4.3.1-r3 © 2006 -> 5.3.1-r1 © 2025 New game improvements proposal

  • It's been years since BiteFight last saw any significant updates, and while many of us still enjoy the nostalgic charm of this classic game, it's clear that it could benefit from a fresh breath of life. In this post, I’d like to share some ideas for improvements, quality-of-life changes, and new features and items that could help modernize the game while staying true to its original spirit. Whether you're a long-time fan or a returning player, I believe these suggestions could make BiteFight more engaging, balanced, and enjoyable for everyone.


    1. Adventure Mode – Visible Elements + Show/Hide Option in Settings

    aspects-in-adventure.png



    Why? Players won't need to return to the Elements tab to check progress. A toggle in settings would allow users to hide or show this feature based on personal preference.

    2. Reset Elements to Base Value (1000) for Hellstones/Gold

    Why? To give players more flexibility in switching their build and make it quicker to change development paths.

    3. Element Tab – Show Bonus per Level


    Why? Currently, players don’t know what bonuses each element level provides. Adding this would bring clarity and help in planning upgrades.

    4. Events Moved to the News Tab + Small Event Icon

    events-to-news.png


    Why? The current event box is too large and forces players to scroll down to see their character. Moving events to the News tab and adding a small icon (with tooltip showing event stats) would make the interface cleaner and more informative. It would also be nice if planned events were also added to News tab so that players won't have to check Bitefight forum to see what's comming next.

    5. New Potions in Shop

    • Medium Soup of Life

      Healing: +225,000 HP

      Cost: 50,000 gold

      Required level: 300

    • Big Soup of Life

      Healing: +1,000,000 HP

      Cost: 200,000 gold

      Required level: 800

    Why? Higher-level players need stronger healing options (potentially).

    6. Invigorating Potion

    • Cost: Equivalent to 8 hours of cemetery rewards or 10 hellstones

    • Duration: 24 hours

    • Effect (Use #1): Stores unused action points beyond max limit (e.g., 4 AP/hour × 24h = 96 AP stored)

    • Effect (Use #2): Restores stored AP

    • If this potion is used to store AP during XP event, then those AP are taken from specific event AP bar (check out point 21) and this potion can only be used (effect Use#2) when event with the same or similar modifiers starts again. (prevention from stacking AP on purpose for XP events)

    Why? Useful for players who miss days due to vacation or other reasons. Helps avoid losing AP and adds strategic inventory management. It would be first double-use item.

    7. Premium Potion Adjustments

    • Duration: All premium potions should last 24 hours, regardless of server speed.

    • Hellstone Cost Reduction: Decrease cost by 50% to encourage more frequent use. Example:

      • Defense Potion: +10 Defense / 24h / 1,000 gold + 2 hellstones

      • Elixir of Defense: +30 Defense / 24h / 1,000 gold + 5 hellstones

    Why? Makes premium potions more appealing and boosts hellstone spending overall. I also suggest to add Greater elixirs to the game for players above 300lvl which will cost 1,000 gold + 10 hellstones and will give +50 to strength, dexterity, defense or charisma.

    8. New Utility Potions

    • Thief's Potion

      Duration: 1 hour

      Cost: 1 hour of cemetery reward

      Effect: +20% gold stolen in PvP

    • Anti-Theft Potion

      Duration: 12 hours

      Cost: 1 hour of cemetery reward

      Effect: -20% gold lost when defeated

    Why? Encourages PvP activity, boosts strategy, and enhances the marketplace. Low-level players can profit by selling these potions. To prevent any attempts of cheating with providing "infinite" amounts of cheaper potions by lower level to higher level characters, low level player need to log in to account for 7 days to be able to sell those potions.


    Yes, low level players will be able to sell Thief's potions and Anti theft potion's for higher level players in marketplace for maximum of 12h reward from cementary.

    9. Marketplace Improvements

    • Allow sale of 100% HP potions and all premium potions (except Invigorating Potion)

    • Max price depends on level-based cemetery reward (max: 24h reward)

    • Example: Level 36 player earns 2,000 gold/hour → max sale price = 48,000 gold

    • Spheres: Should follow the same pricing rule

    Why? Adds trading depth and support options for guildmates, boosting interaction and economy.

    10. Library – New Function: Clean Papers

    • Resets lost/looted gold and fight counters

    • Cost: gold or hellstones

    Why? Allows players to maintain clean stats, which is important for personal satisfaction or guild applications.

