Jump to content

Toreth

Member Since 20 Apr 2013
Offline Last Active Today, 12:33

Posts I've Made

In Topic: Proposed RP Packs.

24 January 2024 - 19:49

Attached File  FS Feedback.jpg   79.08KB   20 downloads


In Topic: Proposed RP Packs.

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.


In Topic: Guild vs Guild Update

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.

 

Attached File  Quote.png   235.85KB   20 downloads

 

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.


In Topic: Planned GvG Updates

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:

 

  • Reducing Offline Time for Targets: This is to help prevent farming completely AFK players. Someone is much more likely to show up online if they've been AFK for ~24+ hours when compared to ~6+ days. Traditionally, once someone hits that ~48 hour mark, the chances of them logging back in for any reason drastically decreases.

 

  • Expand Level Ranges: This was proposed to go hand-in-hand with the Reduction in Offline Time for Targets as well as provide more overall target opportunities in dead ranges not at the very low or very high end of content where players are crowded. This is one I would strongly urge HCG to do in conjunction with the Reduction in Offline Timer during the trial as doing the former without this limits options for players.

 

  • Notification System: Also should be self-explanatory; nobody likes to be hit while they're AFK and not know about it. Imagine you're going to be pelted for 25 hits and there's an option ahead of time to give you notice to, at the bare minimum, buff up with Unbreakable. Now you've saved yourself gold. Without the notification and time for prep? No time for anything - have fun with that bill. And all of this is for the casual - those who want the hard core will only utilize it for much higher potential.

 

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: Attached File  BG Overhaul Quote.png   8.13KB   43 downloads

 

The seasons idea was brought up in the Original that Arioche linked to that had favorable HCG response: Attached File  BG GvG Ladder Response.png   3.96KB   40 downloads

 

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.


Font:
Arial | Calibri | Lucida Console | Verdana
 
Font Size:
9px | 10px | 11px | 12px | 10pt | 12pt
 
Color: