Hello everyone!
I've been reading through this thread and taking notes. I'll be sure to bring it up to the team to discuss what we can do to help breathe some life into GvG.
Once again, thank you for your continued feedback ![]()
Just another person on their way from the middle of nowhere to the end of the line.
Posted by Arioche
on 17 June 2022 - 08:12
Posted by Toreth
on 13 June 2022 - 03:45
I’d like to take a moment to proceed with laying out something of a change, or changes, to the way that GvG currently functions that isn’t a mentioned overhaul. In doing so, previous ideas to address GvG and its intricacies were taken into consideration when compiling ideas.
TL;DR:
Updated RP Packs
Notification System + Prep Time for Incoming Conflicts
Offline Time for AFK Targets Reduced 7 Days -> 2 Days
Level Ranges Expanded; +25 Levels Every 1,000 Levels Gained
GvG “Seasons;” 3 Month Intervals with Achievement
I reached out to a few people in the GvG community to gather ideas and data to help with the way that GvG functions to come up with something that could inject some life into an otherwise stagnant aspect of FS.
The general consensus to GvG is that “whoever initiates is guaranteed AT LEAST a draw” because the idea is to rush the opposing guild and hit those targets who are offline in Epics and have zero or close to zero chance of fighting back. In doing this, the defending guild has to hit back into targets that are now buffed up after they’ve all utilized potions to nearly guarantee, at the very least, an unresolved combat.
The first proposed change to combat this would be a notification system; the game could send an “Admin Guild Mass” PM to all members notifying them of the incoming conflict. A separate idea could potentially be to enable notifications for incoming conflicts the way they are now for when opposing guilds take relics. Anything that helps notify individuals of incoming conflicts would be better than the way it currently functions. “The Guild ‘Minions of Mirkwood’ has initiated a conflict against you! You have X hours to prepare for incoming hits!” of which the “X” hours COULD count towards the 24 hour conflict timer, or it could be its own separate timer prior to the 24 hour window.
Another issue that was a general consensus is that if there’s a target who’s offline for a few days, then they were likely one of the prime targets. The idea here would be to decrease the inactivity timer for targets. It’s currently a seven day timer, however, most have said to decrease it to 48 hours and under.
The last general consensus idea was to have some GvG level ranges expanded more. Similar to how the PvP ladder scales and works now based on level, the idea would be to do something more in line with that as well. While leaving the lower brackets as they are (50-300, 301-699), the idea would be to have scalar level ranges to provide more activity. 700-1000 (+/- 100), 1001-2000 (+/- 125), 2001-3000 (+/- 150), 3001-4000 (+/- 175), 4001-5000 (+/- 200), 5001-6000 (+/- 225), etc. The minor change in level scaling would provide a boost in activity in the middling ranges that are barren at the moment provided the compression at the bottom at the “race to EoC” at the top.
The RP packs need to be updated, and there are other ideas that could inject more life than Epics currently do. Crystalline gear across all the levels available in FS, perhaps some niche potions that are distributed to each guild member at the time of purchase, etc. Having the items available as consumables that aren’t just a “one time purchase” here also helps with the demand of gaining RP as well.
The below are the RP Packs that have been brought up in discussion:
Enchant Pack - 100 RP
Move Levels to 200; Change to Contain ALL Enchant Buffs (No Cursed)
Fortune Pack = Stays Same
Mastersmith Pack - 5 RP = Mastersmith 200
Titan Pack - 300 RP
Titan Doubler 200
Light Foot 600
Avert Gaze 200
Teleport 200
Leveling Pack - 300 RP
Stalker 400
Sacrifice 350
Overkill 350
Animal Magnetism 400
Defense Pack - 300 RP
Avenger 300
Stalwart Heart 300
Healer 300
Fortitude 300
Bounty Pack - 300 RP
Anti Deflect 400
Spell Breaker 300
Retaliate 300
Undermine 300
Buff Provider Pack - 20 RP
Buff Master 250
Guild Buffer 250
Extend 250
Buff Enhancer 300
Fighter Pack - 200 RP
Fist Fight 250
Critical Strike 250
Side Step 250
Riposte 250
Sharpen 250
In addition to the minor quality of life type changes mentioned above, another change mentioned would be the resetting of the GvG rating every three months or so akin to the PvP ladder with the reward being a simple guild achievement displaying “1st Place in a GvG Season” with the reward potentially being an additional relic slot, or base stamina gain so as to incentivize actively pursuing 1st place repeatedly to keep others from achieving the same.
