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Filletminion

Member Since 07 Feb 2013
Offline Last Active Jan 17 2023 08:22

#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.




#1002967 Super Elite hunting - some tips

Posted by Pardoux on 16 February 2021 - 01:22

where is this list ?


also:
what is SE respawn time ?

is it true that SE's usually spawn in the same 3 or 4 areas in a realm ?

what about SE Slayer buff ? potion or cast ?

group attack ? mercenaries ? or solo attack ?

 

 

https://www.fallensw...?cmd=superelite<- the recent kills log

SE Respawn is random - could be 5 mins, could be 8 hrs or more - hence saying check the list above. The longer any specific SE HASN'T been killed, the more likely it is to be in 1 or more of it's realms. Check WHICH realms too, and check the other realms it spawns in.

SE's can spawn ANYWHERE on  a map ...

As for killing them, that's why I said check their stats via the UFSG and then work out what buffs to use and what gear to wear. If you CAN solo, do so - more XP, but if you can't, make groups with or without mercenaries.

 

Hope this helps.




#1007304 Important News regarding the Update

Posted by Toreth on 01 April 2022 - 03:41

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 Damage when an opponent hits you (Max 5)

Soul Guard - Defense (Lvl 4500)
+0.1% chance per point that an attack that would otherwise defeat the player instead has their hit points reduced to 1

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 two transfers in Relentless and Aegis Shield are great; they’ll likely see bountiful use - especially Relentless (likely the best buff of the group).

Others have already touched on Avenger a bit, and I’ll say the multiplier looks fine from 175-203 given BE bonuses. 5.25% to 6.09% increase in A STAT while defending doesn’t seem like too big of an issue. The wording at the end “(Max 5)” is likely throwing players off a little, but I read it as something akin to SSI charges and the buff would work for 5 incoming attacks.

You’ll notice the all caps and bold of “a stat” instead of copying “damage” directly, and it’s because others have already stated it: we don’t need more damage. Damage is usually the last thing we need, if we’re being frank. While switching the increase to attack to help combat the oppressive “let me just slap this defensive set on” era that we’re in, I could see a benefit to armor if it came down to that as well, however, there are better options to helping armor survivability. My initial reaction here is to change the damage boost to an attack boost. Priority stat order for this: Attack > Armor >>>>>>>>> Literally Anything Else

Soul Guard is interesting in help potentially combat being 2% OHKO’d in some combats, but this is injecting another RNG buff into an already RNG heavy aspect of PvP. While it isn’t detrimental to the outcome of a combat the way that GS, HG, Dispel, etc. are, I can only imagine being lucky enough to avoid SOME of those chance buffs to have my opponent survive with 1 HP from Soul Guard, have Healer proc, get Soul Guard to proc again, get healed again, etc. If I was playing FS in the passenger seat of a vehicle on the app and that combat happened, I’d throw my phone out of the window. Again, while Soul Guard isn’t necessarily that big of an issue by itself, it’s another layer of RNG on an already multi-tier RNG fest. Disclaimer: It ain’t real fun.

Allied Frenzy: Ummm - does anyone even use this or assist? I don’t think I’ve seen either of these on anybody. (From the XMas box)

Guild Berserker being added to the tree at 175/203 levels automatically invalidates the composed potion level of 70. Longer duration from potion? Sure, but…why even use the buff? It doesn’t…do anything? It doesn’t actually increase the enhancements above the cap of 100%, and most gear is going to get the noted enhancements to 100%, anyway.

Gambler - RNG fest again. Not much to say here - there’s trade-off for massive bump, which is good, I guess?

Note: Gambler, Guild Berserker, and Allied Frenzy all immediately going on the block list. 0 reason to use them in any content whatsoever.

Healer is good - perfect levels coming in just a bit under composing levels. Well done on this one, too.

Now comes underlying issues with the majority of these being PvP buffs - the PvP community (and aspect) has been in shambles for a long while. Things have become stagnant and it’s because there’s largely an “objective best” set to use, which should never be the case. Sure, you can build for stuff situationally, but for offline or general use, when I have access to buffs that immediately say “nope” to a specific buff you’re running (Looking at you Dispel Curse), then it starts to make things dull. I know I can go to most PvPers in offline sets and say “oh, they’re likely in a form of a defensive set.” While it’s fine and well to use a defensive set for that purpose, it’s because it’s “easy mode” when compared to other options. Def/Dam with barricade and a dispel activation with flinch + fumble is almost the “win button,” and PvPers don’t want a “win button,” we want competition.

