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Kelphaz

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  1. @paradoxofchoice When you quote someone, do not change or reword their text. Its putting words into their mouth and one could easily assume that was from the original poster. Thanks
  2. Today I want to address the entirety of the Relic System as it is now and address: what I like / problems I see / possible solutions. NOW: Farming t9 and t10 gives you relics which increase your stats a great amount. You can level each relic level from 1 to 99. What I like: Well this provides more of a reason to farm t9s/t10s. You need those relics. The more grind the better the stats you have AND if you want more of a specific stat you can focus on just that relic. I love grinding and leveling up so its a very cool system and adds a lot more DEPTH/LIFE/CONTENT to the game. Problems: NUMBER 1: Relics and their Leveling system I like how you can level them up and gain more stats... but it becomes pointless after a certain amount of time. Eventually you are spending hours and hours just to level yourself up once more for +5 swiftness which hardly helps you at all. I like to compare this leveling system to Runescape as most people have played this at some point. In Runescape you can level your skills from 1-99 and get better as you improve. However, at certain levels you can use better gear (rune pickaxe, or even mining rarer material)... In SB as you level up the diminishing returns start to hit you hard. The only reason someone would eventually get to 99 is purely just to say he made it to 99. So... what does it take to get to lv 99 in SB? Well, if you are fast and can complete a t3 dungeon in 2 minutes on average, then you will have to spend 266.6 hours farming to each to 99. Now, I personally love a challenge like this... however their is just NO intensive to do it. In runescape you continuously got upgrades, could farm better material, and even got a skill cape at the end of it all. Where as in SB, the only thing that happens from level 50-99 is very slight state increases. Solution 1) Well, you could lower the cap of relics ( more like realm of the mad god and their potion cap ) so instead of farming 4,000 relics to max out at lv 99 you could farm more like 500 so you still have a lot of work to get max but at least its achievable. Solution 2) Change the way relics and relic leveling works. Add incentives for people to reach higher and higher levels. Even something like a Cosmetic Item would be enough for people to find purpose to push to lv 99. Example of such item would be an over the head floating relic, backpack with the relic in it and "relic dust" for foot prints(specific to each relic). If you were given those three cosmetic items upon leveling a specific relic lvl to 99 then some crazy people may just go for it. Solution 3) A mix of both. Perhaps cut the 4,000 limit in half so instead of it taking 266 hours it could take 130. On top of that, add those cosmetic items, to give players a goal to work towards. A little additional stat boost isnt much of an incentive after leveling up that relic level to lv 20-30... After lv 30 its just too much time to be worth it. NUMBER 2: Relics and Dying When you die with tons of relics you are overwhelmed with this HUGE feeling of loss and back peddling. The idea that "dying makes you stronger" is not that case when it comes to relics... in fact dying with a large amount of relics makes you feel like you just wasted all that time playing and its value or worth is gone. The sense of accomplishment instantly disappears and can often result in leaving the game. Solution) Allow players some sort of "return on death" with relics. Now I am not suggesting players get all their relics back... but there has to be an agreeable median. There are a large amount of ideas that have been tossed around ... so I will put a few done below. Please comment on your favor idea. Idea 1) A % of the relics are returned on death... perhaps 50%. Idea 2) You provide "Safe Levels" so that if you reach a certain level, you dont have to worry about dying and losing those relics. Example... levels 10, 20, 30... etc. So if a player dies and his relic level was at 11, he will be returned to lv 10. If a player was at lv 25, he is returned to lv 20. Idea 3) Relics are no longer lost on death at all. Instead they could be bound to 1) your account and applied to all characters or 2) your individual classes. Solution 2) There are completely other ideas to solve this issue as well. Instead of returning relics, give players something else to make them feel like their death made them stronger. Again I will provide a couple ideas below... Idea 1) Give players a death leader-board... where their total number of relics is displayed for all to see. If someone dies with 1000 relics they deserve to be known. At least now they are a legend. Idea 2) Give players valr/card packs based on the # of relics lost. This way we get closer to your "die to get stronger" idea. Perhaps even super rare AL's? Who knows. Idea 3) A COMBINATION OF BOTH. Conclusion: There are a couple other things I could think of, however I wanted to focus all attention on these two issues since they are much more important. Let me know what y'all think. Thanks for reading! - Kel
