Posts by Vasa

    5-5-5 is not new, yes it's not common, but took a place few times.


    As follows to fill the power 5 * 3 + 5 * 2 + 5 * 1 = 30 (layer2 power). Same as any others you listed.



    But this is not really related to suggested thing. It's current mechanic, the suggestion is not about it's change.


    Gameforge gave a big update, they just can extend it. By proposed here way, for example.

    "Remains less profitable than the current Ruins, helping maintain game balance."

    Removed this to avoid possible misleadings. Just wanted to note - this undead ancestral will be less profitable than existing ruins, but still profitable and still interesting

    How killing artificially created "leftovers troops" from enemy formations will be interesting? How those formations will form? What Cap limit, what lvl? Less profitable = why someone would like to do it when he/she can do "more profitable" regular Ancestral Ruins? :D

    Ok, but you say you know ruines mechanics?

    Now in normal ancestral you have power limit as (level + 1) * 10 points


    Your units cost 2 / 3 / 4 / 7 / 10 / 15 / 18 / 30 power points respectively


    Mosnter units cost 1 / 2 / 3 / 5 / 6 / 10 / 12 / 20 / 25 / 30 points respectively.

    Current enemy formation is generated randomly, to fill these points, but with some allowed ranges for units (you'd never see 10+ liches for example or very rare (I did not)).


    The generation for new Ruines could have the same logic. Nothing new or special.

    "Remains less profitable than the current Ruins, helping maintain game balance."

    Removed this to avoid possible misleadings. Just wanted to note - this undead ancestral will be less profitable than existing ruins, but still profitable and still interesting

    By the suggestion:


    1) current Ancestral ruins REMAIN UNCHANGED. You are about to receive second one, with limited option to beat previous locations. By the suggestion, you'd have both.

    2)

    • "For every 10 enemy units killed in regular layers, the player receives 1 undead unit.
    • Progress is accumulated. For example, if a player kills 7 units, they gain 7/10 progress. After killing 5 more units, the total becomes 12/10, granting 1 undead unit and leaving 2/10 progress toward the next one.

    I understand it as copy-paste of Heroes III - IV necromancy mechanic or something very similar but it would mean that in order to get any troops in "Undead ruins" you must lose around 10x more troops in regular Ancestral Ruins."



    You must kill enemies. For every 10 killed skeletons (ENEMY) you'd receive 1 to you. Necromancy affects enemy (!) loses in normal ancestral, not your loses.

    This will allow to collect low-level undead units in normal quantities, but you'll need to do a hard fights for high level.


    For other things, please give more concrete pretense - I'll try to answer.

    I DO undestand what I propose - I want reversed ancestral, it will be more tactacal and interesting to fight on both sides, and I do not propose in any way changing current, existing ancestral.

    Hello!

    I may have posted this in the wrong section, so I'm reposting it here.

    The new location adds more tactical depth to the game, and I would like to suggest expanding this concept further.

    Main Idea

    Currently, we play as vampires/werewolves and fight undead monsters in Ancestral Ruins.

    What if a second version of Ancestral Ruins was added, where players control undead monsters instead and fight against the opposite race's units?

    The current Ancestral Ruins would remain completely unchanged.

    Suggested Features

    1. New Undead Ruins Tab

    Add a new tab where players can recruit and use undead units (with the same stats, blood essence costs, and entry costs as existing units) to fight against vampire/werewolf armies.

    The same rules as the current Ruins could be used:

    • Rewards
    • Army strength limits
    • Unit tier restrictions
    • Other existing battle requirements

    2. Battle Logic

    To minimize development effort, the existing battle logic could remain unchanged.

    For example, in speed ties, opposite-race units could simply act before undead units. This would allow the feature to be implemented with minimal combat-system changes.

    Obtaining Undead Units

    Option A: New Resource

    Add 3 additional extraction slots that become available once the main slots are occupied.

    These slots would generate a new resource used for recruiting undead units. The growth rate could be balanced by Gameforge.

    Option B: Necromancy System

    Instead of introducing a new resource, players could generate undead units through combat after a victorious battle.