    11. Church – New Function: Exorcism

    • Cost & Chance:

      • 5 AP = 50% success

      • 10 AP = 75%

      • 20 AP = 100%

    • Effect Duration: 24 hours

    • Cooldown: 1 hour after effect ends (usable once every 25 hours)

    • Outcome:

      • Negative: -5% to -20% on one or more stats (in total)

      • Positive: +5% to +20% on one or more stats (in total)

    Why? Adds strategic risk-reward mechanic, creates unpredictability in PvP.

    12. Spheres – Fixed Duration: 24 Hours

    Why? Spheres cost precious shards. A 24h duration gives better value.

    13. House of Pain – Bonus for Weaker Players

    • Stat Bonus Formula:

      • Based on strongest signed-in player (total stats ÷ 2 ÷ 100 = bonus %)

      • Bonus capped at top 10 players excluded

      • Example: Strongest player's total stats = 2,799 → 13.99% bonus

      • After signing to house of pain weaker players can choose to which attribute they want to get bonus - strength, defense, dexterity, endurance or charisma.

      • When strongest signed-in player signs out % bonus for others automatically changes to second strongest signed-in player who is taking the lead. Players don't have to choose bonus again but if they want to change it, they must sign out and sign in again to pick different attribute bonus.

    • Low-Level Bonus in PvP:

      +2 random stat points per level difference against higher-level opponent from house of pain

    • Why? Encourages sign-ups and gives weaker players a fighting chance. Bonus stacks with Exorcism.

    14. Monster Difficulty Increased by 10%

    Why? Balances out buffs from Exorcism and House of Pain.

    15. Daily Login Reward – 1 Hellstone

    Why? Players have limited access to free hellstones. Daily rewards promote login consistency and help non-premium users catch up. Encourages competition and long-term engagement.

    16. Fix Registration & Login Issues

    • Resolve Google login and account creation errors on Polish servers

    • Fix “unable to log in” bug

    • Currently, some players can only register via OGame site workaround

    Why? Fixing these bugs is critical to retaining and welcoming new players.

    17. Guild Dungeon / Weekly Raid System


    Weekly guild-wide challenge where all members can participate in clearing a special dungeon.


    Why?

    To strengthen cooperation between guild members and introduce new strategic, PvE-based content.


    How it works:


    Available once per week (e.g. Friday to Sunday).


    Guild activates the dungeon using gold from the guild treasury.


    Every player gets a limited number of attacks per day (e.g. 3).


    Dungeon difficulty is based on the average guild member level.


    Full dungeon clear grants extra rewards.


    Rewards:


    Gold, experience, hellstones, item fragments, or temporary guild-wide buffs (e.g. +5% experience for 48h).


    Guild leaderboard based on damage dealt or speed of dungeon completion.


    Higher difficulty options (Heroic, Nightmare) with increased rewards.


    Cosmetic bonuses like titles or aura effects for top-performing guilds.

    18. Global PvE Boss with Server-Wide Reward

    A powerful monster appears on the server once per week. All players can attack it to contribute to its defeat. When the boss dies, a quest is marked as completed and everyone who participated receives a reward.


    Why?

    To unite the entire server around a shared PvE challenge, reward all levels of activity, and offer a fun, time-limited cooperative event.


    How it works:


    Boss appears at a specific time (e.g. every Sunday at 18:00 server time).


    Massive HP pool scaled to server population.


    Boss lasts for 24 hours or until defeated.


    All players can attack it (e.g. once every 3 hours).


    Players fight PvE-style and deal damage without risk of death.


    Rewards:


    Everyone who dealt damage receives gold, experience, and minor buffs (e.g. +10% AP regeneration for 24h).


    "Quest Completed" reward is granted to all contributors once the boss is defeated.


    Top 10 players based on total damage dealt receive bonus rewards (e.g. shards, item fragments, unique titles).


    Visual examples of how those bosses might look like:


    Troll boss:


    troll-boss.png


    Dragon boss:


    dragon-boss.png


    Dark Dwarf boss:


    dark-dwarf-boss.png

    19. Better explained statistics


    Players want to know for example what's the difference between bonus damage and basic damage or how much 1 point in strength increase player's damage. From my research it turns out that bonus damage is used only if you are starting fight player but after fact checking with guild member it turned out it's not true and I'm confused.


    New ideas:


    20. PvP


    Currently, since servers are underpopulated and have very few active players, and because the Battle Value (BV) narrows down attack options even further, I propose some changes. There are absurd situations where a player has no opponents of the opposite race within their BV range and cannot attack at all unless they sign up for the House of Pain.


    a) Change to XP gained from battles – harder fights should grant more XP, while easier ones should grant less. XP values should be increased so that they amount to 50%–100% of the XP a player would get from the dungeon on hard difficulty at their level.


