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EpicPiety

Member Since 04 Feb 2013
Offline Last Active May 20 2023 16:34

#986968 Guild daily quests

Posted by BigGrim on 03 November 2017 - 17:49

I'd be all over this as long as the "difficulty" factor was scaled to guild size - or, preferably, active guild member numbers...

I'm all for counting only active Guild members. I still want the Top Guild list to only include active members too.

 

~ Grim




#986965 Guild daily quests

Posted by BigGrim on 03 November 2017 - 12:21

Oooooooooo! There's some nice ideas here fellas! I like it! Keep it going. This is something I'd defo bring to Hoofmaster's attention!

 

~ Grim




#986973 Game Update v2.9431

Posted by Hoofmaster on 03 November 2017 - 22:37

Hi all,
 
We've just updated the server code to v2.9431 which includes additional support for the upcoming Fallen Sword App.
 
We don't expect there to be any bugs, but please let us know if anything isn't working correctly!
 
~ The Fallen Sword Team



#986907 FSH 15.20.9 Build - Guild Activity Tracker

Posted by PointyHair on 01 November 2017 - 20:46

Hey all

 

I just wanted to do some release notes for this build. I know several of you are waiting on enhancements and I've been pretty quiet recently. I wanted to get this enhancement out the door. It's been quite a mission to get done and the code has been getting in the way of other stuff.

So, the Guild Activity Tracker itself. You'll find a new preference on your Guild Manage page near the top. After you enable it you'll have to navigate to any page to make it start collecting data. It works in the background so you may notice an additional network request. I've tried very hard to keep the processing to an absolute minimum. There is a "Show" button, again on the Guild Manage page, that brings up the dialog that shows the data.

As you may have noticed I am trying to get FSH functionality to be a bit more interactive, using modal dialogs wherever possible to avoid unnecessary page refreshes. There is still a little bit of work to do on this but I think it is coming along nicely.

So, the why. Why did I build this? Well it's mainly for guild leadership. In this day and age of massive stam banks the 7 days in the Guild Advisor are wholly inadequate. There used to be a website that tracked this stuff, I don't know what happened to it. Doing it as a website would have been a significant challenge and the ongoing maintenance burden would have been a total PITA. So now everyone has the capability in FSH. It doesn't replace the Advisor, it is mainly focused on activity, stamina and GXP. The idea is that over time it will build a better picture of your members' activity. I had been copying and pasting the data from the Guild Manage screen for a long time before this.

So, the tech. As you know this is the most interesting part for me and the main reason I do it. The background data collection is using the new App API. This makes it more efficient on the client so hopefully you won't notice the hit. Given the idea of long term data collection on the client I have tried to reduce the amount of data collected where possible using data warehousing techniques (my day job). There is still a little bit of tweaking to do here, very active players have 1 record per day at the moment which is more than you really need. I've been learning a lot about CSS (Cascading Style Sheets) in recent months. The last few enhancements have been utilising that heavily. The Composed Potions Inventory, reworked Quick Wear and now this. Historically FSH has used the jQuery UI libraries that are already part of the game. There are problems with this. The version the game uses is very old, primarily to support a wide range of very old browsers. The code is highly inefficient. As FSH is only targeted at the most modern browsers I can use modern techniques to provide a more efficient and responsive experience. The Guild Tracker dialog is still styled to look like any other dialog in game however the underlying technology is completely different. It is totally based on CSS and has no javascript running whatsoever. Not only does this make the effect more efficient in your browser but it also makes it easier to maintain for me. I am anticipating rolling it out to other areas of FSH in future. You may or may not notice a new spinner effect when you open the panels. More likely to see it when you have collected a decent amount of data. I got it at about a month and a half. This is also completely CSS based. The beauty of that is that it runs independent of javascript and is offloaded to your GPU.

