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LuxFerre

Member Since 04 Feb 2013
Offline Last Active Feb 22 2022 15:27

#988465 New Content! 3426 to 3600!

Posted by BigGrim on 15 December 2017 - 14:25

No one does quests during an XP event. Figured realms to level through was better. :)

~ Grim


#957786 competitive Guild Medals

Posted by mary4ever on 26 January 2016 - 06:36

GUILD MEDALS to encourage competition

  • GvG: win X numbers of conflicts

=> Encourage players to do GvGs

  • PvP: win X numbers of attacks on the BB / PvP ladder

=> Encourage players to join the PvP ladder / BB

  • Arena: win X numbers of tournaments

=> Encourage players to join the arena & tournaments to fill up faster

  • Titan Hunting: get X numbers of TKPs

=> Encourage players to go for TKPs too (not mainly secures)

  • Global Event: get X numbers of kills

=> Encourage players to do globals (frags & chest GE) / more GE kills

 

The X numbers required are different for each guild, they depend on how big / small  the guild is (# of guild members) !!!

!!! FORMULA is up to HCS to decide !!!

EXAMPLE:

  • GvG: the smaller the guild the more conflicts they need to win (due to small guilds having an advantage)
  • PvP: the bigger the guild the more PvP attacks are required (due to big guilds having an advantage with more members)
  • Arena: small & big guilds have the same advantage (due to the arena 25% restriction neither of them has an advantage)
  • Titan Hunting: small & big guilds have the same advantage (because only TKP are counted, does not matter if secured or not)
  • Global Event: the bigger the guild the more GE kills are required (due to big guilds having an advantage with more members)

Furthermore there will be a top10 for guilds (under TOP RATED) on GvG, PvP, Arena & Titan Hunting that resets EVERY DAY to encourage players to ACTIVELY participate on these different game aspects & to “pit” guilds against each other to try get a ranking in the top10 !!!

 

The top10 (GvG, PvP, Arena & Titan hunting ) for guilds that will reset EVERY DAY will have guild medals too, 4 guild medals:

  • top10 GvG
  • top10 PvP
  • top10 Arena
  • top10 Titan Hunting

Top10 for guilds will be ranked with 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th and NOT with the X numbers of wins / kills which is different for each guild depending on its size !!!

!!! FORMULA is up to HCS to decide !!!

 

REWARDS:

Rewards are GUILD medals BUT each medal UNLOCKS a unique reward

EXAMPLE:

  • BRONZE: +250 MAX STAM
  • SILVER: +1% duration to skills cast
  • GOLD: +1 stam gain per hour
  • CRYSTAL: +1% duration to potions
  • RUBY: +100 XP gain per hour
  • DIAMOND: +1 stam gain per hour

I just posted an EXAMPLE !!! REWARDS are for HCS to decide in the END: REWARDS that will encourage players to participate !!!

 

To COUNTER EXPLOIT that might happen:

  • # of wins is DIFFERENT for each guild, meaning that if a small guild got BRONZE with 10 members but later has 30 members then they will lose the medal UNTIL they get the BRONZE requirement for 30 members !!!
  • a "1" player guild man has an advantage, can easily & faster get the MEDALS, so the MINIMUM X numbers required for a small guild (from 1 – 9 members) should be at 10 members !!!
  • very big guilds will be at a disadvantage, so the MAXIMUM X numbers required for a big guild should be capped at 50 members
  • !!! FORMULA is up to HCS to decide !!! (to ensure that big / small guilds do not have a DISADVANTAGE or ADVANTAGE over small / big guilds & try to make it "fair" for everyone)
  • please post if you find something that might lead to EXPLOIT, thanks !!!

