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Majora

Project Coordinator
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  1. On the last page of the survey it says "Please confirm your answers with the button below to get two boosters." Once done so, you get a page with a scratch code unlocking those 2 boosters. If you forgot the code, please DM me.
  2. Not sure if you misunderstood, but we are not removing rpve 10. We are adding an addition difficulty between 9 and 10.
  3. While we try to make events inclusive for all kinds of players, most players have been playing for quite a while already, and are looking for something unique/fun in these kind of events that normal maps cant offer them anymore. If you are just starting out (like, first week of playing) there is still a ton of content in the original game to enjoy. Once that dries up, we hope to encourage players to try new tactics and strategies through these events. That being said, as can be seen above, most players are definitely not unwilling to share some cards to allow newer players to play πŸ™‚
  4. It has become quite common in gaming communities these days for players to get angry and feel ignored if their feedback doesn't get implemented. But being loud and frequent, doesn't equal being right. I have noticed some players only feel listened to if their feedback (and as RadicalX mentioned, definitely not always constructive feedback either..) is implemented at is. Anything else will be considered ''we don't listen to the community''. That is not what feedback is. Feedback is data, and we use that data to make decisions. If, for example, 10 players dislike a change, but 200 players like it, we tend to lean towards the 200. If you are among those 10 players, it can feel like we aren't listening to you, and that sucks. But just because those 200 players aren't as active in the discussion, doesn't mean they aren't playing the game and should be disregarded. This does not mean our changes are always based on the majority vote. There are multiple situations or reasons why a change (doesn't) get made, like technical limitations, a change we have to make for other changes to happen, feedback conflicting other data we see, and more. But there is always more at play than player X saying Y, and if we do not implement Y, we are not listening to the playerbase. If no one likes a change, we are obviously not going to make it. We are not actively trying to ruin the game. It is also worth noting that almost every change we make will be liked and disliked. Some players get frustrated if we make changes that result in Skylords Reborn drifting away even more from the original BattleForge, while others love to have new tools and gameplay to enjoy. We might change a niche card, causing more players to play and enjoy it, but disappointing the minority of players who played the original card in their deck. We might nerf a card because its clearly over-performing, limiting the number of options and making the game feel same-ey, but frustrate the players who like playing these powerful decks. All we can do is gather as much data as we can, and make informative decisions based on it. And sometimes we might miss the mark. We are not perfect after all. But some players still bring up a mistake we made (and fixed) two years ago as an argument of us not caring about feedback, which is just absurd. Creating and analyzing these yearly feedback surveys cost a ton of work. We don't do that to keep up the image that we care about feedback, but secretly disregard everything the community has to say for... profit?... It makes no sense. If our team and the decisions we made caused some players to enjoy the game less or even leave, that makes me sad. At the end of the day we are all here with this revival project because of our love for BattleForge. But insulting and harassing staff members because you disagree with their decisions (which has sadly been happening recently) is never okay, and is arguably harming the team (and thus the project) a lot more than some changes we make that might be unliked by some. To end on a positive note, I agree with RadicalX that the majority of this playerbase is awesome and helpful, and im grateful to be in it.
