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yodamus

Member Since 15 Apr 2013
Offline Last Active Feb 23 2017 16:08

#947512 PvP Ladder Rewards - what would you like to see?

Posted by maxdragon on 03 September 2015 - 11:17

Since I don't know, I'll not estimate/guess. Prevents confusion that way. At present, I'm working on various other odds and ends, so I'm not wanting to distract myself with a hypothetical, you know?

ok mate, I wanted to show you that it takes a longer time to get a epic potion from the ladder than from the season

 

I am not going to distract you anymore but please keep in mind

what has "value" and makes profit draws participation to the ladder, that is how every aspect of the game works, be it arena, gvg, pvp, titan hunting, SE hunting, ...




#947621 Main reasons why you use FSH.

Posted by Mister Doom on 04 September 2015 - 14:00

The combat evaluator is garbage, always has been. Even on the most adventurous setting it's still too conservative.

 

That being said I've always thought of it as a stupid thing to have in a maths based game anyway. If you really can't be bothered to work out the mathematics of the combat versus the different creatures, why play a game such as this? Colour me confused.

 

It's one of the things within FSH that I actually think of as an outright cheat anyway. It does something FOR YOU, instead of merely simplifying/making quicker. That (in my opinion) is beyond the realm of what the FSH should be allowed to do.




#947556 Main reasons why you use FSH.

Posted by sweetlou on 03 September 2015 - 20:30

you are right, players have been saying this for years, there was even a thread about top 3 or 5 features you would like to see implemented from the FSH !!!

I wondered, like many other players did, why Hoof only asked for 3. Why not implement all of it, and even more? It seems logical. It would only make players happier. I understand the time resource is not unlimited. In fact it's probably the reason almost none of the features have been added with a few exceptions like Find Player gold. I'll bet the farm on it!

 

But I wanted to bring up a point  that I hope Hoof heard a while back. Sometimes when the developers have instituted one of the features started by the Helper, it turns out to work worse than how it worked previously. An example is the Quick Buff Menu. When it was Helper driven, the current buff levels that were active were listed next to each buff and were colored to identify that they were actively running. Now you have a very long list after you click on the players name to find out what is currently running. It's worthlessly unorganized! The buff level besides the list of buffs only identifies what buff level is possible. You don't know what is really running easily. That is the point of the Helper!!! These features need to HELP, not be inferior to what we previously had.

 

I know that there is a never ending list of improvements, fixes and updates. That list must be so far out of control by now it's taking a huge amount of time and it seems like little to nothing ever gets done. It would be so much more palatable as a player to see a steady stream of work being released on the game, especially with Hoof's involvement. Because let's face it, nothing happens without his approval! And communication is key! Silencing the problem or opinion doesn't make it go away, it only pisses off those that speak up about it.




#947539 Main reasons why you use FSH.

Posted by mary4ever on 03 September 2015 - 15:02

Of course you can ban it ...

 

Implement the features and then ban ALL scripts.

 

At the moment, the FSH is an approved script and thus, by default, so are "tinkered with" versions - because, as far as I understand it, they're hard / impossible to differentiate between the real and "dodgy" versions.

you are right, players have been saying this for years, there was even a thread about top 3 or 5 features you would like to see implemented from the FSH !!!

 

"tinkered with" versions can NOT be detected or be differentiated !!!

years ago I used the FSH, sometimes some features would not work & I would visit the forum like most players did in order to know how to solve it, most of the time the solution was posted in the forum like: go to xxx line & replace the code with xxxx !!

I never edited the FSH because I knew it was not allowed & could cost be a ban so I waited for a new FSH update to fix the issue & downloaded it from http://code.google.c...lenswordhelper/

 

problem is that some players manually "tinkered with" their FSH version & they did not get caught !!!

I am sure that some of you have read the forum threads were players had a problem where a feature was suddenly not working anymore & that a solution was posted to fix it like: go to xxx line & replace the code with xxxx !!

 

(I have not been using the FSH for over 3 years)

 

I really hope we can soon get rid of ALL scripts (everything should be IN-GAME) after implementing the most important FSH features into the game !!!




#947536 Main reasons why you use FSH.