The ability to provide individuals a competitive aspect to partake in while being rewarded for doing well, coupled with multiple opportunities, over time, to climb and attempt to make the most of a “fresh start” at the start of the three months will also help inject that liveliness into an otherwise humdrum aspect. We already have the resetting of rating present in the game, as mentioned, so transitioning that into the GvG area seems like a relatively easy and feasible way to go about helping bolster individuals’ pride in their ability to conduct themselves at the pinnacle of guild activities.
While there will be more feedback, I’m sure, from those who have a vested interest in the GvG aspect, hopefully this can serve as a basic backbone moving forward.
Posted by Toreth
on 02 October 2021 - 11:22
I agree that anyone can cheat the Medal easily already, but I think that would make it way to easy to group the same, let's say, 8 people going for Arena Medals at the same place to help eachother...Although I know that it can be made already just as easy if you know enough people in the game.
I'd be in favor of:
Guild Gear - 25% Rule
Own Gear - 50% Rule
PS: I don't play Arena, have not much say into it, completelly talking from an outsider standpoint.
I think something like this is the fairest you can be while making changes to help the arena, otherwise you run into the potential for a guild to monopolize the arena.
With 8 and 16 man Tournaments, it still means that 4 or 8 people, respectively, from a single guild can enter any individual tournament.
I completely agree with that statement. Plus there are nuances to combat moves as well. The fact that I've mastered almost all areas of the game besides arena says a lot.
Not to come off cross, but if you truly have "mastered almost all areas of the game" then you would have a firm grasp on the realm of the arena as well. I'm not saying you don't know how to complete things semi-effectively, but "mastered" is a strong word.
Another thing that came to mind is If the rule was removed, wouldn't that reduce the value of arena items since more players now have easier access to them? On the loyalty proposal thread people argued that BM500 would reduce the value of BM300 and would make arena less worth it and so it was cancelled. How is this any different? Maybe I'm missing something here, or I'm too slow to understand.
On the value of arena items, let's look at a general breakdown:
8 Man Tournament For Prize of 32 Tokens
That means there are 64 Tokens coming into the game during an 8 Man, 32 Token Tournament currently. A Guild can have 2 people enter, so they can realistically win 48 of the 64 Tokens, or 67%.
16 Man Tournament, 32 Tokens
That means there are 80 Tokens coming into the game during a 16 Man, 32 Token Tournament currently. A guild here can have 4 people enter, so they can hold 80% of the winnings.
If the arena were to change to something along the lines of "50% of the entries can come from a single guild where half of those can use guild tagged gear," then we can take a look at a separate breakdown.
8 Man, 32 Tokens
Hmm...strange...the total number of tokens coming in doesn't change from 64, so that would mean market value of all arena items would maintain. So what changes? Well, if a guild can now have 4 entries here instead of 2, then the guild has the potential to hold 100% of the tokens from the tournament.
And what of a 16 Man?
16 Man, 32 Tokens
So again, the total number of tokens coming into the game doesn't change from 80. The only thing that changes is a guild has the potential to hold 100% of the tokens from the tournament.
"That sure does sound like a monopoly, though!" Sure; kind of, until you work out that some of those entries are going to be occupied by Clare, Woopy, Shin, Juvi (occasionally), Sohail (occasionally), who all have more than the potential to knock anyone out at any time; not to mention the RNG factor of the pairings of the first round.
Take MoM for example: Shin, Winter, PowerLegi, Tilley - we're already at 4 there. What are the chances that 2 of the 4 of these WON'T meet each other in the 1st round if the 25% of total GUILD entries is increased to 50%? Just so you don't have to do the work, it's 7.9% in an 8 man tournament or 0.3% in a 16 man tournament. On top of the percentages being fairly telling that it isn't going to happen that often, you then have to take into account for those individuals losing as well - nobody wins 100% of the time, so again, there is no monopoly occurring.
Posted by shindrak
on 11 September 2021 - 23:22
Hello HCs ,
What is going to FS ? are we moving backwards ?
Some players started fleeing of Arena due to long waiting time between rounds, like really.. 10 mins to 5 mins to 15 mins for every time the game lagging Arena players taking the punishment !
Arena waiting time between rounds has been 2 mins for over 10 years .. we accepted 5 mins because 30 mins or 45mins are too much to complete a tourney ,why this change? aren't you worried of arena players quitting? and why bugged block move still not fixed for years ?
We are playing FS for entertainment not to get stressed...
maybe you see me sounds like nagging but you aren't playing the game to feel what me and most of Arena players feel!
I hope Hoof can take a look soon , at least give us a sign you will make it better soon but atm we arent sure what are we waiting for maybe 1 hour between rounds for next server lag?