  5. Yea implementing a AI bot for this is sadly out of our scope 😞 So spread the word and get your friends to play Skylords Reborn instead πŸ˜„
  6. Can't talk for the whole team but: Love for the game. Me and most of us were there when the original servers were down, and I was pretty devastated about it, having wonderful memories of playing it with my brother, ex girlfriend and friends. Its quite rare (especially for an online-only game) to be revived, so I personally count my blessing to be able to enjoy it once more. Potential. This game is super unique. I have not encountered anything like it. While it has some issues because of this (how on earth do you market this?) I still fully believe in what this game has to offer, and still hold on to hope that sometimes it will be discovered by the right group of people. New players. We still have an influx of new players coming in, either returning from the EA days, or finding the game as its own thing. This is not a case of a group of people slowly dwindling, there are people coming in and going out. Non-active players. While active players go up and down, there is still a large number of players with warm feelings towards Skylords Reborn, as we tend to see with, f.e. the Yearly Feedback Survey. As was mentioned in this topic already, we also see numbers go down a bit during summer time in general. I also don't expect people to continue playing daily for 2+ years straight. There is only so much content to experience and replay. But most of them keep a close eye on the project and return for big patches or other exciting changes. Leading to: Upcoming new Campaign Maps. When I joined the team, one of my first pushes was for new cards to enter development. The team achieved bringing back BattleForge into a playable state, but if we wanted it to not face the same fate, we had to keep improving on it, and the easiest way to communicate new stuff is new cards. But new cards only do so much for time spend playing the game; we need people to actually have new content to play. Achievements, rPvE Nature and Fire and the upcoming 9.5 difficulty are good examples of this (and previously mentioned Map Modifiers will also do a ton for replayability) . But the biggest ask from the Community has been New Campaign Maps. We still have this up our sleeve, and I fully expect a lot of those non-active players will return to take a look once we start releasing them. Non-active players need a hook to come back, and I expect this will do the trick. The Community. Skylords Reborn has an amazing community. Its a bit of a clichΓ© for a Community Manager to say this is the best community to be in, but honestly, the absolute majority of our players are amazing! When things get rough, I sometimes take a look at the kind words our players mention in f.e. the Survey. At the end of the day, everyone is grateful for all the hours we pour into this, and its important to remember this. Though I will admit, sometimes I wish some players remember a bit more that we do this in our free time as well πŸ˜… There have been a couple of moments where some of our teammembers, myself included, got very demotivated by the way certain players expressed their disagreement. So to everyone reading, if I could ask for a single favor to keep the motivation up for both me and the team; please keep in mind we are all volunteers. We do not get paid, yet we show up day after day, working on the game while we have a lot of things to deal with, both in Skylords Reborn and outside of it. Most of us combine the hours we pour into this game with a job, study, kids, marriage, etc, to the point where we don't even have time to play the game we put so much hours in as much as we would like. We love the game, and want to see it succeed, and for that we absolutely want to hear your feedback, we create this game for our players after all. But be constructive, and be kind. It really goes a long way for our motivation and the health of the project. Thank you for being a part of this game. ❀️
  7. You do not need to link your e-mail account to the survey. There will be a boostercode at the end of the survey.
  8. Something went wrong with the boostercode, the right one is now in the post.
  9. Greetings Skylords! A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn! β€’ Share your feedback, get two boosters! Our yearly feedback survey has become a tradition by now. Because Skylords Reborn is a community project, we want to know what our players like about Skylords Reborn, and what could be better. We want to keep improving the game and growing our player base, and your feedback is crucial for us! As a thank you, there will be two boosters for everyone who fills in the survey. Your feedback will be anonymous. β€’ Announcing a new rPvE difficulty As mentioned in previous Community Updates, we are currently hard at work creating more map-based content, like the much anticipated new campaign maps. But we are also aware that one of the most played game-modes in Skylords Reborn is rPvE, specifically difficulty level 9. Today we are excited to announce we are close to complete a new difficulty for rPvE, sitting between difficulty 9 and 10! We sat down with one of our designers to share some more information about this upcoming new difficulty. Take it away, RadicalX! What was the motivation to create rPvE 9.5? Based on game data, we noticed the difficulty spikes from rPvE difficulty 9 to 10 are too big. The change in win rate is even greater than the difference between difficulty 5 and 9, and the majority of games at the highest difficulty just result in a loss. What makes rPvE 10 so difficult? Outside