Posted by sweetlou on 03 September 2015 - 14:31

I use the FS Helper because HCS and its developers won't implement the very creative features the helper provides to make the game much easier to play. They haven't implemented the features, imo, because that takes the valuable resource of time for coding to implement, and why should they when a small group has over the years been doing it for FREE! It impedes on the integrity of the game! But cost supersedes integrity. Since the Helper script was allowed to do some of the work for the developers, HCS has inadvertently allowed a few players with script coding skills to easily hijack the code for nefarious playing purposes. And that is where we stand. A few bad apples have been able to go undetected making scripts for their own purposes to automate segments of the game like composing, titan hunting, marketplace, Arena and probably every segment of the game that will profit a player with FSPs, which allows you to buy just about anything. This costs the cheater nothing, as even if they are caught, game management has allowed players to return multiple times to the outrage of a number of players.

 

PLEASE end the ability to easily mask cheating through ALL third party scripts!




#947516 Main reasons why you use FSH.

Posted by Pardoux on 03 September 2015 - 11:51

All facilities in the FSH should be implemented so that it can, once and for all, be banned.

 

Don't get me wrong, I love the functionality it offers, but that functionality should be IN-GAME and not an add-on.

 

Also, removing the "stock" FSH will also mean any "tinkered with" versions of it are also outlawed - and we all know that there are some of those around ;)




#947599 PvP Ladder: Improvements

Posted by tuvok77 on 04 September 2015 - 06:49

Still no new rewards... pvp ladder 25-249 is completely broken. Players have no chance below lvl 200 to compete with the lvl 200 SE PvP setups.... Its all a farce and I hate whoever voted against the Season ranking system... At least then I had something to enjoy, hitting lvl 800 players and winning against them. Now All is left for me is being farmed on the ladder by 3 lvl 220+ guys and I have to have to use ALL the time potions like DC225 and the likes to even be a bit competitive. This is a joke.
Make the level ranges fair at low lvls, consider the SETS HCS!!!!
lvl 100 has lots of OP epics. so therefore at that lvl should start the next ladder.
25-99 lvls
100-199 lvls
200-299 lvls
AAAnd so on. Otherwise youre giving some exploiters advantages and the majority of the low lvls will get farmed and thats it.


#947575 PvP Ladder: Improvements

Posted by mary4ever on 04 September 2015 - 02:00

wierd, things noticed about pvp ladder- the 2000-2499 ladder, all from same guild, and someone told me 1 vs guild is advantage to the 1, i had to agree once shown facts and how it works, so why is nobody trying to go up against the 9 players from same guild in that ladder ? 

on the contrary, I would find it weird if someone joins the 2000-2499 band against those 9 players, uses resources (stamina, .....) & effort + loses XP to try to get 1st place just to earn 5 tokens (Greater Cloak can be bought for 5 PvP ladder tokens & is currently worth 2 FSPs according to AH prices)

 

I, myself OPTED-OUT from the PvP ladder after a short while & seeing NO new rewards !!!

even the "new" 2 potions that were introduced did not drive me back to the PvP ladder !!!

  • Prestigious Brew => I can easily & faster get it from hitting players in my range (currently have about 120 players, about 1200 PvP prestige) in only 30 minutes !!!
  • Greater Cloak => the AH potion "lesser cloak" does the trick too, it only costs 10k gold, 5 of them and have the same duration too!!!



#945948 PvP Ladder: Improvements

Posted by Kbyte on 20 August 2015 - 14:45

maxdragon, on 14 Aug 2015 - 11:56, said:snapback.png


you could open the pvp bands a little more, 300 levels above level 900, like this:

2400-2699

2100-2399

1800-2099

1500-1799

1200-1499

900-1199

 

There are ranges of buffs players can get to themselves that makes an difference from buying those pvp buffs on buff market and self buffing. [one can prefer buying other can prefer selfbuffing but allowing them to "choose" if they can within the same ladder is better than "forcing" one to always buy it on buff market to keep up on the ladder with those buffs above him which others within his/her ladder already have]

 

Also even 500 levels to players 2000~2500 is too much [following skill tree] because there is as huge gap on equips stats players above level +2200 have better setups than players 2000~2199, and same happening on level +2400. 

 

I would suggest these ranges to pvp ladder

 

25~74

75~149 [because of deflect being available on level 150] 

150~299 [dark curse and deflect]

300~499 [extend]

500~699 [fortitude - buffs level 175]

700~899 [NVM]

900~1199 [reckoning - and 300 levels because setups are almost as strong]

1200~1399 [SH]

1400~1599 [sharpen]

1600~1799 [SW, AB]

1800~1999 [setups are almost as strong]

2000~2199 [setups are almost as strong]

2200~2399 [setups are almost as strong]

2400~2599 [setups are almost as strong]

2600~2799




#947340 Does FS need an accelerated level program?

Posted by 3JS on 02 September 2015 - 09:23

Instead of complicated formulas aimed at player retention, why not make it simple?

