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yotwehc

Member Since 15 Apr 2013
Offline Last Active Jan 08 2018 23:19

#867813 In-guild Pvping

Posted by DomCorvis on 10 May 2014 - 05:27

again i see a lot of people wanting to tack rewards/medals/wagers into this upgrade and it should NOT be considered. Any type of reward will be abused. K.I.S.S. - keep it simple stupid.....old anagram but it works here...keep it simple and it will work as a training tool...try to add rewards/risk and you turn it into a reason to abuse the system.

 

BG- If this is something you're seriously considering I'd set it up like so

 

1. Player A sends request to Player B(no level caps because no harm can be done if theres no xp/gold loss involved and no rewards to be gained)

2. Player B accepts when he's ready(no time limit but both players must be online)

3. set # of combats. 5-10 would be plenty each time. (that way you can work out things inbetween each round of combats)

4. NO rewards, no xp loss, no gold loss

5. stam cost and durabilty damage are normal

6. players learn how PvP mechanics work, enhancements activate,buff order,etc




#867588 In-guild Pvping

Posted by Luminaire on 09 May 2014 - 06:17

     Hey guys, first ever post, and don't really have this thought out but I honestly was thinking, guilds are to help each other out, so whats better than sparring with guildies? Just any level being able to spar with each other, test gear, see how it would work, help train for gvg, pvping, and even settle in-guild disputes, may the best man win type of deal. It would be awesome if you guys could post suggesting, support, get the cows attention, I honestly think this would be a great idea. No exp loss, possible betting, and stamina loss of course. Just a thought. (: 

~Lumi




#867047 Big Problem With Relics ??

Posted by WGRahl on 06 May 2014 - 00:18

HCS created the basic functionality that guilds can attack, defend and hold a Relic.   Each relic provides some sort of benefit.  Some Relics provide such a great benefit  that in that defense some guilds decide if a player invades their relic they will not only hit that invading player but they will hunt down their guild and make sure everyone suffers for daring to allow one of them to invade their turf.   Of course why not.  They are bigger and stronger and if the weaker gang/guild does not like it they should leave.   And so they do leave, the game.

 

Yes, the game allow it.  But let's not kid ourselves it sounds a lot like this:

 

Some corners and hoods are better for pushing drugs or prostitution than other corners.  The pushers, pimps and mafia will defend their turf.   Some hoods are better than others.  Some hoods provide such a great benefit  that in that defense some gangs decide if a person invades their turf  they will not only attack that invading person but they will hunt down their family and make sure everyone suffers for daring to allow one of them to invade their turf.   Of course why not.  They are bigger and stronger and if the weaker don't not like it they should leave.   And so they do leave, until all that is left is bullies and gangs fighting over turf.

 

Yes, it is a "virtual game", and we are allowed to attack each other in the game.  But you have to realize if you run off all the meeker less bully like players the game will die because no one wants to live in your trashed neighborhood.   You will end up being the biggest, badest, most awesome guild in a pile of trash. 

 

If you run off all the meeker players who will buy your Epics?  Who will read you FS Box messages?  Who will donate money to HCS for FSP?  

 

The alternatives. 

 

Someone attempts to take your relic and does not succeed.   A simple message can be sent that you really like this HCS relic and plan to defended it.   Then you buff you leaders and chuckle in guild chat how that ding bat has burned 2000 stam trying to take the relic.  

 

Or someone takes your relic.  60 seconds later, take it back.   The rules allow that also. 

 

Another option HCS could consider is diminishing returns.   The longer a relic is held the less bonuses it produces.  If you overwork a field the less fruit it will garner year over year. 




#867061 Arena Tips - Arena Advice - The Arena in General

Posted by gomezkilla on 06 May 2014 - 02:05

One thing that helped me make some setups is find an approximate max for each stat (excluding HP).. meaning, at Level X, the most attack I could ever get is Y. Then take those numbers and get as close as possible to two of the stats with your gear. 

 

Gomez.




#866707 Arena Tips - Arena Advice - The Arena in General

Posted by Brinmoth on 03 May 2014 - 07:02

The OP has done a good job covering most of the basics I think I'll expand on the play styles in the arena

 

We'll start with an overview Armour play styles.

