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#1011035 Legendary Event!

Posted by Toreth on 09 August 2024 - 17:03 in General Discussion

Didn't we just have a frag event last weekend, Grim?

'Tis a shame; I thought the idea was to stagger events - not have them on back to back weekends. At the rate we're going, those new frag stashes are gonna see their value in the dumpster ASAP! Socialist economy FTW!



#1010954 Realm Chest Update Ideas.

Posted by Toreth on 19 July 2024 - 14:16 in General Discussion

Draft of Prodigious Blow: Overkill 1100. 60m.

 

But...this?

 

The market would be influenced with these flowing in from here as well. If that's the intention, then so be it, but I'd still like to make note of it already being available.




#1010938 Realm Chest Update Ideas.

Posted by Toreth on 17 July 2024 - 14:28 in General Discussion

Not any one individual can ever speak for the entire community. If you were to peruse through resources available, guild chats, potential individual Guild Social spaces, however, you'd see them littered with "Whats the best way to 1-hit?"; links to the 1-Hit guide on the wiki; or the site to create your own hunting setup with instructions on how to garner the most of your stats - none of which include common items. It's as simple now as "Slap oh 4 sets, Coordinated attack, Smashing Hammer, and XP buffs, and just mash 1."

"What can I say except you're welcome?"

I think pushing the idea to the Loyalty update is fine if you're okay moving the idea to rares/uniques. It will be much better received and be sought after more that way.



#1010935 Realm Chest Update Ideas.

Posted by Toreth on 17 July 2024 - 13:55 in General Discussion

Players aren't playing that way anymore. They want to minimize effort to accomplish the same goal. When all that's typically required is maxing damage and middling attack, it becomes a brainless effort. And sure - I will drop the DoA thing when things aren't DoA.

Not an exaggeration at all - see attached:image.png

Uniques already see some form of use depending on what stats are needed on filler items - rares are overlooked. You could likely get away with doing both, however, if you made rares 0.02% per point and Uniques 0.01% or something along those lines.



#1010933 Realm Chest Update Ideas.

Posted by Toreth on 17 July 2024 - 13:18 in General Discussion

Well, I'd say it SHOULD in order to have value and not be a potion that's DoA. I'd like these things to help the game economy some.

When it was initially proposed ~12 Yeats ago, it was likely a pretty solid idea to inject something into the game. Now, commons, outside minor arena use for those with HP, are frag items.

If I might offer a suggestion? What if Trendy were changed to "Rare" instead of "Common?" They don't have the same level of crafting bonuses, so less bonuses I mentioned before, too - changing to "Rare," though might would get some to farm some champs for their items some as they could have new-found viability across all level ranges. It's an instant boost to nearly every aspect of the game, and it allows the potion to remain a more modest level while seeing use.



#1010931 Realm Chest Update Ideas.

Posted by Toreth on 17 July 2024 - 11:57 in General Discussion

Trendy is a player idea buff and one we have been asked for in this very thread. Remember, not everyone plays like you do. wink.png Pretty much this, sorry.~ Grim


I agree and typically encourage varying ways of play. I only said what I did above because of the compounding bonuses.

Commons can't be crafted, so we lose bonuses on epic craft, lesser gains from enchant buffs, lesser gains from epic forge, loss of Coordinated bonuses, lesser gains from defensive aura/layered armor, which then in turn also provides lesser bonuses from KE, SH, SW, AB, etc, which then gives less bonuses from Relics, etc.

I'm not saying it can't be a buff available, obviously - I'm just unsure how high a level Trendy would need to be to overcome losing all the other bonuses.



#1010925 Realm Chest Update Ideas.

Posted by Toreth on 16 July 2024 - 18:07 in General Discussion

And you want potions to last even longer than they do with BrewM from Arena? There are some that already last 16 hours WITHOUT any BrewM; we don't need things that extend the effectiveness of our "overpowered-ness."

 

Sinking more potions = good; making other potions last even longer = bad.

 

The game economy doesn't need even longer lasting Instant Teleport potions for seasonal titans and cows. The market is already flooded.

 

The idea behind extending our already lengthy potions is a ludicrous idea.




#1010923 Realm Chest Update Ideas.

Posted by Toreth on 16 July 2024 - 17:52 in General Discussion

Arterial Strike 600/1000: Already have a loyalty pot Arterial Strike 1000. It is also very niche and most people don't use it.