significantly strengthened camps and waves throughout the entire game, early layout changes from single to double camp at the T2 row greatly increases difficulty. These camps also include spawn buildings, resummoning dead units and sending out very early waves towards the players. This requires a different strategy compared to lower difficulties. Getting used to these new threats takes some time, but since none of the other difficulties work in the same way, it’s hard to prepare and practice strategies. What are the goals of rPvE 9.5? The new difficulty is supposed to achieve two things. First, we want to provide players a more enjoyable experience by adding a more linear difficulty scaling in rPvE. Whereas single player rPvE already functions like that to some extent, 4-player rPvE lacks a proper difficulty scaling, currently generating the same amount of games as all other difficulties combined. Second, we want to provide players an environment that allows them to learn and understand how rPvE 10 works on a structural level. What can players expect from rPvE 9.5? In order to achieve the two previously mentioned goals, rPvE 9.5 is using the same layout as difficulty 10. To smoothen out the early game experience, all fliers are removed from camps in the T2 row. Starting void was increased towards the level of rPvE 9. The T3 area will not feature spawners, reducing the total wave income in the early game. This makes more methodical approaches viable and removes some of the toughest mechanics rPvE 10 has to offer. Camp density in post T4 camps is reduced a little bit, waves will generally be comparable with difficulty 10. From that point we did further tweaks based on map tester feedback, to address more specific preset dependent issues. Because rPvE 9.5 is a systematic change, certain rPvE layout issues are inherited. That said, the adjusted unit compositions and wave spawn structures should still help with making these very unforgiving maps appear less frequently. Ultimately, this should give players a new challenge beyond difficulty 9 and also give a better indication on what difficulty 10 will look like. Alongside this new difficulty, we will also be changing the naming of the rPvE difficulty scale. New Name Difficulty according to current scale Standard (4) Standard + (5) Standard ++ (6) Advanced (7) Advanced + (8) Advanced ++ (9) Expert (9.5) New! Expert + (10) As you can see, we will be removing rPvE levels 1, 2 and 3. Data shows us these levels don't see play, and their difficulty and rewards are very lackluster. By using this new logic, the difficulty should also be more in line to the campaign difficulty scaling, giving new players more clarity of what they can expect. Difficulty rPvE 9.5 will be available for 1, 2 and 4-player scenario's, and contain all factions, meaning our newly added Nature and Fire factions will also appear in the pool of enemies. This new difficulty will go live alongside our next patch, currently planned for a Summer 2023 release. We hope players are looking forward to face these new challenges! β€’ Voice Acting – Update Last month, we started looking for voice actors who could help us to bring upcoming characters to life. We are about to close the application window for the second wave of voice-acting, so be sure to apply this weekend if you are still interested! We are looking for a variety of voices (both male and female), and encourage everyone who is interested (and has a decent microphone!) to apply. You are also welcome to apply if you did so in the original application round in 2021! To apply, fill in a brief survey to provide us with some information about yourself and select which characters you are interested in. We will be in touch with you for a trial script, and select our favourites from the provided recordings. β€’ Tournaments and Events In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events! β€’ FINISHED - Official Event #9: Who Dares Wins! Ultralord will be hosting a stream to showcase the winners of the last official event. Join us on June 3rd at 19:00 CET on his Twitch channel, which you can find here. β€’ NEW - Crappy Community Contest #11: Meme-fy BattleForge - Until July 3rd A non-gameplay event where you create GIF-content for our Discord. Meme content, emotions, ingame scenes – everything is welcome. Help unlock a booster code by participating! More information. β€’ Host your own tournament / event Want to host a tournament or event yourself? Please reach out to our Event Organizers, @Metagross31, @Minashigo Hiko or @nukie! We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. β€’ Contribute Skylords Reborn is a community-driven project fuelled by the passion and dedication of over 40 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions! β€’ In Conclusion That's all for this Community Update! We appreciate you taking the time to read through it. As is tradition, we're including a scratch code as a small token of our appreciation for your support. The code will reward you with a General booster: SOON-RPVE-NINE-FIVE The code is valid until August 1st, when we will bring you another Community Update. We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features. You can also sign up to our e-mail newsletter here. Archive β€’ Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide) β€’ Overview Community Updates β€’ Community Update June 2023
  10. Our trial scripts have been send out πŸ™‚ Thank you for everyone who applied for voice-acting! If you want, you can still apply, though we will close applications soon. For everyone applying now, trial scripts will be send out in batches about every day or two.