 

smile.png please keep it civil, vote & if possible leave a message (ideas, changes, improvements, .... are most welcome) thanks in advance :)




#952674 Oidhche Shamhna IV

Posted by kitobas on 04 November 2015 - 12:45

thank you very much for global event, I liking it

 

we could getting ruby if players stopping talking we can not get ruby and starting doing global kills

 

in global chat at beginning players seeing high million kills for ruby and they giving up

in next days in global chat players saying they not doing kills because rewards lower than crystal is bad and they not wanting wasting stamina, this wrong behavior is why we doing only getting silver

 

important thing is that rewards in global chat with ruby are epic chests

before I retiring years ago you could only getting epic chest with donating, now HCS giving us free epic chests and we only needing using our stamina for getting it, this epic chests are gifts from HCS, players wanting more and more

 

we only got silver but this global event having zombie brews that very important for players

 

kill for ruby was high but we could getting at least crystal like last year but it was community fault, not HCS that we not getting better than silver, looking at top 1 norzok, he alone doing 1 million kills, if more players like him then we getting ruby every time

 

there no rule we need getting ruby every time, be happy with event and have fun smile.png

 

every player getting from HCS 1 free potion with epic skill terrorize

HCS giving us this event many good things, thank you




#952655 Oidhche Shamhna IV

Posted by KitiaraLi on 04 November 2015 - 07:06

I agree on a bunch of points made already; Too much going on, to actually achieve the 75 (90)mill required kills on the global. Some of us tried, and some of us went far beyond what was required - and still managed to farm LEs, zombie brews and do the titan quests (when they were still 400 kills per pop) - but, some of us have rather large stam banks, and was timing the stam build up towards the Halloween extravaganza events.

So, as much as it would do good for HCS to give top 3-5 their own HCS designed avys, or make 'em design the next batch of LEs - the rewards we got outta the global by going above and beyond, are free and those x2 ruby chests will come in handy, that is for sure. The x2 modest chests can be used for some minor PvP thingie, no biggie  rolleyes.gif
 
For those who complain about not getting more ruby chests, or none at all, well.. next time try to actually care and partake as if you mean it. Wanting top rewards for minimal effort suites noone!

Thnx for the event HCS, I do hope you make it more.. stam friendly next year around (maybe over a longer period of time).


PS. Can haz avy?  blink.png  wub.png  tongue.png


#936518 PvP Seasons refugee camp

Posted by duktayp on 18 June 2015 - 14:38

 

 

ELO (video relevent):

 




#935928 Double XP Event Info

Posted by Hoofmaster on 17 June 2015 - 12:10

Hi all,

 

Remember the Double XP event will be starting on Friday the 26th of June at 14:00 hours (Server Time) and will be running for 72 hours. We're also going to be increasing the server capacity to cope with the extra demand during this time to ensure the game runs as smoothly as possible during the event.

 

~ The Fallen Sword Team




#927333 Content Roadmap.

Posted by BigGrim on 07 April 2015 - 11:16

At this time, we have no plans to cap the game.


#926325 Development Update April 2015

Posted by Mojawk on 01 April 2015 - 15:04

Hi folks,

 

Heres an update for our plans for the game this month. With last weeks tweaks to the movement and map we've been looking at how we can further improve this and we plan to release a patch in the near future that will do just that. In addition to that we're also going to be adding new skills to each of the 3 trees (offense, defense and special), these skills will be added at levels 2000, 2500 and 3000. One of these skills will be the long awaited Teleport skill which will allow you to traverse realms with great speed.

 

~ The FallenSword Team




#903147 Development Update 19th November 2014

Posted by Calista on 21 November 2014 - 15:21

Ugh, so many people bunching PvP players into the same mold. It doesn't work that way, any more then it works when levelers are bunched together. I know I'm considered one of the more ruthless pvp players, or so I am told. I'll hit anybody if the reasons are right. But I don't hit random people for gold. I don't hit people for prestige. I don't jump random bounties for smasher ticks. I don't go out and start issues. I just back up my guild and friends when others start the trouble. I guarantee no one has lost XP on the bb without first hitting someone. The majority of PvP players I know won't stomp without a solid reason to. (double dipping, mercs, trash talking, threats, etc) and we've been known to go after other pvp players who make us look bad.

It's sad to see the people screaming the loudest about what 'most' pvp players do are hypocrites about it. You got one guy on here screaming who was totally fine jumping random bounties to 100 stam and get paid to delevel a player who did absolutely nothing to them. How is it okay when you pvp but we're the evil ones? Or the other guy crying about getting deleveled for hitting someone one time? You hit someone, that's how it works. It's called a risk. That's a huge part of PvP which we keep saying.

