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?"
- shindrak likes this
Posted by Toreth
on 26 June 2024 - 15:13
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.
Posted by Toreth
on 28 February 2024 - 17:02
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 300Berserk 300Fortify 300Name: 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 300Librarian 300Doubler 300Name: Battle Pack D Cost: 30 RP (Same as Battle Pack C. No use here.)Contents:Death Wish 400Death Dealer 400Wither 400Name: Power Leveller D Cost: 20 RP (Same as Power Leveller C.)Contents:Adept Learner 400Librarian 400Doubler 400Conserve 400Name: Fortune Pack C Cost: 20 RP (Same as what Leos said. Redundant Given D.)Quest Finder 300Merchant 300Four Leaf 300Find Item 300Treasure Hunter 300Name: 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 400Aura of Protection 400Force Shield 400Fortitude 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 400Merchant 400Four Leaf 400Find Item 400Treasure Hunter 400Name: 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 400Absorb 400Flinch 400Rock Skin 400Here, 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 200Enchant Boots 200Enchant Helmet 200Enchant Ring 200Enchant Rune 200Enchant Shield 200Enchant Weapon 200Enchanted Armor200Iron Fist 200Name: 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 200Light Foot 600Avert Gaze 200Name: 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 400Sacrifice 300Overkill 350Animal Magnetism 400 - 350Name: 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 300Stalwart Heart 300Fortitude 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 300Undermine 300Name: 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 200Critical Strike 250Side Step 250Riposte 200Sharpen 200I 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.
Posted by Toreth
on 09 January 2024 - 15:30
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.
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.
Posted by Toreth
on 17 March 2023 - 15:33
TL;DR: Send the trials with the caveat of increasing the level ranges as part of the trial. This is a fix to the structural portion of how GvGs are done; rewards come after the structural part is fixed. Current Epics from GvG Rewards: 25% of them are upgraded; other upgrades still pending. Opt-out is terrible - notification system allows for Unbreakable casts to assist in the ONLY negative of gear damage.
While I certainly don't envy HCG for having to come in here and sift through the posts, trying to decipher what's legitimate and what's an "I want," I do hope they can see the dichotomy of the players in the community in regards to this aspect. What's a little surprising is the fact the HCG has come out and said "this is a trial," which has been met with disdainful comments of "No. Terrible. That's not going to work. That's no good." when the proposed quality of life changes haven't even been attempted yet. HCG has finally come down after how long to breathe some life in an absolutely dead aspect of the game?
Obviously I agree and support what's been proposed being the original, original poster that Arioche linked to, but there's a reason each of those were brought up initially:
Everyone keeps touching on rewards, but they fail to address the core issue of GvG being a "I wanna farm AFK players who are unprotected." These would assist in doing that. Until the core is repaired, at least some, then the reward structure will do nothing but become stagnant rather quickly even if things are introduced.
"I want new items and new epics." Sure, but have those who've asked for such things taken note of the Epics that are currently in the process of being upgraded? Only 5/21 (or 5/20 if omitting Cobalt Rune due to low level) have been upgraded so far. That's 25% or less of the way done on those upgrades, but they are coming. BG said it was going to take a little while as it has to be done in phases. The impatience and desire for instant gratification is going to run this into the ground before it even has a chance to take off.
Others have tossed out other ideas around as well; some with merit (Structure for the notifications), others without (“Let me just disengage from GvG altogether”). There are also some that would require more substance from HCG, which also isn’t feasible:
The seasons idea was brought up in the Original that Arioche linked to that had favorable HCG response:
But, if the core function of GvG isn’t patched first, then the GvG ladder system will be just what it is now - “farm AFK players and race to 1st; then, park until the reset.” These ideas up for trial are the initial steps into injecting a competitive nature back into FS. GvG (and PvP, but that’s a separate topic), are meant to be competitive in some regard, but there’s nothing to appease those who want a challenge.
Posted by Toreth
on 01 July 2022 - 07:16
You are only talking about weapons here, that is bias data. Most people would say disable for weapons, there isn't much of an issue with non weapons. Weapons only speak for 1/9ths of the epics and they tell a much different story.
If not allowing COA/COD, then how about tuning invigorate. I'm going to use some random numbers here to explain.
Invigorate = 200% bonus 1 epic
Invigorate = 100% bonus 2 epic
invigorate = 30% bonus 9 epics
In this case it may allow for invigorate to scale well enough with wearing a filler epic and not make a full set of 9 overpowered.
Using a weapon isn't biased data at all. I'm going to guess you believe I was using a value for an Enchant Weapon potion in the calculations, however, you'd be incorrect. Enchant Weapon was set at level 203, just like any other buff level that wasn't available via composing.