  11. Added Deep Dive: Stonekin (Released in February)
  12. Hello, The easiest way to do so is contact a moderator on our Discord through ''create a ticket''.
  13. Not an expert but: Do you have winzip/winrar on your computer? If so, right click on the file and ''open as'' The files are still packed, so you need a program to unpack them. I think your computer does not yet have a program to do so, and thus does not know what to do with it.
  14. Depends a bit on the number of applications, but i expect to send out some trial scripts in a week or two, but keep the applications open till we settle on our actors. You dont need to have a super professional mic, but its important the audio is crisp enough for us to do any quality editing. Making sure there are no echos or background sounds (recording in a closet is actually quite common) also helps.
  15. Greetings Skylords! A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn! β€’ Patch Overview Video Our latest patch, Nature's Awakening, has released! We have made a short overview video to celebrate the occasion, highlighting some of the changes we have made to the game. We hope you enjoy it, and be sure to share it with your friends! If you want to read the full patch notes, you can find them here. β€’ Patch Feedback Thread As always, we highly value your feedback on the changes implemented in our latest patch. To facilitate this, we have once again created a dedicated feedback thread where you can express your thoughts about what you liked, disliked, and any other suggestions you may have. We kindly request that you provide constructive feedback regarding aspects you would like to see improved, while also sharing the elements you enjoyed. Your input is invaluable to us! β€’ Voice Acting – Apply Now! Back in October 2021 we initiated the search for voice actors to enhance the game with new voice lines. The new cards Amii Paladin and Banzai Lord were voiced by community members, bringing these characters to life. At that time, we had plans to expand the range of voice lines in the game further. Unfortunately, due to the absence of an audio editor, we faced limitations in what we could achieve, resulting in the regrettable need to even reject fully recorded lines. Consequently, voice-acting was temporarily put on hold. However, we are delighted to announce that we now have an Audio Editor on our team, and with our current focus on creating new campaign maps, we are once again actively seeking individuals who are interested in contributing their voices to Skylords Reborn! We are looking for a variety of voices (both male and female), and encourage everyone who is interested (and has a decent microphone!) to apply. You are also welcome to apply if you did so in the original application round in 2021! To apply, fill in a brief survey to provide us with some information about yourself and select which characters you are interested in. We will be in touch with you for a trial script, and select our favourites from the provided recordings. Don't miss your chance to make a lasting impact on Skylords Reborn! Apply today and maybe your voice will be heard in the game! β€’ Art Spotlight – Bedrock In our Stonekin Deep Dive, we previously mentioned our plans for a new tier 4 Stonekin unit based on the Moloch model. Today, we are excited to offer you a sneak peek of this unit by unveiling the artwork we have created for it. Additionally, we would like to share some insights into the process our artist, Spirit Alpha, went through to achieve the final result. Sketch and Early Draft Spirit Alpha initiates his artwork by creating a sketch or draft, outlining the general ideas to establish the artwork's direction. For this particular piece, we aimed to capture the essence of a formidable Stonekin creature emerging from the water. It is important to consider the card frame when creating artwork. As you can see, while the left piece looks impressive on its own, the head partially falls off when placed within the card frame. This issue becomes even more apparent when displaying the creature type and charges in the game. This is why working with sketches and exploring various compositions is crucial before settling on a final design in Skylords Reborn. Settling on a Design Spirit Alpha explored several other options, some of which are highlighted below, while receiving feedback and suggestions from our art critiques along the way. The design on the right showcased the most potential, and work continued with that version. Finalizing the Design Although we were fond of the design, feedback indicated that the head of the creature should be tilted to the right instead of the left. Throughout the process, Spirit Alpha also experimented with various designs for the creature's belly, ranging