 

New players start off with 10K max stam, and a few multi buff XP potions to help them grab hold of the game. The beginning stages of the game were a nightmare for me. If I had to start over like that again...I wouldn't.

 

Anyone currently under 10K stam would get bumped up to match, and anyone over 10K could receive some reserve stam. 

 

I know, I know...."I paid good money for my stam bank, it's not fair!" Guess what...so did the rest of us. If the game dies because of no new blood sticking around, what good was it? At some point, we (meaning HCS and the player base) have to give up on trying to gain as much wealth as possible in order for the game to survive. 




#947204 Does FS need an accelerated level program?

Posted by WhoToldYouSo on 31 August 2015 - 12:16

Personally I think the major problem with the EOC isn't the levels that will take years to catch up, what matters the most is the skills / buffs that I as new player can't imagine to achieve myself.

 

- I can't really stand to become self-sufficient except if I spend tons of cash on the game.

Sure composing is a great idea and I'm working toward the goal, but to be realistic I won't be able to produce anything usefull till around level 10-15 which will be like half a year if I compose every single day.

- It really matters to me to be able to compete with the other players which was around here before me in every aspect that would is around

- Also the grind of levels can be a pain, I login to level up every day as I hope to get to just a decent level to join other aspects. It's hard to compete in PvP in my level as the PvP Ladder range has increased to 249, not really any targets for me at BB as the defence / armor stats are way above anything I can achieve even with Epic potions.

- Medals is an important aspect too, as everything else here in life we search for something to accomplish / obtain and if this seem unrealistic within a decent timeframe you quit on it.




#946965 Does FS need an accelerated level program?

Posted by Kedyn on 28 August 2015 - 15:32

It might feel a little unfair to have xp events for only players below a certain level, but I think it may be worth exploring the idea of applying an increase to the xp gained below a certain level (maybe some percentage of the current max content level) to give new players a better chance to catch up with players who have been playing for ages.

 

I think Bel's post has merit. Even though it's "unfair" to those above the level for the XP bonus, maybe you don't even need to express it in a full-out post. Maybe you can have "surprise" events for those levels, where some players will be able to take advantage, and others not.

 

You hit on a point that I'd like to expand on - many medals for newer players are simply out of reach. A new player most likely will never reach the top 250 players in the game, without dropping a lot of cash - plain and simple. I think we need to work ways into breathing new life into the game, even if it's at some expense of older players (we can make concessions). I don't think anyone would be opposed to seeing the game at the levels it was 5-6 years ago. 

 

The shear amount of levels between starting and hitting EoC is probably a deterrent to playing. Allowing players to level up through the ranks of the lower levels is definitely a worthwhile consideration. Whether it's increasing the XP from those monsters from 1x to maybe 1.25x at all times with some added XP events for under 1k. 

 

I think another factor adding to the "fizzle" out of players is there is no difficulty to the game. When trying to level, or most aspects in the game, you're just sitting there buying all the buffs you can, putting on the most sets to increase your stats the most, and hitting 1-8. There is no difficulty with the buffs that have been granted anymore. There is no "well if I switch to this set, I may be able to 2-hit safely", or "if I switch out these 3-4 pieces of equipment, I'm able to take this monster on". It really is "okay let me look at the guide to see what gear I need, pull all buffs including composing potions and just mindlessly hit the keys". There is no difficulty anymore in hunting - absolutely none. Sure there are some levels (prior to level 60 composed pots), where 1 hitting was almost impossible - not anymore. It's part of the reason I enjoy GVG and PVP - at least there is some variety and thinking behind it when dealing with other players that understand math and the buffs/stats. 




#946950 PvP Ladder Rewards - what would you like to see?

Posted by Kedyn on 28 August 2015 - 13:53

Aiming to get some more potion rewards added next week :)

Hoof,

 

Can we stop adding higher level potions to the game? I don't think it's necessary. Composing already is high enough, and really has broken a lot of the game in terms of PVP advantages, hunting advantages and other things.

 

Let's think about creating potions that are higher than the buffs available (ie 180+), but are not on epic potion terms. Let's leave the epic potion values to the global events and rewards for purchasing FSP. Let's not keep the trend of the PVP season rewards going on, and let's not create anything that will continue to break the game.

 

I'm sure most PVP'ers will be more than happy to have rewards that are better than buffs and that have longer durations. If you can have a buff like Shield Wall or something that lasts longer than a person is able to cast the buff, then the potion will be "useful" enough I think. Not sure what others think, but I'm completely against creating more game breaking potions that give buffs that are game-breaking. 

