Jump to content

shindrak

Member Since 05 Feb 2013
Online Last Active Today, 22:12

#1010485 Thieves in the Night VI

Posted by BigGrim on 29 February 2024 - 16:17

New recipes have been found in the Cathedral of Ways. Those players with items used in the new recipes in the Auction House have had them returned.

Yup.

 

~ Grim




#1010479 Fallen Sword Roadmap (March - June 2024)

Posted by Arioche on 29 February 2024 - 10:42

Hello everyone!
 
Here is the event roadmap for March - June 2024!
 
fsroadmap_marjune2024.png

 

As always, roadmaps are a guide and subject to change. 

 

We at HCG are entering a pretty busy period as we run up to the release of our new game: Godzilla x Kong: Titan Chasers. There is also some other developments that I cannot wait to share with the FS Community. Something we have been working on for some time and we're growing ever closer to the day we can finally talk about it.
 
~ Fallen Sword Team



#1010475 Untapped Potential: The Analysis and Case for More

Posted by drdoom123 on 28 February 2024 - 21:02

Very well put, will certainly make gvg more active im all for anything that makes the game more active, will also encourage people to buy dots to pay for these epics if they don’t want to gvg for it so in my eyes a win win alllllllllll around !


#1010474 Untapped Potential: The Analysis and Case for More

Posted by Toreth on 28 February 2024 - 17:02

The case for +8 Stamina Gain Epics via the Introduction Through Guild Versus Guild Combat
 
I know the stance of HCG has been adamantly against +8 Stamina Gain (SG from now on) Epics for a long while, but I’d like to broach the subject from a different angle here in order to help bolster the argument FOR introducing the +8 SG Items.
 
TL;DR:
  • Investment Average Cost for 5,000 RP +8 SG Item = ~10,246 FSP in Stam + ~1,275 FSP in Additional Expenses
  • Gain Difference in +8 SG over a +7 SG = 8,766 Stam = ~351 FSP
  • Overall Net Profit in Circulated FSP of ~11,170 FSP
  • Epic Provides Item of ~31.5 Years of Positive Valuation to HCG Before Item Pays for Itself
  • In adding a +8 SG item, it in turn grants the players the potential to be more active in FS. Because of this, it also could provide each person to eventually get their hands on a +8 SG to dive into other aspects of FS they haven't participated in prior to its introduction.
First, let’s look at how much extra stamina PER YEAR a single +8 SG Item has over a +7 Item.
 
A +7 SG Item Yields 61,362 Stam Per Year at 365.25 Days (To Account for our Leap Years) while a +8 SG Item Yields 70,128 Stam Per Year at 365.25 Days – a difference of 8,766 Stam Per Year. Looking at this from a FSP to Stam cost at the given 1 FSP = 25 Stam, we’re left with ~351 FSP of item valuation.
 
Secondly, let’s look at the stamina and monetary cost for each tier, in regards to hits, of GvG conflict.
 
Values were gauged on average for Composing Potions, eggs, and a roundabout gold cost given to potential frag costs per player involved in each GvG conflict which resulted in approximately 1,000,000 gold per hitter and 1,000 stamina to fill in gapped buffs. Given these values, we see that 50 round conflicts cost 2,000,000 gold and 2,000 stamina, 75 round conflicts cost 3,000,000 gold and 3,000 stamina, and 100 round conflicts cost 4,000,000 gold and 4,000 stamina to cover each of the minimum number of participants. In addition to this, we also look at initiation costs for each conflict - 1 FSP and 50,000 gold each. As you’ll see below, the investment here will only account for initiating costs and stamina + gold use for Composed Potions ONLY as they’re fairly standard and most have access to those.
Conflict Info.png
And for this one, the cost for each hitter can be seen stamina-wise while accounting for Conserve 345 used from Composed Potions as well.
Stamina Conflict Info.png
In total, thanks to the charts, we can now look at total investment for each tier of conflict:
  • 50-Hit Conflict
    • 1 Conflict: 1 FSP; 2,050,000 Gold; 2,410 Stam
    • 20 Conflicts: 20 FSP; 3,000,000 Gold; 10,200 Stam
    • 5,000 RP Conflicts: 500 FSP; 75,000,000 Gold; 255,000 Stam
  • 75-Hit Conflict
    • 1 Conflict: 1 FSP; 3,050,000 Gold; 3,610 Stam
    • 20 Conflicts: 20 FSP; 4,000,000 Gold; 15,300 Stam
    • 5,000 RP Conflicts: 334 FSP; 50,700,000 Gold; 256,410 Stam
  • 100-Hit Conflict
    • 1 Conflict: 1 FSP; 4,050,000 Gold; 4,820 Stam
    • 20 Conflicts: 20 FSP; 5,000,000 Gold; 20,400 Stam
    • 5,000 RP Conflicts: 250 FSP; 38,500,000 Gold; 257,000 Stam
(Our highest level RP Epic in the game, the Ridged Plate Cuirass at level 2500, takes two each of Bobanarts Crystal Skull at 250 RP each, 2 Bottle of Gorgon Tears at 500 RP each, and 2 Fang of Meng Zhang at 1,000 RP each for a total of 3,500 RP. With the level 2500 Ridged Plate Cuirass already at a +7 SG, an uptick to 5,000 RP instead of a minor increase to 4,000 in order to drive more player activity would further increase the demand while also keep supply more limited - hence the use of 5,000 RP as the sticking point)
 