from a nearly fully closed appearance to a more open one. Colour Scheme Ultimately, we opted to retain a more closed design, and significant effort was invested in ensuring that the card followed the Stonekin colour scheme, preventing it from potentially resembling a Frost unit. Final Adjustments Spirit Alpha submitted his final design, and our lead artist, Tweeto, made some last minor adjustments to produce the final artwork. One of the modifications involved tilting the "volcano" slightly to ensure it remained within the card frame. Can you identify the other changes? Here are Tweeto's final adjustments: We are extremely pleased with the final outcome of Bedrock and sincerely hope that you can appreciate the dedication and effort that went into its creation. A heartfelt appreciation goes out to Spirit Alpha for his hard work! β€’ Tournaments and Events In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events! β€’ NEW - Community Run Event: Old School Efficiency Fancy a challenge? Complete Encounters with Twilight on standard using as little power as you can! Please check in tomorrow for more information. β€’ COMING UP - Official Event #9: Who Dares Wins! - June 17th until June 25th Look out for our next official event later this month. Do you have what it takes to aid Rogan? β€’ COMING UP - Crappy Community Contest #11 - June 26th until July 3rd The next CCC will be a creative contest held on the forum. Look out for the forum post on June 26th! β€’ Host your own tournament / event Want to host a tournament or event yourself? Please reach out to our Event Organizers, @Metagross31, @Minashigo Hiko or @nukie! We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. β€’ Team Changes We are thrilled to announce that the creators behind the maps used in the previous community event Through Ice and Flames have officially joined our team as Map Designers! With the addition of both Damo and Hrdina ImpΓ©ria, our team's focus on creating new campaign maps has been further strengthened, and we can't wait to release some exciting content in the future. Welcome both, and thank you for your contribution! More than a year after the position was first listed, we have found an Audio Editor in Discoheart! He will be able to help us out with the needed editing for adding new voice lines into the game, both for cards and upcoming campaign maps. We are glad to have him, and excited to continue adding new voice lines into the game. β€’ Contribute Interested in joining the team yourself? Skylords Reborn is a community-driven project fuelled by the passion and dedication of over 30 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions! β€’ In Conclusion That's all for this Community Update! We appreciate you taking the time to read through it. As is tradition, we're including a scratch code as a small token of our appreciation for your support. The code will reward you with a General booster: APPL-YFOR-VOIC-ENOW The code is valid until July 1st, when we will bring you another Community Update. We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features. You can also sign up to our e-mail newsletter here. Archive β€’ Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide) β€’ Overview Community Updates β€’ Community Update May 2023
  16. Majora

    pvp balancing

    I am sorry you feel this way, but feedback like this is not constructive. Please give some examples of balance issues you currently have with pvp. Are there matchups you feel are strongly unfavourable? Cards you consider over or underpowered? Or give some examples of a change from EA that you feel made the card or matchup worse to play.
  17. Thanks for the kind words πŸ™‚ Did you play a featured community map? The cards played quest should only work on those.
  18. Still in development, just like new Campaign maps. These things take a lot of time, especially because we are all volunteers. As you can read in the interview, nature rPvE also took us over a year to get ready. We are aware people are looking forward to it though πŸ™‚
  19. Might want to check out the patch notes πŸ˜‰ As for events, what kind of rewards would get you to participate? Cosmetic banners/borders? Something else?
  20. Super glad to have you ❀️
  21. It is on our wishlist to have a tier 4 melee Shadow unit at some point down the line, but nothing concrete to share yet.
  22. Thanks for the feedback, we thought as much, but always wise to double check. The original idea of the event did not include a speedrun challenge, and making the egg-pushing smoother would drain quite a bit more extra time. In the end, it would probably have been correct to skip the speedrun contest for this one, so people would just focus on the ''hey this is fun!'' instead of ''this is kinda tedious..''.