I have been playing FS for over 12 years and i don't have any intend to disrespect HCs staff you have been doing great on updating FS for these years and we are all FS family and i hope you keep supporting your family .
Posted by KitiaraLi
on 10 September 2021 - 03:59
Not even sure it matters to speak up anymore. Seems the recent changes and now "suggestions" brought to the game by the new and cool kids at HCS, are so far away from what this game seemed to be, that I am not even sure y'all know the game you're managing anymore. At least to me anyways.
If you actually do think our opinions matter, here be mine; Please do not introduce ANY pots with higher version of buffs, than we already have. Not for any sort of tokens, gold, donations, or in any other way shape or form.
As it is, the game has become way too easy and is no longer a matter of knowledge and/or skill, but a soulless "who can spend most to "succeed"".
You should have started a "here are which existing potions we're planning to nerf" thread instead.
I could do a rant about most of those liking the suggested changes the most, also being some of the players who have spend the most money on it as it is (aka creditcard warriors) and also being those most voiced for game breaking changes in the past, simply because it benefits their "style of play" the most.... but I prolly shouldn't. Just.. stop breaking this game, please.
Posted by Toreth
on 08 September 2021 - 17:11
Posted by Tilley10
on 03 September 2021 - 22:49
Lastly, we have made some adjustments to the skills Dispel Curse, Dark Curse, Balanced Attack, Balanced Defense and Shatter Armor. We will be offering an optional free skill reset as part of this update.
The changes are:Dispel Curse: 0.1% chance per point that Dark Curse will not work against you (PvP only).Dark Curse: 0.1% reduction per point to enemy Defense.
The Dispel Curse change is much appreciated, thank you.
Dark Curse nerf: First off, I don't understand why this change was made. Nobody, and I mean nobody, was asking for this change. Dark Curse was fine where it was. This change has made the following log happen every time when both people are fully buffed for PvP: Your combat with _______ was unresolved. Defense is now even more broken than before this change. Anyone running buffs in a defense heavy set is almost invincible. Because Dark Curse was nerfed, there is literally 0 counter to a max defense set. You can attempt to max out your attack but it will end in the same log message: Your combat with _______ was unresolved. This change has turned PvP into who can get the highest defense and there is nothing the other person can do.
Dark Curse needs to be reverted immediately or everyone's log will be full of "Your combat with _______ was unresolved."
There needs to also be a shakeup to the "meta" sets used in PvP. Whether that be new sets (looking at you Attack Armor) or by nerfing buffs that make a defense heavy set absolutely broken. Composed Flinch is half of the problem and the other half is Fumble. Any attack that you used to have is removed before there is anything you can do, there is no counter. You can attempt to run a max attack setup but the end result is still the same: Your combat with _______ was unresolved.
I hope this opens up a bigger conversation about buff changes as they are needed badly.
Posted by shindrak
on 01 September 2021 - 22:02
I'm afraid too... I'm afraid I may just have to walk because my passion keeps getting the shaft.
With 2 minute intervals you can have tournaments done in 5 minutes, you could get results and make adjustments within a reasonable timeframe.
However currently it takes 45 minutes minimum!
Which is far too slow for a simple turn based game like this...
This really needs to be addressed now that things are online again.
I went less active for a while then returned to play Arena because it is the most interesting part of FS for me
I'm planning to donate to support the game i love but i'm afraid Arena players aren't important for HCs and that will make me hesitated to do!
if things don't improve i might step away from the game again...
Posted by shindrak
on 30 August 2021 - 22:38
Agreed, the lag did start with the event - and I don't know why the arena timer changed - but the work that Hoof did (at around midnight, his time) did give the game a lot more stability than there was prior to his looking at it.
I'm sure the other issues will be looked at on the 1st, when the cows return to work
I know , im just afraid they will leave it at 15 min like they did before on 10 mins then after lots of asking they made it 5 mins it is not like before in the past but 5 mins acceptable .
I hope they look for it
Posted by Tilley10
on 09 August 2021 - 23:04
I agree with the professional arena players that the spawn rates for arenas are skewed towards higher levels. It would be a very good thing to have 2 "fixed" arenas for every 100 levels - the arena level should be random as it is now within that. At the moment of me writing this, the lowest arena is level 177.
See comments below that agree with this.
Arena is slow again! the more high level tourneys spawns the slower it becomes...
Seriously it should be 2 tourneys for every 100 level i have said and many agreed on it , it is fair for all players not only high level players .
We need this modification on how tourneys spawn ,just increase number of tourneys won't help as the tourneys will spawn at higher levels.
