Is it not possible to have a more flexible system where you can build your own packs? Each skill is weighted to have a different RP cost. Just a quick thought, pretty timeless system
.
missshiv
Member Since 01 Nov 2016Offline Last Active Mar 28 2023 16:37
Community Stats
- Group Members
- Active Posts 36
- Profile Views 5,008
- Member Title New Member
- Age Age Unknown
- Birthday Birthday Unknown
User Tools
Latest Visitors
#1009183 Proposed Guild RP Packs.
Posted by EpicPiety
on 28 March 2023 - 16:14
#1009158 Planned GvG Updates
Posted by Toreth
on 17 March 2023 - 15:33
TL;DR: Send the trials with the caveat of increasing the level ranges as part of the trial. This is a fix to the structural portion of how GvGs are done; rewards come after the structural part is fixed. Current Epics from GvG Rewards: 25% of them are upgraded; other upgrades still pending. Opt-out is terrible - notification system allows for Unbreakable casts to assist in the ONLY negative of gear damage.
While I certainly don't envy HCG for having to come in here and sift through the posts, trying to decipher what's legitimate and what's an "I want," I do hope they can see the dichotomy of the players in the community in regards to this aspect. What's a little surprising is the fact the HCG has come out and said "this is a trial," which has been met with disdainful comments of "No. Terrible. That's not going to work. That's no good." when the proposed quality of life changes haven't even been attempted yet. HCG has finally come down after how long to breathe some life in an absolutely dead aspect of the game?
Obviously I agree and support what's been proposed being the original, original poster that Arioche linked to, but there's a reason each of those were brought up initially:
- Reducing Offline Time for Targets: This is to help prevent farming completely AFK players. Someone is much more likely to show up online if they've been AFK for ~24+ hours when compared to ~6+ days. Traditionally, once someone hits that ~48 hour mark, the chances of them logging back in for any reason drastically decreases.
- Expand Level Ranges: This was proposed to go hand-in-hand with the Reduction in Offline Time for Targets as well as provide more overall target opportunities in dead ranges not at the very low or very high end of content where players are crowded. This is one I would strongly urge HCG to do in conjunction with the Reduction in Offline Timer during the trial as doing the former without this limits options for players.
- Notification System: Also should be self-explanatory; nobody likes to be hit while they're AFK and not know about it. Imagine you're going to be pelted for 25 hits and there's an option ahead of time to give you notice to, at the bare minimum, buff up with Unbreakable. Now you've saved yourself gold. Without the notification and time for prep? No time for anything - have fun with that bill. And all of this is for the casual - those who want the hard core will only utilize it for much higher potential.
Everyone keeps touching on rewards, but they fail to address the core issue of GvG being a "I wanna farm AFK players who are unprotected." These would assist in doing that. Until the core is repaired, at least some, then the reward structure will do nothing but become stagnant rather quickly even if things are introduced.
"I want new items and new epics." Sure, but have those who've asked for such things taken note of the Epics that are currently in the process of being upgraded? Only 5/21 (or 5/20 if omitting Cobalt Rune due to low level) have been upgraded so far. That's 25% or less of the way done on those upgrades, but they are coming. BG said it was going to take a little while as it has to be done in phases. The impatience and desire for instant gratification is going to run this into the ground before it even has a chance to take off.
Others have tossed out other ideas around as well; some with merit (Structure for the notifications), others without (“Let me just disengage from GvG altogether”). There are also some that would require more substance from HCG, which also isn’t feasible:
The seasons idea was brought up in the Original that Arioche linked to that had favorable HCG response:
But, if the core function of GvG isn’t patched first, then the GvG ladder system will be just what it is now - “farm AFK players and race to 1st; then, park until the reset.” These ideas up for trial are the initial steps into injecting a competitive nature back into FS. GvG (and PvP, but that’s a separate topic), are meant to be competitive in some regard, but there’s nothing to appease those who want a challenge.
#1008155 Game Update v3.9 / App Update v1.2
Posted by EpicPiety
on 11 August 2022 - 14:46
The captured relic slot is a huge W.
I think 2% stats makes sense for the achievement. In a future update you can possibly offer tiered achievements and expand. I do think the max stam is rather lacking, some relics give out 2500 stam. Wouldn't hurt by any means to bump to 500 or so.
The one I am most dissatisfied with is the stam gain one. Effectively its impossible for all but 3 guilds. It will cost 75m stamina and is not worth aiming for. It will need to be achieved passively to be worth it which is impossible.
Bring the kills down to 50m and convert it to contribution.
Without this change it will never be done. This will also open the achievement up to more guilds. Simple math will point that out.
#1008096 Game Update v3.9 / App Update v1.2
Posted by Tilley10
on 05 August 2022 - 19:40
The rewards listed for spending millions of stamina is an absolute joke. It truly shows how out of touch the people who decided the rewards are with this game. It is borderline insulting to think it was adequate.
+10 stats doesn't have any impact - not even to a level 1 player. You may as well take away the "reward" and have it be the guild achievement completed on the guild page - it would be the same. Not a single person is going to rush to complete any of those achievements.