Provide the data for the other 8/9ths of the picture and compare. It's a different story.
Since you asked nicely, the other eight slots were completed as well. I have requoted the parameters, however, sets had to change based on the slots used, so the sets are annotated next to each set of data. There's a TL;DR towards the bottom of the data.
Buffs Used: Armor Boost, Coordinated Attack, Coordinated Defense, Defensive Aura, Keen Edge, Layered Armor, Shield Wall, Smashing Hammer, Invigorate, Epic Forge, Epic Craft, Fortitude, Constitution, Sanctuary, Anchored, Chi Strike, Cursed Ring, Cursed Rune, Enchant Armor, Enchant Shield, Enchant Weapon, Iron Fist, Aura of Protection, Berserk, Evade, Fortify, Fury, Great Vigor, Rage, and Rock Skin.
(For Buffs with a Composing Equivalent, the Distilled Composing Value was Used for Those Values)
Also Included: Battle Totem 10, Health Shrine 20, Armory 10, Weaponsmith 10, Sharpening Stone 20, Guard Tower 15, Artificier 15, War Shrine 25, Healing Tent 10, and Relic Bonuses @ 10% For All Stats
Gloves: Periwinkle, Daemonic Reindeer, Poison Chomper, and Emperor Hydra Set with The Hunted Cow Gauntlets
Helm: Periwinkle, Daemonic Reindeer, Sullivan and Pistos Sets with The Hunted Cow Crown
Amulet: Monarch, Parfs, Vile White, and Chimeric Sets with The Hunted Cow Sigil
Boots: Monarch, Parfs, Vile White, Chlodwigs Sets with The Hunted Cow Sabatons
Ring: Parfs, Stalkers, Chancellors, and Pollen Sets with Woogle Ring (Project Stats Used Post Reprisal @ 1/3 Attack; 2/3 Armor @ 4.55 Stat Points Per Level Like the Hunted Cow Items)
Armor: Chancellors, Stalker, Pollen, and Poison Chomper Sets with Egg Shell Armor (Projected Stats Used Post Reprisal @ 1/3 Damage; 2/3 Armor @ 4.55 Stat Points Per Level Like the Hunted Cow Items)
Shield: Vile White, Periwinkle, Chlodwigs, and Stone Chomper Sets with Glob Encrusted Shield (Projected Stats Post Reprisal @ 1/3 Defense; 2/3 Armor @ 4.55 Stat Points Per Level Like the Hunted Cow Items)
Rune: Daemonic Reindeer, Daemonic Santork, Periwinkle, and Pistos Sets with Cranks Loathsome Rune (Projected Stats Post Reprisal @ 1/3 Damage; 2/3 Defense @ 4.55 Stat Points Per Level Like the Hunted Cow Items)
As you can see and as now shown, all nine slots have disparity of ~10% using only level 203 Buffs and ~20% as Composing Buff Levels are introduced proving the growing disparity as buff levels get higher. What you're referring to above about weapons holds even more true when we start referencing level 1500+ buffs. If we're already at ~20% disparity with ONLY Composed Potions being introduced, introducing Global Event and Donation Chest buffs into the equation throws the disparity much higher. I'll reiterate once again, COORDINATED BUFFS SHOULD NOT WORK WITH EPICS.
TL;DR: You're wrong.
The way I see it is making Epics do not disrupt CoA/D is just really a problem for PvP... It'll increase interest for hunting, of course, if you have a good hunting setup where the loose 9th piece fits with an Epic that gives relevant stats (damage mostly), then yeah, it's useful for hunting...But we already have enough damage and attack to one hit anything without a thought, so what difference would it really do? Just increase the interest and market demand, which I think it's the point of new Epics to start with.
But now, for PvP, would the stats of a setup with 4 sets + 1 Epic really be that different from a setup with 4 sets + 1 legendary/Unique/Crystal? I don't think it would be for level 3000+, but for lower levels Epics are waaaay too strong and that might be a problem.
On that note, I dislike the idea of just cancelling it to Weapons and make it would for the rest of Epics, it has to be simple and straightforward, that would create too much confusion.
-
All those questions might change once the Epics get reworked with the new formula, so I think we should just leave it for now, and come back to this subject once we have an idea of what the improved Epics gonna look like, better than having to revert that decision in the future.
Hey Yghor! I'd be willing to run some math around the difference in filler options for specific sets if wanted for PvP purposes in comparing Epics to Legendary, Crystalline, etc. There are other variables to take into account when doing something like this, though, as there isn't that "one size fits all" type set for PvP like there generally is for hunting.
Posted by Toreth
on 30 June 2022 - 06:48
Before we finalize considering the inclusion of Coordinated Buffs in with Epics, let's take a look at some stats, first, and the potential disparity it would cause, shall we?
