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  1. Hey guys. Since most of us startet to enjoy other games once Baofo was shut down im certainly sure many of us started with the blizazrd game hearthstone. My idea is to start some kind of hearthstone tournament exclusivly for our awesome battleforge Community. Im not sure yet if it would be like once a week, monthly or a one time event. To spice it a bit up i will do some kind of price pool for the winner (currently im thinking of 10- 15 hs-packs) The idea is to check if there are enough ppl to participate, finding a date where most of us can affort the time (or maybe some kind of slower tournament where every round takes ~ 1 day and the players meeting in that round can schedule their match by themself) First of all there are a few questions to check: 1. Is there Intrest in a event like that 2. Wich server should we play on (personly i would prefer EU...) 3. Any Format ideas (Bo3/ Bo5 Bans/no bans , Picking class for opponent, etc) 4. Any other ideas to add?
  2. Power circulation keeps your energy floating. So In this post i wanna touch something really important for playing battleforge Pvp. Some main concepts of power circulation in general. First of all i wnna point out the different ways power (energie) can be spend in BattleForge. So first of all therer are units, spells and buildings. Technicy units and buildings are sharing the same spot (buildings are kinda overpowered units, in the way how they bind power for a (limited) amount of time like units.) Overall that means, valuewhise, Spell < Unit < Building. A 100 power unit should not be removed by a single 100 power spell and a 100 power Building should always beat a 100 power Unit. Ofc u cnat really compare a War Eagle to a SoM, since there are alot off buildings aswell as units (e.g. Energy parasite) wich work kinda different and don`t fill into this comparing stats theme. One Important thing i wanna note is, that trading positively in a unit vs unit or spell vs spell trade is not considered here. Well you might ask yourself WTF does this have to do with Energy floating? Below i made a little Paint -Sketch of the Power Cycle in Battleforge The main diffrence between Units/Buildings and Spells is, that The Energy u spend for Spells directly flows into the Void Power while Units and Buildings will slow the circulation down a bit while they bind Power. But does this even Matter??? Well lets say there is a theoretial situation A where you have 0 Void and 0 current power, 2 power wells. To spawn a 300 Energy Unit (Eg. A Harvester) u would have to wait 150 Seconds. And now lets simulate a Situation B Where you have 0 Void, 0 Cureent Power and 2 Power wells, but u woud be able to spend every single point of energy instantly (wich ofc. Is not possible becaouse the smallest proactive unit is like 50 Energy but to keep it simple we just pretend we could^^)so it would enter the void pool right away. than u could do some random math like 0,9 * 2t* (100/99)^t for t=150 this would be around 1,2k Power Cycled. By spamming ur power out like that u would reach the 300 power mark at like 80 seconds. After seeing this u might ask youurself : wtf why am i even building big units than?? Well in battleforge you have to destroy your emenmys Power Wells aswell as Monuments while Spells used to be not that effective vs Structures, well... some units expecially sige units are. This forces the energy recources into a unit vs unit combat naturally slowed down by the distance your units have to run to reach the action. Btw this favours the defending player overall, since the defending person does not have this kind of tempo delay between paying a unit (binding the power) and get it into the action. For the same reason closed well situations are kinda intrsting and railing banner is such a powerful card. To bring the power immediately into the fight there are unit support seplls like heal, cc dmg spells and protects wich can be casted near to your units and structures. First conclusion: find a good balance between units/ and spells, to bring the maximum amount of power into the fight. to be continued....
