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shindrak

Member Since 05 Feb 2013
Online Last Active Today, 19:33

#1010921 Realm Chest Update Ideas.

Posted by Toreth on Today, 15:50

 

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

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.




#1010850 Fallen Sword Roadmap (July - October 2024)

Posted by Toreth on 05 July 2024 - 13:37

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

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?"




#1010814 Fallen Sword Roadmap (July - October 2024)

Posted by Corrupted on 26 June 2024 - 16:18

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.

 

You're meaning to say that whatever the players contribute to the game monetarily is being allocated somewhere else and the game gets overlooked?

That looks like a rather... grim (see: not good) outlook for the future of the game. Here's to hoping the donations at least keep the lights on for a while longer.
 




#1010772 Fallen Sword Roadmap (March - June 2024)

Posted by Tilley10 on 19 June 2024 - 16:37

 

We would like to present the roadmap for July - October 2023!
 
 
As always, the roadmaps are a guide and are subject to change.
 
It's been a bit of a strange year for us so far, but we hope the roadmap gives you a rough idea as to what's coming. With Hoof being away, it would be unfair to give an accurate date as to when the GvG updates will be implemented, however, it will be the next thing we plan to deliver when Hoof is back in action!
 
We understand there has been a fair few of you asking for Arena updates, so we'd like to spend some time seeing what we can do to improve it. As we are navigating these next few months, there may be opportunities we can slip in some extra things here and there.
 
We do have some new skills planned for the end of this year, so we will likely make a forum thread to allow you to give feedback before they are implemented.
 
We appreciate everyone who have given their time to provide feedback and can only ask for your patience as we head into the latter half of the year. We hope you all have a wonderful summer -- remember to stay hydrated!
 
~ The Fallen Sword Team

 

Over a year now and still nothing related to an arena update.




#1010691 PvP Event Crystal League!

Posted by wazzimoto on 23 May 2024 - 19:18

WHO would like to see that again....  ??

 

It was so much fun??    

Easily Implemented again ......... No??   :)




#1010485 Thieves in the Night VI

Posted by BigGrim on 29 February 2024 - 16:17

New recipes have been found in the Cathedral of Ways. Those players with items used in the new recipes in the Auction House have had them returned.

Yup.

 

~ Grim




#1010479 Fallen Sword Roadmap (March - June 2024)

Posted by Arioche on 29 February 2024 - 10:42

Hello everyone!
 
Here is the event roadmap for March - June 2024!
 
fsroadmap_marjune2024.png

 

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

 

We at HCG are entering a pretty busy period as we run up to the release of our new game: Godzilla x Kong: Titan Chasers. There is also some other developments that I cannot wait to share with the FS Community. Something we have been working on for some time and we're growing ever closer to the day we can finally talk about it.
 
~ Fallen Sword Team



#1010475 Untapped Potential: The Analysis and Case for More

Posted by drdoom123 on 28 February 2024 - 21:02

Very well put, will certainly make gvg more active im all for anything that makes the game more active, will also encourage people to buy dots to pay for these epics if they don’t want to gvg for it so in my eyes a win win alllllllllll around !


#1010474 Untapped Potential: The Analysis and Case for More

Posted by Toreth on 28 February 2024 - 17:02

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.



#1010369 GRP Update!

Posted by PointyHair on 02 February 2024 - 12:09

The feedback was for even more. I recognised that the prices were far to low but their suggestion was too high, thus I made the change.

 

~ Grim

I do not believe this to be the case. I have been monitoring the thread, but there has been no need to comment until now. Unless there is some "feedback" that we are not aware of, ie. not in the thread, then the massive jump in price was only suggested by 2 players, TheCount and fugrnugget. No one else supported this.




#1010330 Proposed RP Packs.

Posted by BigGrim on 29 January 2024 - 16:59

Your words are not incorrect. A VERY small number of players gave feedback, which the administrators accepted. I just wonder if 10 players are a sufficiently broad representation of the full number of players of the game.

Then get more of your fellows to provide feedback?

 

~ Grim




#1010219 Proposed RP Packs.

Posted by Toreth on 12 January 2024 - 14:50

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.




#1010220 Proposed RP Packs.

Posted by EpicPiety on 12 January 2024 - 14:52

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.

+8 GvG epics, have the new currency be heavily throttled so only very few of them can be generated. Probably something that would be rewarded based on a theoretical GvG Ladder reset system.






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