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Hoofmaster

Member Since 13 Sep 2012
Offline Last Active Aug 18 2023 12:35

#794435 Should we limit creatures you can attack based on Actual Level?

Posted by Hoofmaster on 08 June 2013 - 17:03

It's come to our attention that some players are de-levelling and then using a creature many levels above their Actual Level to re-gain the levels quickly.

 

The reason for having the Virtual Level is so that player's can't de-level then attack other players at their Actual Level using the stat points allocated based on their Virtual Level.

 

Most of the maps are level restricted via the stairways, however if you are already on a map and de-level you can currently stay on the map and hence attack creatures way above your new Actual Level.

 

Therefore should we make it so you can only attack creatures a certain number of levels above your Actual Level?

 

We'll leave the poll running for a few days, however please note we'll only make a change if at least 80% of the community agree.




#794428 Does this seem wrong to anyone else?

Posted by Hoofmaster on 08 June 2013 - 16:49

The reason for having the Virtual Level is so that player's can't de-level than attack other players at their Actual Level using the stat points allocated based on their Virtual Level :)

 

However I do agree attacking a champion that is much higher level than your Actual Level isn't ideal, so I'm going to put up a poll to see if the community think attacking a creature above you should be limited to 'x' levels above your Actual Level. 




#794195 Double XP next weekend!

Posted by Hoofmaster on 07 June 2013 - 15:33

I still stand by my original post.  Your actions and what you say are not the same. If you do not see this then it is not my fault and your game continues to decline.

 

The Booster Pack is a free gift that we are giving away. It isn't related to the Double XP event that we're running next weekend.

 

We're sorry you aren't happy about this, however we felt it was better to give players a week's notice about the event, rather than none.




#794190 Double XP next weekend!

Posted by Hoofmaster on 07 June 2013 - 15:25

Honestly HCS?

    Lately you have been pushing to keep current players motivated and to encourage new players to join the game and stay. YET with a simple action you have just lost a few more players.  You release the booster packs one day before the XP event notification. The automatic 10k stamina pushed many players over their max limit so they go ahead and push a quick hunt in. The next day a double event release notification?  You just disappointed many players and if you had only done the reverse you would have made so many players ecstatic.  Your actions are not what your words say for encouraging growth but just the opposite. Whoever thought of releasing booster pack before XP notice needs to take a marketing class.

 

Normally we give much less notice (if any) for Double XP events. But we've listened to feedback and hence this time we're giving a weeks notice about the upcoming event...




#794174 Double XP next weekend!

Posted by Hoofmaster on 07 June 2013 - 14:54

Are the servers prepared for the hundreds of hunts that will be going on at the same time throughout the 48 hours? I would prefer for the game to not have any lag.

 

We'll do our best to keep the lag down to a minimum :)




#794167 Double XP next weekend!

Posted by Hoofmaster on 07 June 2013 - 14:44

doublexpevent.png

 

Next weekend, we will be running a Double XP event! This means that during the event, all creatures will give DOUBLE their normal xp.
 
The event will start on Friday 14th June at 5pm GMT (Server Time) and will be running for 48 hours.
 
(Note we'll be releasing a new content update before the event starts)
 
~ The Fallen Sword Team

 




#793883 List of sites giving away Booster Pack promo codes...

Posted by Hoofmaster on 06 June 2013 - 17:49

Question:  If I get a pack, and use it, does it decrease the number of stamina upgrades that I can buy?  I was planning to wait until I had my stam upgrades maxed before getting the "extra".

 

It doesn't affect any of the character upgrade limits :)




#793875 List of sites giving away Booster Pack promo codes...

Posted by Hoofmaster on 06 June 2013 - 17:21

The following websites are giving away Booster Pack promo codes... smile.png
 
English : 
 
I'll update the list as more sites start giving away the promo codes smile.png

*Edited to remove sites with no more codes.*




#793764 Booster Packs coming soon...

Posted by Hoofmaster on 06 June 2013 - 11:05

You can now get the Booster Pack from GameItems.com! We'll add more sites as they start giving away the codes :)

 

http://www.gameitems...veaway-553.html




#793570 Booster Packs coming soon...

