Jump to content

Kedyn

Member Since 21 Mar 2013
Offline Last Active Jan 26 2018 13:32

#980232 GvG rework proposal

Posted by Kedyn on 27 April 2017 - 03:03

^This

 

I believe this might be the solution to satisfy both sides. Create a global/seasonal event that focuses on the competitive part of GvG while leaving the current one alone for those that are more interested in the profit side.

 

 

Also, this is my opinion, but if a global competitive GvG is made I don't think players showed be allowed to use High Guard, Golden Shield, Dispel Curse, Invert, etc.

 

While I think things like HG/GS/DC/Invert cause a lot of luck, I don't see the issue of excluding them. However, this "tournament" or global/seasonal event could be a really good "test" time for the idea of limiting buffs (composing / epic potions) or the other ideas Hoof and Grim were discussing with buffs in things such as PVP and GVG. It would be interesting to see how that would affect the event and allow time for players to test and work through.

 

Rye - I like the revisions, and would support the changes as Yow mentioned above. Like many here who are in favor in some way, it would be nice to breathe life back into the GVG aspect and introduce more players into it. 




#980196 GvG rework proposal

Posted by Kedyn on 26 April 2017 - 03:56

Side Thoughts/ Wish List:  It would be cool to see new RP buff packs introduced as well for 1 click cover all buffing.  Nothing crazy, just something to benefit the large (lots of members covered), and small (potentially limited human resources) guilds in making for the most possible competitive GvG venue ever.  Examples are for 25 RP Invigorate 200, 25 RP KE,Coordinated ATT, Smashing Hammer 175, 25 RP LD,GS,HG,FS 175,....etc..etc.  Something like that - I'm just throwing examples, these packs can be subject to community desire, but again it's important that we keep them reasonable - nothing overpowered -

 

One of the items I would suggest on this Rye is to increase the RP packs to at least above the current castable level of buffs (maybe like 200 or 225) so that it allows guilds some abilities to counter the composing and epic potions that people have access to.

 

Maybe also introduce a new buff (only in RP pack) where an offline defenders stats are increased XX% while no potions are active (buffs are okay, but epic potions, PVP ladder potions and composed potions counter the buff) so that it helps guilds defend when players are unable to get on, and will also possibly help to offset the leverage that composing and epic potions have introduced into the game. 




#980195 GvG rework proposal

Posted by Kedyn on 26 April 2017 - 03:44

 

I have mentioned two flaws with the original idea and counter solutions with points to back it up:

Instead of simple reset of rating, Introduce guild size brackets to really level the playing feild 

Don't mess with RP gain, Introduce new Reward currency for more exclusive buff packs

 

In both of these, I see large flaws:

 

First - Guild Size brackets - how do you break them down? How will you count inactives? How would you suggest dropping the brackets so that there is enough "active" guilds? Just like the ladder bands that you see in PVP now, you'd run much into the same issues with GVG, as guilds continue to dwindle in size and larger guilds continue to recruit those player away. There's more questions that I could come up with, but am moving on. 

 

I would like to say that I can both defend and argue against your point of size of guilds in GVG. Smaller guilds have an advantage in terms of coordination and just buffing players. With less players to buff, there is less stamina. On the same note, there are also less members to be online. Where you have larger guilds like LWS and ND where there are usually people from different countries on at all different times. Larger guilds, while requiring more buffs, also have the advantage of having more members online at times, more members that can help buff (ie carry the load of stamina) and to help. As I'm sure Lap and Teh can attest to, being in a GVG guild really comes down to preparation and a buy-in from members (irregardless of reason) to help defend the guild. 

 

To your second point, there is an easy way to offset the gains that Rye has suggested - introduce new rewards to offset the "short-term" increase in RP coming into the game and offer new, more expensive RP packs that help guilds defend in GVG (especially larger guilds) that enable buffs above the buffable level (not composing or epic potion levels). Honestly, with supply and demand, the market really isn't going to "tank" persay. It is going to drop like it does now because there is still an increasing supply with less demand (less players needing the RP epics). Thinking about the idea that Rye mentioned where attackers get no RP in Draws and Losses, that would significantly change the market as well. If defending guilds received 2x RP they get now for a draw, then I'd bet you'd see some increase in the defense process, and require attacking guilds to actively defend. Granted there is room to take advantage and work with guilds to "game" the system (it would be against HCS rules, so could result in bans), it would be an interesting idea to see. 

 

Rye - you know we've discussed this topic at length, both in guild and in the past when we were in separate guilds. I support the idea, and hope that it continues to see the positive feedback and the negative to help balance the idea. I'm all for more activity within GVG, and I've tried to post about it multiple times. I'm all for bringing more activity to this part of the game, and be able to help others expand their horizons to experience the fun that GVG between guilds can bring. It is an experience that helps expand your knowledge in the game, and helps strengthens the bonds between your friends and guildmates. I highly doubt that I'd have most of the allies on my list without PVP and GVG in the game in some way, shape or form.  




