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Crzy

Member Since 15 Apr 2013
Offline Last Active Mar 16 2015 22:29

#882589 = Friday After-School Tea-Time =

Posted by artistgorn on 28 July 2014 - 02:20



I would like an avatar for my founder please. name SmokeyJane

C4D

http://www.renders-g...zafairytail.png

I understand you have a life lol so when ever you find the time and thank you.

For Smokey:

 

smokey.png

 

And tell her something for me: "nice render you picked."




#877801 = Friday After-School Tea-Time =

Posted by artistgorn on 08 July 2014 - 04:25

Flamer:

 

V1.

white.png

 

V2.

black.png

 

Signature(For an additional 45k, up to you):

FLAMER_sig.png




#870898 When and Whats the next event (if any)

Posted by Pardoux on 31 May 2014 - 02:17

Back in the day this game was thriving and now it's so boring. Do they even give content to active players or do they just do 20% FSP specials now? Srs.

 

(in before the lock)

 

New Content. 2076 - 2100.

14:55 30 May 2014

 

There's also the content roadmap and the development roadmap which are in plain sight on the forum...

 

The cows have a thankless task - no matter what they do, folk grumble at them ...

 

Do the players wish they did more, of course, but we're greedy - they give an inch and some players demand a mile..

 

Not quite sure where you get the "it's so boring" from  ... since I started there are more and more facets to the game for players to explore and more and more ways of players to earn ingame currency to develop their characters.

 

But hey, bottom line ... you think it's so boring ? - there's the door *points* - don't let it hit you on the ass on the way out LOL.




#860064 My Suggestions for reviving the Bounty Board (And this is quite radical)

Posted by Belaric on 04 April 2014 - 06:57

This is a hugely long post. As an OP I believe that is justified. There is repetition involved because it is so long and I want to remind people of key points that may be lost earlier in the wash. DeadParrot – I’m really sorry.

 

We are all FS players. I do actually believe in the whole community. I use PvP players here as an unfortunate short hand. I do not seek to divide – if my ideas are horrifying to you, rest easy knowing they are in no danger of being implemented, but since they occurred to me I have been unable to do much else but think on them and so must post this for the sake of my own sanity and productivity.

 

The core of these ideas is consistency and removal of ambiguity – make the rules clear for everyone. No more unwritten codes. We want consistency from HCS – we should expect it from each other. I also believe it will promote PvP activity – not your grandfather’s PvP – but meaningful PvP that will be a valuable part of the game’s ecosystem, that everyone will understand and not be in fear of. No more bogey-men.

 

I have a 4 point plan for the Bounty Board (BB).

 

Before we get started I’d like to say I think – after discussions today with guys on the forum - that the Thievery and Master Thief enhancements should be enhanced. I can’t lie – this system will increase punishment on PvP players – I know you guys can take it, because it will mean more PvP activity across the board – but I believe that if you do get punished more then your chances of earning gold before you get punished should be increased. If no-one PvP’s the system remains as dead as it is now. I agree that you need more incentive.

 

Back to my 4 point plan.  

 

1) The victim of an attack sets the punishment required.

 

2) The bounty hunter (BH) cannot in any circumstance be bountied. Don’t freak out before reading on – I think this can turn into a good thing.

 

3) Guildmates can clear each other’s bounties.

 

4) Two new Top 250's for PvP are created: An Outlaw Top 250 is created to track those players who have lost the most levels on the bounty board, and a Lawless Top 250 to track those who evaded the posse of Bounty Hunters and survived on the board for a set period of time, initial suggestion being one week. Additionally Outlaw and Lawless medals could be created in addition to the top 250s.

 

Please bear with me and hear out why I think these may actually be good ideas for PvP and the community at large.

 

Bear in mind I do not PvP and if you want you can completely ignore my ideas on that basis. I’ll not be offended in the slightest.

 

I will go through each point in turn and expand on it to explain how it might work and my thinking behind it and why it might be beneficial.

