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Chazz224

Member Since 28 Dec 2013
Offline Last Active Feb 06 2018 17:01

#980060 GvG rework proposal

Posted by Ryebred on 24 April 2017 - 14:29

I believe I have an idea for a GvG update that will encourage more participation, offer recognition for excellence, and level the playing field. I don't think it would be too hard to implement as it would work using the same cool down period, and restrictions of the current GvG system.


Format: In my proposed system GvG would have two successive 5 month ladder periods each ending with a month long tournament called "GvG Seasons", then followed by a reset of the GvG rankings. *Amended*The top 25 guilds from the 5 month GvG period would receive invitations to the GvG Seasons Tournament.*Amended* The top three finishers in the tournament will take home trophies which would appear in guild achievements, and those trophies would carry with them benefits for every member of the guilds earning them. Bronze +1 stam gain per hour, Silver +2 stam gain per hour, Gold +4 stam gain per hour. The trophies, and the benefits from them are temporary and can change hands at the completion of each GvG Seasons Tournament. An additional incentive of being top 25, and qualifying for the GvG Seasons Tournament would be increased RP payout within the tournament -Double RP for outgoing wins, and Triple for successfully defending. GvG for those outside the tournament would remain an option, but no rating awarded for the month, only RP. Guilds inside the tournament would also still be allowed to GvG those outside the tournament, but for standard RP gains, and no rating transfer.

I think this format would encourage participation through potential rewards, and twice a year offer everyone a fresh start through the reset. I also feel the rewards are simple, not over the top game changers, that everyone can get behind.


Recognition: In addition to the trophies above, there would be two new medals associated with GvG. A GvG Seasons qualifying medal for each member of a qualifying guild. This medal would progress from bronze to diamond through repeat qualification at a rate decided upon by the administrators. The second medal would be the GvG dominance medal, awarded for being the number one guild. (GvG dominance medal would parallel PvP dominance in it would require XXX hours or days to achieve, and progress) Note: The medals are pride driven, offering no benefits outside of a duration boost to the "Pride" potion effects

Recognition for effort, and accomplishment in GvG is long overdue in my opinion. These are simple, and sensible additions that again I hope everyone can get behind.


Rewards: Trophies, and potential for greater RP gains for a month are the obvious.

It was important to me not to overdo the rewards end, and try to steer away from the trend many see in FS in overcompensating every game effort made. GvG has always revolved around Pride, and hopefully pride remains the driving force of the venue.

Leveling Playing Field: Resets alone give every guild the same opportunity to make it to the GvG Seasons Tournament, and the tournament itself offers a unique dynamic that could benefit deeper guild ranks, thus potentially limiting smaller GvG prototype guilds within the tournament through viable targets. This may encourage the smaller venue specific guilds to fill their ranks, or participate in the GvG Seasons Tournament potentially handicapped via having less potential guilds to initiate against. Larger guilds who would normally shy from attempting to compete have a set timetable, so jumping into any given reset period to mobilize, organize, and strut their stuff is feasible - can do just enough to get invite to tournament, then really turn it on for a chance at the hardware without having to buff 50+ people 24/7. The time limitations presented inside the month long tournament would require serious strategy; organization, team play, and planning to improve odds of success.

I've put a lot of thought into making GvG better for everyone, and trying to create the most fair system I could think of. I'm sure it's not perfect, but it is a major step in the right direction.


Side Thoughts/ Wish List: It would be cool to see new RP buff packs introduced as well for 1 click cover all buffing. Nothing crazy, just something to benefit the large (lots of members covered), and small (potentially limited human resources) guilds in making for the most possible competitive GvG venue ever. Examples are for 25 RP Invigorate 200, 25 RP KE,Coordinated ATT, Smashing Hammer 175, 25 RP LD,GS,HG,FS 175,....etc..etc. Something like that - I'm just throwing examples, these packs can be subject to community desire, but again it's important that we keep them reasonable - nothing overpowered -

I may add more to this portion. This is second time writing this idea, as first attempt last night was lost unfortunately. So if I forgot anything or think of anything else I'll amend the post. I look forward to feedback, and hope for support from both the community, and the administrators. Thank you ~ Rye

***Amended due to outstanding feedback***Three three month periods each ending with tournament then reset instead of originally proposing two five month version

50% reduced rp gains from guilds who are below the rating baseline of 1k rating. This will encourage a more competitive venue, and strengthen the value of RP. This will reduce farming, and serve a great number in the community who rather not have GvG shoved down their throats. I'm willing to take this concept a step further, and raise RP gains on successfully attacks on the top guilds to further strengthening competition incentives.

