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Tournament Store Update

Posted by Admin-Wisteria on 15 Jun 2018, 11:10 pm

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Hey everyone! Just a quick announcement to let you know the tournament store has new listings.

Please note this isn't a complete list of all the items that will be available through the shop.

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    • The new VP shop items are so overpriced I switched my Warrior to an Explorer. It's not worth the effort. I'm actually missing the old warrior system.


    • andperry428 Loot Cave is there, but you need a lvl 10 warrior to access it. I recommend fighting as much as you can in your village's top tier to get to lvl 10. It might feel grindy, but once you get to lvl 10, a TON of equips open up to you and you will be able to kill a lot more things than you have before. ^^


    • So is loot cave ever coming back or am I just going to waste my coins buying sky coins?


    • I was just starting to like the warrior career some as I finally leveled up to an level 11. (Sad right?) But I'm really tired of the staff ingoring that fact that the PVP is highly unbalanced!! (Well, at least, it seems like it since there has never been a mention of fixing it, since well before we told about the upcoming FOB festival) I mean for the entire FOB festival both myself and my mother (TigTigrou ) were basically outgunned by the other players that we were matched up with! My warrior, Ciaran for the most part had been stuck at a level 10, meanwhile my mom's warrior, Lady Godiva was a level 12. I only say outgunned because the system kept pairing us up with warriors that were any of the following levels; level 15, level 17, level 18, level 20, level 23, level 24, level 28, level 29 and once my mom was even paired up with a level 30! I honestly think the PVP system needs balancing or the lower level players like myself and my mom might never be able to achieve the VP to buy the new items in the shop. However this is just my opinion on the matter and it might not be the same for other lower level players.


    • I also feel the vp shop prices are too high. Unless the new recipes and form amulets will drop in a battleground? Admin-Wisteria will there be more ways to obtain the new vp shop items?


    • I'm not sure how I'd ever be able to afford those prizes. With only 2,000 points that would be quite a way to go.


    • flashwolf

      The main problem is time, unfortunately - we don't have enough time to test everything out in advance in an enclosed environment, so we always get this sort of reaction.

      For example, I haven't been able to go through and ensure all the recipes are working, nor that the items themselves are properly balanced. I managed to spreadsheet values for various items for the Amethystine Steel ingots and tried to achieve some sort of balance there, but there's thousands of items of items that need to be catalogued and valued for a functional economy.

      Basically, there's probably enough work to be done to support multiple jobs with the money to back-up exactly none of them; trying to weave in time for Furvilla can be tricky, doubly so when motivation is low.

      I can't exactly blame people for not wanting to go through the database and pick out every item and value it according to player-trends; it's tedious work. I remember things were fairly hectic when we had to sort through the STL thread last year - manually, checking player inventories and awarding each item one at a time. That's sort of where we're at now.

      To that end, it's usually best to just release content then quickly balance it as best we can based on player feed-back - it's not exactly ideal, but it's the only way to maintain any sense of sanity we might have left. People are usually fairly vocal, so these sort of discrepancies are usually cleared up in a day or two. That said, I can't fix or tweak something I don't know about - and often times (like the Amethystine equipment) I don't hear that people aren't satisfied with the options until much later, so I appreciate players speaking their minds.

      All that said, @Xyumika has been fantastic all around - they managed to save the OFB festival, even!

      Some of the other mods are playing around with ideas for a new career, and hopefully that'll give players some alternatives to the battle system - I'm hoping that if we're able to add new types of content, then the warrior career will have less emphasis overall; right now, that's all that's really seeing frequent updates and they're entirely arbitrary at that.

      All this compounds down to this, though: we need time, both to make sure we're motivated & to deal with our personal lives. We're all volunteers at this stage. I had hoped to create a long-term goal for players to buy us a bit of time to sort out other aspects of the site without throwing another wall of RNG at players, but I agree that the results were.. excessive. I've made some tweaks, hopefully things will be a bit more manageable now.


    • Admin-Wisteria Thank you for the thoughtful reply.

      Valor points don't need to scale with higher charge grounds. I've capped valor points pretty quickly in the last 2 tourneys in the PVE section. I do think at least raising that cap if it's not possible to remove it all together would help. VP also doesn't need to scale because we can only enter 1 warrior in the tourney anyway. Extra warriors could easily handle higher charge grounds with no thought to VP loss.

      Deadlier Monsters felt FUN to me. I finally got strong enough to fight in a strong battleground and the drops/FC felt worth it. Now, I have to force myself to grind, and it is not fun.

      I understand about what you mean about making meaningful content. Maybe at this point in the game's life it is OK if multiple players can make many things. I think to encourage new players and older players to stay, there needs to be more to accomplish. I'm not sure if the site is at a stage where it needs many "god items." The playerbase is small. We just want things to do, and things that we can accomplish to keep us interested in doing them.

      I personally am at a point right now where there is literally nothing for me to do other than grind exploring/warrior and hope maybe someday I can make something cool.

      If 4-5 players pool together to make the lance, who keeps the lance? I personally would not partake in such a pool. Many of the items in recipes are not easily tradable. Here is a quick look at the stalls.

      Azure Feather -300k minimum in stalls, not enough even for sale to do anything with
      Topaz Feather - approx 100k
      Anodized Aluminum Lump - 70k (from one seller) the rest are 100k and up

      Some of the other items Onyx Arm Straps/Oceanic Ruby/Dark Mythic Tablet/Toxic Candycorn just to name a few, are in the somewhat affordable range, but there aren't enough on the market at prices that would allow viable crafting.

      It's good to hear that other items are being considered. I would love to see some things like medicines, morphing potions, heck even furniture have a use. I love what you do with warrior, it is the most fun on the site activity wise, but there are other careers that could use an economic boost. I would love to see the "it takes a furvillage" feel to come back.

      Anyway, I can go on, but I'll shut it. The coder has been amazing, BTW. They fixed my gallery issue and I've seen them around doing things. I understand things take time! Thank you again for replying. I do ultimately have faith. I feel strongly about these things and appreciate you listening.


    • So there is a cap of 30,000? How in the hell am I to ever get the vampiric blessing amulet now? I was so close to the 6,000 before I was forced to spend it because my points were taken away. I'm probably done with warriors for a long time now


    • flashwolf

      A lot of the trouble comes from items being easily tradable - take the chocolate candy corn, for example - 4-5 players can pool resources and make the lance fairly easily.

      I'd be able to increase drop rates on items if they couldn't be traded, just an interesting tangent.

      I wouldn't mind adding higher charge battlegrounds back as well - I can improve drop rates drastically when multiple charges are consumed. The main issue here is valour points - they won't scale.

      While the ingots were designed around supply/demand of existing items, the legendary items were largely designed with flavour in mind.

      I was looking to use older items as well, especially with the Amethystine items, but I just don't have the information I need to reliably price them - I have a much better idea of what I can reasonably do with warrior materials.

      I'd personally be most comfortable if players made 2 or so of these items a year; if multiple players have a complete set, making meaningful content would be that much trickier.

      I'd ideally like players to pick one of the items and focus on that, while trading other supplies with other players - I.e. Player A sends their lumber to player B, and player B sends their candy corn to player A.

      That said, what happens next is ultimately up to the playerbase - for example, I can drop the material requirements to make them ~50% easier to craft on the whole, but their power level would need to drop by about 25% to compensate.

      It's early days yet, so we'll figure something out. The coder has been busy chipping away at bugs right now, so any solutions in that department may take longer to implement.