 

 

1) The victim of an attack sets the punishment required.

This is the core of my imaginary system. Currently among players who do not PvP, or who have been exposed to it as victims of attack there is a prevailing feeling that the BB does not provide adequate redress. They have no faith in the current system. Across numerous threads this scenario is painted: The victim is hit and loses gold, and then is made victim again by paying for a bounty only to see the bountied player soft cleared by her friends. The victim loses twice.

 

I am not here to hash that argument out again. I am not here to point fingers. This is my perception based on what I have seen in game and in this forum over the years I have been playing. The scenario above is reality in the minds of many players. People feel powerless in the face of attack. They do not want to hit back and risk being placed on the bounty board themselves. They are not able or do not want to put a delevel party together and risk everyone in the delevel party being put on the BB for their pains. They do not trust the board to provide realistic punishment. The end result is they do not post the bounty at all. The PvP ecosystem shrinks. The BB remains dead. If the victim sets the punishment, they feel empowered, they have a sense of control, they have an increased chance of seeing the punishment they want actually carried out. They are more likely to post bounties. The PvP ecosystem expands.

 

How do I propose this works?

 

 The injured party will pay for the damage they desire to be wrought upon their attacker, the more damage desired, the higher the fee. The exact scale can be determined if this idea got enough support to warrant it. Currently a fee is levied - this would be similar but slide up as more retribution is required. This fee is paid to the BH who completes the highest % of the required damage to the outlaw placed on the board, which will encourage competition among BH’s. Retribution would be capped at 3 levels initially. This is a radical departure from how it currently works. In one step this removes the ambiguity of BB etiquette, 10 stam vs. 100 stam hits, late bounty hits etc., as the punishment is set as required by the original victim, and must be fulfilled for the bounty to be completed. The bounty does not expire until the target damage is met, or a week passes – if an outlaw can defend him or herself that long – kudos. If 3 levels are required as punishment, then it is 3 levels that are lost. The victim gets the redress they can pay for. Why 3 levels max? Because currently 5 levels are risked, but that risk I believe is not consistently delivered. If this system does succeed in promoting more bounties and more regular punishments, those punishments need not be as harsh. 3 levels/bounty still means that if a player was harassing another in game with constant hits he or she could still be more effectively dropped out of range than currently.

 

 

2) The bounty hunter (BH) cannot in any circumstance be bountied.

This is almost as important as #1. This will encourage people who have not or will not PvP to try it as BH’s. The protection is key to making that happen. On the recent thread which suggested no more bountys on the BH there were a few comments indicating that if this were the case people would take up BHing. This is more people trying PvP. This is an expansion of the PvP ecosystem, not a contraction. I believe another reason the BB is dead is because BH’s have been punished heavily for doing their jobs in the past. So in game now we have on one hand a disaffected game population not bothering to post bounties because they don’t see the point, and on the other hand there are few people prepared to take on bounties as they risk being delevelled themselves as a result. It is a recipe for inactivity. The proof appears to be on the BB daily.

 

In this imaginary system BH’s cannot be driven off the board by counter bounties and delevelling. I believe this practice is why we do not see much in the way of independent BH’s nowadays. They are the agents of justice and as such should be protected. And again this helps to remove any unwritten rules about when and why a certain BH can be bountied and another not. An active BH population will also increase the incentive to bounty hits which currently go unanswered.

 

What will happen? Where is the risk going in PvP here? It is going away for BH’s sure – but in return our hardcore PvP population actually get to dance on the BB again. Do you guys really think the first inexperienced noob BH’s will be able to take you out? And if they suck and give up, why do you need to punish them further by bountying them for quitting? You have already beaten them and demonstrated your skill – which seems to me to be the point in PvP – the defeat of an active human opponent. This system increases the chance you’ll go up against them when they are hunting you. At first new BH’s will suck – but will learn the hard way at your hands, and may be tempted to switch codes! We may have two types of PvP player – the BH and the outlaw, who can switch roles when they want. Currently risk for every hit has led to a situation where experienced PvP players tell me the practice is not profitable for them, and the BB is dead in the water. Risk for all has led to inactivity and boredom for most – people are drifting away from the game. It may be time to pick your poison. A more active BB will give more opportunity for profit (depending on the imaginary pay structure – and why get into the minutiae of that if the system as a whole meets no approval here?), and more importantly increased PvP activity with new participants.