 

**The only way to earn RP in my proposed system would be win initiated conflict (no RP for loss or tie, and to further promote activity initiating guild would lose a small amount of rating on tie) and defensively RP can be earned by win or tie, nothing gained for trying and failing.**

I personally don't feel RP should be awarded for failed efforts on initiated conflicts. Defense efforts should be rewarded with RP, but when initiating losses and ties should get nothing. This will further increase Rp's value, as well as add incentive to defend, and waste the efforts of would be farmers.

 

 

Really like Kedyn's idea on an equalizer RP buff exclusive to the venue so guilds can booster defense quickly, furthering the theme of bolstering competition. Would love to iron out the details, and discuss it further.




#972807 PVP Seasons as a Global

Posted by Leos3000 on 01 December 2016 - 13:34

We could probably run a beta of it within the real game - we'd just need to ensure that it didn't use stamina / damage items / give rewards during the beta. I think that would allow more people to try it out as well and we could figure out what works / doesn't and get good feedback on it?


Testing it before a full implementation would be great. You should have most of the code and groundwork done for a lot of this to happen soon hopefully?


#972799 PVP Seasons as a Global

Posted by Hoofmaster on 01 December 2016 - 12:15

Why not have a beta to iron out all the kinks before introducing it as a global. That way it can be done right this time around. I'm not trying to put it down.. I appreciate the time that was put into it, and overall it was a great idea.. But it just had too many flaws.. If a beta was used in the first place, i think it could been a successful addition to the game. 

 

I enjoyed it for the most part but to do so i had to sink nearly 1k fsp in stamina and epic chests just to compete with the players 2000 levels above me. 

 

So, think it over.. Release it on a beta server.. And let us help you make seasons global work for everyone :)

 

We could probably run a beta of it within the real game - we'd just need to ensure that it didn't use stamina / damage items / give rewards during the beta. I think that would allow more people to try it out as well and we could figure out what works / doesn't and get good feedback on it?




#972866 pvp and gvg hits conflicting

Posted by matt2269f on 02 December 2016 - 17:12

If you are in a gvg and hitting a person and decide you want to pvp that target you have to wait 1 hr from last gvg hit ?

 

it seems like GVG and PvP should be completely independent of each other 

 

 gvg hits should be 2 mins and pvp 1hr between hits 

 

but since each type of hits are totally different in nature why does a gvg hit dictate that i cant pvp for an hr ?




#972693 Help Promote PvP and make Fallen Sword GREAT AGAIN !

Posted by Kbyte on 30 November 2016 - 12:12

Many players had posted in many different threads that at some levels they have few possible pvp targets, even sometimes only one possible pvp target.... let's say that target is an retired player, so the one "attacking" wouldn't be able to complete an Daily quest requiring to get wins in normal pvp (on active player) due having scarce amount of possible pvp targets on his/her range, so increasing the pvp range would help that player to also be able to complete an DQ like that (higher pvp range = more players to do pvp).

 

I can only see an clear progression in whatever level the player be with sth that we could compare to an type of "range" when we look to how frags are granted on breaking itens, which is 1~100 = 1 frag / 101~400 = 2 frags / 401~900 = 3 frags / 901~1600 = 4 frags / 1601~2500 = 5 frags / 2501~3600 = 6 frags / 3601~4900 = 7 frags / 4901~6400 = 8 frags / 6401~8100 = 9 frags / 8101~10000 = 10 frags ... we could keep following that logic on breaking itens up to whatever level EOC be at any day in the future it reaches.

 

Now returning to talk about pvp, EOC increases regularly but not all players level till EOC nor proportionally keep at least the exactaly "percentage"* from current level to EOC as he/she was before new content was relased ... even if all players were so dedicated on try to keep that "percentage"* the higher EOC the more likely the levels of players to become more sparsed in the "intermediate zone".

