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Belaric

Member Since 07 Feb 2013
Offline Last Active Jun 20 2023 03:01

#938265 No weekend event celebrating our independence day

Posted by Belaric on 06 July 2015 - 23:10

duktayp, once again you prove that the internet is awesome! 




#938206 No weekend event celebrating our independence day

Posted by Belaric on 06 July 2015 - 11:34

I was negative towards scones, but hell no to the abomination that is southern gravy!! On biscuits, as they are known!

 

I've tried it. I WANTED to like it. It was gross. I don't know how grandma's version could save it. Maybe the one I had lacked bacon!! But white, thick and tasteless was my repulsive experience. It coagulated in my mouth. Bleh. It is up there with the Chinese dumpling I had that I was convinced contained an eyeball. Or testicle. Not a happy culinary experience. 


On the other hand, 5-2!! W00T!




#937016 Content Roadmap.

Posted by Belaric on 22 June 2015 - 14:55

100 levels eh? That would be awesome.

 

Not looking a gift horse in the mouth, but... I wonder how long after the event is done before we get the next 25! LOL! (as you will be tinkering with the released content to add in quests/relics/portals etc. And master realms!)

 

Yes, there is no satisfying some folk. At all.

 

Keep up the good work!! 




#936674 PvP Seasons refugee camp

Posted by Belaric on 19 June 2015 - 10:24

Hey! This is a refugee thread! You are in danger of turning it into an actual thread about actual issues! Stop already! LOL! 




#936533 PvP Seasons / Bounty Preview

Posted by Belaric on 18 June 2015 - 15:46

The bounty board arguments. Sigh.

 

We've been around this particular block a thousand times. But here we go again!

 

Get rid of counter bounty, keep the rest and it would be much improved in my opinion.

 

If you are interested in defending your guild mate from aggression you still can. Your guild mate gets hit and puts up a  bounty - your guild punishes the original hitter. The story ends. Punishment administered. The person who made the attack has to think again about hitting your guildmate.

 

Counter bounty messes with that picture. Now the person who made the original hit and gets bountied, has the option of re-bountying everyone who administered punishment to him. They can now be punished for defending their guildmate. Seems a bit perverse, but legal within current game mechanics.

 

To torture a metaphor used above, someone who speeds in their car (makes a hit) can't complain about being punished by getting a ticket from a cop (being bountied and hit back). But in the counter bounty world, the cop can then be ticketed by 5 other cops, for doing his job in handing out a ticket for speeding and each of those 5 cops could theoretically also be ticketed, in an endless loop of cops ticketing each other. Real world metaphors are generally to be avoided, but this time I indulge. In the game of course it does not go on forever but becomes a matter of attrition, who wants or is prepared to keep the counter bounty cycle going longest. So it is no longer about punishing the original offender, but about wining a war of attrition between groups on the BB. I believe that over the course of the game it has become obvious to most players which teams tend to win these wars of attrition most often, and have learned simply not to bother with the BB at all, as it does not serve the purpose they desire, of punishing the original hitter. This is why, in my opinion, the BB is dead. Players who do not want to spend time and stam pursuing conflict on the board have chosen to avoid it and use their time and stam elsewhere. Activity on the board is avoided, the board becomes less active precisely because of the dominance and success of some groups of players at consistently winning wars of CB attrition. There are details obviously, but that is the gist.

 

If you want to preserve that system, then I think it needs to be accepted that it will remain poorly utilised by the community as a whole.

 

The question for HCS is: does this cycle of activity help the game overall? From this update it seems they value the idea of activity of any kind over the current system which is largely dormant.  

 

The OP system is again, simple and streamlined. Perhaps too much so. But time has already been spent building and coding it. That system has no apparent place for CB in it either, as the bountying mechanism is automated, and no hint is given that players can bounty anymore. So it follows that HCS are in that proposed system doing away with counter bounty. Perhaps rather than having the entire BB reworked and all aspects of player choice in it removed by the new proposals, CB could simply be dropped and all other aspects of the BB remain the same and see what happens?