Posted by Hoofmaster on 05 June 2013 - 21:24

We'll post up a list of sites that are running the promotion once they start it :D




#793557 Official Pyramus Trailer

Posted by Hoofmaster on 05 June 2013 - 19:41

We posted up the official game trailer to YouTube today! Take a look and let us know what you think :)

 




#793186 Composing - In Detail (Revision 1.2)

Posted by Hoofmaster on 03 June 2013 - 16:45

A yes from me as long as you promise to work out issues that (almost definitely) come up in the near future with this. 

 

I'm sure issues will come up, but we'll keep working at it to make sure it works well :)




#793061 Composing - In Detail (Revision 1.2)

Posted by Hoofmaster on 03 June 2013 - 09:12

We've been listening to your feedback and the key changes in this revision are:
 
1) Swapped Crystalline and Super Elite rarities
2) Adjusted Fragment gain from items
3) Fixed an issue with my calculation for Hoof’s Basic Potion
4) Re-added Composing XP / Level
5) Distil will work with Composed potions.
 
Here is how the idea is looking now...
 
Fragments
 
Items can be broken down and give a fragments based on the rarity. For example if you break down a Rare item, you will receive a 'Rare Fragment'. If you break down a Unique item, you will receive a 'Unique Fragment'.
 
The following Fragment types would be available:
 
Common, Rare, Unique, Legendary, Crystalline, Super Elite
 
Items which have a Hellforge applied to them would give +1 additional Fragment per Hellforge level applied.
 
The level of the item determines the amount of Fragments you obtain from it. The amount of Fragments you gain from an item is worked out as follows:
 
Fragments = RoundUp(SquareRoot(ItemLevel / 100))
 
Here are some item examples:
 
Level 50 Common Item = 1 Common Fragment
Level 200 Unique Item = 2 Unique Fragments
Level 450 Rare Item = 3 Rare Fragments
Level 1000 Legendary Item = 4 Legendary Fragments
Level 1650 Rare Item = 5 Rare Fragments
 
(Thank you kalish for this suggestion!)
 
Fragments won’t require backpack space - they will just be listed on the Composing page.
 
All potions created would be guild bound / bound. You specify if the potion is for yourself (ie. bound) or for use by another member of your guild (if applicable) when you create it.
 
Create Potion Steps
 
Select skill(s)
Select level for skills.
Select duration.
Shows time taken / gold cost / fragment cost
 
The level of the skill, amount of skills and duration of the potion all affect the amount of Fragments and gold required to create the potion.
 
For each skill added the Fragment cost is as follows:
 
0.05 Common Fragments per skill level
0.05 Rare Fragments per skill level above 50
0.05 Unique Fragments per skill level above 125
0.02 Legendary Fragments per skill level above 175
0.02 Crystalline Fragments per skill level above 250
0.02 Super Elite Fragments per skill level above 300
 
Gold Cost = Total Skill Levels * Duration
 
The amount of Fragments per skill is rounded up.
 
Hoof’s Basic Potion [30m]
Conserve 50
Librarian 180
 
This potion would require:
3 + 9 = 12 Common Fragments
1 + 7 = 8 Rare Fragments
0 + 3 = 3 Unique Fragments
0 + 1 = 1 Legendary Fragments
 
The base duration of the potion would be 30 minutes. Each additional 30 minutes duration (max 300 minutes) would require the same amount of Fragments again.
 
Gold Cost = 230 * 30 = 6,900 gold
 
 
Hoof’s Smasher Potion [60m]
Smashing Hammer 250
Stalker 250
 
This potions would require:
13 + 13 = 26 (*2 for duration) = 52 Common Fragments
10 + 10 = 20 * 2 = 40 Rare Fragments
7 + 7 = 14 * 2 = 28 Unique Fragments
2 + 2 = 4 * 2 = 8 Legendary Fragments
 
Gold Cost = 500 * 60 = 30,000 gold
 
 
Hoof’s Ultimate Potion [120m]
Librarian 200
Adept Learner 200
Coordinated Attack 250
Animal Magnetism 250
Light Foot 350
 