Trendy ???: No one will use this. Would have to be a stupidly high level to even try and get comparable stats to sets being paired with coordinated buffs and smashing hammer.

 

That being said I do have some possible potion recommendations if you are looking to replace some of these with something.

 

Sacrifice 550: Kind of the same as Sidd's potion allowing a higher level sacrifice be available outside of global chests.

Brewing Master 400: Will be a more expensive and rarer alternative of Brewers Art from arena to be used with those high epic pots.

Pride 300: Same as brewing master but for composed pots.

AS - the entire point is to have one available for free trade; that's good for the game's otherwise stagnantly dead economy. 600 won't do it, but 1k will. With the only other option being from Loyalty Tokens, those that DO want to use it will likely pay a reasonable amount for it as well.

Sacrifice already caps gold loss to 100% at level 500 - that's 575 post-distil which means 633 post-distil on 550? For what purpose? To have EVEN MORE XP gain when it's already super easy to level up?

BrewM would kill the only reasonable potion from the Arena. That does no good.

BG's on record as saying Pride is and will remain composing only.




#1010921 Realm Chest Update Ideas.

Posted by Toreth on 16 July 2024 - 15:50 in General Discussion

 

Hey there.

 

Right, first swing at new Crate content, I reckon I'll spread the various frag stashes across all existing crates. I think maybe one new potion per existing one. Potions, I'm tempted to put into two new chests? Opinions?

 

Potions I reckon we'll add:

 

Conserve 800. 60m.
Adept Learner 800. 60m.
Light Foot 1500. 60m.
Overkill 1100. 60m. Sidd's Poison already exists in the open market.
Titan Doubler 300. 60m.
Counter Attack 300. 60m. Wasting stamina in 2024 is bad for gameplay; I understand minor appeal for wanting something to increase stats in PvE, but there are other ways to do it without sacrificing stamina in today's game. For those mentioning SE's, there are other ways to solo those even at a much lower level than having to rely on an abysmal buff such as CA.
Invigorate 1000. 720m.
Reckoning 300. 60m.
Savagery 300. 60m.
Arterial Strike 600 (1000?) 60m. 600 is Dead on Arrival; it doesn't provide enough of a benefit to see decent levels of circulation. While I know I made note that Sidd's Poison already exists for Overkill 1100, this one is different. With only having access to AS 1000 via Loyalty tokens, this would give it an opportunity to be in the open market, which is a good thing.
Shield strike 400. 60m.
Immobilise Titan 400. 120m.
Trendy ? Trendy is a wasted buff for where we are in the game now; losing access to both Coordinated Attack and Defense, coupled with losing out on some Epic Craft bonuses as well as diminished returns on Epic Forge, Enchant Buffs, and in-turn the other compounded buffs on top of those, you'd need an exorbitantly high level Trendy level for this to even be worth it. I can find you the break-even point to make it semi-viable, but even with a multiplier at 0.01% compared to Coordinated Buffs' 0.05%, it's already starting behind.
 
 
Arterial Strike I'm no sure whether to go for 600 or 1000. Maybe both? Dunno.
 
Not sure what to do with Trendy. I tested it at 10,000 for ease. I'm no going that high obviously, but I do understand it likely needs to be high-ish to be useful? Again, opinions please.
 
Cheers!
 
~ Grim

 

 

Cyan = Good or Indifferent

Red = Don't Do It

 

As far as new chests go, that's fine, I guess. The opportunity to rotate loot into the chests is also an idea as well if you decide to stick them in the old chests, however.

 

I understand the idea behind trendy, but the use of something like that is in FS's past at this point. As mentioned above, I can likely find a "break-even" point where it could find potential use, but that number would be ridiculously high to compete with the readily available buffs we already have.




#1010896 Fallen Sword Roadmap (July - October 2024)

Posted by Toreth on 11 July 2024 - 11:45 in General Discussion

No. We are constantly told we need new stuff at all levels. The Level ranges of prizes are based on where in 1 to 10 the player placed. Thus the design is by the player for that level. That player decided they wanted an SE at that range. You want a specific SE in the high ranges, earn a top spot! ;)

 

~ Grim

 

'Twas just a suggestions - 'tis just a shame the set is already "Dead on Arrival" if it isn't above a certain level. I'm aware of how the "prize" is laid out for the player designed sets - you could also just compress the winning ranges so 1st gets EoC +250, 2nd gets EoC, 3rd gets Eoc -250, etc. Sword's loss - not mine.