For the stats listed below, the Periwinkle Purple, Daemonic Santork, Silicathus' Sandy, and the Poison Chomper Sets were used with the Greater Flamedeer Antlers for all math. Included buffs list is at the bottom.
~Current Flamedeer Antler Stats
- Difference: ~10% Total Stat points
- Difference: ~20% Total Stat Points
~Projected Revised Flamedeer Antlers Stats @ 4.55 Stat Points/Level (Post Craft/Forge) at 67%/33% Def/Dam
- Difference: ~10% Total Stat points
- Difference: ~20% Total Stat Points
As we can see by the two data sets, the change in the potential datasets show an equal 10% and 20% disparity between both sets depending on whether Coordinated Buffs are allowed to work with the set or not. 10% may not seem like too much of an issue at the base level using 203 buffs, however, with as often as composed potions are used, we can see that using composed potions widens the disparity between the two data sets. The kicker? The gap will continue getting wider as you pile higher level buffs on top of each other due to the way the buff stacking works.
When a single buff level goes up, the disparity inches a little higher, eventually coming to a peak if a person were to use the best epic potions available. There are other ways to give the "icing on the cake" to epics, but allowing them to work with Coordinated buffs SHOULD NOT HAPPEN. It would be an outright powercreep to what's available now.
Buffs Used: Armor Boost, Coordinated Attack, Coordinated Defense, Defensive Aura, Keen Edge, Layered Armor, Shield Wall, Smashing Hammer, Invigorate, Epic Forge, Epic Craft, Fortitude, Constitution, Sanctuary, Anchored, Chi Strike, Cursed Ring, Cursed Rune, Enchant Armor, Enchant Shield, Enchant Weapon, Iron Fist, Aura of Protection, Berserk, Evade, Fortify, Fury, Great Vigor, Rage, and Rock Skin.
(For Buffs with a Composing Equivalent, the Distilled Composing Value was Used for Those Values)
Also Included: Battle Totem 10, Health Shrine 20, Armory 10, Weaponsmith 10, Sharpening Stone 20, Guard Tower 15, Artificier 15, War Shrine 25, Healing Tent 10, and Relic Bonuses @ 10% For All Stats
Posted by Toreth
on 21 June 2022 - 06:01
While I can certainly understand the want for a reduction in the proposed RP Prices, the prices presented were picked so as to help RP maintain a reasonable value. If we reduce the cost of RP packs that provide a greater benefit to the players, then nobody would ever touch the RP Items/Epics again as the value of uptime on any potential RP Packs would vastly outweigh the minor gain in those mentioned Epics.
By taking the market value of the RP Items that currently sell at ~0.5 FSP per RP and applying a "payout structure" to those items the way Guilds in-game currently do, you'll find that a 300 RP Buff Pack comes out to about an average of ~0.593 FSP per RP. (Minimum being ~0.46 FSP per RP; Maximum being ~0.72 FSP per RP)
I didn't toss out ideas for any additional rewards (the aforementioned potions) as I believe those would need to be thought out a little bit more as far as what's affected by them. With that said, there are some unused chests laying around from a scrapped Ladder Seasons event that could make an appearance...
Posted by Toreth
on 15 June 2022 - 02:16
As much as I understand the want for this, this change would require a fair bit of additional coding due to the potential change to parameters. BG said in another thread that things can't go through a complete overhaul, so while there's some merit, I don't foresee this happening. Plus, levels are easy to lose now-a-days. There's always the potential to drop down further into a range of someone else.1- Players will have their VL locked from the beginning to the end of the GVG, this prevents players from escaping the range (For example, my current LVL 268 and VL 299, if I make a GVG and reset my points, it will be unfair to the target)
Not a bad idea - I don't think completely locking out recruitment is correct, but something that yghor said is probably more feasible.2- Prevent any recruitment during a GVG (use your members to defend yourself)
There's actually already a requirement for a guild to be level 100 to initiate a GvG conflict. Maybe you'd want to see that raised some?3- The guild has at least 7 days of creation to start a GVG, avoiding fakes multis guilds ( Or maybe you need the guild medal to participate (defend or attack).)
Posted by Toreth
on 14 June 2022 - 03:20
I have a question in regards to a draw, when no hits will be done (after the initial period to prepare). Both guilds are buffed and starts defending. Does the attacking guild (initiated the conflict) lose rating if they don't complete all hits?
Posted by Toreth
on 13 June 2022 - 03:45
I’d like to take a moment to proceed with laying out something of a change, or changes, to the way that GvG currently functions that isn’t a mentioned overhaul. In doing so, previous ideas to address GvG and its intricacies were taken into consideration when compiling ideas.