 

Using gear as an example, each time that you bring in a new set, it usually outdates an old set of some type of gear. Each time you bring in new and higher level potions, it out-dates others, and eliminates the need for some potions. Let's try to avoid that by playing these rewards more smart. Mix in the buffs with some composing skills (because not everyone levels composing, or has access to those potions), and give longer durations, so that players are able to keep themselves buffed for longer periods so they aren't as "easy" of a target while they are offline - at work, with life or sleeping.  

 

Thanks, 




#946949 Does FS need an accelerated level program?

Posted by Belaric on 28 August 2015 - 13:52

The ladder has 56 occupants at present.

 

16 in the bottom ladder, 20 before the last reset, many of which are new accounts. Not saying they are multis, but just a bunch of newly created accounts in the lowest rank of the ladder swelling numbers.

 

The distribution of players in the ladder also shows us possibly areas of weakness in the game.

 

5 people from 500-749, only 2 from 750-999. Last reset I believe it was 3 and 3 respectively in those bands.

 

I think that may be indicative of a general drop off in game population at those levels. I hope not, but those areas have been consistently thinner in numbers than both below and above.

 

Rewards are coming in. When the big rewards roll in, it will be interesting to see if the numbers in the ladders rise. I hope they do.

 

If they don't rise appreciably, then Elgin, we have a problem.

 

It is the game numbers that bothers me more, the lack of competitors from 500-1000, and whether that reflects a simple absence of players in those levels. Folk can join, play a few hundred, get bored or distracted and stop. I have noted in my guild a decent number of really good players have joined, committed to the game, played great until 200-600 and then just fallen away. Far more join and fade instantly at level 50, but that 200-600 pattern is more worrying. It has been a long time since someone punched on through to 1000+. And then quit. Maybe it is just us! LOL!!

 

So this isn't really about the ladder but about the wider game. Do we need an accelerated program to get players through more than just the first 100 levels, but more like the first 1000? If so, what should it look like?

 

I know Gutie had some ideas a while back. Involving accelerating XP gain across the board for all players up to the 900's I think. I can't find the thread unfortunately. I think something like that has merit now, after looking at the distributions on the ladder. 

 

Can we go as far as pay to win and have join at 1 for free, join at 250 for X$ 500 for Y$, 750 for Z$?

 

Or have XP events only for players under 1000 so they can play catch up and enjoy the rush of gaining levels faster? Which would also make EOC not seem quite so terribly far away.

 

Those could be separate events, run more frequently than the game wide 2X events (say half way between the two we have per year, so folk under 1000 would have 4 2X events a year, the rest of us over 1000 just 2.)

 

Or have under 1000's have a triple XP when those above have the 2X XP event. Someting to help them out.

 

Or complete the epic quest chain at the start of the game and have it give rewards of potions that yield 2 and 3X XP, but they are only awardable to players who are under level 500.

 

Anything to boost players' ability to get well advanced into the game and even out player distribution through the levels, and bring more life, and trade to all areas of the game. 




#946758 PvP Ladder Rewards - what would you like to see?

Posted by Windbattle on 26 August 2015 - 17:12

not ambiguous or anti-pvp at all Luis.  We just got done with a long drawn out pvp update which resulted in a PvP Events seasonal update without any REAL change being done with pvp, BB, pvp ladder, or gvg. The addition of a few prizes is childs play in terms of reforming pvp. The only reason there is going to be more people pvping is due to the new additions to pvp ladder. Once those get flooded, we are back to where we started with not much activity. 

 

As for whats wrong with pvp ladder, there are tons of things but i'll just list the most obvious. Biggest one would be Guild vs Player dynamic. Lets say X Guild has 5 people enter into a ladder and 3 other people from other guilds join the same ladder. With current ladder rules, guild mates can't hit each other in pvp ladder so they would be forced to ONLY hit people in other guilds, right? That leads to collusion and blocking players out of reasonably competing for top slot.

 

In terms of solutions, perhaps allow guild mates to hit each other in pvp ladders? Also, why not allow guild mates to clear guild mates off the board (they are bound to at least get the soft clear anyways)? A cap on the number of people from the same guild allowed to enter a ladder OR require that they at least attempt 1 hit on every participant per ladder. Not a perfect fix but a step in the right direction. What does the community think?

 

However, I agree its been too long since PvP changes got addressed and new prizes got added for pvp ladder and gvg.

 

 

I apologize if this is in bad taste to bring up this issue in a rewards suggestion thread but its silly to be thinking about rewards when the system in itself is flawed. That really should be addressed before more rewards are added






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