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Maehdros

Member Since 18 Mar 2013
Offline Last Active Mar 14 2024 14:29

#1008879 Asaharas Gold sink thread

Posted by yotekiller on 05 January 2023 - 21:46

Getting caught up on posting.  Totals for the 2X event:  Gold lost: 44,466,525.  Gold stolen: 33,349,898.  Funniest sequence - xxxxx lost 25443174 gold of which Yotekiller stole 19082381 gold.  Guild mate of xxxxx trying to get it back - yyyyy lost 100901750 experience.  Yotekiller lost 15267914 gold of which Maehdros stole 11450936 gold.  I was out of deposits from other hits and couldn't get it sold fast enough.  Oh well, easy come easy go.....lol




#1009183 Proposed Guild RP Packs.

Posted by EpicPiety on 28 March 2023 - 16:14

Is it not possible to have a more flexible system where you can build your own packs? Each skill is weighted to have a different RP cost. Just a quick thought, pretty timeless system :).




#1009158 Planned GvG Updates

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:

 

  • 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: BG Overhaul Quote.png

 

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

 

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.




#1009101 Planned GvG Updates

Posted by Arioche on 14 March 2023 - 13:48

Durability damage to gear is all that occurs. No gold loss or xp. The same thing can occur when leveling or hunting etc. No need for a gvg opt out in my opinion.


With regards to the main post, updated rp packs are nice of course , but what about updated rp items and recipes etc? What are the new level ranges? And how rp is awarded and so on? Post seems very vague.


Cheers~

 

Hello Maehdros!

We will make another post with more details about the RP Packs, and any other plans we do, such as new items or recipes!  :)

As for Level ranges, we feel we'd introduce these after the trial period, but we will of course keep ourselves open to trying it out sooner if need be! 




#1008565 Upcoming New Player Skills - November 2022

Posted by Emperor Sidd on 01 November 2022 - 11:44

Thank you so much for the effort you have put into this thread!

 

I would like to propose Relic Defender be changed to reduce the relic penalty instead ? That would keep the buff accurate to its name and the buff isn't dependent on another buff i.e. in your iteration Relic Defender does nothing if the other person doesn't use Reign of terror.

 

Context: There is a relic penalty for holding more than 1 relic in the game, as there maybe 200 active guilds left in the game - most guilds hold 2-4 relics. Changing this to reduce the penalty will give more incentive for guilds to try and defend relics instead of swapping back and forth.

 

Relic Defender: 0.05% per point reduction in relic penalty. ( Lead defender only) ( Relic Comat only)

 

 

Do you think increasing the duration of this skill could add extra value to its usage? 30 minutes doesn't really cover much, especially when it's up in the air whether a Relic is going to be attacked or not.

 

If you are going to keep buff as is do you think you can have it use the same duration as nightmare visage? Both are buffs intended for long term offline protection.

 

As for Galvanize, we wanted to try something a bit more experimental. A buff that could work in conjunction with another when it activates. However, we do see how fiddly this could be and how Healer itself has, in its current availability, little chance to activate. Now, I would like to clarify how Galvanize actually works:

Galvanize, when activated, increases the combats max Hit Points using the player's base HP attribute. It will not, in its current form, be further boosted by the likes of Fortitude and Severe Condition

 

I would be interested if the ratios on this are high, I believe if you survey the players maybe 1 in 100 have any substantial points allocated to base HP.




#1008153 Game Update v3.9 / App Update v1.2

Posted by Arioche on 11 August 2022 - 12:32

Hello everyone!
 
We have made some adjustments to the following Guild Achievements:
 
Reign of Fire
Defeat 1,000,00 Dragon class creatures
Reward: +2% Damage for current Guild Members
 
Open Season
Defeat 1,000,000 Beast class creatures
Reward: +2% Attack for current Guild Members
 
Rock Bottom
Defeat 1,000,000 Golem class creatures
Reward: +2% Armor for current Guild Members
 
It ain't easy being green
Defeat 1,000,000 Greenskin class creatures
Reward: +2% Defense for current Guild Members
 
Gone Fishing!
Defeat 1,000,000 Aquatic class creatures
Reward: +2% HP for current Guild Members
 
Even Stronger Together
Defeat 150,000 creatures using a group (Requires Stronger Together unlocked to start counting)
Reward: +25 Max Stamina for current Guild Members
 
Alakazam
Cast 100,000 buffs on guild members (Requires Abracadabra unlocked to start counting)
Reward: +50 Max Stamina for current Guild Members
 
Golden Idol
Hold empowered relics for 25,000 hours (Each relic you hold per hour counts towards this)
Reward: +1 Captured Relics
 
Fatality
Defeat 100,000,000 Global Quest creatures
Reward: +2 Stamina Gain (per hour)
 
To clear up any confusion concerning the Fatality achievement, it means Global Quest creatures across multiple events and not a single event. As long as it is a Global Quest creature, it will count towards the achievement.

I have updated the first post to reflect this change too :)
 
Happy Hunting!
 
~ Fallen Sword Team



#1008138 Game Update v3.9 / App Update v1.2

Posted by Tilley10 on 08 August 2022 - 23:24

This thread is discussing the new Guild Achievements and is a major thread started by the creators of the game who want input from all players.

Golden Idol IS UNACHIEVABLE for guilds which have only 1 or 2 members. My discussion is warranted here.


Golden Idol is also not achievable for people who aren’t in a guild. So, shall we cater to them? I say no - they chose to not be in a guild. Just as some people choose to be in a 1 person, 2 person, 3 person or 119 person guild. Game is all about choice, everyone has the option and equal opportunity to complete all of these achievements.