I only brought it up as I was looking at gear statistics; just looking at "Glove/Gauntlet" items, from levels 1-1499 of Super Elite, Legendary, Epic, and Crystalline quality, there are 106 options available. The same item slots of the same quality from levels 1500-EoC yield only 65 options.

 

And that's just the gloves. It's generally the same across all item slots, and the disparity grows even greater when you factor in Unique and Rare quality items. When I say we don't need more down there, the numbers support it - it's not an opinion.




#1010891 Fallen Sword Roadmap (July - October 2024)

Posted by Toreth on 10 July 2024 - 13:31 in General Discussion

"Updates" and "content" in what sense?

- Composing DXP Event

- Global

- Composing DXP Event

- LE Event

 

CTRL + C

CTRL + V

 

Ta-da; there's our monthly routine. Maybe sprinkle in a little variance occasionally, but there's the gist. We're on life support on Sword, and the players realize that whether it's communicated or not.

 

It takes minimal stamina investment to level through the 25 levels of content that come out quarterly before EoC is left with only logging in daily to get their 5 measly Allegiance Tokens and check to see whether their daily quest is worth doing (it usually isn't). Non-EoC are left typically waiting for their stamina to fill up to max so they can hunt the content to GET to EoC to fall into the same cycle.

 

The new stuff that comes out? Most is "dead on arrival." Why? Because all most care about is the hunting aspect and MAYBE a bit of titan hunting, but if stuff doesn't have Temporal Shift, then the latter is automatically discarded from potential use of new items.

New titans? Sure maybe? We're capped at +7 Stam Gain. Eventually everyone is going to have access and possession of all +7 Stam Gain items, and then there's no point in having an open market for new or pre-existing Epic items. It's just a "let me log in to make sure stam gain is still good."

 

A game is supposed to be challenging in some regards - Sword is void of that. There's a barely existent "open market," if you can even call it that - the mobs are yawn-able since all a player has to do is repeatedly mash 1 on their keyboard until they run out of stam - other aspects are so far behind they shouldn't be mentioned out of respect for the dead.

 

The Realm Chest Update should be at the forefront of priorities, but manpower, as stated above has been pulled for Godzilla. <- This is the proof that Sword is on life-support.

 

I don't want to see Sword die, but nothing's being done to resuscitate it and get it off the ventilator.

Since this was disregarded due to not wanting to speak about the elephantS in the room, let's try a different plea.

 

Here is the event roadmap for July - October 2024!

 

juloct2024.png

 

As always, roadmaps are a guide and subject to change. 

 

We see there's a new SE supposedly coming designed by a player, and we know that the player designed SE was given a specific level range; is there a way to shift that level to something that ISN'T below level 2500? More SE's at higher level are needed, and anything below ~2500 is going to be Dead on Arrival as it won't have a use. If it's already completed, just scale it up - a 5500 SE would be nice to see.




#1010861 Legendary Event!

Posted by Toreth on 05 July 2024 - 16:52 in General Discussion

not fixed now Vampduffula (Legendary) is spawing with everyone else in the levels

 

and now Grumpy Groosifoo (Legendary) also

 

 

Nope, but it got me into trouble who had to call BigGrim back from his holidays to fix...

 

Quick, quick! Someone CTRL + Z, CTRL + Z, CTRL + Z really quick before it's too late!  ;)




#1010857 Legendary Event!

Posted by Toreth on 05 July 2024 - 16:46 in General Discussion

Fixed. Thanks for the heads up!

 

- Grim 

 

That CTRL + C -> CTRL + V gotcha in trouble, didn't it?




#1010850 Fallen Sword Roadmap (July - October 2024)

Posted by Toreth on 05 July 2024 - 13:37 in General Discussion

Nope. Those games don't get updates or content. Sword gets both. I mean, this is a ROADMAP thread showing future updates and content both.

 

- Grim

 

"Updates" and "content" in what sense?

- Composing DXP Event

- Global

- Composing DXP Event

- LE Event

 

CTRL + C

CTRL + V

 

Ta-da; there's our monthly routine. Maybe sprinkle in a little variance occasionally, but there's the gist. We're on life support on Sword, and the players realize that whether it's communicated or not.