 

So an progression** to pvp attack ranges could be taken into consideration to reduce this natural tendency that comes with new content to make the pvp ranges with less possible players on range .... only really low level and EOC level ranges get more players because on low ranges there are players that don't want to level up + new players that comes to the game, while on EOC mainly remaning the old EOC players + new EOC players that managed to reach that current EOC level (mainly players that have an well upgraded character an may have donated to the game to improve his/her char in fsp upgrades), but that "accumulation" leaves even less players on the huge intermediate zone.

 

Just an extra here: *let's say, EOC was level 2800, and player was level 1400 so 50% of EOC content .... months later EOC level 3000 and that player leveling till level 1500 to stay at the very 50% progress toward EOC content

 

** this progression don't need to be exactaly worked on letting EOC ranges the highest as I mentioned before they "accumulate" old EOCer and new EOCers so that particular range has already many targets and even get more target within time.... so IMO hcs could follow a little the idea that had on arena like it bases the highest level player and reduce 20% to allow an max possible arena level to be randomly gerated but instead of 20% of actual max player level it could be:

 

0~10% of EOC player higherst level an specific pvp range (round up every 50 levels)

IMO: (+/-) 15 levels is good

 

10%~30% of EOC player higherst level another specific pvp range (round up every 50 levels) [higher than previous]

IMO: (+/-) 20 levels is good

 

30%~70% of EOC player higherst level another specific pvp range (round up every 50 levels)[higher than previous]

IMO: (+/-) 25 levels is good

 

70%~90% of EOC player higherst level another specific pvp range (round up every 50 levels)

[same as 10%~30%]

IMO: (+/-) 20 levels is good

 

90%~100% of EOC player higherst level another specific pvp range (round up every 50 levels)

[same as 0~10%]

IMO: (+/-) 15 levels is good

 

>>>Value of pvp level ranges up to discussion<<<

 

I know it look complicated but it would follow EOC at what ever level it be so it would not need so much to again later in the future to look again on increasing the ranges if for example EOC be level 10k and higher pvp ranges be needed again.... an Note could be added on attack player page about this to make it easier to understand -> 30%~70% may would get an good proportion of players with that new pvp range so whoever lower or higher would have the range limited just a little in comparision to others on that mentioned range as it is more normal to get more player on the extremes (low or high level).

 

***if by chance sb with an higher pvp range attack sb with an lower pvp range, it could also be allowed this player attacked to be able to hit that player during 7 days from the first hit [enough time even if the target gone offline for about a week] following the other player range just against him/her [so if the difference in levels get higher it would go out of reach in this case].... equal chances to both this way even with this flexible pvp range based on the highest EOC level.




#972652 Help Promote PvP and make Fallen Sword GREAT AGAIN !

Posted by wil72 on 29 November 2016 - 19:19

2nd suggestion following on from Chazz's first; a PvP Global Event. HCS, you must have looked at how one could be implemented, right? And Hoof, way back when, said that this would happen but as yet NADA.

 

Just throw into the game, I dare you, no, I double dare you.

 

Cheers.

 

wil72




#972620 Help Promote PvP and make Fallen Sword GREAT AGAIN !

Posted by sweetlou on 29 November 2016 - 16:30

The player base has become so thin, opening the PvP attack range makes sense. I have 7 players in my range for example. I'm absolutely sure there are ranges with much less. While some continue to want to water down PvP, after PvP protection was instituted I've wanted nothing but the opposite to make THE GAME GREAT AGAIN!! Let's hope Hoof has some time in his busy schedule to do some real development again.




#972605 Help Promote PvP and make Fallen Sword GREAT AGAIN !

Posted by Necra on 29 November 2016 - 14:19

in every single MMO - RPG game i have play'd in the past 5 years PVP is a strong thriving part of the game - games that expected to drowned became top mmo because of pvp and player interaction. unless its toon town or rayman to bring in more players i agree with promotion packs again and PVP needs to be improved and brought back as a fundamental part of FS




#970846 Improvements to PvP

Posted by Chazz224 on 27 October 2016 - 01:41

Here in this forum I'd like to make a few quality of life suggestions for the PvP and the game.

 

 

- First:

 

In the PvP Ladder: it seems that Guild mates are unable to compete with one and other this should be addressed. Anyone who has opted into the PvP ladder should be able to compete. However currently if multiple people from the same guild opt into the ladder they are unable to compete this is totally unfair and should be fixed.