 

So, would a small change within the current system not be better? Drop CB and see what happens to BB activity? If it remains underutilised CB could be brought back as its presence makes no difference. If activity increases, then the desire of HCS to see that aspect of the game utilsed more fully has been met. Punishment is administered to hitters. Guilds can still defend their own. Guild wars can still happen - as guilds can choose to hit each other and put up bounties, but they need not escalate from one isolated hit into a war via CB.

 

I know losing CB is very unpopular in certain quarters, and I accept that. But I feel that the continued presence of CB is a strong part of why the BB is not very active. Initially CB adds more PvP by increasing the number of targets, but if after a while people refuse to get drawn onto the BB (by hitting back) because of the risk of CB then overall PvP activity on the BB drops, as has been seen over the years. This does feel like a derailment of the thread, and I'm sorry about that. But as so much time has been spent already in this thread arguing over what is the satus quo on the BB now, I thought I'd add this.  




#934763 Event Ideas?

Posted by Belaric on 05 June 2015 - 14:28

I have 2 ideas for PvP oriented events.

 

1) This could be a legendary event or rejigged into a global. It does probably require a revamp of the PvP rating system too.

 

Basically LE's are released that can only be hit by players with a high enough PvP rating, the monsters are immune to the attacks of folk whose rating is insufficient. It could be kept that simple with mobs spread through the levels, or it could be refined with the mobs spread through each level and each monster would have champ/elite/legendary/SE versions (with the same base stats) each version simply needing a higher PvP rating to hit it and would drop more powerful items/more plentiful resources.

 

e.g. a level 550 mob would have 4 versions, each statistically identical but needing 1000, 1050, 1150, 1250  rating to kill. (or whatever the new rating is.)

 

Drops could be things for inventing, tradeable frag stashes, or item sets.

 

This provides an event that PvP players can benefit from, and if it is successful or the drops are valuable enough, may provide incentive for more players to give PvP a try in order to have sufficient rating the next time the event happens. Everyone has a choice in this matter. You can always buy the gear, in the same way non-ladder participants bought ladder gear, some of it at very high prices, back in the day.

 

A problem is having a reliable PvP rating system that cannot be traded or abused in order to qualify. The old system was traded for dominance medals as I recall, the new..., well no-one seems to have much good to say about it. Anyway, there's the bare bones of that idea.

 

2) Global event - Wrath of Gurgriss

 

Gurgriss is enraged that the heroes of the realms are not fighting their worthiest opponents - each other, and demands a blood sacrifice. The blood of heroes must be spilled to appease him!

 

The aim of this global is to accumulate a large number of PvP hits. I think hits is simplest, but folk could discuss the other options if interested. XP loss is so different from level 50 to 2500 it would be hard to scale. And is the number of hits required to lose one level uniform across all the levels? I'm not sure. Therefore hits seems to be the easiest to keep track of - indeed a new category of hit could be created -event hit - that would alllow HCS to keep easy track of event activity. The tiers would be targets made of the hit totals, across the community, with a standard amount required for qualification, scaled in a pattern similar to current qualification requirements vs tier goals in current globals.

 

You can only hit in your current ladder level band, to avoid farming of low levels by high. Yes this is a problem if some areas of the game are very poorly populated.

 

PvP protection works as an opt out.

 

Smasher medal would be active for global hits. 100 stams could count as 5 hits (just a suggestion), so not as effective as doing 10 10 stams, but that is balanced by getting ticks towards the smasher medal.

 

Gold is not lost to event hits. Gurgriss wants blood not gold.  

 

Rewards could be standard style chests with potions etc. Or it could be Gratitude of Gurgriss, a form of event prestige that could be used not only for XP gain, but to give temporary base stat bonuses, extend buff/potion length, or increase buff/potion potency in the same fashion as distill (but to a slightly greater % than ZB). Many ideas could be created there. this form of prestige could also be used in chunks at the player's discretion.

 

Now this idea is not likely to be popular, but I'm throwing it out there for discussion anyway. Unlike idea 1) there is a legitimate argument that this could 'force' people to play PvP who do not want to and who cannot or will not pay for pvp protection. Of course there could be a simple opt out button, and have this as a global for the PvP community only, but that is splintering, not uniting the community as a whole - however, I think a PvP event of some sort is due.

