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#1010474 Untapped Potential: The Analysis and Case for More

Posted by Toreth on 28 February 2024 - 17:02 in General Discussion

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.



#1010285 Proposed RP Packs.

Posted by Toreth on 24 January 2024 - 19:49 in General Discussion

FS Feedback.jpg




#1010219 Proposed RP Packs.

Posted by Toreth on 12 January 2024 - 14:50 in General Discussion

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.




#1010205 Guild vs Guild Update

Posted by Toreth on 09 January 2024 - 15:30 in General Discussion

Hey,

 

At the same time, I feel like I am as likely to GvG as I was before the update as I am after it. I believed there was... more to come with the Update itself in terms of things changing. Do you have anything else planned in terms of rewards, mechanics, or additional adjustments?

 

I think this is the biggest takeaway currently. While I know the thread for new RP packs was posted as well, RP packs can also only do so much to drive activity in an area that is nearly void of participation. Sure, there may be some guilds who have been farming RP for a little while in anticipation for this "update," their takeaway is likely going to be "well this amounts to nothing for us."

 

GvG is supposed to be competitive to some extent, and while the notification system helps that, and the widening of the level ranges helps with getting more targets to potentially improve activity in some regard, the overall sentiment behind ONLY this is that "These are simple Quality of Life changes." There still will be no competitive aspect to GvG given what's been presented here.

 

Quote.png

 

What of this? What happened to this portion of the proposal that would have incentivized a good portion of players to at least ATTEMPT GvGing more seriously. Without the attached also being implemented, we are no better off than we were prior to the update - if anything, we may be a little worse off instead given the lack of incentives to continue GvGing that failed to launch with the QoL update.

 

It's been ~18 months since the original proposal was brought up on the forums, and while I understand some of that time has been waiting for Hoof, the fact that the update here is a mere change in combat level range and a notification to when the conflict has been initiated and will begin is a way to tell the part of the community that enjoys GvGing that they don't matter - that they should go and play other aspects instead as this one no longer exists.




#1009158 Planned GvG Updates

Posted by Toreth on 17 March 2023 - 15:33 in General Discussion

TL;DR: Send the trials with the caveat of increasing the level ranges as part of the trial. This is a fix to the structural portion of how GvGs are done; rewards come after the structural part is fixed. Current Epics from GvG Rewards: 25% of them are upgraded; other upgrades still pending. Opt-out is terrible - notification system allows for Unbreakable casts to assist in the ONLY negative of gear damage.

 

While I certainly don't envy HCG for having to come in here and sift through the posts, trying to decipher what's legitimate and what's an "I want," I do hope they can see the dichotomy of the players in the community in regards to this aspect. What's a little surprising is the fact the HCG has come out and said "this is a trial," which has been met with disdainful comments of "No. Terrible. That's not going to work. That's no good." when the proposed quality of life changes haven't even been attempted yet. HCG has finally come down after how long to breathe some life in an absolutely dead aspect of the game?

 

Obviously I agree and support what's been proposed being the original, original poster that Arioche linked to, but there's a reason each of those were brought up initially:

 

  • Reducing Offline Time for Targets: This is to help prevent farming completely AFK players. Someone is much more likely to show up online if they've been AFK for ~24+ hours when compared to ~6+ days. Traditionally, once someone hits that ~48 hour mark, the chances of them logging back in for any reason drastically decreases.

 

  • Expand Level Ranges: This was proposed to go hand-in-hand with the Reduction in Offline Time for Targets as well as provide more overall target opportunities in dead ranges not at the very low or very high end of content where players are crowded. This is one I would strongly urge HCG to do in conjunction with the Reduction in Offline Timer during the trial as doing the former without this limits options for players.

 

  • Notification System: Also should be self-explanatory; nobody likes to be hit while they're AFK and not know about it. Imagine you're going to be pelted for 25 hits and there's an option ahead of time to give you notice to, at the bare minimum, buff up with Unbreakable. Now you've saved yourself gold. Without the notification and time for prep? No time for anything - have fun with that bill. And all of this is for the casual - those who want the hard core will only utilize it for much higher potential.

 

Everyone keeps touching on rewards, but they fail to address the core issue of GvG being a "I wanna farm AFK players who are unprotected." These would assist in doing that. Until the core is repaired, at least some, then the reward structure will do nothing but become stagnant rather quickly even if things are introduced.

 

"I want new items and new epics." Sure, but have those who've asked for such things taken note of the Epics that are currently in the process of being upgraded? Only 5/21 (or 5/20 if omitting Cobalt Rune due to low level) have been upgraded so far. That's 25% or less of the way done on those upgrades, but they are coming. BG said it was going to take a little while as it has to be done in phases. The impatience and desire for instant gratification is going to run this into the ground before it even has a chance to take off.

 

Others have tossed out other ideas around as well; some with merit (Structure for the notifications), others without (“Let me just disengage from GvG altogether”). There are also some that would require more substance from HCG, which also isn’t feasible: BG Overhaul Quote.png

 

The seasons idea was brought up in the Original that Arioche linked to that had favorable HCG response: BG GvG Ladder Response.png

 

But, if the core function of GvG isn’t patched first, then the GvG ladder system will be just what it is now - “farm AFK players and race to 1st; then, park until the reset.” These ideas up for trial are the initial steps into injecting a competitive nature back into FS. GvG (and PvP, but that’s a separate topic), are meant to be competitive in some regard, but there’s nothing to appease those who want a challenge.





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