    Example:

    • For every 10 enemy units killed in regular layers, the player receives 1 undead unit.
    • Progress is accumulated. For example, if a player kills 7 units, they gain 7/10 progress. After killing 5 more units, the total becomes 12/10, granting 1 undead unit and leaving 2/10 progress toward the next one.
    • This system would mainly generate lower-tier units. Higher-tier units would be much harder to obtain, as players would need to intentionally fight difficult battles in the regular Ancestral Ruins and accept significant losses just to generate a small number of high-tier undead units for this mode.
    • As a result, higher-tier undead units would remain relatively scarce.
    • Since players would also lose undead units while progressing through the new Ruins, this system should remain balanced.

    Unlock Requirements

    The Undead Ruins could become available when:

    • The player reaches Alpha status, or
    • The player reaches level 80 in the current Ancestral Ruins.

    Differences from Current Ruins

    1. Progressive Unlocking

    Before level 101 in the Undead Ruins, players can only access newly unlocked locations and cannot revisit previous ones.

    2. Daily Random Challenges

    After level 101:

    • Every day at server midnight, players receive 10 randomly generated locations.
    • Players cannot change the assigned level and may only choose from the 10 locations offered for that day.
    • Each location can only be fought once per day.


    Additionally, the level 101 location remains permanently available. It follows the standard 6-hour cooldown and can be challenged as many times as the player wishes. Unlike the daily random locations, it is not reset or replaced at server midnight.


    Benefits

    • Adds a new tactical game mode.
    • Creates more variety and replayability.
    • Provides an alternative progression path.
    • Uses existing game systems and assets, reducing development complexity.


    Thank you for considering this suggestion.

    Hello!


    The new location bring some more tactics to the game.

    I propose to add more tactics as follows:


    We own the vampire/werewolf units fighting against undead monsters. What if we have second ancestral, where we own monster units (with same params, same prices in enetry and blood) and fight in ruines2 vs opposite race???




    Suggestion details:

    1) Current ancestral ruines are NOT changed.

    2) We get a new tab, where we buy monsters and fight vs opposite-race-units, having the same layer rules (energy limit, unit tier limits etc).

    3) Gameforge should define the recruting time for monster units, keeping energy and blood price as current.

    4) The substantion for creating monsters should be different, than blood essence, and can be obtained with the same manhunt for new 3 (?) extraction slots after main slots are busy.

    5) monster location is enabled when you becoming alpha, just both.


    Suggested differences for undead-ancestral:

    1) before level 80 (?) in the undead-uncestral you cannot beat the previous locations (just not available)

    2) after level 80 (?) every day at server midnight you get 10 random locations (with random level prior to your current, server provised only them to beat, player cannot select other except from those 10) to beat and you can only beat them once. The locations and their random levels are resetting after server midnight.


    Pretty simple, pretty tactical, less profitable, parallel location for tactical fights.

    да там, среди того всего хлама, надрочить параметр сильно не получится, а только при везении. Ты в текущей версии предложения можешь год набивать 200-300 урона, а это доступно вообще каждому, оппы идут вместе с тобой, кому то больше повезет, кому-то меньше., кто-то на шансах сможет выежать. А особенно если уронить вероятность топ-дропа на (1 раз в 2 месяца), то тем более. Тут дебафф поди отработай с предложенными шансами, там очень много мелкого мусора, а не гуляй вася обесценивай параметры, как многие могут подумать, не посчитав.. Уроны по 2-3к это года ежедневной игры хотя бы по 10 минут, но зайди при этом каждый день. А если пропустил недельку, и ты хороший, и твой опп хороший, то в пропорции ты и не сильно отстал.


    Но в игре и так что-то новое вводят.

    thats ineresing really.. why is that is removed??? only because some protect some players garantie. i see in last couple days some play safe..... hmmmm

    What is really interesting.. The Blackangels character was banned for botting, but unlike some other people he was resqued from ban. Actually by the same admin who talked in the topic. Now for this player that's very interesting about other people.. Double principles??? Or you paid only for standard bot but not for that one the requested people complained???