 

Or you have the whole community involved, no opt outs at all, but at the end of the event Lindarsil takes pity on the wounded mortals and restores all XP lost during the event. This way all players get to experience, during the event, what standard Pvp is like, but the consequences do not last. I can imagine this not being popular with some PvP players as it may be equated with a pillow fight Pvp experience. Yep, that might be true, but the event might get more people to participate in standard PvP after the event is over, and wouldn't that be a good thing, worth having some sort of event for your community than none at all? 

 

Or simply divorce the event hits from XP and gold loss at all. This is more overtly a neutralisation of the real PvP experience, but may be a more popular option with the community as a whole.

 

Also - the tiers and targets should be tailored to 10 stam hits, as otherwise this event could be more stam draining than a standard event, which would not be fair. The targets should be based on the amount of stam required to hit targets in a standard global. Or slightly less in fact, as conserve is a monster only buff, and so will not help reduce stamina expenditure in this global vs. standard globals.

 

 

Ok guys, that is my wall of text done. I feel a pvp based event would be a good addition to the game. I know some of my ideas may require too much coding to be practical, but they've been on my mind for a while, so I thought I'd share. 




#931581 New Medals Achieved

Posted by Belaric on 08 May 2015 - 05:17

The above suggestion could work. Big time on its own page. 

 

Or, why not just scrap the feature entirely?

 

What value does it add?

 

Everyone who has earned those medals, if online and active, already knows about it. Telling the rest of the community achieves what, exactly?




#930009 Development Update April 2015!

Posted by Belaric on 27 April 2015 - 06:22

For a while now we've been reviewing the current PvP ladder and Bounty Board as mentioned in the road-map and we've been designing an all new PvP tournament system to revitalize PvP. We're not ready to announce the improvement just yet, but be assured we're working hard to make PvP as awesome as it used to be!*

 

 

 

So, from the above direct quote, they are working on ideas to make PvP more interesting. But they are not ready to announce any thing yet.

 

*i.e. they have NOTHING NEW TO SHOW US YET!*

 

So they are announcing the fact that they cannot yet announce anything.

 

And we have a wave of folk within this thread asking to expand PvP ranges.

 

Even though there was a poll about this specific topic, and PvP expanded ranges were not popular.

 

They were in fact defeated heavily. By a poll in the forum. Only. 

 

But here the idea appears again.

 

Interesting.




#928295 Update v2.70

Posted by Belaric on 13 April 2015 - 16:28

At the rate these Titans are being finished off at the moment...there will only be Elementals and Colossus of Gurgriss left to frolic and cavort around ....lol =)

I think even gurgriss will go today - fast ticks toward the medal if nothing else!

 

How long until an increase in titan spawn frequency is asked for? (I'm not asking for that, by the way!)

 

I did clear 2 of those titans, just under 3000 hits on Kantec and Echiphon in under an hour. I was not a fan of the idea of the buff, but I had to give it a shot. It works as a time saver. What it will do to the titan hunting ecology is uncertain. Increased competition for secures AND TKP? Maybe. 

 

I noticed one thing. Echiphon had 1233 HP when I started in on him. I got 1236 kills because I got credited with 4 kills for its last hit point. That seems like a bug.

 

Getting TKP may be a challenge going forward, and that is before Teleport and immobiliser go live. (though some folk may be power levelling to 2500 as we speak to be the first to play with teleport)

 

Titan hunting has changed dramatically with the titan doubler. Immobiliser and teleport will change it again. Interesting times. 




#927867 Sneak Preview: Teleport Skill

Posted by Belaric on 10 April 2015 - 11:25

everyone complaining now but once this buff gets out people are gonna be like OMG how did we ever titan hunt without this. I despise titan hunting for the simple fact its alot of walking around for a few kills to solo secure your talking 45min to maybe hours to get some kills in to matter. I dont have the time for that so ive never done it much. I think with the direction FS is moving towards the mobile version this buff is gonna be a must people that are going to be new and have what 1500 stam are going to be able to titan hunt when they have gear appropriate to do so hell I may even start titan hunting again maybe even SE hunt again its a buff that is better than conserve I dare say in the stam saver category im all for that any day.