  3. I disagree with most of the original post. One specific point I want to talk about is the Harb. You say everyone plays him and changing would be a a terrible idea... Well the reason everyone plays him is because of how strong he is. It would be silly to play other characters when the Harb can auto target and slay all...... OF COURSE you should change this... People play the harb because it is unbalanced. That should be fixed. DOWN WITH THE HARBS. Also... the "relic swap to a different character" seems a bit cheesy. I would rather people not be able to take their relics and just move them from character to character without any penalty. Then everyone will just swap into the "strongest class" without much work/effort. But in reality... this isnt really important. The AL change is a HUGE change that will change the feel of the game and give it more depth. As of now, there arent many people actively playing the game. So WHY NOT change it for the better? Even if it hurts the progress of those that are playing, ( a hundred ish? ) It will benefit those that come in the future ( thousands? ). As an SB player myself ( 800+ hours played ) I look forward to the AL change very much. Though I worked hard to get the 90 AL cards I have and level them up to 50, I wouldn't mind a complete reset. The well system was not intended to be abused as hard as it was... people were logging out inside the well to reset their timer and getting 9 million valr.... They used an exploit to get all their cards, so it wont be too much of a shame when their cards/valr is reset. I understand it will hit those that are farming for legacies right now, however the number of people that will be effected is very small when you look forward to all the potential new players. That being said... they may still give out card packs or something in compensation as they said before... however I wont be upset at all if all my legacies are reset. WHAT I LOOK FORWARD TO: The new AL system isn't just a rework of ALs... its also a lot of more class/subclass options. This will be super fun to explore. Also... Legacies were something you really had to work at... then people just found exploits and everyone had the Best in Slot ALs in no time. I hope it will be hard to get all the legacies this time around and will thoroughly enjoy spending a bunch of time grinding back up to best in slot. Idea: So a big "problem" I see is that this game rocks the concept of "die to get stronger"... however there are 2 problems I see that dont make this statement very viable. 1) Unless you went into the WELL to die, then you get basically no valr... I would recommend getting far more valr for deaths out in the main land, while still making the WELL the main "grinding method" to getting valr the fastest. But really... I could spend 20 hours on a character getting him tons of gear and then die for like... 2k valr. OR I could spend 30-60 minutes and get 250k valr via the WELL. It seems a bit off. If you accidentally die out in the main land you do NOT get stronger... you just wasted a bunch of time. 2) This point is a little bit of an echo of point #1, however, this also talks about relics. When you die with thousands of relics, you gain nothing. Infact you just lose like 5 days worth of relic farming. Instead, perhaps the # of relics you lost could be translated into an amount of valr gain. I wont talk too much about it because I think relics deserve their own post which I will go write u now, typos included.
  4. Are we getting a fix for the crafting system? Mainly with these two big issues: - Unable to slot charms, or use pristine iris' to add slots. - Unable to craft t10 gear/weapons at all. I love the game and almost have 800 hours in it so I wanted to give my 2 cents (constructive criticism): I see a lot of players leave, and for two main reasons: 1) Bugs, 2) Lack of Goal or "content". I understand quests are great for new players but for end game players most arent really looking for quests. Then to update the crafting UI (cool btw) but have a lot of it broken upsets a lot of end game players. To wait a week after an update and hear nothing about those bugs getting fixed is a little disheartening. Then come parties, (also cool btw!) but there isn't much incentive for end game players. We always need a ""Goal"" to be working on. Most of use don't have that. The relic update was a great idea I think, but running t9s over and over JUST to get more relics starts to wear down on ya. Perhaps I just play too much and run out of content But i think perhaps focusing on End-game a little more may keep some of your more experienced players entertained. Also, communication in this early stage of the game, i think, could be improved. As a SB Discord mod, I see a lot of messages about known bugs, and often my response is... "I ""think"" they know about it, and are working to fix the issue." Take for example the charms and t10 crafting bug. I was expecting to see something about it in patch notes, however now im not sure if y'all know about it. A simple "we are working on this" goes a long way. Anyway, I hope I wasn't rude anywhere. I love SB and look forward to seeing this game evolve in the coming months! Kelphaz, #1? Druid ❤️
  5. YAHOO ❤️ PS: I totally didn't tell my stream to come post all these comments >.> PSPS: Smile
  6. 100% agree! If we could get an incentive, like 5% bonus loot drop per person in the party, that'd be great!
