Jump to content

Kbyte

Member Since 15 Apr 2013
Offline Last Active Jul 01 2017 21:46

#974411 PVP Seasons as a Global

Posted by Kbyte on 24 December 2016 - 20:29

PvP need both P's

 

if the second P don't like to attack, that player is not PvPing but instead is being PvPed.

 

.... and all players can be possible pvp targets... this makes FS an PvP game...

 

being PvPed is always an surprise which happens because you don't expect unless you are on the ladder or on the Bounty board so you in these cases you know you will be PvPed surely [but as a result of you PvPing also].

 

If the player don't want to be pvped buy pvp protection an nobody will hit for pvp prestige.

 

Gear up with pvp sets and buffs full time and you may likely not be pvped [from players that don't care about pvp prestige] as often as players that only wear epics full time.

 

PvPing is attacking in an PvP

 

PvP is both parts, attacking and defending.




#974236 New leveling Realms!

Posted by Kbyte on 20 December 2016 - 21:04

normal creature 3158 not respawning with AM 575 too




#974235 New leveling Realms!

Posted by Kbyte on 20 December 2016 - 20:56

normal creature 3154 not respawning with AM 575




#974140 FS Memes

Posted by Kbyte on 19 December 2016 - 17:22

Exp event coming and 123r clicking during event 

 

gato-louco.gif

 

I don't know if it is some player felling so happy to hunt on it or if it is the lag instead :P




#973866 PVP Seasons as a Global

Posted by Kbyte on 14 December 2016 - 18:21

For a global we need to kill enough to reach the tiers ... to pvp we need to attack players ... so spawn the players around our level in the maps for we to "kill" toward the community achievement, to justify and make an somewhat reasonable connection to an type of global say an Mad Doctor made an terrifying solution and spreeded it to the entire fallensword maps making players clones to pop up on realms, and they are like voodoo dolls that once is killed it make the real player to lose exp

 

All hits are bountable and player hit be like when hitting on normal pvp... the stm spent counts toward the global achievement.




#973851 PVP Seasons as a Global

Posted by Kbyte on 14 December 2016 - 17:06

I did a fast look on this thread not reading much, but it looks it will be an sort of global gvg, it that really what is intended to be called pvp season?




#973723 List of Daily Quests

Posted by Kbyte on 13 December 2016 - 12:53

Common ]
Reduce a Titan's HP by 100
100 / 100
Gain +325 Current Stamina

 

You gain 1,347,302 XP and 'Reborn Elemental Trident of Water'.




#972693 Help Promote PvP and make Fallen Sword GREAT AGAIN !

Posted by Kbyte on 30 November 2016 - 12:12

Many players had posted in many different threads that at some levels they have few possible pvp targets, even sometimes only one possible pvp target.... let's say that target is an retired player, so the one "attacking" wouldn't be able to complete an Daily quest requiring to get wins in normal pvp (on active player) due having scarce amount of possible pvp targets on his/her range, so increasing the pvp range would help that player to also be able to complete an DQ like that (higher pvp range = more players to do pvp).

 

I can only see an clear progression in whatever level the player be with sth that we could compare to an type of "range" when we look to how frags are granted on breaking itens, which is 1~100 = 1 frag / 101~400 = 2 frags / 401~900 = 3 frags / 901~1600 = 4 frags / 1601~2500 = 5 frags / 2501~3600 = 6 frags / 3601~4900 = 7 frags / 4901~6400 = 8 frags / 6401~8100 = 9 frags / 8101~10000 = 10 frags ... we could keep following that logic on breaking itens up to whatever level EOC be at any day in the future it reaches.

 

Now returning to talk about pvp, EOC increases regularly but not all players level till EOC nor proportionally keep at least the exactaly "percentage"* from current level to EOC as he/she was before new content was relased ... even if all players were so dedicated on try to keep that "percentage"* the higher EOC the more likely the levels of players to become more sparsed in the "intermediate zone".

 

So an progression** to pvp attack ranges could be taken into consideration to reduce this natural tendency that comes with new content to make the pvp ranges with less possible players on range .... only really low level and EOC level ranges get more players because on low ranges there are players that don't want to level up + new players that comes to the game, while on EOC mainly remaning the old EOC players + new EOC players that managed to reach that current EOC level (mainly players that have an well upgraded character an may have donated to the game to improve his/her char in fsp upgrades), but that "accumulation" leaves even less players on the huge intermediate zone.

 

Just an extra here: *let's say, EOC was level 2800, and player was level 1400 so 50% of EOC content .... months later EOC level 3000 and that player leveling till level 1500 to stay at the very 50% progress toward EOC content

 

** this progression don't need to be exactaly worked on letting EOC ranges the highest as I mentioned before they "accumulate" old EOCer and new EOCers so that particular range has already many targets and even get more target within time.... so IMO hcs could follow a little the idea that had on arena like it bases the highest level player and reduce 20% to allow an max possible arena level to be randomly gerated but instead of 20% of actual max player level it could be:

 

0~10% of EOC player higherst level an specific pvp range (round up every 50 levels)

IMO: (+/-) 15 levels is good

 

10%~30% of EOC player higherst level another specific pvp range (round up every 50 levels) [higher than previous]

IMO: (+/-) 20 levels is good

 

30%~70% of EOC player higherst level another specific pvp range (round up every 50 levels)[higher than previous]