I understand you may find it difficult to deal with running back and forth for a titan.
 
Can you understand why people who have run back and forth after titans might find this buff difficult?
 
Of course it really depends what happens in implementation.
 
I personally do not want this to count against titan kills. I am 88% to ruby, the old fashioned way.
 
That represents tens of thousands of stamina. Hours and hours of my life. 
 
Imagine the diamond titan kills.
 
A teleport buff that suddenly allows folk to get the medal I spent weeks/months/years attaining in hours/days/weeks. 
 
Yes, I'm going to be annoyed about it.
 
But we don't know the details yet.
 
I will say I'm going to have a hard time living with seeing the one medal that mattered to me - the titan ruby - made simple by a buff. Especially when the buff was not originally designed as a titan specific buff.
 
However we should wait and see.
 
I'm going to wait.


#927854 Sneak Preview: Teleport Skill

Posted by Belaric on 10 April 2015 - 09:36

Nothing is set in stone, we can always change it if it doesn't work how we planned.

 

If the top players decide not to sell it to their own advantage I'm sure BigGrim can throw it on a potion or two. :)

IF TOP PLAYERS

 

What the flowery strawberrys are you talking about?

 

Here is the problem.

 

You give sexy new buffs to long standing high level players who have been here for ages and may or may not deserve it as a result of their long standing service. 

 

People who have not been around as long think that just isn't fair.

 

But in your language the advantage is given to long term players.

 

Until you decide to do this :

 

"If the top players decide not to sell it to their own advantage I'm sure BigGrim can throw it on a potion or two. smile.png"

 

So is that undercutting the established players? Bravo! You have played both sides well. 

 

Your problem is that both sides watch you.

 

And will a potion or two work for much longer?




#927849 Sneak Preview: Teleport Skill

Posted by Belaric on 10 April 2015 - 09:17

A: I never complained about anything. Look back and see the truth. It hurts me when folk just lie. 

 

B: Other than your utter lack of punctuation I think my response is this:

 

 

YES: I will sell the relevant buff way cheaper than my opposition, if it makes sense for me to do so. Which in this game it almost always does, as I like to see people fly. 

 

I did not at any point complain about anything. I dislike your characterising my speech in that fashion. 




#927841 Sneak Preview: Teleport Skill

Posted by Belaric on 10 April 2015 - 08:50

I feel this is and unjust argument since the buff market has been around buffs are available to anyone at any level there is no excuse to be had there.

 

I am impressed by your belief in the buff market.

 

I am sure you have no idea how it could be manipulated.

 

I myself have never benefitted from being first into a particular buff band. At all.

 

I certainly never paid over the odds for buffs back in the day. Never.

 

The fact that there is a buff market now does not mean that prices will be fair, or that access will be even.

 

To try to pretend that this is so is charlatanry of the highest order.

 

Yes there is a buff market.

 

No it will not be fair in the event of a teleport buff.

 

I can count on my own profits right now.  I don't need them, but by your lights I'll just accept them and not care about how it affects the overall health of the game community.  




#927837 Sneak Preview: Teleport Skill

Posted by Belaric on 10 April 2015 - 08:40

AND:
 
Imagine the bloodletting around the seasonal titans.
 
Only guilds with teleport active players will win anything.
 
Do you really want closed markets on high value titans at Halowe'een and Christmas?
 
Should the majority of the game give up on the idea of gaining any of those titan drops by hunting them?
 
 
Teleport should not be something that the rich benefit from.
 
That is a crap system.
 
Think about it. 


#927835 Sneak Preview: Teleport Skill

Posted by Belaric on 10 April 2015 - 08:34

Creative profit seekers within this game have already read your proclamation and are developing tactics that will win them major FSP.

 

I do not want a teleport buff to make my TKP acquisition easier.

 

I am a scavenger at the edges of the titan market.

 

This buff will increase activity around clear ups. But whose activity? Will it increase availability via TKP clears, or will it concentrate titan epic into a smaller circle?

 

I implore you not to allow this buff anywhere near a titan.

 

It is an abuse on the field of titan hunting.

 

Do not do it. 






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