  23. We tried something new this month with the interview, let me know if you like to see more of this in the future!
  24. Greetings Skylords! A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn! β€’ Patch Date Announcement - 19th of May Exciting news! Our next content patch is almost ready for release. We are currently hard at work to finalize its content, and are ready to announce a patch date. Our spring patch is planned for a release on the 19th of May. We have a lot of exciting things in the works in various stages of development, some of which you will see in later patches. While we highlighted some upcoming Lost Souls changes in last month's community update, we are still working to resolve some issues before we can confirm their inclusion in this patch. We appreciate your patience and want to assure you that if these changes are not ready for the spring patch, they will be included in a later one. As we get closer to the patch's release, we will provide more details about the content in the patch notes. In the meantime, we are pleased to share that the Nature faction will be introduced to the game as a new enemy for rPvE. β€’ A look at Nature rPvE On December 18th, 2021, we introduced the Fire faction as a formidable new enemy to be faced in rPvE. We're thrilled to announce that the Nature faction is now ready to be added to the ranks, In celebration of this occasion, we sat down with Hodron to give us some insights into its development. Let's start with introductions, for those who do not know you, what is your role on the Skylords Reborn team? Hey, I am Hodron, I am part of the map department of the Skylords Reborn Team. I have mostly worked on the Fire rPvE set before Nature, which has been a quite monumental task in both cases. How long have you been working on Nature rPvE? In early 2022, after the release of the Fire rPvE faction, we had a poll to decide what the next faction would be; Nature or Frost. The overwhelming majority voted for Nature, and we started working on it around February 2022. If I had to estimate the time I was actively working on the faction, I would say about a year due to some pauses during development. How do you start designing a new rRvE faction? First of all, I think of all the Nature cards in the game and then imagine the AI using their abilities like the Fire units are already. Terrifying thought, am I right? Our very brave map testers can probably still remember the horrors of some early testing versions of Nature rPvE. The camps were stacked with healing and damage reduction while constantly paralyzing the player, almost like a horde of Twilight Willzappers. For the first few rounds of testing, we never actually won a match on difficulty 9, not even close. From there the process turns to cutting and / or improving the units, buildings, and camps until a good mix across all difficulties is found. What about units? Nature units were proving to be problematic in their original state because they are supposed to give the player a varied box of tools, but they cost energy to balance this. For example, Deep One: The ability to move player units into a camp and root them in place was immensely frustrating to play against, especially when multiple of these fellas were in one camp or attack wave. Swamp Drake also went through multiple iterations; first having the Sleep ability, then being like a Bandit Windhunter and lastly now only being a stat unit. Are there more units that act completely different compared to their card counterparts? Of course, there are some units that differ quite a bit from their card version, either because of balance or because of how some card abilities would be wasted on the AI. Some examples include the Timeshifter Spirit which does not have his anti-magic field but can instead While adding the Fire faction, we had the challenge of a faction that does not really have access to CC, resulting in a more glass cannon approach for the faction. Did you have a specific theme in mind for the Nature faction? So I knew that the core of the nature faction would be healing and crowd control. But I also wanted to let the Root Network shine a bit. Then there were the more problematic things like Parasite Swarm, Mind Weaver and Mind Control, which we played around with for a while. However, it was simply not fun to play against enemies that took away too many of your units, even though it made for some hilarious scenarios, in which first timers got half of their army stolen, the other half eliminated and then after regaining control, also losing the other half. So a focus on mindcontrol did not work out, were you able to find alternatives? I think the mix of paralyze and root the faction now has, while also using the root network to some extent, will provide a unique experience. What about buildings, can you tell us something about those? Nature buildings were in a weird spot, some were completely overpowered against some frequent player strategies like early Strangleholds, while others were quite underwhelming like the Primal Defender. Because AI units only root while in combat, they are unable to provide support, and buildings that depend on the root network may fluctuate greatly in difficulty based on the amount of support a camp can generate. In the end, buildings are one thing that I did not want the focus to be on, so they are maybe even a little boring compared to the units. What would you say is unique about facing the Nature faction, compared to the other factions? Nature introduces a completly new mechanic which amps up their late game and can thus break the mold of later camps feeling all the same. You mentioned our brave map testers, can you tell us something about balancing? I think we almost exclusively had to nerf units after their initial inception, which were mostly just a carbon copy of the player card with their abilities set to automatically be used. Which really goes to show how strong crowd control