    Idk about any of those people and those servers, but I must notice botters that complain other botters as "thats interesting really..."


    How about double principles, "the victim(s)" ???

    They broke event because skillless developers as they said.

    They preferred to pay for lobby, which brought only problems to people.

    They do not have money to fix crap they did by their hands, in spite of tens of complaints.

    I most likely not against the lobby itself. It's really a bit more comfortable, but -


    I'm against crap they added past new year (2022-2023), that were made AGAINST players, so we can and will have troubles accessing our own characters from some places we want as it is going to be with a browser game (you can play everywhere where browser is, work, club, etc).

    I doubt they need to "protect payments" here, but they will do anyway. Who cares of that players, who will ever listen them, who will ever do for them...


    As I said pretty sure most of us will be ok with that but 10-20% can face issues they will bring with that fucking lobby... And yes we want to play the game, we want you develop at least a bit the game, we dont and will not want to play lobby and it crap with a login you will add there..


    But they rather close evolution or implement login issues than do something for us...

    They are so distant from the players, to the point of complete incomprehension, they do not feel sorry for the money for a useless, sometimes harmful things. But they are very greedy even to simply fix long-lasting bugs or even a great hunt. And, they may remember new year complainments made in other their game, that people could not enter the game after their update (that was made against players), but I think some of us (bitefight players) will face the same, because they will do the same.

    Lobby itself is not a problem, it will be easy in use

    Just it comes with another expected problems


    1) I cannot access my browser game (!) character from custom place/browser/device I want

    2) My clan cannot give/change account to member

    3) rare development resource is wasting for pointless (for me as players) things

    4) new player register issues (rare case because almost no new players)

    hello.


    Lets speak a bit about lobby.
    Actually this has to be a negative feedback, still I find more cons then pros.


    Gameforge has lobby system in some of their games already, and they updated it last time. So I expect, we will have something similar. I still doubt you will value feedback as you already accept the decision, but I will try write some points that will matter.


    What will (should) it give? Some bit more comfort to people who have lot of accounts and play them from time to time. It all be in one place and actually will be simple to open any in new tab and play.

    Really, some people have multiple account, still most people have only few, because your game-farm process is outdated crap you dont wanna improve so it's just physically hard to play normally with several accounts. But ok, lets count ability to use all accs from one place as pros, it should be.


    Lets talk for cons.


    How it works now on other games, to create a lobby account you need to create a gameforge account. I think. for already existing accounts it will be solved (not sure that 100%), but new player (mostly - old past player) will need to register gameforge.
    Here is a dog beaten. A lot of people with normal native location CANNOT register gameforge with email (except "register with gmail"), process breaks on half, and then shows message "email already used" (it can't be because email contains name and part of surname, just process error) but person did not it's your "security" fault, that protects player against themselves. And they complain that in your official discords from time to time, but you prefer to ignore it.


    Another issues


    1) people sometimes cannot login when browser is "outdated" (chrome), meantime some people can use windows7 and have limit of chrome version (s)he can have. It works now for windows7 too, but what if you set minimal browser version that will not allow win7 users to play simple browser game that want too much? Also he did not receive message about browser outdate in the lobby, this knowledge just obtained in experimental way. What if it would not allow to play from work? (play can be simple actions like work, declaring war, manhunt, few grottos). People faced issue when they could play from one browser but could not from another (chrome/firefox), why it should be their fault if they have a favorite browser and dont want to adjust to your internal crap in login process?

    2) People sometimes cannot login with phone or cafee internet being same country, same or close town etc. It's also your fault when you protect player's account from entire player himself only making him angry.

    3) sometimes people just cannot login from phone. Again same

    If you try to protect payments, you can protect payment without issues in other things, but you decide to protect account from (real!) owner, and I talk about real owner, big level single accounts etc.


    I assume it will be close to the same, so we can have:
    1) sometimes INability to login/play from everywhere (same city lol)
    2) issues playing from work / cafee / public|work wifi


    Other point is account transfer. Now, there can be cases when clan has more accounts than people, and they want to give middle/small account to new member to upgrade him. Now it serves via support. with lobby it seems to become impossible. That's yet another issue!