 

- Secondly:

Due to the overwhelming population in this game, I strongly feel that the attack range between Player vs Players needs to be expanded especially in the higher levels.

 

700 - 999 = Should be able to attack anyone within 25 levels of their own personal virtual level

1000 - 1999 = Should be able to attack anyone within 50 levels of their own personal virtual level

2000 - 3000 = Should be able to attack anyone within 100 levels of their own personal virtual level

 

- Thirdly:

Above I suggested increasing the range of personal attacks in game, the same should be done for GvG.

In addition the games " TOP RATED " contains many inactive guilds - WHY??? History is nice but it should not hold a place on a Top Rated section of the game. In addition to the TOP RATED being brought up to date I'd like to suggest Quarterly Resets for the Top Rated GvG guilds. By doing this accomplishes clean competition and proper incentive for guilds to compete and not lose focus especially due to the quarterly resets.  

 

Also note that Guild RP packages could use some love as well - Remove older packs and replace with new packs please.

 

Please feel free to comment - Open to ideas and suggestions.

 

- Chazz




#869066 Guild Conflict Update

Posted by Hoofmaster on 16 May 2014 - 18:43

PvP changes????

 

This is another scary topic as it affects all the players in the game. Much like GvG's Hoof - all will agree that PvP needs " INCENTIVES" <---- NOT an OVERHAUL 

 

I would also like to know when next week? Time ? Day ? What if some of us are working ? Will there be another day and time to chat about each of these subjects? Hoof would you consider committing 2 days next week to discuss GvG's and the following week take 2 days to discuss PvP ?  Again it's reckless to have both subjects in one forum especially anything pertaining to PvP as people are always divided on this subject usually. Let us know please and thank you sir.

 

- Chazz

 

I agree with adding more incentives / rewards to PvP as well. Don't worry about the time / day - I'm going to be discussing it with BigGrim (taking into account previous suggestions for improvements) then I'll write up our thoughts on the forum for discussion. It's not something we're going to rush as it's important than any changes we make are good for the game and community overall :)




#869059 Guild Conflict Update

Posted by Hoofmaster on 16 May 2014 - 18:26

Why level 50? Did you just pull a number out of a hat? How bizarre!

 

It was based on the poll and discussion in the original thread about this change:

http://forums.hunted...showtopic=56774

 

 

I got very excited when reading there was an update for GvG then sad when I read the update was somewhat unnecessary at this point.  New players can hit lvl 50+ on day one with a small amount of guidance. With all the great GvG ideas on other forum threads, which are locked now for some reason?, I was hoping for more! With the upcoming trial run of GvG's that Brice has organized I thought this might be an update in anticipation of reviving my favorite part of the game.  Thanks for the updates though Hoof. And as always, I am available for discussions about the two aspect of the game I excel in, GvG and PvP.

 

~Cheers

 

New players can reach level 50 relatively quickly, however it does mean that they will have had some experience of the game by then before getting involved in a Guild Conflict which was the point of this update :)

 

 

TO me this was something as needed and will be as productive for GvG as 7 day protection was or forced teammate upgrade, so it dropped its interest and activity by half for the mule rule and half again for the find someone who has found another player in his range thats still active rule so with this we now have 12.5% interest in all of it. 

 

Made a lot of suggestions that since it only covered half the spread of levels in game now and has been years since anything was added that maybe some RP items would be nice and put a little more interest in it, alas that didnt happen.

 

Sorry if the tone of this post isnt upbeat but I have ranted with my "the end is near" sign for a while now and I find myself barely comming on to chase a titan nowdays,,, theres just not enough players left to play with to then check activity and then see if Ripple can do the same. All this means is a ton of players are going to level to 51 one after the other till all their accounts can RP farm again. 

 

I agree new rewards need to be added but I think the whole system needs more discussion on how Guild Conflicts (and PvP in general) can be improved to make them more fun and involve more players.

 

 

OVERHAUL???? :huh:

 

Hoof I'm truly scared to think how " Overhaul" is defined in this case? GvG's are good as they currently are. However this being said I am referring to the combat system within GvG's alone. The game needs new and improved incentives regarding GvG to help spark some activity. There have been forums, discussions, and many ideas on this subject so far, so seeing this and waiting 4 yrs to see something done understand the disappointment by many at this time. Patience is a beautiful thing and we all understand how difficult things are and can be but GvG doesn't need an overhaul it needs incentives.