and healing in a faction can be, even if they have only slightly above average damage. As mentioned before, we had to nerf quite a bit before we could actually win a match on difficulty 9 with quite experienced players and exclusive S-tier decks. Through playing a lot we found the parts that were annoying or outright destroying the flow, which we then tried to smooth out. How difficult do you think rPvE is compared to the other factions? I was aiming for this faction to be around the difficulty level of Twilight due to the depths of the mechanics that Nature uses. You will have to focus targets or their healing will overwhelm you while you are paralyzed, but there is room for outplaying that. What was the thing you enjoyed most about designing the faction? Designing the boss units was very enjoyable, as it had been the case for Fire. I also had a lot of fun just looking at camps and watching their mechanics interact with each other. What was the biggest challenge while developing the faction? A big challenge was to make units distinct, by which I mean to give each unit traits by which each player could gauge their threat level to their deck and playstyle. In the beginning, almost all units were tanky and had a lot of damage or had damage and some form of crowd control. We had to shift stats to make damage dealers less tanky, make crowd control units deal less damage and tanks have shorter range on their crowd control abilities. Fire rPvE introduced some fun and fan favourite bosses. Will we see new boss units for Nature as well? Yes, absolutely! The nature faction will ship with a set of nine new boss units. I really like how the low tier boss units based on the Burrower which is spitting acid all over the place and the Timeshifter Spirit which summons hordes of poisoned creepers turned out. But there are of course some threatening late game bosses. Will we see rPvE Frost or Shadow next? After working on rPvE for quite some time now, I really want to shift focus to campaign maps for a while, as that is also a huge part of the game that I and many others enjoy. Is there anything else you'd like to share with our players? Thank you for being so loyal to such an old game. I hope you enjoy this new faction once it is released and see you in the forge. A big thanks to Hodron and our map testers for pouring so much love and time into the development of this new rPvE faction. We hope you look forward to facing them! β€’ Easter Event Recap We are glad to share our Easter Event was a huge success, with nearly 700 of you unlocking the new special Easter banner. Although the banner is no longer obtainable, you can still find the map in the Community Map section by searching for "The Easter Tree" if you wish to play it. We hope you enjoyed all the effort that was put into the special map. While we always try to carefully balance our time investment into special events like this. We would love to hear some feedback. Would you like to see more events like the Easter and Halloween ones, where we modify a familiar map to suit the holiday theme? We noticed that not many of you participated in the speedrun competition for the map, and we would like to know why. Your feedback is very valuable to us, so please leave us a message below. β€’ Event: Through Ice and Flames While you are waiting for our new patch, be sure to check out the community event Through Ice and Flames. This event takes place on two great community maps, created by @Damo and @Hrdina_Imperia. Check out the trailer below, and go here for more information. The event lasts till the 14th of May, though the maps will still be playable after. In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events! β€’ Host your own tournament / event Want to host a tournament or event yourself? Please reach out to our Event Organizers, @Metagross31, @Minashigo Hiko, or @nukie! We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. β€’ Team Changes Katchau has recently departed from the team. We greatly appreciate his contributions, especially his development of the search card in market feature. We wish him all the best in his future endeavors. That being said, we are happy to announce three new community members formally joined our team last month! We have a new developer in Piskr, who will start out with a focus on Client Development. He is currently working on improving the player right click menu, including a way to improve importing decks. Known in the community for his streams and beautiful artwork, Ultralord has joined the team as our first Video Editor. Another well known community member with terrible luck in opening promo's from boosters, Volin, has joined the team to help us out with coordinating Map Testing. Volin and Ultralord also worked together to give us the Lost Souls overview video from last month. Welcome everyone, and we are looking forward to your contributions! β€’ Contribute Interested in joining the team yourself? Skylords Reborn is a community-driven project fuelled by the passion and dedication of over 30 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to take a look at our open positions! β€’ In Conclusion That's all for this Community Update! We appreciate you taking the time to read through it. As is tradition, we're including a scratch code as a small token of our appreciation for your support. The code will reward you with a General booster: 19TH-MAYN-EXTP-ATCH The code is valid until June 1st, when we will bring you another Community Update. We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features. You can also sign-up to our e-mail newsletter here. Archive β€’ Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide) β€’ Overview Community Updates β€’ Community Update April 2023
  25. Every week, on Wednesday morning 8:30 CET, the servers go down a short while for maintenance. If you experience downtime beside these times, please let us know.
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