This potions would require:
10 + 10 + 13 + 13 + 18 = 64 * 4 (because of the duration) = 256 Common Fragments
8 + 8 + 10 + 10 + 15 = 51 * 4 = 204 Rare Fragments
4 + 4 + 7 + 7 + 12 = 34 * 4 =  136 Unique Fragments
1 + 1 + 2 + 2 + 4 = 10 * 4 = 40 Legendary Fragments
0 + 0 + 0 + 0 + 1 = 1 * 4 = 8 Crystalline Fragments

0 + 0 + 0 + 0 + 2 = 2 * 4 = 4 Super Elite Fragments

 
 
Gold Cost = 1250 * 120 = 150,000 gold
 
Potions take time to create (see below), however they can be created instantly by paying the gold cost again.
 
Composing XP / Level
 
You initially start at Composing Level 1 and gain Composing XP for each potion created. The maximum Composing Level is 10. At Composing Level 1, you can create a potion with a duration of 30 minutes with each additional Composing Level allowing an additional 30 minutes.
 
The time to create potions will also decrease as your Composing Level increases. Initially it will take 3 hours to create a potion (you can still get them instantly by using gold however), and this will decrease by 12 minutes for each Composing Level.
 
(Thanks Evilbry for this suggestion!)
 
Available Skills (with max possible level)
 
Doubler [max 1000]
Light Foot [max 500]
Conserve [max 200]
Adept Learner [max 200]
Librarian [max 250]
Sacrifice [max 250]
Global Booster [max 200]
Animal Magnetism [max 300]
Keen Edge [max 200]
Anti Deflect [max 200]
Smashing Hammer [max 250]
Entrench [max 200]
Coordinated Attack [max 250]
Coordinated Defense [max 250]
Stalker [max 250]
Shield Wall [max 250]
Terrorize [max 250]
Gloat [max 250]
Honor [max 250]
Flinch [max 250]
Constitution [max 300]
Sanctuary [max 300]
Terrorize [max 250]
Armor Boost [Max 250]
Mighty Vigor [Max 250]
Severe Condition [Max 200]
Ageless [Max 250]
+ Some new ‘Composing’ only skills
 
Note we can review the max levels in the future - these should give a good starting point however 
 
Notes:
1) Reckoning, Spell Breaker and Spell Leech would not work with them.
2) Brewing Master and Distil will work with these potions.
3) We’ll add a medal for ‘x’ potions composed.
4) You need to be character level 50+ to Compose items.
5) You’ll be able to queue up to 5 potions to be created (note the ability to queue potions will be unlocked with gold)
6) Only equippable items can be broken down.
7) Some buffs which go to high levels such as Doubler will have a scalar applied so the Fragments required are kept reasonable.
 

Again, big thanks to Evilbry and Pardoux for taking time to discuss the idea with me over Skype and many thanks to everyone who has given feedback on the forum to help Composing become an awesome addition to the game :)

 
We’ll leave the poll up for a few days, however it this revision gains over 80% in the poll, we’ll go ahead and implement it in the game. Note we may make minor tweaks based on any feedback however.
 
~ The Fallen Sword Team



#791829 Composing - In Detail (Revision 1.1)

Posted by Hoofmaster on 29 May 2013 - 00:55

We've been listening to your feedback in the previous 'Composing - In Detail' thread and have revised the Composing idea.

 

Here is how the idea is looking now...

 

Fragments

 
Items can be broken down and give a fragments based on the rarity. For example if you break down a Rare item, you will receive a 'Rare Fragment'. If you break down a Unique item, you will receive a 'Unique Fragment'.
 
The following Fragment types would be available:
 
Common, Rare, Unique, Legendary, Super Elite, Crystalline
 
Items which have a Hellforge applied to them would give +1 additional Fragment per Hellforge level applied.
 
The level of the item determines the amount of Fragments you obtain from it. For each 100 levels of the item your are breaking down, you gain an additional Fragment from the item (so a level 500 Rare item would give you 6 Rare Fragments).
 
Fragments won’t require backpack space - they will just be listed on the Composing page.
 
All potions created would be guild bound / bound. You specify if the potion is for yourself (ie. bound) or for use by another member of your guild (if applicable) when you create it.
 