  3. Circadia has created a fantastic guide back in 2009 encompassing basically everything that is to know about BattleForge and how to get better at the game. It was built around the concept of PvP, but all kinds of mechanics and strategies are explained within, in great detail. To prove that, here is a quote: I mean, c'mon! How cool is that? The actual guide is 44 pages long, and was only available in pdf format. Unfortunately, converting it to doc throws the formatting/tables and embedding 44 images isn't a healthy option either. You can download the original pdf file by clicking HERE. Here is the Table of Contents to give you guys an idea of what the guide entails: 1. Who this guide is intended for.................... 3 2. What to expect from Battleforge PvP.......... 4 1. MT:G meets Dawn of War................. 4 2. The Fog Lifts....................................... 4 3. Victory Objectives.............................. 5 3. Reading Cards............................................... 6 1. Unit Cards........................................... 6 2. Building Cards..................................... 8 3. Spell Cards......................................... 9 4. More Information................................ 10 4. Building a PvP Deck..................................... 11 1. The Four Elements............................. 11 2. The Tier System................................. 12 5. Deck Purity.................................................... 12 1. Deck Interface.................................... 13 5. The Power System........................................ 14 6. Why you need power.................................... 14 1. Mechanics of the Power System....... 14 2. Practical Power Usage....................... 17 3. Know your Income!............................ 18 6. The Counter System..................................... 19 1. What is it?........................................... 19 2. Attack Type and Unit Size.................. 19 3. Complex Counters.............................. 19 4. Counters and Power........................... 21 7. The Playing Field........................................... 23 1. Layout of a Map.................................. 23 2. Point Control....................................... 23 3. Playing your Cards............................. 24 4. Healing and Repair............................. 29 8. Basic Strategies............................................ 32 1. Rushing............................................... 32 2. Harassment........................................ 33 3. One Unit Wonders.............................. 33 4. Infiltration............................................ 34 5. Wall Offense....................................... 35 6. Map Domination................................. 35 7. Turtling................................................ 36 9. PvP Rewards.................................................. 37 1. ELO and Rank.................................... 37 2. Tokens and Gold................................ 38 3. Collection or Tome?........................... 38 4. Upgrade System................................. 38 10. Glossary of Terms........................................ 41 11. Acknowledgements...................................... 44 Suffice to say, all credits go to Circadia for his time and dedication.
  4. Dear Skylords I opened this threat, because of the discussions concerning the PvP-Balance we allready have in this Forums. Because the discussions both deal with specific cards or specific ideas for balancing and i have the feeling that it is missleading at the moment (eg. talking about giving pure fire a Wareagle counter on the one hand and talking about OPness of (pure fire) Cliffdancing on the other hand). To get the balancing PvP discussion better organized i want to collect all (perceived) balancing issues in PvP here in this thread. The goal is to first make a list with all of those issues, then go down that list point for point to discuss it: Is this realy an issue, does it has to be changed, how could it be changed. As a conclusion we would have a list of REAL Issues that should be adressed (with ideas on how they could be adressed) and a list of only PERCEIVED Issues, that are no real ones and only come because people don't know how to play vs certain strategies or vs certain Decks. Please as a first step only post (in short words) which Balancing Issues YOU think are in Battelforge that need to be adressed. I am gonna collect all of those in a List here in the first post. After some time of collecting we can discuss each issue and see if it realy is a thing that needs a fix, or if it's not. After we have a list of REAL Balancing Issues we can start to discuss those in seperate threads again. I Hope this will lead to a more sophisticated Discussion about PvP balancing and will lead us in a direction so that we can start to balance or test balancing ideas when the server is up and running (maybe on a seperate testserver). I am gonna start that List with the issues that I think are problematic in BaFo PvP. I am gonna ad the name of the person who reports an issue in brackets behind it. Please be aware, that not everybody has to be your opinion, just post everything YOU THINK is a balancing Problem in PvP. You don't have to post any ideas how to solve this problem, lets first only collect, then discuss all the points. Perceived Balancing Issues in PvP: - Weakness of Bandit T2 and Shadow/Nature T2 (Nachtalb) - Shadow/Frost T3 is overpowered (Nachtalb) - Tree Spirits are problematic in Nature T1 (Nachtalb) - lack of a cheap t2 m/m counter in pure nature (LagOps) - phasetower is problematic against nature (and maybe frost?) t1 (LagOps) - lack