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andyvince

Member Since 16 Apr 2013
Offline Last Active May 15 2023 02:45

#882982 Open letter to the Cows

Posted by Tastria on 31 July 2014 - 01:17

Utter nonsense. Support bends over backwards to help people. Generally, the ones who feel they don't get help from Support are the troublemakers who do not see why rules should apply to them.

A huge amount of feedback we get from players is that they actually love just how much we do for them through Support.

    Absolutely true Grim!

 

    I have had great service from support.  Admittedly, I only need it a few times a year, but when I do, it amazes me how quick and easily my problems are solved.  (at some time I gotta contact you about getting a new wooden sword, so I can get that @#$%^ icon off my page...)

 

    Now, about stamina:  I've maxed out my gain, so with two epics (+2) and the guild gain, I have 91 an hour.  

    Since I have limited time to play (my neat and sweet refers to herself as a "Fallen Sword widow")  That gives me around 2000 stamina, perhaps a bit more when I log on.  I don't feel the need for an obscenely high doubler, so I get to actively hunt for about 30 minutes.  Which is almost perfect for me.  There's the next half hour I spend at the AH spending my ill gotten gains, and maybe wistfully looking at the arena.  My point is that I don't need a lot more stamina.  I'll be getting more epics to up my gain, mostly so I can give out a few extra buffs.

      Now I fully realize that there are folk out there with the max stamina in the upper five figures.  And I know it takes them a gawdawful time to recharge.  BUT  they had to realize that  as they were slowly (and expensively) raising it.

     Since FS is the only online game I play, I'm not much of an expert on how the others do it.  So I'll accept the fact that FS seems to have encountered an energy crisis.

    That being said, how about a compromise?  Perhaps some way of winning/getting reserve stamina?  If you don't want to use it, it just sits there waiting for a global event, just the right titan, or being able to buff during a real vicious GvG.  This would enable the community to see what the effects of a +15 stamina gain would be, without the necessity of making it permanent.   That would be the equivalent of 360 stamina a day going into an account, without the permanency stam gain would be.  I'm probably not presenting the idea well, but at this time it's sort of stream of consciousness.

     A side benefit might be to convince lower level players to try and raise their gain, as this would be a "temporary" gain, and after a few weeks it would vanish.

     I'm not sure why so many players want to speed through the content at the fastest possible speed anyways.  I'm in it for the trip, NOT the destination :)




#882842 Open letter to the Cows

Posted by Pardoux on 30 July 2014 - 04:31

well i was just back to FS recently so i dont know much of the "NO" changes becoming "YES"

 

If HCS wants more profit they could increase limit of stam gain , or even better implement a tier system. For every 500 level gained multiple 0.5 of the base stam gain ( Does not include guild/epics/upgrades/Epic quest ).

 

Thus at level 500 with base stam gain = 50. 

Eg. 50 x 0.5 = 25

 

So after reaching level 500 a player would have 75 base stam gain per hour.

at the current EOC level 2000 a player would have 150 stam gain per hour.

With guild/upgrade/epic quest/starter pack, a level 500 player would have 121 stam gain/hr

And a EOC player would have 196 stam gain/hr

 

 

This would hopefully help motivate players to level and reach higher content, which could also potentially boost PvP activity.

 

Although i highly doubt it will happen...

 

Another scenario could be again a tier system based on stam gain upgrades.

At level 500( Tier 1 ) , with 25/25 staim gain upgrade. A bonus 5 stam gain would be awarded.

So with 25/25 stam gain upgrade at level 500 would mean that you get 30 stam gain from the upgrade instead.

Meaning a max of 119 stam gain/hr for a level 500 player with Base(+50), Guild(+15/hr), FSP upgrade(+30/hr), Epic quest(+6/hr) and finally Wearing Epics of +2( +18/hr).

 

IF EOC player wears epics +2. They will get 134/hr.

 

Little increase in stam gain but overall reduce stam recharging time, Reward Customer for Spending and Playing the game, Still keeping it close and competitive.

 

What you're proposing here is the exact OPPOSITE of what other players are wanting :)

 

They're wanting lower level players to be able to gain levels faster - all your suggestion would accomplish is widening the gap even further between starting players and EOC players..




#882625 Open letter to the Cows

Posted by yotekiller on 28 July 2014 - 11:27

I tried making some suggestions via support ticket but was told they would not be accepted in that form even though it would be good for business.  OK fine, pretty straightforward ideas to increase your profit and I will post them here for everyone to see and comment on.