This has got to be increased substantially. Changing it to a percentage increase is a great start. I am very much in favor of changing it to 5-10%.
Or, have 1 of the achievements provide the stat percentage increase and change the other rewards: increase max stam by XXXX, increase gold gain by XXXX, increase XP gain by XXXX, increase shard gain by XXXX, increase all enhancements by XXXX, etc.
Anything at all would be better than what is listed as the reward right now.
#1008091 Game Update v3.9 / App Update v1.2
Posted by yghorbeviahn
on 05 August 2022 - 16:47
#1007909 New Titan Items!
Posted by TheCount
on 27 June 2022 - 13:35
Currently, even adding 1000 extra stat points can make a huge difference compounded with buffs. You're wanting that but tenfold. They're already all but necessary for high level "epic" enabled arenas. Members of your guild have already branded them as the "meta" and another consideration is Invigorate adding an extra 1.75% overall.
While the new epics were already overpowered by design, I feel they handled the addition very well. Now there are rare and very powerful items people can collect, they already do something no other single item can do outside of their rarity by giving +7 Stamina gain.
- missshiv likes this
#1007856 GvG - The Rejuvenation
Posted by Ryebred
on 22 June 2022 - 01:14
Love the idea's. Opposed to incoming prep alert being more then 5-10 min warning. Part of being elite in the venue is preparation and discipline. So that warning would be more or less buff opportunity. They can create a twitter effect like hit alert system right into app if it's not already there. Any change to breath life into it is a good one. You're list of ideas imo are solid and deserve serious consideration. Best wishes
- missshiv likes this
#1007818 GvG - The Rejuvenation
Posted by Maehdros
on 16 June 2022 - 12:58
If the # goes below 4, they can't initiate or show on the rankings/ leaderboard. This could be tweaked I guess? Just a suggestion, as I've seen various dead guilds with 1 player or guilds with players under level 50, sitting on the rating leaderboard.
Gvg rating decay? Be active or drop in rankings. Simple.
As has been mentioned previously, guild lock players or a gvg cooldown if they leave a guild could be ideal. I think the 4 active minimum could help with that?
Nice to see some good discussions on the forums
Some great Ideas from T as always.
Cheers!
~ Maeh
#1007790 GvG - The Rejuvenation
Posted by EpicPiety
on 13 June 2022 - 14:51
No to the notification and waiting period. People are busy and they can't always schedule a time to initiate a conflict then wait "X" hours to actually start hitting.
So you'd rather not know when a GvG is coming in? Arguably this is better following the problem you brought up. The problem is, someone can GvG a guild and be done before they can even prepare. It's far more competitive when both sides can strategize and prepare.
Could just be 1-2 hour notice, some notice is better than absolutely none.
- handitover, nickkc420, BadPenny and 2 others like this
#1007796 GvG - The Rejuvenation
Posted by BigGrim
on 14 June 2022 - 14:28
1. 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.
Agreed. Been asking for that since Conix told me notifications were being added to the app.
2. 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.
I can see this.
3. 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.
Again, I can see this.
4. 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.
Been needing to update the RP packs again for a while. As for the potion idea, I've wanted that exact feature for years.
5. 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
Seems cool. Can be discussed.
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.
I have no problem bringing this to the guys to discuss the possibility of these reasonably straightforward changes.
~ Grim
#1007801 GvG - The Rejuvenation
Posted by yghorbeviahn
on 14 June 2022 - 23:35
2- Prevent any recruitment during a GVG (use your members to defend yourself)
[/quote]
With Titans, you can't hit any Titans through the first 7 days you join a guild (Still able to hit through personal cooldown), so the system already exists, just adapt something similar, and I think it's a good thing to have...Guilds can still recruit anyone, but that person cannot be hitted, or hit anyone in the conflict.
#1007802 GvG - The Rejuvenation
Posted by Toreth
on 15 June 2022 - 02:16
As much as I understand the want for this, this change would require a fair bit of additional coding due to the potential change to parameters. BG said in another thread that things can't go through a complete overhaul, so while there's some merit, I don't foresee this happening. Plus, levels are easy to lose now-a-days. There's always the potential to drop down further into a range of someone else.1- Players will have their VL locked from the beginning to the end of the GVG, this prevents players from escaping the range (For example, my current LVL 268 and VL 299, if I make a GVG and reset my points, it will be unfair to the target)
Not a bad idea - I don't think completely locking out recruitment is correct, but something that yghor said is probably more feasible.2- Prevent any recruitment during a GVG (use your members to defend yourself)
There's actually already a requirement for a guild to be level 100 to initiate a GvG conflict. Maybe you'd want to see that raised some?3- The guild has at least 7 days of creation to start a GVG, avoiding fakes multis guilds ( Or maybe you need the guild medal to participate (defend or attack).)
I initially had ideas of the rewards from the mentioned GvG seasons requiring Guild Loyalty medals of Silver+, so the Guilds participating would be required to maintain some level of continuity to be rewarded. The only reason it was omitted wad because I'm unsure as to how much potential coding that would require.
#1007785 GvG - The Rejuvenation
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.
- EpicPiety, Filletminion, Maehdros and 10 others like this

Find content