I agree, this really needs to be addressed!
How can Arena be a balanced playing field for all players when low levels are not represented at all!?
Additionally, I believe for the 2 per 100 level range ratio to fulfil its function it needs to have 1 tournament at 1 - 50 and another at 51 - 100 for each 'division' of 100 levels.
AMEN!
I feel like it can take a while to hit those sub 100 tournaments and this would be fantastic!
Another thing that needs to be looked at is the 25% guild limit cap for entering arenas. This makes it very hard for larger guilds to have multiple members attempt to even enter arenas.
See comments below for some examples.
Starting with removing 25% guild limit if people are using their own untagged personal gear. Sure keep it for those using tagged gear, no reason outside of that to restrict. If you are joining with your own personal gear it is exactly the same as if you were guildless or in another guild absolutely no difference.
Make it 25% guild limit for those using tagged gear. Let it be overridden if someone is using all their own gear.
dumb rule LOL i wont explain why, cos things are better dumb, that said, could we at least have a marker for if a tournament is maxxed on guild members, oh wait, thats smart
@Arioche or HCS Staff: It may be a good idea to create a new thread dedicated to improving the arena. These two examples would be the beginning of changes that need to be made. Also included: move discussion, make block work again, different rewards (only thing valuable is Brewers), etc.
Thank you once again for your consideration and work on the game! ![]()
Posted by EpicPiety
on 08 August 2021 - 07:19
Dear Grim,
I am sad. Many arena players are sad too.
For more than a decade the Arena has been our reason for logging in to Fallen Sword. But the lake is dry and the fish are dying.
Changing the waiting time from 10 minutes to 5 minutes between rounds in a tournament, is like giving a grizzly bear 2 sardines in stead of 1, while a grizzly bear eats salmon. If the problem is in the database, please don't compromise the player experience by taking the easiest programming route.
Please listen to Pointyhair, because he speaks both your language on database stuff and our language of the FS addicts.
Please listen to Shindrak, because he has made the Arena his PhD. Shindrak is the Magnus Carlsen of the FS Arena. The chess community listens to Magnus Carlsen. The FS community listens to Shindrak.
At the minimum, what the community really wants to hear is that HCS is working on bringing back the smoother experience of the Arena with its varied level spawns and its quick and easy tournament results. Even if this means as "a long term goal".
Sardines are for stray cats who haven't tasted salmon.
We are grizzly bears. Rrrrawwr.
Starting with removing 25% guild limit if people are using their own untagged personal gear. Sure keep it for those using tagged gear, no reason outside of that to restrict. If you are joining with your own personal gear it is exactly the same as if you were guildless or in another guild absolutely no difference.
Make it 25% guild limit for those using tagged gear. Let it be overridden if someone is using all their own gear.
Posted by Dulcharn
on 07 August 2021 - 23:42
Hi there everyone.
The duration between Arena Tournament rounds has now been dropped from 10 minutes to 5. We hope you like the update.
~ Grim
Dear Grim,
I am sad. Many arena players are sad too.
For more than a decade the Arena has been our reason for logging in to Fallen Sword. But the lake is dry and the fish are dying.
Changing the waiting time from 10 minutes to 5 minutes between rounds in a tournament, is like giving a grizzly bear 2 sardines in stead of 1, while a grizzly bear eats salmon. If the problem is in the database, please don't compromise the player experience by taking the easiest programming route.
Please listen to Pointyhair, because he speaks both your language on database stuff and our language of the FS addicts.
Please listen to Shindrak, because he has made the Arena his PhD. Shindrak is the Magnus Carlsen of the FS Arena. The chess community listens to Magnus Carlsen. The FS community listens to Shindrak.
At the minimum, what the community really wants to hear is that HCS is working on bringing back the smoother experience of the Arena with its varied level spawns and its quick and easy tournament results. Even if this means as "a long term goal".
Sardines are for stray cats who haven't tasted salmon.
We are grizzly bears. Rrrrawwr. ![]()
Posted by shindrak
on 06 August 2021 - 23:08
Arena is slow again! the more high level tourneys spawns the slower it becomes...
Seriously it should be 2 tourneys for every 100 level i have said and many agreed on it , it is fair for all players not only high level players .
We need this modification on how tourneys spawn ,just increase number of tourneys won't help as the tourneys will spawn at higher levels.
MOBILE SITE | TERMS OF USE | PRIVACY POLICY | COOKIE POLICY | REPORT SPAM | PRESS | CONTACT US
©2013 HUNTED COW STUDIOS. ALL RIGHTS RESERVED
Find content