But yes, the UFSG needs some serious updating. I had a list of tweaks I've noted over time. Hopefully we can look into that soon.
lapdragon
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#904095 Wiki And Ultimate fallen Sword Guide
Posted by BigGrim
on 24 November 2014 - 12:09
#902927 Development Update 19th November 2014
Posted by BadPenny
on 20 November 2014 - 22:38
Justinian, most Pvper's I know respect the tag back. We only delevel when both a tag back occurs AND a bounty is placed. That's called double dipping, and is unacceptable in our world... Just choose on or the other, and things will be just fine ![]()
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#902478 Development Update 19th November 2014
Posted by Spider0007
on 20 November 2014 - 03:21
Oops, I said I was working towards my "Crystal" dominance medal. My mistake, I'm working towards my "Diamond" dominance
Be ranked first in your PvP Band rankings for 17280 hours (in total).and intend on being the first one to get it if anyone is interested in racing before it becomes a thing of the past. I'm 45% to Diamond and gaining every hour lol.
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#902430 Development Update 19th November 2014
Posted by Hoofmaster
on 20 November 2014 - 00:23
I was actually referring to getting new players to this game with my post..
Ah ok - in that regard I think we just need to introduce the PvP aspects of the game to new players better. Back in the day we actually had a quest where you required a certain PvP Rating (when it used to be a global rating) to advance in it. I'm not saying we add PvP related quests back in, but I'm thinking more along the lines of as we change the start of the game to introduce the different elements of it, PvP should be included in this so new players understand how it works ![]()
#902421 Development Update 19th November 2014
Posted by Hoofmaster
on 20 November 2014 - 00:09
As you saw with the SE kill count, you can expect to have some passionate people who have dedicated many resources to obtaining Dominance medal achievements. For a while now there has been some gibberish about how the achievements were made trying to belittle the medals. Tread lightly Hoof when considering adjustments to how achievements are made because those changes are literally game changers.
I'd think it would most likely be a new medal for the new tournaments and the Dominance one would remain a 'legacy' medal from the old system - downside of that is that no-one would then be able to get it or advance the 'old' medal. Something we'll need to think about for sure ![]()
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#902398 Development Update 19th November 2014
Posted by Spider0007
on 19 November 2014 - 23:08
Here are some suggestions on how to improve pvp.
1) Deflect is still way over powered, even with anti deflect the rates at which a player gets deflected is way too often and frustrates players new to pvp when they get all buffed up and swing only to get deflected. My suggestion is on a deflected hit, the attacking player should only have to wait 1/2 the time before they can attack again. For example, a deflected hit on the ladder or direct pvp means the attacking player can attack again after 30 minutes instead of waiting the full hour. If a deflected hit occurs on the bounty board, the attacking player only has to wait 1 minute, instead of the full 2 minutes, to swing again.
2) Cloak needs to be revamped! Cloak should have never hidden a players actual stats, just what gear they are wearing to hide setups and arena setups. PvP success comes from making buff calculations based on a players stats, hiding those stats has been a huge detriment to pvp. Hide the gear, not the stats! Also, cloak should not be a buff that lasts for hours, instead the run time on cloak should be around 15 minutes only. This will also create another well needed gold sink especially if the cost of cloak potions increases a bit.
3) 1 bounty for 1 hit needs to be changed back to the original setup. This promotes activity and doesn't reward players for not logging in to post bounties. Bring back the art of hourlies!
4) I certainly agree that the pvp ladder needs to be changed, scraped, or replaced but there are several of us who have 'dominated' the ladders and completely removing our tokens seems a bit unfair. I have over 1400 tokens saved up, waiting for some new gear to invent that players will actually buy again. Some compensation should be given as its cost players, including myself, alot of time, experience, and FSPs to earn tokens just to have them deleted. My original suggestion was to make pvp token gear crystalline so there would be a reason to collect more tokens and make more gear with them because the gear is getting used and broken. Probably too late for this idea now but I'm sure you see my point in rewarding players who have done well at the current ladder.
Also, I've been working towards being the first player to get my pvp dominance crystal medal and I'm currently 50% there. I'd hate to have that removed because of the enormous amount of time it has taken to earn this medal. This of course is from a selfish point of view.
5) A few buffs are way over powered in pvp. Deflect(see above), but dispel curse and high guard are as close as you can get to a "win" button in pvping or gvging within your level range. I suggest keeping the buffs but making reductions in the buff so you can still calculate the differences and compensate for them when creating your hitting setups. For example, dispel curse might cut the value of dark curse by 50% rather than negating it altogether. Or high guard transfers 1/2 your attack/damage to defense/armor rather than 100% of the stat.