Armour Attack

This style while rarely used can be a very powerful option in ranges where many people use defense.
The crux of this style is boosting your attack to hit defense foes while you take negligible damage from them, be aware that other armour players will be very tough match ups (though not impossible to beat) due your low damage.

Suggested moves:

SA: This is your main move against defence users. Depending on the range you can win against defense users with only 1 or 2 spins.

Deflect: You're going to want to use these the reason you want to do this is for the fact that this nullifies armour reduction from PS it can also save you from taking a big hit from PA or CH, which is good because most armour users will try to nail you with one of those moves after they use PS.

Dodge You should consider using this move for the same reasons you'll want deflect.

(optional) Block Once you get a feel for how your opposition plays you might want to use this to predict people using PA.

PS Have 1 or 2 of these handy for armour foes.

Crush can be used follow up PS. You can use CH if you wish for better damage matchups I just find CR better because it no-sells the defensive options your opponent has. No point in using PA with this type of set.... The damage boost wont really help you.

Armour Damage

This style is highly used... For good reason, it has an answer for most other play styles.
Which stat you make your primary matters quite a bit more with armour damage as they follow two different styles.

If your primary stat is damage you're looking to hit your oppontent with a big attack, or use PA boosted damage for a big attack.

If your primrary stat is armour then you're looking to use PS to lead into a big attack.

Regardless of your primrary CA will be the key to winning matchups against defense players.

Suggested moves:

CA these are needed if you are using armour damage! No exceptions! It's your only answer to defense players. Defense players leave them selves vulnerable to CA when they use SA (to get the edge over other defense users) or when they use PS to handle armour users.

Deflect  same reasons as Arm/Atk players, you might consider using 2 or maybe even 1 though depends on which optional moves you want to use.

Dodge (optional) You should consider using 1 or 2 of these for the same reasons you'll want deflect.

Block (optional) Same reasons as Arm/Atk players.

PS Have these handy for armour foes. Have a strong follow up like PA or CH for at least 1 but don't feel obligated to do so for all of them if you are running more than 1 PS.

Now that you have a good idea how armour sets play. It's time to cover defense play styles.

Defense Attack

Another widely used set type because like armour damage it has and answer for pretty much everything. Esentially you'll be using SA/Weaken to take down other defense players and a freeze/PS/Crush combo to deal with armour players.

If defense is your primrary stat then you're relying on weaken to take down other defense players.

If attack is your primrary stat you'll want to put that attack stat to use by using SA to beat other defense players.

Suggested moves:

Freeze: 25% chance to give you a free turn (for 2 free turns if your opponents are using BL) The real draw of this is that fact if can disable almost any move if it lands. Use this before PS It can save you from dangers like CA or make PS effective on the defensive move options of Armour players.

PS: Have 1 of these to handle armour users. You genereally don't need more than one if you're using Freeze before it.

Crush: Use 1 of these the follow up PS. Others are to be used to follow up weaken.
 

 

Weaken: these in your move slots even if you make attack the focus having these can be useful in case you miscalculate on atk/def values in the range. also good moves to fill up slots with as armour damage have no way to punish you outside CA.

SA This is your main move if attack is your primrary stat. A good atk primrary can take out most def sets in 1 or 2 spins.


Defense Damage

Crush :  To hit your opponents tand  use that damage stat.

PA: To boost that damage stat, this risks being countered bu armour users

Weaken: Same reason as  attack defense players, might not be as effective due to your lower attack stat.