#978895 Rise of the Wraiths XII

Posted by Kedyn on 05 April 2017 - 02:44

Thanks for the Global Grim. 

 

As a suggestion - can we start trying to have different end times? The "final" push for top 100 usually comes down to the last few minutes, and a lot of times, people don't have access to be on during that time. Maybe changing the end time on the events would be a nice thing to have. 




#973260 Help Promote PvP and make Fallen Sword GREAT AGAIN !

Posted by Kedyn on 08 December 2016 - 13:41

 

Just a quick bump - Grim/Hoof - any ideas or thoughts on the expanded ranges? I know this is the PVP thread, so I don't want to de-rail, but can we also think through GVG as well?


I don't think adjusting the PvP ranges would be beneficial to the game. I am however open to looking at potentially adding more PvP oriented daily quests (within reason!)

 

 

 

 

Aye I meant more changing the ranges are lower levels - I wouldn't be super opposed to increasing it (a bit) at the high levels of the game.

 

 

Yot, while I'm not looking for the same level ranges that Chazzz may have posted in the original thread, there are some major gaps for people who may want to participate in daily quests or PVP in general. As if currently sits, I have been lucky to have 7 people level within my PVP range in the past week and a half. Two weeks ago, I had 3 daily quests in a row that were PVP related without a single active target within range. Kind of hard to complete a daily quest to hit active players, if there are no active players within range.

 

Again, I'll paste what I had before as a slight increase to the PVP ranges. Would I like to to be increase further, probably, but at least it's a start to expanding the ranges. My guess (and I don't have any stats at this point to prove this theory) is that the game has a reverse bell curve in terms of active player population. There are obviously more players at lower levels and more players at EOC than the 2000 levels in between. 

 

A possible suggestion to adjust the PVP ranges. 

 

1-200 +/- 5

200-750 +/- 10

750-1500 +/- 15

1500-2500 +/- 20

2500 - 3XXX +/- 25




#973071 10th Anniversary Titan!

Posted by Kedyn on 05 December 2016 - 20:34

Yep - also a few annoyed customers who may have paid for some of the RP item created epics as well. 

 

Thanks for the update guys, including this new titan. We'll see how everything ends up re-balancing itself in the market. 


  • Rek likes this


#972876 Help Promote PvP and make Fallen Sword GREAT AGAIN !

Posted by Kedyn on 02 December 2016 - 19:25

Never said that PVP isn't part of the game. Some claim it's the only part... I think this is an MMORPG with many parts. But I think Chazz is looking for a sincere path to increase activity. HCS is in a tough spot... how do they increase pvp activity without the outcry? Study the successes and failures. Determine the root causes of the failures and try to figure out how to mitigate it. Your statement is interesting... "It's a way for some players to make a living" yet it's "dying." So what's your idea to make it vibrant without ruining the game for others?

 

Bounty hunting is failing because most don't post bounties... why? I do my part but most don't even when I offer to pay them to bounty the player.

 

Stealing gold is fun and can still be done. No one asked to remove this function so not sure why this is even brought up. Protection was changed so gold can be stolen regardless of protection.

 

I disagree with you about PVP is fun. I find it fun only when both parties are online "dancing". Hitting an offline target is shooting fish in a barrel especially in "normal" pvp. Calling that fun is disingenuous... It's easier to hit an offline target that is not prepared for an incoming attack (which most players aren't sitting in stam gear or with no buffs) then hitting monsters.

 

I think some find it fun because it gets other players mad... kinda sad that enjoyment is at the expense of other players. The real ones are the ones that want a true challenge.

 

I'll walk through your points, as I agree with many of the things that you've said. First, PVP in a way is dying, but I know plenty of lower level players who still use it to fuel their FS life (it's not the only thing, but one of many). I will definitely agree that HCS should study the successes and failures of the past (seasons, smasher medal for all hits, PVP ladder and the many iterations that mostly are failtures, etc.). I've tried to suggest items in the past that might increase activity, but not turn to either extreme (non-PVP vs full-PVP). 

 

I agree that most people don't place bounties. Some people understand that PVP is part of the game (many of the players that I talk to that get hit whether I'm stealing gold or completing dailies). Others have hit back, and then there are others who feel that it's not worth their cost to post. Each player has had a different experience while playing, so there are plenty of reasons, but it might be worth it for HCS to look into ways to increase the BB activity. They could bring back the auto-post bounty system once again with some modifications. They could make it easier/cheaper for players to be posted while finding a way to increase the reward given (so it doesn't have to 100% come out of the posting players pocket). I'm not sure I'd be in favor of bringing back the uncapped bounty loss, or the minimum stam usage per hit rule. 

 

Gold-stealing was just brought up as part of PVP. It's one of the reasons that players partake in PVP. I'd personally like to see thievery / master thief rates increase slightly, but that being said, I'm perfectly content leaving it the way it is. 