 

Such as:

1. Many have agreed the idea proposed of GvG Ladder resets quarterly ( Once every 3 months) was a great idea and should be pushed through.

2. New rewards using RP is long over due. This means BUFF Packages - maybe GEAR or schematics for gear.

 

Not sure what overhaul is but last time we spoke of GvG's and possible overhauls the ideas were far out and nobody accepted them or felt they were good for the game. Simple is good - Complicated or anything too far out or different from what the game currently has will not be accepted, so please keep all this in mind when sharing or talking about future ideas.

 

- Chazz

 

Agree with the new rewards being added and yeah I think having it reset is a good idea too (with maybe special rewards for those at the top of the leaderboard at that time). Don't worry though - we're not going to make any radical changes without discussing it with the community first :)




#869005 Guild Conflict Update

Posted by DeadParrot on 16 May 2014 - 14:04

Any update is welcomed, and this wee update is also welcomed (not sure why level 50 instead of, say, 14 days), but boy oh boy, PvP needs some lovin.  

 

DP

________________________________________________

 

Expand those ranges

 

789px-USA_Expansion_since_1803.jpg




#867635 In-guild Pvping

Posted by DomCorvis on 09 May 2014 - 13:40

many many people would use this so long as it was just that... a training/sparring ring type of upgrade. Would be a great way for some of us to teach the new crowd how buffs work/basic pvp mechanics/enhancements/transfers/etc . I'd say normal stam cost/ no xp loss/ no lvl caps. If a lvl 2000 wants to teach a lvl 50 then they should be allowed.....after all its no monetary gain and no harm to anyone.




#865188 PvP Tutorial

Posted by DeadParrot on 25 April 2014 - 15:21


There is one unfortunate problem with a mentor system that makes me squeamish.  Too often people these days  don't want to patiently learn, they want a "win" button, and they assume "mentor" means ATM  (yes, I sound grumpy & old even to me).  Example -- I know many arena players get this frequently and are simply asked what gear to wear for what level and the player cares less about the "teaching" and more about just being handed the win.

Tell me about it Kath.  I've jumped into PvP and found it boggling putting together set ups and counter set ups.  I've played around with the wiki and guide for countless hours, comparing each set up with max buffage and forging.  I've spent hundreds of dots on gear for my ladder.  But without the help of players like Sithstress, Markaaron, egsix, and others, I'd be further behind in my efforts.  Discussing YOUR kits with veteran pvpers, not asking for THEIR kits results in alot of help...

 

...and I'd like to mention that Chazz helped me immensely when I took his bounty, soft cleared him, and he buffed up, suited up, and kept switching gear to keep me thinking and adjusting, live.  That was the best lesson on which kits need to be created to combat others.  If some arena/pvp folk get touchy about their work, it's understandable....count me in this category now.  

 

...DP

 

p.s. PvP is expensive if you want boss kits, but fun as hell.




#862940 revert pvp to 2008

Posted by BAOH on 15 April 2014 - 07:32

i dont stand with reverting PvP back when players traded hits for rating/dominace on the BB - where the ladder was a joke(something players seem to forget) - when you could drop players as many levels as they had 9/10 hitters on the BB for one attack - no prestige - no ladder bracket system - aaaand that horrible scaling XP loss... no thank you

I started playing FS back in 2007 when PvP was the great thing about the game, what got me hooked!  There was no ladder back then, and if you look at it now, it's still a joke IMO.  The ONLY good change I can think of that the cows did for PvP in all this time is to even out the scaling xp loss.  It did have its ups and downs, but I tend to like how it is now better.

 

But yes, the number of online players at any given time, even during these global events, are a far cry from what they used to be on a daily basis.  Sure you can say it's because this game is old and out of fashion, but if you look at my sizable list of allies and enemies, I could easily say that 90% of the inactives quit because of what the cows have done to PvP over the years.  Even among the players who I knew and never made it to my list, nearly all quit because of the changes that were made to the PvP system.

 

Perhaps if they removed the level loss cap, they wouldn't have to put out new content as often as they do :P






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