 

It takes minimal stamina investment to level through the 25 levels of content that come out quarterly before EoC is left with only logging in daily to get their 5 measly Allegiance Tokens and check to see whether their daily quest is worth doing (it usually isn't). Non-EoC are left typically waiting for their stamina to fill up to max so they can hunt the content to GET to EoC to fall into the same cycle.

 

The new stuff that comes out? Most is "dead on arrival." Why? Because all most care about is the hunting aspect and MAYBE a bit of titan hunting, but if stuff doesn't have Temporal Shift, then the latter is automatically discarded from potential use of new items.

New titans? Sure maybe? We're capped at +7 Stam Gain. Eventually everyone is going to have access and possession of all +7 Stam Gain items, and then there's no point in having an open market for new or pre-existing Epic items. It's just a "let me log in to make sure stam gain is still good."

 

A game is supposed to be challenging in some regards - Sword is void of that. There's a barely existent "open market," if you can even call it that - the mobs are yawn-able since all a player has to do is repeatedly mash 1 on their keyboard until they run out of stam - other aspects are so far behind they shouldn't be mentioned out of respect for the dead.

 

The Realm Chest Update should be at the forefront of priorities, but manpower, as stated above has been pulled for Godzilla. <- This is the proof that Sword is on life-support.

 

I don't want to see Sword die, but nothing's being done to resuscitate it and get it off the ventilator.




#1010831 Fallen Sword Roadmap (July - October 2024)

Posted by Toreth on 01 July 2024 - 14:10 in General Discussion

Sword is not going anywhere, don't worry. :)

 

- Grim

In the same manner that Legacy, Sigmastorm, and Eldevin haven't and "won't go anywhere?"




#1010810 Fallen Sword Roadmap (July - October 2024)

Posted by Toreth on 26 June 2024 - 15:13 in General Discussion

As it stands, I am currently unable to push for any sweeping changes to features, such as Arena, due to our resources being allocated elsewhere. However, when an opening presents itself, I will bring your feedback to the forefront once again and see what we can do for the future!  :)

 

So...proof that Fallen Sword is on life support? If it is, that's fine, but I'm sure we'd like to hear it directly more so than subliminally.




#1010809 Realm Chest Update Ideas.

Posted by Toreth on 26 June 2024 - 15:10 in General Discussion

Overkill 1100. 60m.

Titan Doubler 300. 60m.
Counter Attack 300. 60m.
 
Frag stashes:
 
Worldly Frag Stashes, Bronze to Ruby. These are the mixed frags, similar to those in the Globals, just with more Frags and unbound.
 
Then we have : 
 
Worldly SE Frag Stash
Worldly Crystal Frag Stash
Worldly Legendary Frag Stash
Worldly Unique Frag Stash
Worldly Rare Frag Stash
Worldly Common Frag Stash
 
Frag Stashes with a single type of Frag. Higher quantity and unbound.

 

Questions.

 

Would we want these added to existing Crates? Or brand new ones?

 

Quest Items. Used for inventing upgraded Epics? If so, likely one of due to rarity/scarcity?

 

~ Grim

 

Everything not quoted is fine.

As others have said, OK 1100 already exists and sells well. With the potion flowing throughout the market, adding direct competition to it would be a terrible idea.

Titan Doubler 300 was suggested as a "for cleanup," idea, sure, but realistically, it's going to be used to secure holiday and limited titans more quickly. All it does is further exacerbate an already prevalent issue.

 

I don't know why Counter Attack was suggested. It's an abysmal buff that should never see any use in its current iteration. Squandering stamina against PvE mobs is the worst thing you can do, and when it offers Attack and Damage which are the easiest two stats to get thanks to the way gear distribution and buff work currently, this is a wasted slot. Counter Attack needs a complete rework or this suggestion should change to something like Arterial Strike 1000. While I know there's already one in the loyalty section, having one available on the open market works well for circumventing the loyalty coin cost some individuals may not have.

 

 

I'm torn on frag stashes. I understand why some may would want them, but with the way Global Events work and how well they're done, these would only be a wasted effort to a vast majority of those playing today. Now, if there were a way to put an "Instant Composing Level +5" item into a chest, that thing might would sell...