 

3) Guildmates can clear each other’s bounties.

The restriction can be dropped as the possibility of ‘soft clears’ is removed – the victim is in charge of the punishment, the hunter cannot be bountied, so guildmates can now clear each others’ bounties as they must perform the bounty punishment as set forth by the injured party.

 

Also in a game which has sadly got smaller this removes the need to have a network of allies – many of which may have retired. Your guildies can handle your business, if they can beat other BH’s to it!

  

4) Two new Top 250s for PvP are created: An Outlaw Top 250 is created to track those players who have lost the most levels on the bounty board, and a Lawless Top 250 to track those who evaded the posse of Bounty hunters and survived on the board for a set period of time, initial suggestion being one week.

 

PvP players get two top 250's (and possibly medals too) – one to show their battle scars and see who has taken the most risks and received the most punishment in their cause, the other to show PvP skill in evading punishment and being untouchable. Hence Outlaw vs Lawless. Guildmates and allies cannot post each other to the BB. This will reduce but not eliminate abuse. The fact that you have to lose levels on the Outlaw ladder should also limit abuse – even PvP players have limits to the ranges they want to drop from.

 

 

 

I think these ideas make the BB system clear and consistent. If you take the risk of stealing from another player then you can and will be bountied and made to pay for it. There are no unwritten rules or customs to follow – the person hit says how much retribution they want, and the bounty hunter who administers the punishment is free from counter bounty to encourage more participation on the board.

 

This system gives you more bounties, more players playing PvP, initially perhaps as BH’s but later they may become poachers rather than gamekeepers, and more rewards in the system via bounties. Hopefully Thievery and Master Thief enhancements can be upped to make the increased risk of retribution worth it for the PvP player. If more people play on the BB then more may become interested in the ladder. And by making the victims part of the process by having them set the punishment you remove the lingering sense of disenfranchisement that exists in those players who do not want to PvP and who feel helpless when attacked. This way they control what happens to their attacker. If the attacker can stay free for a week you have to hold your hand up and say well done. Removing ambiguity and unwritten codes of behaviour from the BB also demystifies the board – what we understand we need not fear. The whole community could become more comfortable with PvP. I’m a dreamer.

 

The BH medal – you would get a tick towards that not for completing the bounty as is done currently – but for doing the largest % of the desired damage to the outlaw on the board. This means competition will be had to clear the bounty and get the most damage done. Again – more people getting involved, as if you don’t make the BH tick, you’ll still get some Smasher ticks in. Will this devalue the Smasher medal? I don’t think so, but if you do – see my points on the Guild medals thread. If a titan scenario occurs where a player does 51% (if possible) and stops, then no payout is made if the full punishment is not completed – so if one BH does 51% of the damage and stops, but the outlaw survives for the rest of the week his bounty is active, then the 51% BH gets nothing. It pays to finish the job.

 

PvP ranges could be expanded if it is shown that outlaws are dropping levels rapidly and are not as capable of staying in a certain level range. The proof of that would be in the pudding – how it plays out.

 

The core of this is: have the victim set the punishment, and the BH be free of counter bounty. PvP players get more people to play with and places to be recognised, non-PvP players have some faith in the BB restored and so use it more often. More gold and FSP exchange hands via the BB. A virtuous cycle.

 

I know I have been talking about the need to present simple ideas to the Cows and then I vomit out this huge game altering plan. The idea would not let go. I’m sharing it.