#866696 Arena Tips - Arena Advice - The Arena in General

Posted by Brice on 03 May 2014 - 05:06

ALL RIGHTY FS!!! Since starting my other Forum "suggestions on upgrades for the Arena", a lot of players here and in the game have said they have a hard time finding tips and advice about the Arena. So I figured what the heck why not put all my cards on the table...step up...and help out new comers to the Arena :)
Let me start by saying I'm going to spill my guts and most of my knowledge but if your here just looking for a freebie Arena setup your not going to find it and I hope anyone that may post things here won't either, but all are welcome to post what they like about the Arena here. I only say this because I myself have worked hard building my Arena sets through trial and error, also, I find that this is one of the most intriguing parts of the Arena that you learn as you go and figure out how the Arena works. I will give tips and pointers on how to build an Arena setup ...at least how I did it and still do it :)
LETS GET STARTED!!!
WELCOME NEWBIES TO THE ARENA!!!
Basic Arena info 101:
So your interested in one of the best parts of of Fallen Sword(the Arena) but you don't know where to start or how to win one...well guess what...hate to break it to ya...but you will lose more than you will win and if it was easy there would be no fun in it ha!!! That's what I love about it...it's tough to win but when you do you will get hooked :D
BE PATIENT AND DONT GET DISCOURAGED
1. When starting out you need to be selective in what you enter...focus on getting all of your combat moves and enter Gold and Item Arena's that don't require them...this way it's fair for you and you don't need combat moves to win.
2. Combat Moves: you need these to be successful in the Arena...most important ones needed Pierce Strike(PS), Power Attack(PA),Crush,Weaken,Spin Attack(SA),Counter Attack(CA),Deflect,Dodge,Critical Hit(CH),and Freeze...the other combat moves are ok and you still need to acquire them, but these are the ones you will end up using the most. I suggest that you enter every combat move Arena available to you.
3. Types of Arena's to enter...you need to pay attention to what type of Arena your entering...if it has a check mark in the box then it's active in that Arena...example...Epics allowed, Hell Forged stats, Combat Moves...if it has an "X" in the box then it's not active and stats,equipment, or combat moves will not count.
4. PAY ATTENTION TO WHAT OTHER PLAYERS ARE DOING...how did they win...were they in an Armor setup or a Defensive setup....you can tell by how the battle plays out...every Arena setup can be beat or countered.
5. When entering a non-combat move Arena there is what's called the fatigue system,in which, after every 10 combat rounds your stats will weaken until there is a winner...if entering with an Armor setup make sure you have at least 61hps due to there are 61 rounds in an Arena.
That's it for this part...Best of luck!!!


#866256 Players join a guild and join an Active Conflict!

Posted by Ryebred on 01 May 2014 - 01:09

I'm surprised some people think this is just fine.  So it's okay to have a player enter a guild to do conflict hits in the middle of an active conflict - kinda shocked there are not more GvG mercenaries running around FS - I could make a fortune just running around advertising for XX amount of FSP per XX amount of hits I'll come in & burn your opponents house down given I have target(s) in range.  Doesn't that sound dirty to some -so it can essentially become guild Vs merc - not guild vs guild. 

 

Because it is allowed in the current mechanics doesn't make it right, but hey to each their own -some people need this type of exploit to ensure success - not saying the case in which it was done against the poster was a case of lack of ability - but I've seen it many times where guilds brought in a select level player to target a weaker player before - figuring those that support it are too inept to handle their business w/o contracting in the described manner. 




#865642 Idea For Guilds

Posted by Lellarell on 28 April 2014 - 08:33

We could just have the option to ban people from guild, then they couldn't ask to join again or be recruited back while banned.

 

About the topic matter, there's already something known as "Ignore List".




#865627 Global Chat - Knowledge, suggest improvements and ask questions.

Posted by Brinmoth on 28 April 2014 - 03:58

I've been keeping away from this thread from a while but after seeing the issues raised  I'll say my piece here.

 

Firstly seeing all the negativity here makes my heart dip as a regular of GC. At first I was cynical, I was thinking it was implemented as a distraction for those people "with not enough to do in game" But I tried it just for fun... and those views quickly changed. I saw it as a new frontier to explore which gave me a chance to interact with many people that otherwise  would have gone sight unseen. I seen many folks gain new friends, strengthen existing friendships and even ignite some old rivalries! (and I personally have experienced all 3 first hand...haha!)  All things considered I think it's overall a positive thing for the game sure there's a good and a bad side to everything but you wouldn't toss out a whole bushel of apples because it had a couple of bad ones would you?

 

As for the subject of moderators I'm in favor of expanding the roster as I rarely see them, thus I will readily admit some gaps can be filled. As for their performance? From what I have seen  its fair in all honesty. Moderators as a rule are usually pretty good about giving fair warnings for infractions, given the tough thankless job they do. Sometimes we humans make mistakes, it's part of life and Moderators are only human after all.

 

I'm against a community vote for deciding this stuff though.... dav has explained why in much better words than I could...haha!