Finally, let’s look at investment cost versus benefit now that the variables have been defined and presented.
 
As seen in point one, a +8 SG item provides an overall stam gain difference of 8,766 Stam per year over a current +7 SG item (~351 FSP). As seen in point two, we can see overall investment costs into obtaining 5,000 RP is ridiculously high compared to what the overall benefit would be per year - an average of 256,140 stam across all of the tiers of combats (~10,246 FSP IN STAM ONLY with an added ~1,275 FSP average in monetary costs between gold and FSP = ~11,521 FSP total valuation). The difference here is astronomical and only shows that the circulated FSP potential in a +8 RP epic would have staying power and last for the long term future.
 
I know the idea behind +8 SG items has been taboo of sorts for a little while, but this should shine light on why they are a net positive for HCG and the brand. The players just want more reasons to play the game and to spend more time actively on FS; this implementation only goes to benefit everyone involved with FS.



#1010369 GRP Update!

Posted by PointyHair on 02 February 2024 - 12:09

The feedback was for even more. I recognised that the prices were far to low but their suggestion was too high, thus I made the change.

 

~ Grim

I do not believe this to be the case. I have been monitoring the thread, but there has been no need to comment until now. Unless there is some "feedback" that we are not aware of, ie. not in the thread, then the massive jump in price was only suggested by 2 players, TheCount and fugrnugget. No one else supported this.




#1010330 Proposed RP Packs.

Posted by BigGrim on 29 January 2024 - 16:59

Your words are not incorrect. A VERY small number of players gave feedback, which the administrators accepted. I just wonder if 10 players are a sufficiently broad representation of the full number of players of the game.

Then get more of your fellows to provide feedback?

 

~ Grim




#1010219 Proposed RP Packs.

Posted by Toreth on 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.




#1010220 Proposed RP Packs.

Posted by EpicPiety on 12 January 2024 - 14:52

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.

+8 GvG epics, have the new currency be heavily throttled so only very few of them can be generated. Probably something that would be rewarded based on a theoretical GvG Ladder reset system.




#1010223 Proposed RP Packs.

Posted by EpicPiety on 12 January 2024 - 19:18

and if it's a stand alone item, can have it be guild bound as opposed to guild locked

bad idea for game/economy. Needs to be tradeable, Incentivizes purchasing FSP too.




#1010200 Proposed RP Packs.

Posted by Maehdros on 09 January 2024 - 01:23

Why was it decided that some buffs like treasure hunter, merchant, teleport would not be increased by buff enhancer as they would be too powerful, yet now its decided that they can be increased in rp packs to as much as level 400? Level 400 Merchant and Treasure Hunter seems way too excessive. This just widens the gap of big guilds vs smaller guilds who are already disadvantaged by the rules currently in place which does not allow them to enter gvgs or take relics.

Why cant small guilds be entitled to the same level of participation as larger guilds.