 

I saw the recommendation for a Reckoning 300 which sounds great, and I agree that it's hard coming up with other ideas on things because we don't want powercreep to get any worse than it already has. What would be the thoughts on a new buff specific to the chests here instead?




#1010474 Untapped Potential: The Analysis and Case for More

Posted by Toreth on 28 February 2024 - 17:02 in General Discussion

The case for +8 Stamina Gain Epics via the Introduction Through Guild Versus Guild Combat
 
I know the stance of HCG has been adamantly against +8 Stamina Gain (SG from now on) Epics for a long while, but I’d like to broach the subject from a different angle here in order to help bolster the argument FOR introducing the +8 SG Items.
 
TL;DR:
  • Investment Average Cost for 5,000 RP +8 SG Item = ~10,246 FSP in Stam + ~1,275 FSP in Additional Expenses
  • Gain Difference in +8 SG over a +7 SG = 8,766 Stam = ~351 FSP
  • Overall Net Profit in Circulated FSP of ~11,170 FSP
  • Epic Provides Item of ~31.5 Years of Positive Valuation to HCG Before Item Pays for Itself
  • In adding a +8 SG item, it in turn grants the players the potential to be more active in FS. Because of this, it also could provide each person to eventually get their hands on a +8 SG to dive into other aspects of FS they haven't participated in prior to its introduction.
First, let’s look at how much extra stamina PER YEAR a single +8 SG Item has over a +7 Item.
 
A +7 SG Item Yields 61,362 Stam Per Year at 365.25 Days (To Account for our Leap Years) while a +8 SG Item Yields 70,128 Stam Per Year at 365.25 Days – a difference of 8,766 Stam Per Year. Looking at this from a FSP to Stam cost at the given 1 FSP = 25 Stam, we’re left with ~351 FSP of item valuation.
 
Secondly, let’s look at the stamina and monetary cost for each tier, in regards to hits, of GvG conflict.
 
Values were gauged on average for Composing Potions, eggs, and a roundabout gold cost given to potential frag costs per player involved in each GvG conflict which resulted in approximately 1,000,000 gold per hitter and 1,000 stamina to fill in gapped buffs. Given these values, we see that 50 round conflicts cost 2,000,000 gold and 2,000 stamina, 75 round conflicts cost 3,000,000 gold and 3,000 stamina, and 100 round conflicts cost 4,000,000 gold and 4,000 stamina to cover each of the minimum number of participants. In addition to this, we also look at initiation costs for each conflict - 1 FSP and 50,000 gold each. As you’ll see below, the investment here will only account for initiating costs and stamina + gold use for Composed Potions ONLY as they’re fairly standard and most have access to those.
Conflict Info.png
And for this one, the cost for each hitter can be seen stamina-wise while accounting for Conserve 345 used from Composed Potions as well.
Stamina Conflict Info.png
In total, thanks to the charts, we can now look at total investment for each tier of conflict:
  • 50-Hit Conflict
    • 1 Conflict: 1 FSP; 2,050,000 Gold; 2,410 Stam
    • 20 Conflicts: 20 FSP; 3,000,000 Gold; 10,200 Stam
    • 5,000 RP Conflicts: 500 FSP; 75,000,000 Gold; 255,000 Stam
  • 75-Hit Conflict
    • 1 Conflict: 1 FSP; 3,050,000 Gold; 3,610 Stam
    • 20 Conflicts: 20 FSP; 4,000,000 Gold; 15,300 Stam
    • 5,000 RP Conflicts: 334 FSP; 50,700,000 Gold; 256,410 Stam
  • 100-Hit Conflict
    • 1 Conflict: 1 FSP; 4,050,000 Gold; 4,820 Stam
    • 20 Conflicts: 20 FSP; 5,000,000 Gold; 20,400 Stam
    • 5,000 RP Conflicts: 250 FSP; 38,500,000 Gold; 257,000 Stam
(Our highest level RP Epic in the game, the Ridged Plate Cuirass at level 2500, takes two each of Bobanarts Crystal Skull at 250 RP each, 2 Bottle of Gorgon Tears at 500 RP each, and 2 Fang of Meng Zhang at 1,000 RP each for a total of 3,500 RP. With the level 2500 Ridged Plate Cuirass already at a +7 SG, an uptick to 5,000 RP instead of a minor increase to 4,000 in order to drive more player activity would further increase the demand while also keep supply more limited - hence the use of 5,000 RP as the sticking point)
 
Finally, let’s look at investment cost versus benefit now that the variables have been defined and presented.
 