While I’m grateful for the listed buffs (save a few which could be replaced with other options, IMO), the tweak from damage -> attack for Avenger and other tweaks to other buffs are needed for things to be healthy again.


#1003518 To top it off...

Posted by iceman66 on 05 April 2021 - 03:02

Hoof is on the case ...

 

Is he though? I understand that this is not a great weekend for this to happen, but to leave a game broken for 3-5 days is terrible.  You don't really see many other games where the devs just kind of decide not to fix the issue.  Also, Happy Easter!




#1003506 Game Update v3.1.0

Posted by Pardoux on 04 April 2021 - 03:08

 I had to key each step and wait for the mob list to load, or I got the walking too fast message and got no credit for the steps taken, though of course the stam burned in the unaccepted steps was still gone, a problem I've lived with for years, but remains irritating.

 

 

The walking quests where you get unaccepted steps, but still lose the stamina are extremely frustrating, but, if I recall correctly, the cows still dispute that this happens...




#1003466 Game Update v3.1.0

Posted by sweetlou on 03 April 2021 - 01:52

Game unplayable .  Very slow loading images...  it takes forever to load items images

Brings back awful memories. We're screwed. We don't get anything new to play for years. Once new parts of the game are actually added, the game becomes unplayable. I didn't expect anything less. Someone please get on these playing issues, or you can repeat old habits and sweep the problems under the rug because it hurts some feelings.




#1003513 Game Update v3.1.0

Posted by sweetlou on 04 April 2021 - 21:16

Ladder is now broken.




#1003516 To top it off...

Posted by Grumpy Grey on 05 April 2021 - 02:24

ROLL back the Dogs breakfast and rerun the event. Im not wasting more chests for  a result i dont want.
Composers need frags not just to qualify.




#1003495 To top it off...

Posted by bloody18 on 03 April 2021 - 05:09

An error occurred

You have reached your quota of positive votes for the day




#1003501 Game Update v3.1.0

Posted by Mzzery on 03 April 2021 - 12:57

I love that there's new composing levels. I had been level 60 since feb/march 2015, and now I am flying upwards again. It's the first time ever I got to test the double composing xp... that was introduced a while after I hit 60.

 

The new code not getting along with the old code is a common thing in many games when upgraded partially. I hope it will get solved asap, and that the events will be extended. Especially the global that  ends on the 6th, since a lot of players haven't been able to get any kills without lagging out.

 

As for the rest of this thread... I'll stay out off those discussions. I hope the cows will be fair and open minded, and also avoid overpowering the game, to the benefit of some and detriment of others. I've noted a few changes that I haven't seen anyone else even mention yet. Will be fun to see how the community will react when they notice those.  :lol:  :ph34r:  :P




#1003165 UFSG Missing Items

Posted by michael65 on 22 March 2021 - 17:32

how about the pots and other items from rp, loyalty, arena, ladder, chests, temple, AH special, and special offers that describe item, but not where to get item. no drop, no shop, and no recipe, so how is a player know where to get items?

chest items should be "drops"

the others "shops"

scavenging caves "realm"

containers should have what is in them under "drops." chests are containers, but this is meant for chest of chests.


#1003145 UFSG Missing Items

Posted by Pardoux on 22 March 2021 - 00:47

The following inventable sets are still absent from the UFSG :-

 

Pakwas (from Hijacked Heirloom)

 

Akrisios (from Purloined Platemail)

 

Lenis Torchbearer (from Burgled Broadsword)

 

Eirlys Wintery (from Snatched Shield)

 

Gilads Stony (from Snatched Shield)

 

Qiuyues Autumnal (from Snatched Shield)




#1001957 Convert Fallen Sword Shards

Posted by WandKing on 29 October 2020 - 04:17

restrictions in certain countries is my guess. Maybe we will see shard treasure chests spawning soon :)




#1002014 Fallensword Subscription

Posted by Pardoux on 01 November 2020 - 08:21

Quest arcs over many levels are sorely missed.

The "kill x of y" or "kill x, go to a, kill y, go to b" quests are boring in the extreme ...




#1000307 Asaharas Gold sink thread

Posted by yotekiller on 03 May 2020 - 03:50

xxxxx lost 2644027 gold of which Yotekiller stole 1983021 gold






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