 

Feel free to point out abuses/exploits. Feel free to point out why it might be unworkable. Feel free to cherry pick good sections from bad if you find some ideas more appealing. If you hate it all I’m cool with that too. Remember I don’t work for HCS and this is not on the roadmap so there is no danger of this becoming real unless everyone thought this was the best thing since sliced bread and agitated for this change to HCS (a sequence of events HIGHLY unlikely), and even then they might not do it anyway, so keep that blood pressure down! LOL!

 

Thanks for reading.




#858225 Zombie Yeoman Global Event

Posted by Egami on 27 March 2014 - 20:12

Thanks for the event HCS.

 

I agree with keeping it a surprise.

 

Hopefully, "thanks" for not extending the time.

 

And just "hoping" that we don't even get near Ruby.... like seriously... I'd consider paying FSP to set the Community back a few thousand. Oddly enough, I believe that's the only way to get the FS Community into the Community spirit ,oP

 

Those that think this idea is ridiculous... don't waste your time responding.

 

Prosperous smacking FS!




#852180 Rise of the Wraiths (Global Event)

Posted by BigGrim on 28 February 2014 - 18:41

Hi there everyone.

The Elemental Wraiths have arisen from the Light only knows where. All that is known is that these creatures are roaming the Realms, raining destruction on all who oppose them.

The Warriors of the Realms must gather together to rid the Communities of these horrifying creatures!

Elemental Wraith (Level 25)
3179f69ebfb3419fecd8d03c844bafbf68da.jpg

The latest Global Event in Fallen Sword is now underway! In the Event, the Community must work together to destroy the Elemental Wraiths plaguing the realms.

Each player must earn a personal target for increasingly bountiful Frag Stashes (mouse over the event info on the World page for more details) while also helping the Community to attain the best total kills possible, unlocking the rewards for all.

The Event shall be live until 17:00 GMT (Server Time) on the 04th of March.

For each tier that the community completes the reward will be as follows:

Bronze:1 x Global Bronze Frag Stash
Silver:1 x Global Silver Frag Stash
Gold:2 x Global Gold Frag Stash
Crystal:2 x Global Crystal Frag Stash
Ruby: 3 x Global Ruby Frag Stash

If you qualified, the reward(s) will be delivered to your mailbox shortly after the event ends. Note that you get the reward for the tier that you have qualified for, for example if the community unlocks Gold, but you qualify for Silver, you will receive 1 x Global Silver Frag Stash. You don't receive the rewards from lower tiers, only the tier you have qualified for.

Good luck everyone!

 

Additionally, new Frag Stashes have been added to the Chests that spawn in the Realms which, coupled with the potions added last week, ought to make these desirable to hunt down for a good few reasons!

~ The Fallen Sword Team




#836210 Buff Marketplace

Posted by Egami on 31 December 2013 - 01:38

Thinking outside the box:

 

How about if a buff-selling player can list prices and a maximum amount of stam available for buffing (obviously not exceeding current stam at listing time)?

 

The capabilities would be listing prices for individual buffs, number of buffs for gold or FSP, and packs. HCS could even institute upgrades to expand capabilities, number of options or whatever.

 

Currently, last home page listing was 5 hours ago. A buff-selling player would then pay 1 FSP for say those 5 hours (or 4 or whatever) with there even being a possibility of paying more FSP for a longer duration.

 

A buff BUYER would simply need to select the "package" they want and the payment is transferred and the buffs are applied with the appropriate stam reduction.

 

If a buff-seller's self-imposed stam limit is overcome (or their paid time runs out), they are then removed from the listing.

 

Seems to me, that this idea maxes buff availability, avoids autorefresh problems, avoids thieving capabilities and still makes Shout Box and FSBox viable alternatives.

 

Thoughts?




#828497 Guild XP while sub-leveling

Posted by murabane on 10 December 2013 - 02:50

You rolled the dice spending the fsp to get to where your at... whether is 800 levels down or only 700, you took a chance. No more a chance than anyone buying an item out the Auction House before an event or offer. They are not reimbursed for their actions why should anyone else? Not like HCS made you waste tons of fsp to de-level yourselves... 