This thread isn't about relics or the size of a guild for conflicts. You've brought that up in multiple threads over the years. I'm sure the majority, who still play this game, know you have 2 members in your guild. ;) Add 2 more.


#1010062 Composing

Posted by BigGrim on 11 December 2023 - 10:06

But I think a better way would be to simply have the money taken from the bank (as is done for buff market). Same should apply to auction house too. Auction house gives the message of "you need X more gold to make this purchase" but that amount is always incorrect, because it doesn't factor in the gold at hand.

Nope. PvP Players need the window for gold theft.

 

~ Grim




#1009915 Fallen Sword Roadmap (November 2023 - February 2024)

Posted by Arioche on 31 October 2023 - 15:56

We would like to present the roadmap for November 2023 - February 2024!

 

roadmapnovfeb2024.png

 

As always, roadmaps are a guide and subject to change. 

 

As we head to the end of 2023 (eek, so soon?), we've got new seasonal content coming your way. For the start of next year, we would like to focus on updating the Realm Chests, and to bring about the GvG update that you have been waiting for.

 

We were planning to get it rolled out before the end of 2023, but decided that in order to tend to a number of other important updates, and to get Hoof all caught up with his return, we will aim for the beginning of 2024 and to give the playerbase time to prepare for the changes. 

 

We appreciate everyone who has given us feedback over this year. As always, feel free to share your thoughts and concerns below.

 

~ Fallen Sword Team




#1009904 Super Elite hunting - some tips

Posted by stormfish on 29 October 2023 - 21:30

Today i find another location of the Fallen Angel Vendreya (Super Elite):
 
VANTIOCK WASTES (HORROR) (Min Level: 3149)
 
(see the original topic for more information about the checked areas - New SEs topic)
 
Also i find in SE kill log that King KyMan (Super Elite) is located in
LENZWER FOREST (PATH) (Min Level: 112)
 
and Sofias Curse (Super Elite) can be found in
NARSAVA DOMINION (ENTRANCE) (Min Level: 771)
 
Good hunting. (o;



#1002792 Super Elite hunting - some tips

Posted by stormfish on 12 January 2021 - 08:40

Hi there all

 

Here i will try to share some useful information about SE hunting.
 
From time to time players ask me for some advices in SE hunting. I answer them, send them info about the SE's chain-paths, but the message-in-game is a mess. Finally i decided to start a topic, and to try to summarize the info.
 
As beginning - the paths. That mean the chains of realms with SE's, which you can search without going back to Krul Island, and then using Cathedral of Ways portal. This will save you stamina, time and gold. So let's start.
 
 
temporal note: as soon as RL give me opportunity, i will post all other paths. They are relatively poor (3-4 SE's in a chain) but still can be used to save gold and stam for portals. 
 
Additional tips:
 
  • As mentioned in the WandKing's and BadPenny's posts, it is good idea to search the boundaries of the realm first, then the inside parts. Especially when vast realms have to be searched. I tried to proof that rule, but have to say that it is not very clear that it work. Anyway it is not wrong to use it.

 

  • Use mercenaries. With recent changes in group attacks, it is worth to create attack group and use it for tough SE's. It is 20 stam to create group, and you can use it 5 times (without updates), i.e. it is 4 stam per attack. For tough SE's this is even below usual stamina spend per attack (because you use CA 175, and the combat is often more than 3 turns). In addition, when you are defeated, you don't lose EXP and your gold in hand. In big guilds it is expensive to hire mercenaries, but in small ones it is good opportunity. In addition many of the mercenaries were upgraded few years ago, and their stats were improved.

 

  • Rise your composing level. It's a huge hunt helper to use high level SH, COA, KE etc. You can schedule your hunt grouping tough SE's, and hunting them in short time. This way you can compose one 30 min potion with all needed high level buffs, then extend it to 2 hours, or more (depending on your set of medals) using that combo:

Distil + Buff Enhancer + Brewing Master + Pride + [Your composing potion]

 
  • Always monitor the Super Elite Slayer Kill Log. This will help you to schedule your hunt, and to skip recently visited realms.
 