Just to give an example, last week I was hit by a prestige hitter, 10 stam hit with buffs and a long message explaining to me why he was hitting me. I 100 stammed him back once and he immediately sent a message saying he wouldn't hit again. Few days later, he hits me again and sends a message laughing about how he was going to hit me anyway. Again, a 10 stam hit with buffs. So I started 100 stamming hourly, probably about 8 hits. Low and behold, the guy starts crying and making threats about the bb. I told him it was his decision how the rest of the issue went, but it was between us as far as I was concerned. Guess what, he stopped hitting and stopped making threats. So am I the bully for defending myself against hits I didn't like just because he used 10 stam? Or did I use the available means in the game to discourage a prestige hitter by making the prestige not worth the xp he lost? You can ask that of 5 people and you'd probably get 5 different answers. Luckily in FS, I have the ability to decide for myself how to discourage a prestige hitter. Without the xp loss, I'd have been a sitting duck forced to sit back and tolerate being hit whether I liked it or not. There is a purpose to it, there always has been. Is it abused by some players? Hell yes, but the same can be said in gvg, titan hunting, leveling, etc. HCS has and will step in if an issue gets out of control. But some of you need to take some responsibility in that as well.




#898712 A letter from your new Game Producer.

Posted by Mojawk on 07 November 2014 - 15:44

Hi all,

 

Many of you maybe know me, some of you don't. I'm John and I'm Studio Manager at Hunted Cow Studios. I've just finished work on our upcoming game 'Hell', and as such I'll now be taking over management of Fallen Sword development. I'm very keen to start working with BigGrim, Zorg and Hoof to figure out positive and important changes for the game moving forward.

 

I will be reviewing the roadmap and other forum threads next week and will endeavour to update you all with our revised plans for the future of the game. (Some slight changes to the roadmap may be required.) For those of you that know me, I have been working with another one of our communities in the Eldevin game for the past year, and I hope to work with all our Fallen Sword players to continue to grow and develop the game.

 

Sincerely
John Stewart




#892060 FINAL SOLUTION for BOTH parties

Posted by mary4ever on 30 September 2014 - 23:44

That, my friend, works. :)

 

And please don't get me wrong, I too have misgivings about XP loss being removed from the game. It's been such an integral part of it and I fear what it's removal will do, player number wise. XP Loss appears to be something that is likely to go but ideas like yours may change the position if we thrash it out. Stranger things have happened, right? ;)

 

Cheers.

 

wil72

asking questions and answering them will help other players who are reading this topic understand this system better and I am very grateful to the players who ask questions, give their input and want to know more about this system, thank you will :)

 

to others posting that xp loss is going to be removed so why bother with this system or coming her just to bicker, you are not helping at all, please go and post in another topic

 

to all others, thank you :)




#891895 FINAL SOLUTION for BOTH parties

Posted by mary4ever on 30 September 2014 - 02:30

The suggestion is having 2 different kinds of PvP systems:

 

Raw PvP (with xp loss) and Soft PvP (with pvp xp loss) (I named them raw and soft, names can be changed)

 

This solution to have 2 different kinds of PvP systems should make both parties happy (levelers and pvpers) and does not force anyone to play something he does not want to, you are given a choice and that is the wonderful thing about this, you have a choice, you decide, it is your decision, it is not forced upon you :)

 

Once this suggestion gets approved and then implemented you will be asked to choose a side (pvp system, raw PvP or soft PvP) after your next log-in under your preferences !!!

 

For Soft PvP system look at Dooms post at http://forums.hunted...-loss-from-pvp/

 

This is how the Raw PvP system works:

  • XP loss, no xp pvp loss !!!
  • Open ranges (can be discussed)
  • PvP rating transfer like in the old days (details about pvp rating transfer for 10-100 stamina, higher lvl attacking lower lvl / lower lvl attacking higher lvl, ….)
  • Every hit is bounty able
  • Raw PvP Rating reset will be randomly at the same time as the Soft PvP rating system reset
  • Rating will be transferred to tokens (ratio currently unknown, needs discussion)

Interactions between raw PvP and soft PvP Systems: (2 options)