As seen in point one, a +8 SG item provides an overall stam gain difference of 8,766 Stam per year over a current +7 SG item (~351 FSP). As seen in point two, we can see overall investment costs into obtaining 5,000 RP is ridiculously high compared to what the overall benefit would be per year - an average of 256,140 stam across all of the tiers of combats (~10,246 FSP IN STAM ONLY with an added ~1,275 FSP average in monetary costs between gold and FSP = ~11,521 FSP total valuation). The difference here is astronomical and only shows that the circulated FSP potential in a +8 RP epic would have staying power and last for the long term future.
 
I know the idea behind +8 SG items has been taboo of sorts for a little while, but this should shine light on why they are a net positive for HCG and the brand. The players just want more reasons to play the game and to spend more time actively on FS; this implementation only goes to benefit everyone involved with FS.



#1010285 Proposed RP Packs.

Posted by Toreth on 24 January 2024 - 19:49 in General Discussion

FS Feedback.jpg




#1010219 Proposed RP Packs.

Posted by Toreth on 12 January 2024 - 14:50 in General Discussion

You said these that I removed wouldn't change, so I removed from feedback. That said, based on the below, aside from the promotion items, the others can be scrapped.

 
Below are augmented versions of the above with RP costs. Still 12 hours duration.
 
 
Name: Battle Pack C Cost: 15 RP (Won't see much if any use.)
Contents: 
Rage 300
Berserk 300
Fortify 300
 
Name: Power Leveller C Cost: 20 RP (Same as above. These buffs are used by active, online players. They'd just pop composing potions at minimum.)
Adept Learner 300
Librarian 300
Doubler 300
 
Name: Battle Pack D Cost: 30 RP (Same as Battle Pack C. No use here.)
Contents: 
Death Wish 400
Death Dealer 400
Wither 400
 
Name: Power Leveller D Cost: 20 RP (Same as Power Leveller C.)
Contents: 
Adept Learner 400
Librarian 400
Doubler 400
Conserve 400
 
Name: Fortune Pack C Cost: 20 RP (Same as what Leos said. Redundant Given D.)
Quest Finder 300
Merchant 300
Four Leaf 300
Find Item 300
Treasure Hunter 300
 
Name: Defense Pack C Cost: 20 RP (Yeah, sure. This looks fine. As a believer in Level Up Point Distributions mattering, this looks fine)
Contents: 
Fortify 400
Aura of Protection 400
Force Shield 400
Fortitude 400 (Huh? 28 March 2023 @ 10:09 EST (15:09 Your time), and I quote "300 interferes with Promo and Arena potions," but here we are with a 400?" I'm all for the level 400, but let's maintain some consistency here with what we believe to be a good idea and a bad idea.)
 
Name: Fortune Pack D Cost: 25 RP (Good pack. Brings value around here. This one is needed.)
Contents: 
Quest Finder 400
Merchant 400
Four Leaf 400
Find Item 400
Treasure Hunter 400
 
Name: Defense Pack D Cost: 20 RP (Pretty good here. I may would toss in Great Vigor as a bonus on this one to round it out and make it an all-rounder.)
Contents: 
Evade 400
Absorb 400
Flinch 400
Rock Skin 400
 
 
Here, we have Toreth's suggestions. We've posted them below with possible costs. Additionally, we have noted where certain buffs and potion ideas confict with existing potions from around the game. Those are buffs are unllikely to be put in place.
 