 

Anyway, hope you like it. And yes, I forgot to do the mouse pointers on the tabs. Next release ;)




#986871 Time zones

Posted by BadPenny on 01 November 2017 - 04:33

CST




#986862 GvG rework proposal

Posted by Ryebred on 31 October 2017 - 18:33

I own the fact that through this topic I take away from my own idea by bickering with those opposed to it, but take away those bits and I think it's still the best most thought out proposal to reform GvG to date. Thanks to those supporters and those with subjective feedback that resulted in further thought, compromise, and evolution of the base idea.


#986853 The Great Multi Purge

Posted by Spider0007 on 31 October 2017 - 17:24

A good number of prime accounts were terminated, so, probably not.

~ Grim

You've suspended me for longer for bringing unwanted attention to a fictitious FS player in the shoutbox. Clever or not I see why these players took the chance and boasting over 100K FSP earned over 4 years?




#986664 Oidhche Shamhna Dawns!

Posted by TRBLmaker on 27 October 2017 - 16:06

lol at the triple secure  :D




#986643 Back Pack Folders

Posted by uncola on 27 October 2017 - 13:51

How about some backpack folders in the fallensword point upgrade section or gold upgrade section?

 

1. Backpack folders 25 fsp each ( 2 max )

 

2. Backpack folders 7,500,000 gold each ( 1 or 2 max )

 

 

Also, could a way be added so that we can arrange the folders manually?

-they are alphabetical order at the moment.

 

 

 

What do you guys think?




#986638 The Great Multi Purge

Posted by BigGrim on 27 October 2017 - 10:44

Anyone notice a couple new players that are experts at the game? I just did!

And terminated. Yet another GvG Clone.

~ Grim


#986580 New Super Elite!

Posted by BadPenny on 25 October 2017 - 15:49

Will this be fixed before the app? If fixed what else can we expect.

B.T.A. updates.  Surely this is just wishful thinking.

 

Back to the current convo...  

 

Don't seal the UFSG "loophole".  If somebody has that much patience and time to check each and every map, let them have their 15 minutes of fame....




#986412 PvP GvG band

Posted by Ryebred on 20 October 2017 - 21:14

1k+ ranges really need to get reworked in PvP, GvG, and ladder ranges.  When my mid 2k mate gets a PvP quest he usually is forced to repeatedly hit same people due to such limited targets in +/- 10.  The target discrepancy seems worst in GvG, even with the extended range.  Would be cool if a tool existed that periodically adjusted PvP & GvG ranges based off active player populations.  Yeah it's that complicated because simply making a standard raise based on lvl isn't remedying the problem.  That line of thinking would suggest a increasing discrepancy exists the higher level you are; but 3k-EOC is far richer in active players then upper 1k's and all of the 2k ranges.  Regardless I've always felt the bigz needed a major range expansion.  Just thinking on the fly




#986354 PvP GvG band

Posted by Ryebred on 19 October 2017 - 21:19

May of 2014 GvG was next planned venue to undergo revamping according to roadmap provided by developers to show intent.  I'm guessing the road map was closed just prior to getting to it as nothing has changed, and no promising plans to improve the venue have been presented that are agreeable by community members and developers alike.




#986312 PvP GvG band

Posted by BadPenny on 19 October 2017 - 05:41

I don't disagree EP.  When 200+ was changed to +/- 10, and the GvG scales were modified, EoC was roughly 1k, and average online population about the same.  This was long ago.. It is time to revisit it.   Normal PvP ranges should be comparative to ladder bands imho, but I don't make policy.... 

 

 

This should probably be addressed before the app goes public, as on most games that I play there are no bands or ranges at all, and no one is safe on specific maps....  Most new app users will be accustomed to PvP on those terms, so they might be averse to such strict parameters.  Then, some might like what we have. It's hard to tell.  Attitudes about PvP are much different on FS than anywhere else, so who knows. Regardless, I don't see even discussion past maybe until ATA.




#986306 FS Memes

Posted by EffnKojima on 19 October 2017 - 01:39

Rip, photo didnt show up D:

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