    Explanation: The times of “mini-killers” ended with the introduction of BV. Nowadays, having a high BV (high attribute values) at a low level is a disadvantage, not an advantage. Therefore, receiving more XP than just 2–3 XP per fight is a necessity, not an option, if PvP is to remain relevant for players.


    b) New attack option – “blind fights”

    • The system generates a random opponent for the player to fight in PvP.

    • This opponent is a brand-new monster with unique equipment.

    • After defeating the opponent, the player receives a certain amount of gold and a shard of one piece of its equipment, depending on the difficulty and attributes of the fight (before the fight, the player chooses which type of equipment they want the shard for).

    • I propose starting with 10 PvP monsters, each with a unique equipment set.

      • Example: there would be 10 different shards for helmets, and a 10% chance to encounter an enemy carrying the 1 out of 10 possible helmet shards that the player needs.

    • The player needs to collect 50 shards of a specific piece of equipment, after which they receive a temporary bonus. (10 available monsters with 7 pieces of unique equipment each = 70 available bonuses, 10 different bonuses for weapon to pick from, 10 different bonuses for helm to pick from etc.)

    • A player can hold up to 7 such bonuses at once (one for each type of equipment). Bonuses can be switched, but switching removes the previously active bonus.

    • Once activated, a bonus lasts for 24 hours but can be extended. If not extended, it disappears after 24 hours, and the player must collect 50 shards again to regain it.

    • To extend a bonus, the player simply sacrifices any collected shard of equipment. Each shard extends any active bonus by 24 hours. A bonus can be extended up to a maximum of 30 days. After 30 days, the bonus disappears and must be rebuilt from 50 shards.

    • In player vs. player battles, the player receives 1 random equipment shard.

    Example bonuses:

    • Blazing Ember (weapon) shards 50/50 – effect: +12 base damage, +50 strength

    • Icy Blade (weapon) shards 50/50 – effect: -12 base damage (on opponent), -50 strength (on opponent)

    • Leaf Cloak (armor) shards 50/50 – effect: +4 base hit chance, +50 dexterity

    • Tornado (boots) shards 50/50 – effect: +20 hit chance bonus, -20 dexterity (on opponent)

    Explanation: This system eliminates the problem of lacking PvP opponents and gives players real motivation to stay active in PvP — they fight for shard bonuses. These bonuses don’t take up equipment slots and don’t increase BV. A player can gain at most the same XP as from the dungeon on hard difficulty (best case) or half the XP from the dungeon on hard difficulty (worst case), which solves the problem of insufficient XP from PvP.


    21. Changes to event mechanics


    Currently, players knowing about upcoming events often stockpile their AP to use it once the event starts, so they begin with maximum AP (especially XP events). To counter this “calendar-style gameplay,” where it only pays to spend AP on event days, I suggest a different approach.


    a) At the start of an event (except hellstone events), the regular AP bar freezes. A new full “event AP bar” appears. During the event, players spend points from this event bar. This way, all players start the event with the same amount of AP (more with Shadow Lord, less without). Once the event ends, all unused AP from the event bar is transferred back into the regular bar. After the event, the event bar disappears, unused points are merged back, and the regular AP bar reactivates.


    Explanation: The current system encourages players to stay inactive on non-event days while hoarding AP for events. The suggested change would stop players from worrying whether to spend or stack AP before an event.


    22. Gifts in the game – countering bad RNG


    Gift drops during events are currently completely random. I propose an improvement to make them more fair and less dependent on pure luck. Each time a player does not get a specific type of gift, the chance of dropping it increases by 0.5%, until the player eventually receives it. Once received, the drop chance resets to its base value.


    Explanation: Currently, one player may spend 120 AP and not receive a single dark blue gift, while another player may spend 120 AP and get 20 or more. This gives the latter an advantage purely due to randomness. With the suggested change, the chance for a player who spent 120 AP in the dungeon without receiving any dark blue gift would increase by 60%, preventing frustration and feelings of unfairness.



    Feel free to comment, like and share.

  • :feather:This is what BiteFight has been thirsting for. Every idea hits like a well-aimed critical—smart, strategic, and forged by someone who truly knows the game’s soul!

    These changes are exactly what WE need—thoughtful and balanced


    :love:It’s the kind of update list that respects both veterans and newcomers. Here’s hoping the devs take notice before our favorite monsters go extinct!


    :vampiresmall:


    Well Done!! Awesome Job!