Since 19:37 24/Nov/2020 i am a proud owner of Diamond Treasure Hunter medal. For a long time i am considering to extend this topic with information about hunting chests. Again, just like the SE hunting, players ask me in-game for tips and advices. I answer them, and then another player ask me the same things. During today's conversation with WindBattle (about chests), i decided to finally start this topic. So herei will summarize everything i know about chest hunting. Again, please if you have some ideas, tips, advices, paths, post them here, i will add them to the main chest post.
 
 
Good hunting. (o;
 
p.s. corrections of the info i post are welcome, suggestions and tips/ideas too
 
note: on 09-Feb-2021 PATH 1 and PATH 4 were extended, and 2 new paths were added
note: on 29-Oct-2021 added new SE tips, and new chest hunting content
note: on 14-Sep-2023 17 new SEs were added and two new paths. Details here.



#1004323 Statistical Analysis of Gear Distribution in FallenSword

Posted by Corrupted on 30 June 2021 - 02:14

Good evening ladies and gentlemen of Erildath,
 

The recent Arena sets released sparked some discussions over the past week about the stat distributions and disparity of sets over the course of the game. We decided to analyze and compile some data to bring attention to some facts about.

 

Picture #1 - Total Sets per Stat Combo - Legendary, Super Elite & Crystalline (META) & Set Distribution per Stat Combo per Bracket - Legendary, Super Elite & Crystalline (META)
 

3NadDjfh.jpg

 

unknown.png

 

Picture #1 Observations

 

1.1 - Attack/Damage setups remain the most popular sets in terms of development at 71 total sets (31.84% of total sets).

 

1.2 - Armor/Defense setups are currently 13.45% of the total across the observed ranges. This is almost equal to the total number of Attack/Defense and Attack/Armor sets (14.35%).

 

1.3 - There is only 1 Attack/Armor set from level 3500 onwards.

 

1.4 - There are no Defense/Damage sets between 3500 and 4500. They are also the least developed set at 22 sets (9.87% of total).

 

1.5 Armor/Defense from level 2000 onwards have become more prevalent.

 

1.6  There are only 3 Defense/Damage sets from level 2000 to 3000.

 

Picture #2 - Total Sets - All Gear & Set Distribution per Stat Combo per Bracket

 

 unknown.png

 

unknown.png

 

Picture #2 Observations:

 

2.1 - Attack/Damage sets are still the most popular after including rare and unique sets at 252 sets, but percentage-wise, drop (28.90%).

 

2.2 - Armor/Defense sets see an increase in overall percentage (16.06%) when including rare and unique sets, having only fewer than Armor/Damage and Attack/Damage.

 

2.3 - Only 1 Defense/Damage set at 3500-3999, and only 1 Attack/Defense set at 4500+ after including rare/unique sets.

 

2.4 - Defense sets see less development overall (188 between Defense/Damage and Attack/Defense) than Armor (292 between Armor/Damage and Attack/Armor); 21.56% have a defense stat tied to it whereas 33.49% have an armor stat tied to it (not including Defense/Armor).

 

Picture #3 - Gear Slot Distribution - Meta (LE/Crystal/SE)

 

kCT8NXC.png

 

3.1 - There is very little gear on the 4000-4499 range.

 

3.2 - When making Armor/Damage sets, the least used gear slots are Gloves, Ring and Rune.

 

3.3 - When making Defense/Damage sets, the least used gear slots Gloves, Weapon, Ring.

 

3.4 - When making Attack/Defense sets, the least used gear slots are Shield, Ring, and Boots.

 

3.5 - When making Attack/Damage sets, the least used gear slots are Ring, Boots, and Rune

 

3.6 - When making Attack/Armor sets, the least used gear slots are Weapon, Rune, and Boots.

 

3.7 - When making Armor/Defense sets, the least used gear slots are Gloves, Ring, and Rune. 

 

 

Disclaimer #1: We did not look at gear under level 1000 since those ranges are plentiful on gear

Disclaimer #2: We did not include any sets with HP as part of their Stat Distribution
Disclaimer #3: Sets from the 6/18 Arena Shop update are not included as they are not in the UFSG

 

 

There is more information that we could present but this was already an extensive time investment. For an album of all the images used in this post, please visit https://imgur.com/a/hPSHG7f

 

Much love to everybody who helped compile this information.

 

Yours truly,

 

SS






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