of reliable wareagle counters for pure fire (LagOps) - bandits being underpowered vs frostsplash T2s (SunWu II.) - cursewell being overpowered in frostsplash T3s (SunWu II.) - shield building being overpowered (SunWu II.) - war eagle + stormsinger(ability) being overpowered vs pure fire and fire/nature T2 (SunWu II.) - firedancers over cliffs/walls being overpowered (SunWu II.) - the (bug ab)use of netherwarp (green) casted on shadow mages being overpowered (SunWu II.) - Brannoc's special ability being too strong (SunWu II.) - pure nature being slightly underpowered vs certain m-unit attacks in early T2 (SunWu II.) - lost grigori's special ability being slightly too strong (SunWu II.) - phasetower and mortar being slightly too strong (SunWu II.) - Grigori's taunt bug (Aragorn) - Razorshard knockback delay bug (Aragorn) - Nothern star bug (Aragorn) - Juggernaut and Mo's ability CC-Bug (Aragorn) - Brannoc : Ability too strong (Aragorn) - Nature t1 : Give them something to deal with structure (mortar and phase tower) (Aragorn) - Nature t2 : Give them a M/M. (Aragorn) - Additional energie (energy parasite, thugs, etc.): Bad Concept (Aragorn) - Mountainer: Shield ability OP (Aragorn) - Well curse OP in 2vs2 (Aragorn) - Lajesh unbalanced : Too much wall and cliff potential on nearly every well. (Aragorn) - Bandits UP (Aragorn) - PvP is balanced/there should be no discussions at the forums at this point (Anonymous, xHighTech)
  5. So here I'd like to work out any math problems people may have about Battleforge! Send me your questions and I'll try to answer them. For starters, here is a mathematical model of your power pool and an explanation of why t4 is a terrible idea in PvP 1v1. time t is measured in 2 second increments (because that's how the game adds power)v(t) is the power in the void pool as a function of time t.p(t) is the power in the power pool as a function of time t.w is the number of power wells a player hasp0 is the power at the start (i.e. p(t0)=p0)Your void pool returns 1/50 of its power to the power pool. If we modeled a differential equation, dv/dt=-1/50v. Solving for v, v=v0e-t/50. This is perhaps a little complicated, so I'll show you another way that is more intuitive. Let's develop the model by inspection. v(t1)=(49/50)v(t0) because at 2 seconds [that's v(t1)], the void has lost 1/50 of the void at 0 seconds [that's v(t0), or v0]. v(t2)=(49/50)v(t1) for the same reason as above. Since v(t1)=(49/50)v0, v(t2)=(49/50)(49/50)v0. In other words, v(t2)=(49/50)2(v0). v(t3)=(49/50)v(t2) which equals (49/50)3(v0) and I think you can get the pattern. The void pool can then be calculated as v(t)=v0(49/50)t with t measured in 2 second increments (so t=4 means 8 seconds). This way is actually a bit more accurate (since the method with a first order linear homogeneous differential equation is compounded continuously and it's actually compounded every 2 seconds) so we will go from here. This model describes the void pool at any given time (assuming that nothing else is added to it). So to find the amount of power that the void pool injects into the power pool, it will be v0-v0(49/50)t. Or in other words: v0(1-(49/50)t). We furthermore know that the power in the power pool increases by 1 power every 2 seconds from every well. Thus, p(t)=wt +v0(1-(49/50)t) +p0 * @Hirooo commented that the portion v0(1-49/50)t maxes out at 20. So if your void goes above 1000, you will get a steady +20 from the void every 2 seconds until the pool goes below 1000, when you'll gain like normal. If you plug this into a graphing calculator, you can easily see what a difference in void power makes. For instance, type p=wt+v(1-(49/50)^t) +C into https://www.desmos.com/calculator and make sure to use sliders for w, v, and C (you can use any letters). This will model any power if you assume that nothing gets added to the void pool and no wells drop or get added. I'll illustrate how to use this model to explain why t4 is bad for power. Sometimes people ask "since enlightenment is 260 power, why isn't it just better to use t4 for an extra 40 power, and then you can play t4 cards whenever." Here is why. Suppose you've graphed that function in desmos. C&P so there's two and then change the variables w,v, and p for random constants (if you want a ballpark estimate, w=4, v=600, p=100). Those constants don't really matter for this though, so you can even make anything that doesn't change 0 if you want. That's what I will do for this comparison. Since we want to see what happens if I spend 260 power (234 void) for enlightenment vs 300 power (0 void) for a monument. The equation for using enlightenment looks like p=234(1-(49/50)^t) +40 because w=0 (it doesn't matter if we assume both players have the same wells) and C=40 because enlightenment is 40 power less than a monument. The other player has p=0 because w=0, v=0, and C=0. Note that you can put whatever numbers you want here as long as the first equation has C=40 higher than the second equation's C, v=234 higher than the second equation's v, and w is equal. The difference between these two functions tells us how much more power the player who used enlightenment has. After 10 seconds (t=5), the player who used enlightenment has 62 more power than the other. After 30 seconds (when the monument gets built) the player with enlightenment has 101 power more than the other. As time goes on, the player who used enlightenment will eventually get 273 power more than the other. Hope this model was useful! Feel free to ask any questions or propose more math subjects! I have also created a supplementary video: https://www.youtube.com/watch?v=zhqUuZMUb0Q
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