Create Potion Steps
 
Select skill(s)
Select level for skills.
Select duration.
Shows time taken / gold cost / fragment cost
 
The level of the skill, amount of skills and duration of the potion all affect the amount of Fragments and gold required to create the potion.
 
For each skill added the Fragment cost is as follows:
 
0.05 Common Fragments per skill level
0.05 Rare Fragments per skill level above 50
0.05 Unique Fragments per skill level above 125
0.02 Legendary Fragments per skill level above 175
0.02 Super Elite Fragments per skill level above 250
0.02 Crystalline Fragments per skill level above 300
 
Gold Cost = Total Skill Levels * Duration
 
The amount of Fragments per skill is rounded up.

Hoof’s Basic Potion [30m]
Conserve 50
Librarian 180
 
This potion would require:
3 + 9 = 12 Common Fragments
1 + 7 = 8 Rare Fragments
0 + 3 = 3 Unique Fragments
 
The base duration of the potion would be 30 minutes. Each additional 30 minutes duration (max 300 minutes) would require the same amount of Fragments again.
 
Gold Cost = 230 * 30 = 6,900 gold
 
 
Hoof’s Smasher Potion [60m]
Smashing Hammer 250
Stalker 250
 
This potions would require:
13 + 13 = 26 (*2 for duration) = 52 Common Fragments
10 + 10 = 20 * 2 = 40 Rare Fragments
7 + 7 = 14 * 2 = 28 Unique Fragments
2 + 2 = 4 * 2 = 8 Legendary Fragments
 
Gold Cost = 500 * 60 = 30,000 gold

 
Hoof’s Ultimate Potion [120m]
Librarian 200
Adept Learner 200
Coordinated Attack 250
Animal Magnetism 250
Doubler 350
 
This potions would require:
10 + 10 + 13 + 13 + 18 = 64 * 4 (because of the duration) = 256 Common Fragments
8 + 8 + 10 + 10 + 15 = 51 * 4 = 204 Rare Fragments
4 + 4 + 7 + 7 + 12 = 34 * 4 =  136 Unique Fragments
1 + 1 + 2 + 2 + 4 = 10 * 4 = 40 Legendary Fragments
0 + 0 + 0 + 0 + 2 = 2 * 4 = 8 Super Elite Fragments
0 + 0 + 0 + 0 + 1 = 1 * 4 = 4 Crystalline Fragments
 
Gold Cost = 1250 * 120 = 150,000 gold
 
Potions take an hour to create, however they can be created instantly by paying the gold cost again.
 
Available Skills (with max possible level)
 
Doubler [max 1000]
Light Foot [max 500]
Conserve [max 200]
Adept Learner [max 200]
Librarian [max 250]
Sacrifice [max 250]
Global Booster [max 200]
Animal Magnetism [max 300]
Keen Edge [max 200]
Anti Deflect [max 200]
Smashing Hammer [max 250]
Entrench [max 200]
Coordinated Attack [max 250]
Coordinated Defense [max 250]
Stalker [max 250]
Shield Wall [max 250]
Terrorize [max 250]
Gloat [max 250]
Honor [max 250]
Flinch [max 250]
Constitution [max 300]
Sanctuary [max 300]
Terrorize [max 250]
Armor Boost [Max 250]
Mighty Vigor [Max 250]
Severe Condition [Max 200]
Ageless [Max 250]
+ Some new ‘Composing’ only skills
 
Note we can review the max levels in the future - these should give a good starting point however :)
 
Notes:
1) Distil, Reckoning, Spell Breaker and Spell Leech would not work with them.
2) Brewing Master will work with these potions.
3) We’ll add a medal for ‘x’ potions composed.
4) You need to be character level 50+ to Compose items.
5) You’ll be able to queue up to 5 potions to be created (note the ability to queue potions will be unlocked with gold)
 

Again, big thanks to Evilbry and Pardoux for taking time to discuss the idea with me over Skype and many thanks to everyone who has given feedback on the forum to help Composing become an awesome addition to the game :)

 
~ The Fallen Sword Team



#791510 Composing - In Detail

Posted by Hoofmaster on 28 May 2013 - 00:31

Hi all,

 

Here are our thoughts on how Composing will work :)

 

Fragments
 
Items can be broken down and give a fragments based on the rarity. For example if you break down a Rare item, you will receive a 'Rare Fragment'. If you break down an Epic item, you will receive an 'Epic Fragment'.
 
