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MrXLink

UPDATE: BFP Reserves and Boosters

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18 hours ago, Gwiven said:

Im new to the game and was wondering is there a way to see when you get the BFP from the reserve and in that case where. So far ive only seen the quests and the achivments.

 

This system is only implemented on the test server so far :-3

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4 hours ago, Ultrakool said:

This system is only implemented on the test server so far :-3

oh okej great no wonder thanks for the info :)

 

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On 5/13/2020 at 3:13 PM, Gwiven said:

Im new to the game and was wondering is there a way to see when you get the BFP from the reserve and in that case where. So far ive only seen the quests and the achivments.

@Gwiven That system is under testing on the test server. The live server is still using the old System. write !BFP on the discord server and the bot will explain it. There was the !BFP afaik on the testserver to see the current reserve.

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14 hours ago, Halis said:

@Gwiven That system is under testing on the test server. The live server is still using the old System. write !BFP on the discord server and the bot will explain it. There was the !BFP afaik on the testserver to see the current reserve.

It’s .!BFP but yeah

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Posted (edited)

Great work! I look forward seeing this on the open beta server.

I do want to state that the PvE grind is very much there, even if you lower the level cap. The reason is that gold is pretty scarce if you only play PvP. If you wish to upgrade one ultra rare you would have to play 100+ PvP games. To counter balance rPvE grinds, and GOL hacks I would suggest to increase the gold you gain in playing PvP.

Edited by Zappyx

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1 hour ago, Zappyx said:

Great work! I look forward seeing this on the open beta server.

I do want to state that the PvE grind is very much there, even if you lower the level cap. The reason is that gold is pretty scarce if you only play PvP. If you wish to upgrade one ultra rare you would have to play 100+ PvP games. To counter balance boring rPvE grinds and GOL hacks I would suggest to increase the gold you gain in playing PvP.

There are no GoL hacks only game mechanic.

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On 5/27/2020 at 5:03 PM, Zappyx said:

That is not the point of my post, so I'll edit it because it seems triggering

Some people really thinking that it is hacks. It is not triggering, but should be not written in forum to prevent the spread rumors :)

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Posted (edited)

@MrXLink

Bfp per min is awesome but  IMHO you should also add gold per min  playtime for communitymaps and pvp or I still have to farm gold in maps that I not wanna play anymore. 

Pls not force me to farm Gol, Soultree or rpve over and over again.  :-) 

Your bfp gain is only half of the real deal to the way to make all game modes worth playing. Bring to an end what you started. 

Check it's a communitymap or pvp  then activate extra gold over time gain. Use same system like bfp. Just have to choose the gold gain rate. 

Communitymaps have unlimited potential and content and you not have work creating them. 

 

Kind regards

Edited by Karl Lavafeld
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Hello everyone,

is it intended property of the system, that 10 minutes of the play (e.g. PvP) gives different amount of BFP from reserve?  Talking only about the part of rewards which goes from the continously added BFP, not the daily bonus nor transfered daily bonus.

Putting the formula into excel

image.thumb.png.09791854c874f366db1c93abb3a96bc2.png

yields various rewards per same play time.

This means, that it motivates* people to not to play, until the reserve is high enough. Assume we define optimum as least time played to get max BFP. Then optimal "controller" would play only when the reserve is almost full, play a few mins and then stop. Wait for refill and repeat. Just looking into this table it would spend roughly 10x less in game yet earn same BFP compared to someone who "operates" with empty reserve. And even "more less" compared to someone who just plays nonstop

What is the motivation behind this nonlinearity? Please note, that I for sure wont be able to be much active, so this system actually benefits me personally, but it really feels odd, that rewards is proportional to current state of the reserve, rather than just time played (assuming sufficient amount of BFP is stored)

*again, only with respect to reserve reward part of the system

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8 hours ago, VolvoxGlobator said:

Is it intended property of the system, that 10 minutes of the play (e.g. PvP) gives different amount of BFP from reserve?  Talking only about the part of rewards which goes from the continously added BFP, not the daily bonus nor transfered daily bonus.