#828062 what the beep?!!!

Posted by cyrus7 on 09 December 2013 - 21:16

Well... that is a problem.

I can just see it...

Cow teaching calf about the system...

"And this is how we force spawn titans if we want to... No! Don't click that confirm button! Ahhhh crud."




#827904 De-leveling Change Poll

Posted by Chrism2165 on 09 December 2013 - 20:09

The answer to this question is so easy. Anyone can de-level if they want to and use the same top end potions to gain tons of exp. The only problem with this and i bet most of you will agree is the player may have reached EoC (end of content) and if they decide to de-level, no problem. To stay in the map, i disagree. They can hit monsters much higher and they dont have to move map to map. Where they did before which they should have to like anyone else. Staying in a map you reached and then de-leveling yourself by a fair amount of levels like 20+ levels should teleport you to mountain path like someone mentioned. The problem is it's like cheating because they lost the right to go to that map by going under the minimum level required to get there. That is the issue. You cant teleport to a map if your under the needed level, therefore to me is cheating BECAUSE you LOST the right to be there by de-leveling. Say 25 levels under the level requirement of the map gets you teleported back the mountain path with a log message saying something about your level is to low. People lose exp via BB and sometimes gang attacks which can lose multiple levels so i think anything with a big level difference is just on purpose. I think this is the best solution personally and fix this long in going problem.




#827851 De-leveling Change Poll

Posted by Davros81 on 09 December 2013 - 19:37

 

There are mixed opinions on any changes (see here and here) to de-leveling in the game. Before looking at potential changes I first want to find out if you would actually like us to make changes before discussing what the changes could be further.

 

This poll will run for 48 hours and if over 50% of the community would like a change we will look into it further.

 

If we changed it, I'd suggest we look at something along the following lines:
 
If your AL is more than 5 levels below the creatures level, we would apply a x% reduction to the xp you gain from the creature. Assuming 'x' is 5, this means if you were 8 levels below the creature, a 15% reduction would be applied to the xp you gain.

 

Please, do not alter xp variances subject to a player's level, just boot them out of realms their actual level does not permit them to be in!!! it is the only solution that will work and makes sense.




#827763 De-leveling Change Poll

Posted by Hoofmaster on 09 December 2013 - 18:30

I still think a really simple solution to this would just be to adjust the xp based on how many levels higher the creature is than your actual level.




#827706 Changes to De-Levelling

Posted by maxdragon on 09 December 2013 - 17:43

usually in most RPGs you could not kill a creature whose level is much higher than your own (better armor, lots of XP), sometimes games have a bug and you can exploit a feature to level from for example: lvl 20 to lvl 60 in only one battle, this is called an EXPLOIT which many of you fail or just do not want to understand AND that EXPLOIT needs to be FIXING regardless of how long it has been arround, how many have already used it or if the pvpers / levelers are happy / unhappy!

 

couple solutions:

 

  1. change that champions give as much xp as normal creatures (easiest solution)
  2. AM500 needs to be lowered
  3. if VL > AL by 16 levels difference then automatically teleport back to krul island

 

again: an EXPLOIT needs to be FIXING !!!

 

I never understood why a 2nd levelng should be easier than the 1st one????

if you are re-leveling then do it like the 1st one




#826935 Exploiting XP to boost guild

Posted by Shadow19231 on 08 December 2013 - 06:56

People keep dancing around the real issue. Now, everyone please hush up and listen to what's really going on :

 

EOC players claim to want to relevel, but are apposed to making this exploit fixed. Why? Because they clearly do not want to level a second time, but merely want to abuse a bug. With that said, take it as what you will, but that is the sad reality of it. Thanks for your time




#826796 Exploiting XP to boost guild

Posted by Nikita90 on 07 December 2013 - 23:08

honestly, the only problem i have had recently is some people demanding 100 stamina hits instead of soft clears. if people want to de-level then so be it, but demanding 100 stamina clears isn't something people should be allowed to demand....






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