#1008113 Game Update v3.9 / App Update v1.2

Posted by yotekiller on 07 August 2022 - 21:33

That relic restriction is there for a reason. It should remain for very obvious reasons. Recruit people to your guild or pay someone if you wanna capture.

  Maybe we'll see a new crop of traveling players to join groups for relics.  If you can do it for composing......




#1008129 Game Update v3.9 / App Update v1.2

Posted by yotekiller on 08 August 2022 - 21:23

ALL guilds should be entitled to attempt to take a relic.  No matter if that guild is only 1 player or 50 players.  Why stop the small guilds from having that right ?  What is the reasoning ?

  All players have the freedom to choose what kind of guild they want to be a part of.  Each has its own advantages and disadvantages.  You have chosen a 2 member guild because the advantages outweighed the disadvantages.  Now it seems you need to re-evaluate whether that choice still works for you but activating mercenaries for relics just because you don't like the established game mechanics is not the solution.




#1008112 Game Update v3.9 / App Update v1.2

Posted by EpicPiety on 07 August 2022 - 16:01

That relic restriction is there for a reason. It should remain for very obvious reasons. Recruit people to your guild or pay someone if you wanna capture.


#976053 PVP Seasons as a Global

Posted by Hoofmaster on 29 January 2017 - 00:31

The end of this thread being mainly pictures should speed up my reading a bit :P

 

Focused on getting v0.1 on the app ready at the moment, but not forgetting about this either (honestly!)




#1007829 GvG - The Rejuvenation

Posted by Arioche on 17 June 2022 - 08:12

Hello everyone!

I've been reading through this thread and taking notes. I'll be sure to bring it up to the team to discuss what we can do to help breathe some life into GvG.

 

Once again, thank you for your continued feedback  :)




#1007796 GvG - The Rejuvenation

Posted by BigGrim on 14 June 2022 - 14:28

1. 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.

Agreed. Been asking for that since Conix told me notifications were being added to the app.
 

2. 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.

I can see this.
 

3. 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.

Again, I can see this.
 

4. 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.

Been needing to update the RP packs again for a while. As for the potion idea, I've wanted that exact feature for years.
 

5. 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

Seems cool. Can be discussed.

 

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.

I have no problem bringing this to the guys to discuss the possibility of these reasonably straightforward changes.

~ Grim




#1007785 GvG - The Rejuvenation

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.




#1007576 Game Update v3.8.2 / App Update v1.1.1

Posted by Toreth on 26 April 2022 - 10:07

New Skills:

 
Relentless - Offense (Lvl 2000)
+0.15% per point of Damage is transferred to Attack (casting level can be adjusted from your Preferences)
 
Aegis Shield - Defense (Lvl 2000)
+0.15% per point of Defense is transferred to Armor (casting level can be adjusted from your Preferences)
 
Avenger - Offense (Lvl 4000)
+0.03% per point boost to Attack when an opponent hits you (Max 5)
 
Stalwart Heart - Defense (Lvl 4500)
+0.03% chance per point boost to Armor when an opponent hits you (Maximum number of boosts: 5)
 
The following skills will also become available on the Player Skill Tree:
 
Allied Frenzy - Defense (Lvl 3500)
Increases the level range that Assist works by +1 level per point
 
Guild Berserker - Offense (Lvl 3500)
Increase the effectiveness of First Strike, Nullify, and Breaker in GVG Only
 
Gambler - Special (Lvl 3500)
+0.1% chance per point that a random stat will be tripled while all other stats are halved at the start of combat
 
Healer - Defense (Lvl 4000)
+0.01% per point chance that players health will fully restore after any given combat round

 

The Daily Quest Reroll is fantastic; while I haven't used it too much aside from my daily freebie to see if I can test my luck, having the option to keep going if I wanted to attempt for a better reward is a huge benefit.

 

 

Now for the buffs...

 

Healer being added to the skill tree has been great; a slightly lower level but more readily accessible version of the composed-only buff is nothing short of a welcomed add.

 

Guild Berserker is a head scratcher of sorts - at level 203, it invalidates the previously composed-only buff of level 70 (level 81 post Zombie Brew Distilled). Is there another composing update planned to get this potion level up to ~350 or so? Just so that it isn't dead in the composing tree here?

 

Allied Frenzy - this is an "oof." Not for this one by itself, but because "Assist," the buff it builds upon is dead in its current state. It goes unused as it's much easier to get optimal stats against creatures by oneself than to rely on a chance to add 50% from an ally. If "Assist" ever gets a change, I could see Allied Frenzy getting use, but, unfortunately, this one was dead on arrival.

 

While I've never (and still am not) an advocate for "% chance to..." buffs, Gambler has been interesting from what I've been able to experiment with. The potential to triple a stat has been funny in some instances, as basti pointed out, but other times it's left me in a hole, stat-wise.

 

Note: Please no more "% chance" buffs. The ones we have in-game currently are detrimental to fun, competitive gameplay as-is. Adding more of these buffs only compounds issues that are already present.

 

 

As for the four brand new buffs that came along, absolutely well done on ALL of them. All four have viable use and some even help the ever-lacking "Armor" setups against the defense-heavy "meta" that we constantly see everyone dressed in for offline use now. A few more tweaks, and armor sets could likely be just as viable as defense sets. We're almost there, but there are a couple of buffs existing currently that could use minor changes to help bring balance back to the wearing of offline sets.

 

What are the plans for future buff balances? Is this the appropriate thread for presenting feedback and potential changes to preexisting buffs as well?

Overall, most well done on the buffs here!






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