All potions created would be guild bound / bound. You specify if the potion is for yourself (ie. bound) or for use with your guild (if applicable) when you create it.
 
Creating a Potion
 
Select skill(s)
Select level for skills.
Select duration.
Shows time taken / gold cost / fragment cost
 
So for example:
 
Hoof’s Basic Potion [30m]
Conserve 50
Librarian 180
 
Fragment cost would be something like:
 
Common Fragments = (amount_of_skills * (total_skill_level / 5));
Rare Fragments = (amount_of_skills * ((total_skill_level - (25 * amount_of_skills)) / 20));
Legendary Fragments = (amount_of_skills * ((total_skill_level - (125 * amount_of_skills)) / 100));
Epic Fragments = (amount_of_skills * ((total_skill_level - (175 * amount_of_skills)) / 500));
if(Epic Fragments > 2) Epic Fragments = 2
 
Gold Cost = amount_of_skills * total_skill_level * duration * 3
Time to Create = amount_of_skills * total_skill_level * duration * scalar
Cost to Finish Instantly = (Gold Cost * scalar)
 
This would mean in this example it would require:
 
C = (2 * (230 / 5)) = 92
R = (2 * (180 / 20)) = 18 
L = (2 * (-20 / 50)) = 0
E = (2 * (-70 / 300)) = 0
 
Gold Cost = 2 * 230 * 30 * 3 = 41,400 gold
Time to Create = (2 * 230 * 30) / 10 = 1380s = 23m
Cost to Finish Instantly = (41,400 * 5) =  207,000 gold
 
Another example...
 
Hoof’s Ultimate Potion [120m]
Librarian 200
Adept Learner 200
Coordinated Attack 250
Animal Magnetism 250
Doubler 350
 
This would mean in this example it would require:
 
C = (5 * (1250 / 5)) = 1250
R = (5 * (1125 / 20)) = 281
L = (5 * (625 / 100)) = 31
E = (5 * (375 / 400)) = 4 -> 2 (cap applied)
 
Gold Cost = 5 * 1250 * 120 * 3 = 2,250,000
Time to Create = (5 * 1250 * 120) / 10 = 75000s = 1250m = ~20 hours
Cost to Finish Instantly = (2,250,000 * 5) = 11,250,000
 
Composing Level
 
Each time a potion is created, composing xp would be allocated based on the total_skill_level of the potion.
 
Composing level determines the maximum duration that you can create potions with. The base duration is 60 minutes, then each brewing level adds +1 minute to the maximum duration (up to a limit of 300 minutes - hence the maximum brewing level would be 240).
 
Each composing level requires 200 + (50 * level) Composing XP.
 
ie:
Level 2 = 300
Level 3 = 350 (+ previous xp)
Level 4 = 400 (+ previous xp)

etc.

 
This means starting at 0 Composing XP, if you created 2 x Hoof’s Basic Potion, you would gain 460 Composing XP, which would mean you Composing Level would now be 2.

 

 
Available Skills (with max possible level)
 
Doubler [max 1000]
Light Foot [max 500]
Conserve [max 200]
Adept Learner [max 200]
Librarian [max 200]
Sacrifice [max 200]
Global Booster [max 200]
Animal Magnetism [max 250]
Keen Edge [max 200]
Anti Deflect [max 200]
Smashing Hammer [max 250]
Entrench [max 175]
Coordinated Attack [max 250]
Coordinated Defense [max 250]
Stalker [max 250]
Shield Wall [max 250]
Terrorize [max 250]
Gloat [max 250]
Honor [max 250]
Flinch [max 250]
Constitution [max 250]
Sanctuary [max 250]
Terrorize [max 250]
 
Notes:
 
1) These would be special potions, so skills such as Distil, Reckoning, Spell Breaker and Spell Leech would not work with them.

 

Finally I would like to give a big thanks to Evilbry and Pardoux for taking time to discuss the idea with me over Skype :)

 

Any constructive feedback is appreciated :D

 

~ The Fallen Sword Team






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