---

This means, that it motivates* people to not to play, until the reserve is high enough. Assume we define optimum as least time played to get max BFP. Then optimal "controller" would play only when the reserve is almost full, play a few mins and then stop. Wait for refill and repeat. Just looking into this table it would spend roughly 10x less in game yet earn same BFP compared to someone who "operates" with empty reserve. And even "more less" compared to someone who just plays nonstop

What is the motivation behind this nonlinearity? Please note, that I for sure wont be able to be much active, so this system actually benefits me personally, but it really feels odd, that rewards is proportional to current state of the reserve, rather than just time played (assuming sufficient amount of BFP is stored)

*again, only with respect to reserve reward part of the system

Yes, this is intended behaviour. When looking at the way we're rewarding people, we need to take the following consequences into account:

  • Having no cap will have players with more time on their hands absolutely dominate the economy, game and progression. We want to avoid this.
  • Having a hard cap and linear gain will be completely fair, but will make people stop once they hit their limit
  • Having a soft cap will make the BFP gain less over time and may demotivate players anyway once their BFP rate for the day isn't worth it anymore

On top of that, we want to close the gap between constantly playing players by giving players who have work or can't play as much a bit of leeway to catch up to others. This is what causes the whole "refilling nets more BFP" scenario and is completely intentional. The reserve system is specifically designed to be an alteration to a softcap that accounts for lost time. This means that yes, based on playtime, those taking breaks get more BFP for their in-game time. However, in real time, those playing continuously will be able to gain more. It's important that, in order to earn the same amount of BFP (based on 1.5h sessions, 3h breaks, 280BFP) someone who would take breaks would have to take hours longer in real time than continuous players. This difference in time racks up fast, and sure, you can just do other things in the meantime, but to forcibly optimise this is quite tedious and a lot of grinding/minmaxing for frankly not a huge difference in BFP earned. If you were to "abuse" this system, you would have to willingly quit and wait every single time you play a game, which we assume few people will do. There are much more benefits to having players catch up and feeling more rewarded in that regard than there are drawbacks to the system not being perfectly linear and fair. We'd rather have some people optimise the hell out of this if they enjoy that than to give out too much market control too quickly, widen the gap or have zero reason to continue as opposed to "less". Compensation always comes at a cost; it's about whether the benefits outweigh it, and I consider that they do. So yes, this is intended, nonlinear and should be reasonably balanced to feel not as limiting to regular players and more empowering to those whom the system's intended for.

--

@Karl Lavafeld I will be looking into making gold "rushing" less monotonous and more viable on different maps.

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On 7/21/2020 at 1:51 PM, MrXLink said:

Yes, this is intended behaviour. When looking at the way we're rewarding people, we need to take the following consequences into account:

  • Having no cap will have players with more time on their hands absolutely dominate the economy, game and progression. We want to avoid this.
  • Having a hard cap and linear gain will be completely fair, but will make people stop once they hit their limit
  • Having a soft cap will make the BFP gain less over time and may demotivate players anyway once their BFP rate for the day isn't worth it anymore

On top of that, we want to close the gap between constantly playing players by giving players who have work or can't play as much a bit of leeway to catch up to others. This is what causes the whole "refilling nets more BFP" scenario and is completely intentional. The reserve system is specifically designed to be an alteration to a softcap that accounts for lost time. This means that yes, based on playtime, those taking breaks get more BFP for their in-game time. However, in real time, those playing continuously will be able to gain more. It's important that, in order to earn the same amount of BFP (based on 1.5h sessions, 3h breaks, 280BFP) someone who would take breaks would have to take hours longer in real time than continuous players. This difference in time racks up fast, and sure, you can just do other things in the meantime, but to forcibly optimise this is quite tedious and a lot of grinding/minmaxing for frankly not a huge difference in BFP earned. If you were to "abuse" this system, you would have to willingly quit and wait every single time you play a game, which we assume few people will do. There are much more benefits to having players catch up and feeling more rewarded in that regard than there are drawbacks to the system not being perfectly linear and fair. We'd rather have some people optimise the hell out of this if they enjoy that than to give out too much market control too quickly, widen the gap or have zero reason to continue as opposed to "less". Compensation always comes at a cost; it's about whether the benefits outweigh it, and I consider that they do. So yes, this is intended, nonlinear and should be reasonably balanced to feel not as limiting to regular players and more empowering to those whom the system's intended for.

--

@Karl Lavafeld I will be looking into making gold "rushing" less monotonous and more viable on different maps.

MrXLink,

I understand your logic and in general it makes sense.

However, my concern is that it will reduce the incentive to play the game every day which will result in fewer players Online.

That would be bad because we don't have enough players as it is.

So I would like to propose adding a 10% chance (each day) where a player who plays for one hour could get a booster reward in addition to the other rewards.

I believe that this 10% chance to win a booster will encourage players (who can) to play every day.

 

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