 

  First, please remove the number of people playing from the main home page. It's depressing to see 931,123 people registered but only 799 actually playing. That's less than 1/10 of 1% of registered players actually playing the games. Showing the number of registered players is fine since a very large number implies active gaming but not as many people are willing to sign up for games that appear to be dead or dying.
  Second, of the 799 people playing as I write this, 555 are playing Fallen Sword. FS has been and should continue to be your premier game. There is nothing wrong with diversifying but FS has been feeling the lack of love for quite some time. Unfortunately, that translates to lower player morale which means less recruiting and new players that do sign up get less encouragement to stay in the game. Even if you have to put a few other things on hold for a bit, redirecting resources to implement a huge blitz of improvements for FS would go a long way toward improving the morale of the existing players.
  Third, something needs to be done to try and bring back inactive players. There is currently a program in place in FS for players to bring back inactives but the problem is that most players don't know each others real life contact information. You do. Each account must be registered with an e-mail address. My suggestion is to create some type of incentive package for returning players (or simply use the existing package) and send a notice to every e-mail on record. This should only be done after substantial improvements have been made to FS and then you can also detail the various improvements in your e-mail. Even if only 10% of the registered users become active then it will still be over 100 times the number of current active players and well worth whatever investment you make to get those numbers.
Thanks for your consideration of these matters.




#880188 Arena Update #4

Posted by yodamus on 21 July 2014 - 13:40

+1 on the update!

 

But I think entry fees are way to high. Even though profit is not my main motivation, I just like to win my arenas, it would still be nice to be able to cover my entry fees. Currently that is not possible, there is only a few items/potions left which bring a few fsp. So despite that I'm winning quite a few every now and then, my resources are going down.

 

And that also means that for new/lower level players it is even harder. It is great to see several arenas atm <L.50, but which player at that level is going to join them when they have to pay 10-50k per entry?

 

and meanwhile the balance of level range of available arenas seems to be tipping into the other direction again....50% of the arenas are <L.200. This proves that it is just too expensive for people in that range to join a lot of arenas.

+1, i agree, there needs to be some lower costing arena for the lowest levels...players just starting out cant afford to blow thru many fsps just to win a handful of tokens..if they win any at all..and has caused those super low level tourneys to stall....too many 16 player tourneys..they are stalling up arena also..new prizes (upgrades or something) are going to be needed real soon or the fun (not much fun) of winning just tokens for worthless prizes wont last long...




#879854 Arena Update #4

Posted by Sakuliver on 19 July 2014 - 13:07

+1 on the update!

 

But I think entry fees are way to high. Even though profit is not my main motivation, I just like to win my arenas, it would still be nice to be able to cover my entry fees. Currently that is not possible, there is only a few items/potions left which bring a few fsp. So despite that I'm winning quite a few every now and then, my resources are going down.

 

And that also means that for new/lower level players it is even harder. It is great to see several arenas atm <L.50, but which player at that level is going to join them when they have to pay 10-50k per entry?

 

and meanwhile the balance of level range of available arenas seems to be tipping into the other direction again....50% of the arenas are <L.200. This proves that it is just too expensive for people in that range to join a lot of arenas.




#880226 Arena Update #4

Posted by yodamus on 21 July 2014 - 18:12

I think having a mix of straight gold tournaments as well as token tournaments is a good idea! gotta give the +1 to brice and dulcharn and anyone else that may have asked that we get the gold tournies back!!! 

i also think some gold tourneys could be needed...some really cheap ones to help the newer players getting into arena...and some high gold ones for the higher level, high rollers that dont mind losing 100k in one arena tourney....and as leos mentioned..a big difference between gold going into bank and gold going into hand..all works for gold sinks..




#868571 Arena Tips - Arena Advice - The Arena in General

Posted by Brinmoth on 14 May 2014 - 09:26

Bumping so this topic isn't forgotten, some good information here.. Be a shame if it were to disappear.

 

This should be pinned IMO




#864127 Character Upgrades, random discounts

Posted by Gutie on 20 April 2014 - 23:38

I think possibly having days where the cap on gold upgrades is increased would also be a not that bad of an idea. Have a random weekday M-Thur each week where one can buy 500 current stam via gold and 100 max stamina. Would help further the gold sink.




#876347 simple solution to the level issue in arena

Posted by Grimwald on 28 June 2014 - 16:33

Well, it looks okay, but maybe its better to give some more lower level arena and some less higher level arena. Point is that there are more lower level players then there are higher level players. :)

 

So 1-200,201-600,601-1200,1201-1800, 1800+ should be a bit better. Please note that higher level players will have access to lower level areas too. But level 200 players will have no chance at all at winning an level 1800+ arena.