  • No hits possible => this option gives lesser pvp activity
  • There will be 2 different bounty board systems (RAW BB and SOFT BB) It is possible to hit someone in another PvP system, difference is you will be posted on the bounty board of the victims system: EXAMPLE: if tom from SOFT system hits mark from RAW system, tom gets bountied on RAW system and loses XP, not PvP xp (this is to counter exploiting ratings for both systems) !!!  gold hits are possible to do regardless of the system you are in !!!

the main point why xp loss had to be removed was because of bullying and the victims had no way to escape as long as there was xp loss, this system gives them an escape chance and solves the bullying issue PLUS gives us PvPers who want to pvp in our system, this is a WIN - WIN situation where everyone (pvpers and levelers) gets what he wants :)

 

please give your opinions on what you think about this system and please if you say you are against it then tell the reason so we know why and can maybe alter the system to "perfection" , thanks for your input in advance




#891780 PvP XP system: ways to make it rewarding.

Posted by Belaric on 29 September 2014 - 09:50

This is an idea to be used in conjunction with Doom's Blood idea/whatever HCS decide to implement.

 

I think, for the new PvPXP system to work and be engaging, it has to reward players who play well.

 

I do not think a new token system and new fixed prizes is the entire answer.

 

They can be part of the reward system, but not all of it.

 

Ranks and ladders and being #1 are huge draws. I think the PvP XP system should use that to make PvP XP accumulation a game within the game, with specialised tactics specific to that pursuit.

 

GAINING PvPXP more efficiently that the other guy should be part of the draw. Everyone wants to be #1!!

 

The ability to gain extra PvPXP should be skill based.

 

I propose a tree of PvPXP skills, based either upon PvpXP level, or to be bought by players using PvPXP points. (Sacrifice PvP XP to use these skills when on the BB)

 

I think these skills, which are basically buffs, but only applicable to PvP, should only be activated by players in/on the bounty board.

 

The existence of these skills would be an incentive to get on, and perform well, on the bounty board.

 

For instance:

 

Iron Stance : after X successful defences on the BB you gain a bonus % to PvP XP per subsequent successful defence on the BB. (Reward for dancing hard)

 

Diamond Eye : Gain % bonus to PvP XP earned when defeating enemy with Iron Stance active on BB. (Reward for beating a solid opponent)

 

Power Shift : Use X amount of available PvP XP (Or have this as high level PvP  ability) to gain a % boost one stat of your choice for Y minutes when on the BB. Increase % boost or Y duration by sacrificing larger amounts of PvP XP/ having higher level pvP XP. BB specific.

 

Crystal Eye : On BB you can ignore cloak buff and see your opponent's real stats.

 

Power Master : At high level of PvP XP a player can reallocate a % of their level up points permanently.

 

And so on. Create PVP specific skills that make the PvPXP game more complex and interesting for PvP players. And which act as goals for Pvp players to achieve and then use/unlock.

 

 

 

I think those kinds of abilities (those are just for instances) tied to PvP progress would act as an incentive to try the PvP game, and make it more based on skill than luck, which I believe has been a complaint made by PvP players about some newer buffs. At high levels the PvP skills could have a global benefit, which would be an incentive to all other players to join in to gain such in game advantages.

 

 

 

Worth thinking about?

 

 

I have not discussed problems with collusion and rating.PvPXP trading this time out because

 

a) we should focus on the positive

 

2) HCS must know they need to deal with that




#891701 PvP-Ladder Sollutions.

Posted by Mzzery on 28 September 2014 - 19:20

I've no idea why a risk of losing 5 levels is so bad. I'm honestly sick of this whole discussion, but I'll just say this one more time (and yes, it's still my 2 cents).

 

I have seen a load of levelers say they'll get rich now, because they can hit anyone for gold, risk-free. 

I saw someone mention that "pvpxp" or whatever it's to be called, should be needed to attack and take gold... but if "pvpxp" is riskfree to get, then how is that even a hurdle? Levelers won't care about that pvpxp, and pvpers sure don't, so it's pointless to even bother making that some sort of hurdle to grab gold. Gain it, use it, lose it... so? That's something lots of people do with prestige already.

 

The next bunch of people that will be screaming "bullies!" are the merchants, since they no longer will be able to sell potions for gold, and when that happens, all potions will cost FSPs..... then we'll have a whole new rant in the forums about how expensive the potions and stuff got all of a sudden, and how hard it is for people to level without breaking their bank, unless they have enough max-stams to make the gold back when they hunt.... oh wait... they won't have any gold after they hunt, since everyone in range will be stealing it, risk-free.. 