Just a few suggestions, I have plenty more if you're interested. ![]()
#902385 Development Update 19th November 2014
Posted by Hoofmaster
on 19 November 2014 - 22:54
Hang on a min, this is a COMPLETE u-turn from recent statements made by BG and yourself (through BG) that XP loss WAS going to be removed from PvP - something that the majority of players active on the forum were in favour of ?
How come the U-Turn ?
It was something we considered, but I talked it over with Radneto and the rest of the team and xp loss is something that's been in the game since day 1 and it's not something we're planning to remove. It's likely we'll make some tweaks to how the loss is calculated (especially at lower levels).
#902353 Development Update 19th November 2014
Posted by Hoofmaster
on 19 November 2014 - 22:08
#902347 Development Update 19th November 2014
Posted by Hoofmaster
on 19 November 2014 - 22:03
And what about PvP tokens? Am I going to lose what i stored?
When we phase out the ladder, we'll give a limited time afterwards to use your remaining PvP Tokens - you won't be able to use them to get the rewards from the new tournament system.
The new tournament system will have new tokens, rewards and medals ![]()
#902287 Development Update 19th November 2014
Posted by Hoofmaster
on 19 November 2014 - 20:04
The announcement mentions PvP but only addresses the ladder. In the last few months there have been some serious threats about changes to straight PvP. I know I'm not the only one waiting to see how much of that is actually carried out before deciding on whether to continue playing the game or give up like so many others. Any word on changes that address actual PvP?
Over the years as the game's evolved, we feel that many of the PvP discussions and changes have actually been detrimental to PvP and essentially watered down what was once a really important part of the game.
Any discussions on PvP on the forum usually are split 50/50 on whether the community thinks they're a good idea or not and I feel it kinda creates a divide. We'd actually like to see PvP move back towards how it used to be back when the game first launched as it was something that was exciting and vibrant - I'm sure many players who have been around that long will remember the difference!
So to answer your question - we're going to focus on adding a new PvP tournament system (and at the same time remove the ladder) without changing 'normal' PvP in the game. I do think many aspects of normal PvP also need improved (such as the bounty board), but any changes we do make will be to improve it, not dilute it ![]()
#902239 Development Update 19th November 2014
Posted by Mojawk
on 19 November 2014 - 18:11
Hi Folks,
Based on the feedback we've received over the last few weeks I just wanted to update you on what we've got planned for the very near future of Fallen Sword.
Composing
We've been developing new buffs for the composing system, this update will be coming next week! It will include a number of new composing only buffs as well as adding new buffs for the higher composing levels.
PvP
We're still reviewing the PvP and plan to implement a new and improved tournament system, which will replace the current ladder. Every effort will be taken to ensure PvP is a vibrant and fun part of Fallen Sword. More details will follow!
More
As well as this we are also reviewing the game in terms of how accessible it is for new players and we'll continue to finish the key parts of the road map (which we've updated) and we'll continue to update you regularly on the progress of these update. Once we feel we've improved the above and some other key issues we're going to look at bringing Fallen Sword to a wider audience.
~The Fallen Sword Team
#901992 Mercenaries - In DIRE need of additions
Posted by Davros81
on 18 November 2014 - 23:09
Also consider adding or changing the tavern so you can enter Tavern A for high end mercs or Tavern B for low end mercs as it is boring and zero fun cycling through 78 mercs to get the same rubbish level 65 dwarf or something equally pants over and over. A few classic examples are:
Woodland Sprite
Fallen Warrior
Assassin
Frogling Brave
Warrior Priest
i got those lot from searching 10 times just now, the Woodland Sprite was obviously desperate as she appeared twice... ![]()
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#901986 Mercenaries - In DIRE need of additions
Posted by BadPenny
on 18 November 2014 - 22:48
All I know is that they are for the most part useless for killing a high level SE for me, which is what I would use them for anyway... Modern buffs make it so I can solo just about anything else if I dress the part. Please, Hoofie, Rad, BG, all of ya'll, this is something way too long neglected. At least add it to the roadmap...
- lapdragon likes this
#891874 Mercenaries - In DIRE need of additions
Posted by Gutie
on 29 September 2014 - 22:26
Agreed. There are usually ~90-110 mercs left unused as groups with just a few guild members provide better stats than about 2/3 of existing mercs. Lierally putting a 0 on the end of each of the weakest mercs stats could go a long way for most of them.
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