 

And I agree with what you said about when you find PVP fun, and I would completely agree. PVP isn't about the hitting an offline/unbuffed player. However, that is still part of the game. While no one can be buffed all the time, or compete against someone using composing potions and fully covered, it's still a risk within the game, and I respect that. I don't think that risk should be taken out, unless that's truly how HCS wants the game to move forward. 




#972379 Anniversary? Best 10 years

Posted by Kedyn on 23 November 2016 - 04:04

I'm thinking the 10 year anniversary is going to be completely different than anyone expected, aka "The Purge". 

 

For 48 hours, PVP ranges expanded by 10 times normal ranges. XP loss is increased by 10 times, and winner gets 50% of XP loss towards leveling. Gold stolen is 50% chance for Master Thief, and there are no bank deposits. No one is safe, and even banks can be taken. Deflect is a buff that increases XP loss by 1000 times the already increased XP loss, and there are no buffs that can be used to reduce XP loss. Once you are below a realm based on your level, you will be teleported back to the start. 

 

Welcome to The Purge. Enjoy your stay, and no one is safe. :) 




#971957 ... a fighting chance?

Posted by Kedyn on 17 November 2016 - 03:42

Just my 2 cents - I'd rather see the current system stay the way it is versus the change. I appreciate the time that the OP had spent, but I'm personally not a fan of the idea. As stated by others, there are ways to lower your chances of being hit. Soemone has to be a defender for the creatures, right? :)

 
I won't like that I don't mind the idea of a retaliate ability (within an hour of logging into your messages maybe). Retaliate would let you know the stamina used against you and take 1.5x XP of the hit against you, but would not allow either party to bounty at that time.
 
I still don't have an issue bringing back the auto-bounty for PVP attacks - randomly chosen. 



#970619 List 'Only' places to do DQs

Posted by Kedyn on 20 October 2016 - 02:38

For Champions: Leghra Fortress (Level 2) --> Leghra Recluse (Champion) --- you will need to use the Deathspinner Amulet I believe.

 

For Elites: Leghra Fortress (Level 3) --> Leghra Deathspinner (Elite) --- you will need to use the Deathspinner Sword I believe.




#967698 Daily Quests - sneak peek!

Posted by Kedyn on 30 August 2016 - 01:41

Agreed with Par above. I see these daily quests as something to pass some time for well established players but more focused on those younger and newer players to the game.

Most of us who have been around for a while could use some better rewards, but I think it should be the same no matter what level. Maybe tier rewards based on how many daily quests you complete.

Either way, I'm excited to see what comes of this. Good work Hoof and HCS. Let's wait and see what happens and give it a try before we do any major twerking.


#965000 [SUGESSTION] DISPLAY CABINET FEATURE

Posted by Kedyn on 30 June 2016 - 13:31

One of the 'title' achievements could be to have kill every creature type within a level range :)

 

Would be a fun and interesting thing to add - you can create some fun and difficult titles where we know that many EoC playesr would probably spend that excess stam in getting. 




#964839 Titans

Posted by Kedyn on 26 June 2016 - 04:50

Taking away secures and adjusting the tkp would actually put less epics in game because your not getting a secure just like 1 1/4 or 1/2 of the Titans hp and it would mean people would need to invest more effort as in finishing him off completely or maybe hunting him twice for example l

 

I think with that idea you'd be opening up a box that you don't want to. In that case, most guilds that have the fastest hunters would hog about 80-90% of the kills on a titan, thus leaving maybe, just maybe, enough for you to hunt 3-4 times to get enough TKP to get an epic. The secure stops exactly what you're suggesting. It allows quicker guilds/players to "secure" a titan, thus allowing others who may not be as fast or have as many people hunting to get some TKP.

 

The root of the issue is what was suggested by Ringhal. It's simple supply and demand - there is too much supply and too little demand for the current epics/titans. Watch for the seasonal titans - how many of them are "left standing around" for a long time? The only ones are where the value in the epic isn't "worth" the stam for most people. The better idea would be figuring out a way to lower the supply, or increase the demand. Doing those two things would bring value back into the epics. 




#963983 New Ladder and Arena Recipes

Posted by Kedyn on 04 June 2016 - 17:57

I`m not real happy about the new dura changes>>>I just invented the Crimson Corded set and I have 49/300 dura now. Bunch of crap Grim..RED

 

Invented about a month ago

 

If you message Support, they will replace it for you with 300 duration. I believe it was in the main post. 


  • RED likes this


#963710 Legendary Attack!

Posted by Kedyn on 28 May 2016 - 03:04

For those who are curious about stats:

 

Frankenstein Set:

 

Frackensteins_Amulet.jpg

 

Frackensteins_Cured_Hide.jpg

 

Smileys:

 

Smileys_Grin_Knivves.jpg

 

Smileys_Ruby_Rock.jpg






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