  7. Yep - all set to go! Eat them relics!
  8. Hello Fellow Ancestors! Unfortunately, I have been very busy the past 30 days playing Survived By so I haven't had much time to visit the forums to post my ideas. Farming relics is currently my full time job and Monster Energy Drinks don't come cheap. So without rambling for another 5 minutes... lets get straight to GUILDS, and how I think they could be set up for GREATNESS! Creation / Joining a Guild - When you log in you will see we've added a "Banner" Icon to your tool bar, located just under your map. The banner default icon is white, and will change to your guild banner as soon as you join or create a guild. - To join or create a guild, simply click that icon which will lead you to two buttons... Join or Create. If you click join, you will be able to enter the name of the guild you desire to join. That guild will then have a request from you to join. Once accepted you will be part of that guild. If you click create, you will then have to enter a Unique Guild Name, and select the 2 colors and the symbol that will make up your guild banner. After you are done with your customization, you will be required to pay 50k silver to officially create your guild. Please note: Your Guild name and banner are permanent and you will not be able to change them later without making a new guild. Guild Leveling - A new guild will start out at Level 1 and will be able to level up to 50. This is accomplished by slaying enemies, just like leveling up a character or a piece of gear. Everyone in your guild helps level it up as a team. The guild will get harder and harder to level up and will take a large amount of teamwork and time to fully level up a guild. Guild Player Count - Guild members will show up blue on the map, and you will have a specific chat tab to talk with only your guild members. At level 1 you may have a total of 10 players in your guild, and as you level it you will receive more space for more players to join as shown below: Level 1 Guild - 10 Players | Level 10 Guild - 15 players | Level 20 Guild - 20 players | Level 30 Guild - 25 players | Level 40 Guild - 30 players | Level 50 Guild - 35 players Guild Buffs -Every guild will have have access to five different "Guild Buffs" they can acquire and upgrade. At level 10 you are allowed to unlock 1 buff. At level 20 you unlock the next buff. At level 50 you will have access to all the buffs. Please note: You get to choose which buff you unlock at those levels, so talk with your Guild before choosing wisely. - The guild buffs will be based off some of the old relics that were never introduced into Early Access... that is until now: EXP Increase, Silver Drop Increase, Valr Gain Increase, Craft Time Reductions, Teleportaion Cost Reuction. (Increase Drop rate maybe a good replacing for Teleportation Cost Reduction though...) - These 5 guild buffs will start out at level 1 when you unlock them and can be leveled up to 10. The guild buffs will be applied to all guild members for free as soon as that guild unlocks that buff. You can then level them up with silver to increase their effects. The first level increase will only cost 100k, however, as you level them up they will quickly require more and more silver. Leveling a buff all the way up will be impossible alone, so make sure you find and work together with your fellow ancestors. Guild Weekly Competition With the new relic system, everyone is out farming T9's for relics. Well with the introduction of guilds, we also wanted to sport a little friendly competition! Every time you go out and complete a HARD-MODE dungeon (T9), you get 1 point for whichever dungeon you completed for your guild. Example: If you go out and kill the heart of the forest (T7h) three times, then your guild will gain 3 (T7H) points towards that weeks total. At the end of each week, 50 Electrum will be given out to the members of the winning guild(s) in each dungeon category (t2-t8) and will displayed on a leaderboard. Example below: GUILD WEEKLY DUNGEON POINTS T2: Sephos Warriors (505 points) T3: Beach Bums (603 Points) T4: Soggy Cookies (200 Points) T5: Sephos Warriors (140 Points) T6: Sloth Army (69 Points) T7: Sephos Warriors (89 Points) T8: Soggy Cookies ( 95 Points) In this example we see the guild "Sephos Warriors" took first place in T2, T5, and T7 granting all their members 50 x 3 Eletrum rewards. Conclusion: I feel this would be a GREAT system that solves a lot of potential problems in the game... This gives players a fun way to both work together while also competing against other guilds in fun weekly challenges. Also, a lot of end game players have a lot of silver and the only thing to do with it currently is crafting. I personally have about 10 million silver and would love a fun silver dump (guild buff leveling). If you are a player like me PLEASE comment whether or not you'd like to see a system like this. I personally think it would be a huge improvement to the game. ❤️ Thank you all to those that read through all of this and that liked/commented. - Kelphaz PS: Always happy to chat guild ideas on my stream as well! https://www.twitch.tv/kelphaz
  9. @Beathoven Try checking out all the items the Treassure Hunter has to offer in town... A few of the "Stone" buffs are similar to the support pack buffs.
  10. @Tox Green Look at the post just posted 2/8/2019 Others have the same idea as you and agree.
  11. I support this idea. With almost 700 hours into the game I never once crafted t9 gear which means I NEVER used the catalysts. Solutions: 1) Make a couple of catalysts able to be crafted into a t9 relic as well as gear. 2) Allow use to sell catalysts. OR at least 3) allow players to stack up to 50 relics so that can be dropped on the ground faster to get rid of them from crowding up our inventory.
  12. COOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONTENTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT!!!!!!!!!!!! YAHOOOOO!
  13. Definitely some good points, but hard to find a balance. I like the idea of t3 dropping in hard-modes while potentially still having t5s drop in t10. Will agree that is hard to find a balance.
  14. I believe the intention of this change is to stop players from entering lower level and trolling by killing the boss before the "opener" can get there.
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