 
Name: Enchant Pack Cost: 75 RP (Again, pretty good. As Count said, it does interfere some with the chest obtained potion of enchantment if you wanted to look at that; if you were to compare, though, I would suggest only lowering to 175 given that if someone happened to pop that potion, it puts the levels at 202.)
Contents: 
Enchant Amulet 200
Enchant Boots 200
Enchant Helmet 200
Enchant Ring 200
Enchant Rune 200
Enchant Shield 200
Enchant Weapon 200
Enchanted Armor200
Iron Fist 200
 
 
Name: Titan Pack Cost: 200 RP (As others have said, without any Teleport at all, this won't see use. Even with what Shin said and reintroducing at 185 so it has some level without invalidating some things would be good.)
Contents: 
Titan Doubler 200
Light Foot 600
Avert Gaze 200
 
 
Name: Leveling Pack Cost: 200 RP (Lowering AM is moot. As AM already exists at level 400 and above from a plethora of different areas, Serum of the Hunter, Globals, Loyalty Potion, even Composed. It doesn't really matter. Aside from that, this looks fine and good.)
Contents: 
Stalker 400
Sacrifice 300
Overkill 350
Animal Magnetism 400 - 350
 
 
Name: Defense Pack Cost: 200 RP (See Defense Pack C for feedback on Fortitude. Just leave it at 300 here. If you're going to lower it based on Defense Pack C, Raise Avenger and Stalwart Heart, then, otherwise this likely sees little to no use given it'll invalidate one of the key features of the pack. While Fortitude exists in level 300 and even 400 (345 and 460 post Distil), the Arena potion isn't purchased as-is due to its existence in other potions already. All this does is help with defending.)
Contents: 
Avenger 300
Stalwart Heart 300
Fortitude 200 (300 interferes with Promo and Arena potions.)
 
 
Name: Bounty Pack Cost: 200 RP (Another one of those "Mainly an active, online player pack" which, when we factor that in, the Anti-Deflect level at 400 doesn't matter as even a simple composing potion invalidates it - same as the Spell Breaker. The highlight is the Retaliate and Undermine for offline players. AD and SB are easily overwritten by online players as they're online buffs.)
Contents: 
Anti Deflect 300 (400 interferes with Promo potions.)
Spell Breaker 250 (Invalidates invented potion?)
Retaliate 300
Undermine 300
 
 
Name: Fighter Pack Cost: 125 RP (What happened to the strikethroughs on this one!? Originally proposed was Fist Fight 250 - 200 is too low given that all someone has to do is pop a BE potion from composing and buff everyone with Fist Fight 203. 250 gives it value given that online players who want to win will likely be using Fist Fight 345 (Empress Elixer). Originally Riposte and Sharpen as well, and if we look at those "win now" conditions, there wouldn't be interference given that someone would just use an XMas box for the appropriate level (518).)
Contents: 
Fist Fight 200
Critical Strike 250
Side Step 250
Riposte 200
Sharpen 200
 
 
I hope this is all makes sense. We look forward to discussion and feedback plus any suggestions regarding other possible packs.
 
~ The Fallen Sword Team

 

 

As others have said - there also needs to be more to bring value to RP. As much as I dislike having a multitude of different currencies across the same aspect, maybe look at adding something extra to GvG so that way when the introduction of new gear (what's really needed) comes around, people can't just buy immediately with stored RP.




#1010205 Guild vs Guild Update

Posted by Toreth on 09 January 2024 - 15:30 in General Discussion

Hey,

 

At the same time, I feel like I am as likely to GvG as I was before the update as I am after it. I believed there was... more to come with the Update itself in terms of things changing. Do you have anything else planned in terms of rewards, mechanics, or additional adjustments?

 

I think this is the biggest takeaway currently. While I know the thread for new RP packs was posted as well, RP packs can also only do so much to drive activity in an area that is nearly void of participation. Sure, there may be some guilds who have been farming RP for a little while in anticipation for this "update," their takeaway is likely going to be "well this amounts to nothing for us."

 

GvG is supposed to be competitive to some extent, and while the notification system helps that, and the widening of the level ranges helps with getting more targets to potentially improve activity in some regard, the overall sentiment behind ONLY this is that "These are simple Quality of Life changes." There still will be no competitive aspect to GvG given what's been presented here.

 

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What of this? What happened to this portion of the proposal that would have incentivized a good portion of players to at least ATTEMPT GvGing more seriously. Without the attached also being implemented, we are no better off than we were prior to the update - if anything, we may be a little worse off instead given the lack of incentives to continue GvGing that failed to launch with the QoL update.

 

It's been ~18 months since the original proposal was brought up on the forums, and while I understand some of that time has been waiting for Hoof, the fact that the update here is a mere change in combat level range and a notification to when the conflict has been initiated and will begin is a way to tell the part of the community that enjoys GvGing that they don't matter - that they should go and play other aspects instead as this one no longer exists.





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