TL;DR:
Updated RP Packs
Notification System + Prep Time for Incoming Conflicts
Offline Time for AFK Targets Reduced 7 Days -> 2 Days
Level Ranges Expanded; +25 Levels Every 1,000 Levels Gained
GvG “Seasons;” 3 Month Intervals with Achievement
I reached out to a few people in the GvG community to gather ideas and data to help with the way that GvG functions to come up with something that could inject some life into an otherwise stagnant aspect of FS.
The general consensus to GvG is that “whoever initiates is guaranteed AT LEAST a draw” because the idea is to rush the opposing guild and hit those targets who are offline in Epics and have zero or close to zero chance of fighting back. In doing this, the defending guild has to hit back into targets that are now buffed up after they’ve all utilized potions to nearly guarantee, at the very least, an unresolved combat.
The first proposed change to combat this would be a notification system; the game could send an “Admin Guild Mass” PM to all members notifying them of the incoming conflict. A separate idea could potentially be to enable notifications for incoming conflicts the way they are now for when opposing guilds take relics. Anything that helps notify individuals of incoming conflicts would be better than the way it currently functions. “The Guild ‘Minions of Mirkwood’ has initiated a conflict against you! You have X hours to prepare for incoming hits!” of which the “X” hours COULD count towards the 24 hour conflict timer, or it could be its own separate timer prior to the 24 hour window.
Another issue that was a general consensus is that if there’s a target who’s offline for a few days, then they were likely one of the prime targets. The idea here would be to decrease the inactivity timer for targets. It’s currently a seven day timer, however, most have said to decrease it to 48 hours and under.
The last general consensus idea was to have some GvG level ranges expanded more. Similar to how the PvP ladder scales and works now based on level, the idea would be to do something more in line with that as well. While leaving the lower brackets as they are (50-300, 301-699), the idea would be to have scalar level ranges to provide more activity. 700-1000 (+/- 100), 1001-2000 (+/- 125), 2001-3000 (+/- 150), 3001-4000 (+/- 175), 4001-5000 (+/- 200), 5001-6000 (+/- 225), etc. The minor change in level scaling would provide a boost in activity in the middling ranges that are barren at the moment provided the compression at the bottom at the “race to EoC” at the top.
The RP packs need to be updated, and there are other ideas that could inject more life than Epics currently do. Crystalline gear across all the levels available in FS, perhaps some niche potions that are distributed to each guild member at the time of purchase, etc. Having the items available as consumables that aren’t just a “one time purchase” here also helps with the demand of gaining RP as well.
The below are the RP Packs that have been brought up in discussion:
Enchant Pack - 100 RP
Move Levels to 200; Change to Contain ALL Enchant Buffs (No Cursed)
Fortune Pack = Stays Same
Mastersmith Pack - 5 RP = Mastersmith 200
Titan Pack - 300 RP
Titan Doubler 200
Light Foot 600
Avert Gaze 200
Teleport 200
Leveling Pack - 300 RP
Stalker 400
Sacrifice 350
Overkill 350
Animal Magnetism 400
Defense Pack - 300 RP
Avenger 300
Stalwart Heart 300
Healer 300
Fortitude 300
Bounty Pack - 300 RP
Anti Deflect 400
Spell Breaker 300
Retaliate 300
Undermine 300
Buff Provider Pack - 20 RP
Buff Master 250
Guild Buffer 250
Extend 250
Buff Enhancer 300
Fighter Pack - 200 RP
Fist Fight 250
Critical Strike 250
Side Step 250
Riposte 250
Sharpen 250
In addition to the minor quality of life type changes mentioned above, another change mentioned would be the resetting of the GvG rating every three months or so akin to the PvP ladder with the reward being a simple guild achievement displaying “1st Place in a GvG Season” with the reward potentially being an additional relic slot, or base stamina gain so as to incentivize actively pursuing 1st place repeatedly to keep others from achieving the same.
The ability to provide individuals a competitive aspect to partake in while being rewarded for doing well, coupled with multiple opportunities, over time, to climb and attempt to make the most of a “fresh start” at the start of the three months will also help inject that liveliness into an otherwise humdrum aspect. We already have the resetting of rating present in the game, as mentioned, so transitioning that into the GvG area seems like a relatively easy and feasible way to go about helping bolster individuals’ pride in their ability to conduct themselves at the pinnacle of guild activities.
While there will be more feedback, I’m sure, from those who have a vested interest in the GvG aspect, hopefully this can serve as a basic backbone moving forward.
Posted by Toreth
on 06 June 2022 - 15:26
Ultimate Guild is completely updated and the Master Realm, "Barotic Castle", is now active.
~ Grim
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