meaningful achievements. You could also show some basic starter decks for the factions, so people get some assistance with deck building here, if they are unfamiliar with all the different orb combinations. Sadly rewarding losses here is risky due to potential of abuse (just rush T2 and leave the game etc.).
     
    Daily rewards could be done like this:
    -> Split up the current "play X PvP matches to 1v1 and 2v2s". 2v2 is a very good but underplayed gamemode. Rewards could be helpful for that.
    -> If you intend splitting PvP and PvE quest trees, you could simply allow people to reset their PvP quest a few times each day limited to a number X dependend on where you want to set up your grinding cap. 
     
    Additional reward idea that I would generally support:
    -> Hotstreak rewards (3;5;10;50 wins in a row)
     
    Most of the things are not really innovative here, but I think we need a healthy reward modell for PvP, not an insanely fancy one. I think PvE is much better suited for creative ideas and we got alot of good ones in this thread already. 
     
  19. RuneSeeker liked a post in a topic by LEBOVIN in Unlock Campaign Difficulty Expert by default   
    Hey there,
    currently in order to play a map on expert difficulty, the map has to be beaten on standard/advanced (if applicable) difficulty first. This is especially annoyingfor veteran players post-reset and already an issue if trying to gather enough players to do 12 player maps, and then 1 player has to go and the substitute has only standard unlocked, so you have to play once on standard again, etc.
    Thus I suggest this unnecessary restriction and allow players to immediately play expert. (For instance you dont have to win rpve difficulty  9 to unlock difficulty 10 either and the difficutly difference is somewhat similar to a bad harvest standard vs bad harvest expert). 
    Best,
    LEBOVIM
  20. RuneSeeker 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
  21. RuneSeeker liked a post in a topic by Chibiterasu in UPDATE: Free PvP Decks and upcoming livestream   
    I like it. It only lets you choose two decks at a time. If you want to play more than 2 decks in PvP you still have to collect cards.
    PvP is not that popular unfortunately. Those free deck system might change that. Of course it could backfire as well and even fewer people could play PvP because they don't see the reward for their time the spend on collecting all the cards anymore. But I think it's worth a try. Better than tome decks in any case.
     
    Though there's one thing that bothered me when I saw that menu: It took me a few minutes to realised how to actually select the deck you want to play. The check box is right next to the orbs and to me it looked like an empty 4th orb so I didn't pay much attention to it.
    I would prefere a design like this:

     
    It's only a small thing and I'm probably the only person who didn't get it at first glance but I think it looks better if the check box isn't right next to the orbs.
  22. RuneSeeker liked a post in a topic by Zyna in UPDATE: Free PvP Decks and upcoming livestream   
    Greetings, Skylords, Skyladies and other Skyfolk!

    The time where PvP players had to grind cards and upgrades in PvE in order to unlock the PvP mode will soon be coming to an end. Today we're rolling out a patch where we'll be introducing free pre-built level 120 PvP decks. All cards in those decks will be fully upgraded and charged. This will reduce the entrance barrier to PvP and ensure fairer conditions. Every week you will be able to choose 2 out of 16 different PvP decks. These decks are not locked! You will be able to freely modify these decks by adding cards from your own collection. However, the cards offered in these free PvP decks will not be usable in any of the PvE modes.
    We'd like to offer thanks to RadicalX, Hirooo, and TopS3cret, as they were the ones who designed the decks! They are among the most experienced PvP players, and have carefully arranged these decks so they are accessible to both new and veteran players.
    On a side note, we will be live on Twitch this upcoming Sunday on the 1st November 2020 at 14:00 CET! We want to talk about some future plans and answer some of your questions. There will also 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
    You will be able to choose between these decks:
    Tainted Darkness (Pure Shadow)
    Gifted Darkness (Shadow Nature)
    Blessed Darkness (Shadow Frost)
    Infused Darkness (Shadow Fire)
    Tainted Flora (Nature Shadow)
    Gifted Flora (Pure Nature)
    Blessed Flora (Nature Frost)
    Infused Flora (Nature Fire)
    Tainted Ice (Frost Shadow)
    Gifted Ice (Frost Nature)
    Blessed Ice (Pure Frost)
    Infused Ice (Frost Fire)
    Tainted Flame (Fire Shadow)
    Gifted Flame (Fire Nature)
    Blessed Flame (Fire Frost)
    Infused Flame (Pure Fire)


    Best Regards,

    Zyna.
  23. gemeiner Lauch liked a post in a topic by RuneSeeker in What kind of DAILY quests would you prefer as main BFP source?   
    There is nothing stopping anyone from buying more than one pack a day, but having a cheaper price for your first booster after 45 minutes of playtime allows people who can't play very long to have a decent level of progression, even with only 45 minutes of playtime. Those who play more than 45 minutes will progress faster up until all of their bfp reserves are depleted, but that doesn't stop them from progressing in getting more gold and getting more upgrades for their cards.
    I do agree that there should also be more incentives and encouragement to play more, as that'll only benefit the community and multiplayer aspect in the long run.
    Quests like beating specific 2 and 4 and 12 player maps could encourage players to play maps they would not on their own (ex. Guns of Lyr), or maybe bring life to maps that aren't played much. Maybe even have some multiplayer speedrunning quests like, for example, beat Nightmare Shard in under 25 minutes which could encourage players to actually talk and strategize a bit before starting the map.
  24. RuneSeeker liked a post in a topic by LEBOVIN in Gold for each rPvE map?   
    Well the wiki is far from finished, the gold page is already created in a way, that eventually it will be possible to have the gold data for specific modes also on the specific mode pages, without having the need to maintain all different pages if changes occur. For now the gold page is where u find all info about gold that has been collected and only there.
    Feel free to approach me in Discord if you'd like to help expand the wiki. 
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