IMO: (+/-) 25 levels is good

 

70%~90% of EOC player higherst level another specific pvp range (round up every 50 levels)

[same as 10%~30%]

IMO: (+/-) 20 levels is good

 

90%~100% of EOC player higherst level another specific pvp range (round up every 50 levels)

[same as 0~10%]

IMO: (+/-) 15 levels is good

 

>>>Value of pvp level ranges up to discussion<<<

 

I know it look complicated but it would follow EOC at what ever level it be so it would not need so much to again later in the future to look again on increasing the ranges if for example EOC be level 10k and higher pvp ranges be needed again.... an Note could be added on attack player page about this to make it easier to understand -> 30%~70% may would get an good proportion of players with that new pvp range so whoever lower or higher would have the range limited just a little in comparision to others on that mentioned range as it is more normal to get more player on the extremes (low or high level).

 

***if by chance sb with an higher pvp range attack sb with an lower pvp range, it could also be allowed this player attacked to be able to hit that player during 7 days from the first hit [enough time even if the target gone offline for about a week] following the other player range just against him/her [so if the difference in levels get higher it would go out of reach in this case].... equal chances to both this way even with this flexible pvp range based on the highest EOC level.




#972532 SE Kill Log / Titan Kill Log

Posted by Kbyte on 28 November 2016 - 20:21

I see your point Doom but still SE hunting don't happen so often [even after daily quests requiring some SE kills] that would really need the list to be expanded.

 

on this link  http://www.fallenswo...cmd=superelites-> you can see that many SE was already killed on the game the way SE list is now.

 

An good SE hunter try to kill most SEs they can while with buffs still active so the most difficult decision would only be where to start .... it goes to the player mood if he want to get higher level ones first, or try first the ones with better drops or start on the lower level ones and so on. It is an choice the SE hunter choose when doing it, that player may only take an fast look on the ones that was killed few minutes before on that list to don't don't start there, but after minutes/hours killing some other SE's that player maybe would go to that map to get that SE  killed before believing enough time had gone so that creature respawned again... it most times don't spoil the strategy the player choosed to where to start SE hunting, it only gives an picture to the player if by chance (no always happen) the one that player wanted to start is not available in the maps at that time he/she decided to start SE hunt.

 

Or the player simply bought one location sb is selling and will just on that one to kill SE.

 

It would be better hcs adding instead an epic quest for 10 years of fallensword, or develop an new titan for xmas or sth else as good than working on increasing that SE list.




#972520 PvP prestige.

Posted by Kbyte on 28 November 2016 - 11:20

Remove XP loss from pvp hits and i'm pretty sure most people wouldn't care if you get +10 or +100 prestige from a 100 stam hit. That would open up PvP for all.

 

OR

 

Go back to the previous system we had of standardization of pvp with 50 stam hits only. All hits are smashes and no soft hits anymore. Let the BB system post bounties and you influence the BB by putting additional gold on peoples head (like a traditional bounty if you think about it). The BB was MORE ALIVE during this system than the previous several years using the TIRED OLD system of people posting bounties. Also more profitable for BB clearers / hitters with a system posting bounties.

 

Honestly, I can't see why the cows ever caved on their brand new idea. Most people, if not all, actually liked it. I believe only a small group of people took offence to it cause they couldn't organize huge take 5 level parties on regular pvp.

 

 

If NO to either idea, then keep PvP the way it is.

 

The Entire Community Voted in game about 14 months ago and decided the way pvp is now is the best, so no need to change it.

 

ps. if an post is good players will like it, there is no need to like yourself post.




#972491 Composing question?

Posted by Kbyte on 27 November 2016 - 16:53

Nice topic Bloody, It would be great if an way to create an template without the need to compose that potion on the same time was added for composing even if you already have all slots full with potions on going.

 

I hope hcs could "compose" an answer here as well about this idea




#972160 Tiered Inferno Hammers!

Posted by Kbyte on 19 November 2016 - 22:54

Try to imagine how much fsp would need if there was an Tiered system to Ridged Plate Cuirass up to tier 5 requiring 3 Ridged Plate Cuirass per Tier lol

 

I'm afraid of doing this calculation :P




#971707 List of Daily Quests

Posted by Kbyte on 12 November 2016 - 01:11

[ Common ] Reduce a Titan's HP by 75 75 / 75 Gain +5 Max Stamina

 

You gain 484,382 XP and 'Reborn Elemental Earth Hammer' 




#964877 Double XP June 2016 speculation thread

Posted by Kbyte on 27 June 2016 - 18:28

well when you have uncle Z asking for sales stuff happens!! ;)

 

Yeah, and that guy is like the lucky guy that win playing dice on Vegas hehe

 

if with lucky it happens at the same time.




#964151 Stat Changing Skill Levels in Super Pots Are Harmful

Posted by Kbyte on 08 June 2016 - 18:06

What I'm gonna write here is not going to solve this problem but could at least attenuate the discrepancy of standard castable buffs against strong pots on player with hundread of levels of difference.

 

as mentioned before players 1k level lower super potted could easiy beat the target even with castable buffs 175.

 

I would suggest to increase the max level of SOME castable buffs [the pvp ones] till level 225 to reduce that discrepancy a little.

 

This way composing would still be what it is, still considering the efford it is to level up on it and still not letting castable buffs so weak on pvp [as it is nowaday when fighting against sb super potted].






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