#890793 'BLOOD' a possible idea for Grims intended removal of xp loss from pvp.

Posted by Mister Doom on 23 September 2014 - 04:40

So here's my thought on the current update to the pvp system:


Add in a new PVPXP system called BLOOD in game, that functions similar to the current regular xp system.

BLOOD will be gained and lost via regular pvp attacks.
Your pvp level will go up in a similar fashion to your regular level, unlocking certain things as you get higher and higher.
This will also allow for some new top rated sections, best pvp player, best monthly pvp player etc etc.

 

  • Losses and gains would obviously raise and lower your bloodlevel depending on the outcomes.
  • They would also count on the BB which would no longer deal with regular xp, only BLOOD.

 

My idea on how BLOOD would work would be something along these lines:

 

  • Ranges would match the current pvp ladder ranges.

 

  • Everyone would begin at zero BLOOD, you would need to be active (or extremely good at defense) in order to advance your pvp level.

 

  • When attacking someone with 0 BLOOD, you would gain BLOOD at an extremely reduced rate. (To be decided)

 

  • When attacking a player with the same or higher bloodlevel you get 100% of standard BLOOD.

 

  •  When Attacking people with a lower bloodlevel you get (Their bloodlevel / Your bloodlevel) * 100%.

 

  • Amounts of BLOOD would build in a 'current' counter each month.

 

  • The end of the months BLOOD total would directly affect how many tokens you will receive.

 

  • Their will be a 'lifetime' BLOOD counter that will be used to determine your rankings on various 'top rated' lists.

 

Successful combat by attacker:

  • 10 Stamina = 10 BLOOD to attacker
  • 100 Stamina = 100 BLOOD to attacker

 

Defender loses:

  • 10 stamina = 1 BLOOD lost from defender
  • 100 stamina = 10 BLOOD lost from defender

 

 

Successful defence from attack:

 

  • 10 stamina = 5 BLOOD  lost from attacker
  • 100 stamina = 50 BLOOD lost from attacker

 

Defender wins: (2x BLOOD gained for successful defence)

  • 10 Stamina = 20 BLOOD to defender
  • 100 Stamina = 200 BLOOD to defender

 

 

Bounty Board

Defender Only Loses BLOOD at the same rate as losing a normal PVP attack.

(can not gain BLOOD for successful defence)

Attacker has same BLOOD gains and losses as above.

Win = 100% BLOOD
Loss = 50% lost BLOOD

 

 

 

  • Remove normal xp loss altogether from pvp and replace it instead with losses and gains of BLOOD.
  • Hitting anyone for gold would remain unaffected.

 

 

 

With the damaging and hostility inspiring element of regular xp removed it will open up the way for a lot of pvp inclusion into the main game and events:

 

 

  • Have a new tree of buffs (Or possibly rework the current trees) to allow for a fourth section of skills that can only be gained with certain pvp levels.

 

  • Introduce new medals that mirror the regular level side. Best player overall for BLOOD becomes dominance. With BLOOD alternatives to top 100 and monthly top 10 also.

 

  • Introduce new quests that require pvp interaction to increase pvp level to possibly gain access to new hunting realms. (with possibly faster hunting alternatives, higher monster xp values etc)

 

  • Introduce some new LE events (or modify some current ones) so that certain realms also require specific pvp levels to enter.

 

  • New global events that require the FS population to kill itself certain amounts of time via pvp.

 

 

 

 

 

 

 

 

 

 

Another point recently brought up by badpenny was the reintroduction of the, "Of which the rest was scattered upon the ground" message at the bottom of a combat page on a gold hit.

 

As things currently stand pvp is too damaging to a levellers standpoint. However if we alter that damaging aspect to be within the realms of pvp itself IE; remove regular xp loss and replace it with blood loss. (their pvp level) Then it will more than likely garner much less hostility from the wider community, possibly inspiring more interest. Which itself should allow for the creation of some more widespread pvp orientated events and activities.

 

Thank you to leos3000 who came up with the xp formula, and for everyone else who have contributed ideas.






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