#878626 Missing composing buffs

Posted by Belaric on 12 July 2014 - 13:54

Got to say that for HCS introduction of higher level/ more skills in composing must be a massive headache for them - given the many laws of unintended consequences that abound. I mean look at Davros81 - at level 27 he will have Co-A co-D completed at 250. He never needs to use the earned 175 skills again. Blazing cave potion becomes irrelevant to him, and anyone in his guild who he can make potions for.

 

Folk who have powered into the 30's 40's and 50's will instantaneously, if the cows ever introduce new/more buffs, max out those newly introduced buffs and make more skills and cave/invented/arena potions defunct, not just for themselves, but potentially for their guilds, as one composer can supply many other players - have a couple in one guild and you are in great shape. That, while great for us as players, may not be as awesome a prospect for HCS.

 

Composing specific buffs as a solution? Well we have had no new buffs as a reward for gaining levels in 550 levels, so I would not hold my breath on composing specific buffs being created anytime soon.

 

Yes gold gets burned, and some people burn stam hunting frags. But how does this activity stack up in game vs cave diving and the farming and shopping activity that goes into inventing for instance? Or the stam burned on buffing guildies which stops when potions replace mere 175 buffs? HCS may be having a hard time balancing the benefits of an expanded composing system.

 

If composing becomes the dominant form of acquiring buffs in the game (which it might if skills keep getting added to it), something which was created to get rid of excess old items will reduce huge swathes of the game to irrelevance. That may ultimately do more harm than good. That consideration may be another reason why HCS is slow to act here.




#878810 If we implemented 3 FSH features, which would you pick?

Posted by Tastria on 13 July 2014 - 23:52

Never having used FS Helper, (I harbor a morbid fear of adding stuff to my computer)  I have to rely on what others have posted.

   Got to admit there's nothing that really thrills me, or would make my game time easier.

 

    In all honesty, I would prefer to see more progress on the road map rather then....Squirrel!!!!! :P  




#876605 Arena Update #3

Posted by Leos3000 on 29 June 2014 - 23:40

I am going to make 2 seperate posts 1st to explain why a lot of people are on here complaining about the levels of tournaments spawning and 2nd will be a solution.

 

1st There have been a lot of people posting about the new updates and complaining about there being 2 many high level tournaments or 2 many low level tournaments over and over again.

 

I feel the root of this issue is because there are just TOO many different levels that can spawn...1-2500 means your possibly hoping for a specific level to spawn say 55 and have Literately a 1 in 2500 odds of this happening!!! This becomes exponentialy frustrating when you are trying to play the lower levels because sets change so much that you level 55 Set many not be any good at level 56...

 

This also can be exhausting on someone who wants to participate over a large range of tournaments as they need 100's of combat sets to keep up with all the subtle changes over all the levels, and since every single level can spawn it can drive some people with OCD mad....

 

This also can create a huge financial burden on people trying to play the arena. As they either go crazy waiting for their specific level to spawn with such low odds of that happening they will either be forced to quit the arena...OR make huge investments in the arena so they can span across larger ranges and try to play what is spawning... Even then with 2500 different levels there will still be plenty of times the average player does not have much to enter as either the levels spawning could be TOO high or TOO low!!!

 

So to Help alleviate all this stress and hopefully make the arena more feasible and fun for all I have a Solution in my next post :)




#876583 Arena Update #3

Posted by BraveKath on 29 June 2014 - 20:38

I wish everyone would think about new players.  6 years of saving setups makes it a lot easier for older players to enter every arena match!


Shep -- the majority of people responding to you are low level arena players, not the masters and they don't want a "participation" medal, they want to earn their way. With barely any experience other than a lot of regular PvP/GvG I got my 100 medal in a short span of time and I was winning against the Masters and yes - loosing too.

The ONLY thing I would perhaps do is look at arena entrance pricing. Perhaps -- perhaps -- it might be nice for newer players to have a reduced fee for entrance, thus because they are going to lose a lot they won't go horribly broke in the process. I entered a LOT of arenas and was entering arenas 300 levels over my then level and winning a few of them against higher level players -- granted only rarely, but I did - so if I can do it, so can others.

Sincerely Noob Arena Player, Kath


#876532 Arena Update #3

Posted by Tastria on 29 June 2014 - 14:45

I'm not getting into the brackets, or what-ever-you-want-to-call-it.