    I believe most people will be ok but part of people might face that issue and they become angry of that. I know you will not solve their problem.


    Yet another issue is your money spend. Your money use is not actually our business, and you might have lobby implementation experience or template - but still we have game not updated during decade! You cannot implement new features from mass of suggestion, daily quests, at least improve usability and provide for example triple hit in grotto with one button, same for story to make people enjoying game instead of crapping, you did not implement any new game object or new game location / other things and you do some ingame-pointless things like lobby. Which costs to you, adds bit comfort and possibly brings tons unneeded login issues to part of absolutely normal players. You have broken event, no great hunt for years, and instead of doing something even small things for players you do something unneeded. For whom?


    Just a question after, we have a small community, where will you get players if expected system will be less friendly in a matter of accessing own account and can make angry some of them after facing login issues?

    hello, no skill training event for a while!


    but sometimes you give small 30% skill event, that is not a problem, but big one is a problem (somewhy and suddenly no develop just cutting off???)



    We have a small community left, why they disrespect us that much to be greed on such events???

    Understandable. Health is more critical at low level plus you dont have much time, simply bring your hero to grotto and click and use church, best profitable, but i have a lot of time so i choose endurance and stay fighting most of the time in story. Well the moment i reach level 300, i should focus on str and dex for 100% lifesteal. Currently each fight in adventure enemies deal around 1500-4500 dmg. That's literally nothing and my endurance can heal pass it instantly (atleast for 2x server).

    My aspec is pretty good because "full attack/rob/rob city/step into the depth/examine/beguile/eat up/look for better path/accept/hide...." will NOT break my aspec. I can choose fighting most of the time without fearing.

    The only thing i wonder is with only 5 attribute for each stat, can they fight any monsters? Do monsters scale with stat or level?

    Monster raises up their power with your level, but it's not a problem even until 2500 level unless you put full health at that levels (like "warriors" say, nice way to lose any mid level war) or crap gear.


    Raise endurance and defence as native stats, this will help you with doing a story until level 230. Mandatory 230th talent will save your life afterwards.

    But in general your stats will mostly no matter, its role is much less than you think.


    People with 5 stats can easily farm mobs, but they usually do not do that because 300-400 levels are final for them for a gold raids and they stop leveling after certain level.


    Forget about `rob city` this is a crap that is changing your in-story location from forest to crap location paying you small gold and only few experience in return . You can use it safely on last point (39/40, 79/80 etc), then story-forest will not be changed, but better just forget it.



    Normal storyline and competitive growth assumes you will farm story rather than grotto.


    If you find a top-clan, they might accept you because there are lack of players, they may share their thoughts and story states with you and you will wonder about what they say and you will learn.

    @Sorcerer if you'd play as teamler in seal clan battles, top 2k+ or just actively growing character over 500 level, you would say other.


    order3 is mandatory

    others can prevent max gold or/and experience farm + give small bonus even for a fight.

    75k health is maximum profitable from all alternatives with zero damage to character growth unlike others.

    It's also usual 5-10% of overall health while 12 damage or -18 bonus almost never reach this value.

    Chance is better rates (btw rates are close) but it's very hard to keep nature for a long time, and it requires to ignore some taste story actions..

    At his low level 75k can cover 30+% of his overall health, that will increase his farm a lot.


    The same as both healing talents (100% vampiric attack at 300 level) and 230lvl talents are mandatory.



    Big number of active talents, any kind of basic/bonus talent bonuses except blood potion is a bad playstyle that is not valid for any server-competitive player..

    pointless selection, weak battle bonus, zero economical (farm) purpose/background.


    Use blank order3 without second skill

    either order3 + destruction2

    either nature3 + destruction2

    either destuction3 + something2


    First is the most economical, 2nd or 3rd are the most powerful, 4s is wierd but still valid - if we can measure power in these small (nowadays) amounts. (75k health is not too small btw)