Guild leaders, while respected probably wouldn't be the best fit... Running a guild is like a full time job (and some people juggle that responsibility with an actual full time job). I just don't think they'd have the time or want the additional responsibility.

 

Ultimately the only people with that kind of power and the courage to use it fairly are the folks at HCS! (said dramatically)




#865028 PvP Prestige - New buffs and more.

Posted by rowbeth on 24 April 2014 - 19:40

I think one of the key thing that causes levelers from not pvping is the lower incentive in it. They can get all they need to 1-hit kill pretty much anything other than some SEs and Elites without this system. I think changing the PvP Prestige buff to use a slider of how much of it they use for the PvP Prestige buff and raise the cap to 20% XP boost (with about 2-3X the amount needed to get to 10%, but increasing the amount of time each bit gives by 2x, or doubling the base time it gives instead)

 

Gutie - you've started speculating about my motives, and I thought I could probably speculate about my motives more accurately. :)

 

Speaking personally, incentive has got nothing to do with it.

 

I have got my fun out of this game by working out how to level up as efficiently as possible - within the constraints of my own finite resources. Random loss of Xp/levels for reasons I have absolutely no influence over (which includes prestige-based PVP hits) completely undermines that enjoyment.

 

Given that is my own reaction, I am not about to start removing other people's Xp, and so will not initiate PVP as long as Xp loss is part of it.

 

My response to gold loss is similar, but at least there players can control their risk/exposure (without having to invest lots of resources in to getting the protection).

 

I suspect that, in this respect, I am not unusual among levelers.




#864483 Development Roadmap (Updated 7th Mar 2014)

Posted by Tastria on 22 April 2014 - 15:23

Just an observation: (maybe just a "tiny" bit ranty too...)  It's all in the presentation, in all aspects of the game, with the exception of going hunting.  I just discovered the arena after 5 years on the game. And lets give credit to Yodamus for that, as he very patiently explained the mechanics to me.  Now, the arena may have faults, but I haven't found them yet, of course ONE win doesn't mean I'm an expert, but it seems to me that I was able to start out with a minimum of pain. YET, there is no good tutorial to start out players on the arena, and I'm not really sure what the shops in the arena structure back on the Mountain Path do. Yes , I can (and will) go to wiki to find out, but that's really doing it the hard way.  If going hunting was as difficult as finding out how to basically do the arena, I wouldn't be here five years later.

 

(pushes soapbox away)

 

Anyway, what we need to do is push the various aspects of the game, so that beginners, and new players understand it easily, probably written by players who are really into said aspect.  For example, BraveKath would be a good one to explain PvP, and she's just one example.  Some innovative advertising is what we need, and it WILL work.  Think of the gamers out there that haven't discovered FS.  Just look at some of the games that are available in the video rewards section,  those things are presented really poorly, and WE get paid to look at them!  (along with a small grain bag for the Cows...)  I'm willing to bet there are some advertising types playing the game that would give a free hint or two to help in a FS Ad.  The FS trailer at the beginning of the sign-on page is pretty, but it really doesn't really tell about the game.

 

     Oh yeah, back to the subject.....doing good on the list, no complaints there at all....alfalfa cubes to all the crew  :)

  •  



#863856 Scavenging Creatures Spotted.

Posted by BigGrim on 19 April 2014 - 17:31

Because that's what we said we'd do. They'd be available while those LEs were out. The finish time was for both the first batch of LEs and the potions.


#863622 Development Roadmap (Updated 7th Mar 2014)

Posted by Pardoux on 18 April 2014 - 03:56

I'm all in favour of the cows now banning the FSH and, by default, ALL scripts ...

 

Most of the outstanding facilities offered by the FSH can be added in due course, but all players managed without it beforehand and can manage without it now.

 

Removing this and all scripts gives the cows an easier way to detect if players are running custom scripts and thus treat them accordingly ...




#863511 A Thank You to HCS

Posted by Rek on 17 April 2014 - 19:47

I haven't seen one yet, so I'm creating one.

 

A thank you to HCS

 

Post something you're thankful for that HCS has done.

 

I am thankful that there is much more activity in the updates/events lately, and am looking forward to seeing what else comes out!




#863401 PvP Tutorial

Posted by BigGrim on 17 April 2014 - 10:44

Play nice please. I see no trolling here from MSCruz, just questions.






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