 

I'd like to point out, as has been mentioned else where, that the arena is basically fair (knowing how to choose your moves excepted)  The novice arena used to be where you got all your 45 moves, and the main arena would also let you get  moves at times.  Presumably so that those who didn't have any gear access other than what they were wearing could pick up moves without having to assemble a 5-100 set.

      Of course all that's changed now.

   

     What hasn't changed is how to use your moves.  BraveKath pointed out that there were in the good ole days, folk who would help the new comers out, by suggesting things they could do. (Sounds suspiciously like our defunct Mentor program doesn't it? )

     

     I have been helped by a 700+ arena winner who has graciously given me hints, and even the, "What the hey!  Why don't you try it and see what happens!)  Aside from being able to earn my moves (as opposed to buying them)  I didn't want any special treatment, half the fun of the arena is learning how it works, with the only loss a bit of gold, my tuition if you will.  

  

     Keep in mind that there are already advantages for those who play the 1-99 levels, making it "easier" to score a win, even against one of the Arena Champions (a few of them do go slumming down there ;) )

 

     I will make one comment about the current system.  It's much more expensive to play then it was last week at this time, if everyone wants to keep newcomers coming (and staying) this is a consideration too.




#876443 Arena Update #3

Posted by BraveKath on 29 June 2014 - 06:34

I think what HCS should have probably done before they changed the system of rewards, was to improve the matchmaking system first.

 

Instead of the same people winning all of the arena's, all of the time. There should be a system that categorises a player by their level of skill (Which medal they have achieved) and pits them against similar skilled individuals.

 

So for instance there would be a complete arena for beginners with all of the lower end rewards and occasionally a few of the higher end. Then once they have earned their bronze medal they would graduate to the arena for 'slightly less rubbish beginners' and only face others who have achieved their bronze medal also. Each 'tier' would have a higher total value of available rewards to give players a sense of true progression.

 

(Basically a bracket system for the arena, to stop the massacring of the new by the arena pro's that have been doing this for half a decade.)

 

The only flaw in the system would be the very highest tiers of medals. Which could merely be grouped together until the number of people who have achieved the required amount of wins reaches a respectable and viable amount.

 

 

(Copied from the other 'now locked' thread to improve visibility)

 

Think of it like leagues in football. They don't pit the rubbish low ranked clubs against the premier league, they'd get smashed every single time. (except in special cups/tournaments)

 

Starter League - Anyone who is just starting out. Mostly low rewards. Occasional good reward.

 

Bronze league - Anyone with a bronze medal. Similar rewards to previous tier but with increased chances of good rewards.

 

Silver League - Anyone with a silver medal. Similar to previous tier but with increased chances of good rewards.

 

Gold League - Anyone with a Gold medal. Similar rewards to previous tier but with increased chances of good rewards.

 

Crystal League - You get the idea by now... Higher tier will likely have to be merged until the amounts of players in them reach acceptable amounts.

 

Ruby League

 

Diamond League

 

This is logical in many ways, but there's a couple points, one of them I feel is critical and makes this difficult to achieve.

One Obstacle: Enough Active Players for This?

Do we all think we have enough active or even potentially active arena players to fill all these various categories, while also allowing a wide diversification of levels so that the L300 player who is a Gold Arena player has adequate # of matches to not be twiddling his thumbs.  The higher level players can technically play the entire gamut if they have access to all the gear.

If - HCS was willing to do ONLY A PORTION of arenas based on this "league" structure, then it might be sustainable.

One Intrinsic Reward: Pride - Challenge ...

The biggest motivation I had to do as much arena as I did, granted not a bunch (~130) was the cheap thrills I got when I lucked out and beat an Arena Champion, but it was in loosing to those champions that I learned as a number of them were gracious and took time to teach me.  I still have my notes from that time period.   There's some great Arena folks -- who love it and welcome and assist new players, if you're the type who is willing to learn.  True there are many that would seem to love to exclude new players, and their short shortsightedness should remain their emotional problem, not the game's.

 

Arena is like regular PvP in many ways and it is an intellectual challenge with a more luck tossed into the mix than regular PvP, and as such players seeking that need a true challenge, along with as you point out successes.

 

Thus - I propose COMPROMISE:

It is an excellent idea Doom, but to have it be 100% as you've outlined isn't perhaps the best for arena in the long run, but a blending of the current approach and yours would foster development of new players, as well as challenge them a bit more at times and provide a place for the best of the best to spar.  What that percentage should be -- I don't know, but I suppose experimentation is the best way to find out with tracking for how long it takes for the various arena to proceed to completion.






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