We are aware of some progression issues, and will update them soon. Where exactly do you find the issues, mostly in BootCamp? On which point exactly?
Edit: There have been quite a few updates since our launch in August, related to this issue. Progress has been speed up at all stages and more gold can be collected via game.
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The game is kinda buggy - every once in a while I seem to time warp backwards - losing things I have bought and energy - maybe I am missing something . Energy seems buggy too - I sometimes have to refresh to update it - I like the game but am getting annoyed by these bugs - maybe its my system - running on PC on MS EDGE
There are still some specifics that needs to be improved for MS Edge, so that might causes some of your issues. Currently, the game is best optimized for Chrome, so you can try the game on other browsers in the meantime. We'll look into browsers specifics as soon as possible.
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It still happens on refresh, since I had to reload the game to comment. It's as if the button doesn't work at all to start. I think I tried loading the game a few days back as well but it never did work and I had to go off so didn't comment then.
Hmm, You're not getting this all the time though? And if it happens could you please open up developer console (F12) and let us know if you get a "503" or "403" error printed there?, so we can see if it's likely a connectivity issue.
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Game starts out really fun for the first 8-10 hours but after that quickly turns into a mobile-esque "p2w currency is required to progress or succeed" type game and slows WAAAYYY down. You can earn premium currency in-game but not at a rate even slightly fast enough to help.
We are looking to improving progression at various points to make it more engaging for you guys. It's our first time publishing on Kong so we are happy to look into optimizing the experience for you guys, as with all the idle games on here, a lot of you seem to prefer a faster progression. Thanks for the feedback, and pointing out how strongly some of you feel about this!
Edit: We actually delivered a bunch of progression speed up and more gold collection via updates since we launched so it should be much more balanced and fast-paced throughout now.
But we're always open for additional suggestions & feedback!
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Aug 10 - 6:38AM harbingerv1: not sure what happened but whether I have the crown on or off in Warzone... farming levels isn't working for me?
harbingerv1: Hopefully I'll come back later and either the problem will fix itself or it's something to take a look at
Just tested the function, and didn’t find nothing wrong there... please recheck on the last unit before entering Boss fight that you have enabled Farm mode function.
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warclicks.com/help says country invasion clicking force is 1% of DPC + rank. My base DPC is 461 and rank 9. 461 x 1% = 4.61 + 9 = 4.7, or ( 461 + 9 ) x 1% = 4.7. But my CF is 1.6, how is this?
Thanks for letting us know about this! We’ve updated the formula, but missed to update Help texts. This should be sorted later today with the next deploy.
FYI, Clicking Force is calculated as:
CF = (1 + ∑CountryUpgradesCF) x RankMX x DonationsMX;
(RankMX .... rank # * 0.1; DonationsMX ... Total_donated/100 * 0.002)
I've just deployed a change for something we deployed in the morning. Could you please let me know if it keeps happening - if it does it's some other issue that we will look into, and in which case can you let me know which browser you are playing on?
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I have "buy 1" selected, but i always get 2 [two] units if there is enough energy or more energy ... buy 1 [one] gives 1 [one] unit only if there is not enough energy for 2 [two] _____ trying use "Trainers & Investors" or "Upgrades" is impossible because after clicking, panel is visible like 1/10 [one tenth] of a second
The last part helps explain what is happening. Seems like you're somehow making some events load twice. I suppose this starts happening after being off tab and coming back in?
For now if you see this happen you can get rid of it by going to War Zone and back, but we will look more into when exactly this is caused and how to prevent it. Thanks for the report!
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I am using google chrome and I am trying to click the orange bar that say game loaded - click to continue and I been clicking that but nothing is happening right now. I also even tried to reload it and I still have the same problem.
Does this happen all the time? And if/when it happens, could you open up Developer console (F12), and see if there's any error like "404, 502, gateway error" popping up please? I'm assuming it's got to do with "being unlucky" and getting a server error several times in a row (as the game does try several time if it receives an error)
It should be a really rare case if it does, and we'll be looking at some robustness updates next week as well.
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Hmm...the ads play and ask a bunch of annoying questions which I go through before being told that the sponsor won't give me the offer because they're out. Still we answer the dumb survey questions and get no bonus. Pretty aggravating.
This is unfortunately something not in our control - I suggest to Contact Kong, with some info about the ad, what brand it is advertising, and what the clickthrough link is (if available), and explain what's happening.
We will speak with them to see if there's a way we could detect such issues on our side and reward you guys anyway, and also making the video icon only show if ads are actually available, to take that part of the annoyance out. Something I think we'll be able to get to early next week.
The reason behind that is that the game started off as a separate game/"website", and the Authentication system works off some cookie use. We want to rework this to token use in the future, but will require a major overhaul of some core functions. I prefer cookie-less solutions much more as well, so really hope we can find time to properly look at this soon.
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Each time I try at various times today and yesterday, I just get a "connecting.." in the lower browser corner when I click to start, is this game relying on another server? Ads aren't blocked, using chrome latest version.
So this kept happening often to you, darn. If it does again, could you please open up developer console (F12), and let me know if some "CORS issue" or "502 /403 error" notes start popping up when it happens?
The game is relying on server (for fetching, verifying and updating data/progress), and there are retry/queue system in place, but sometimes randomly if some thresholds of retries are reached it stops trying. So some info on what error exactly you get when this happens would be great, as we'll be looking at improving robustness next week.
If you wouldn't mind letting us know what bug specifically that would be greatly appreciated! And sorry to hear the game isn't up to your taste, thanks for the feedback either way!
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There is a 'Buy OCD' option. I am giving you 5/5... because that is hovv i play every incremental since forever... >.>
We pretty much all do that! Now all that is missing are some similar functions that make post-prestige more bearable...
Edit: In September we also added a MaxOCD option that's even more handy for late game play!
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Had 106 gold. Leveled up. Had 356 gold. Went to warzone... had 256 gold. Went back to bootcamp... now have 231 gold. Haven't spent a single gold on anything... it just keeps randomly disappearing.
Where did you gain that gold from - War Zone drops or from Boot Camp goals in Boot Camp - I assume from Boot Camp renown goal as one of the rewards is 125 gold exactly.
Did you seem to lose any progress/units in Boot Camp by any chance?
EDIT 20th Jan 2019: After some more specific reports, we finally found where this was happening - profile, and it should now not happen again. Could anyone confirm this via PM perhaps? :) Otherwise, this seemed to happen only during first gameplay session as far as we're aware
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Warzone, Army Set-up, Basic, HQ upgrades: Above each upgrade button is written the dpc obtained from one upgrade. Would be lovely if we could have the battle star cost per 1 dpc. For example, if my Ammunition upgrade reads 16,081 battle stars for a +3 dpc upgrade, I would like it to mention in brackets after the "+3 DPC" the following: (5360/dpc). That way, the player can quickly see which upgrade is most profitable rate-wise without having to work out each one with a calculator.
I think something like this will definitely be put on line for a QoL update! We will also be improving upgrade balance on those upgrades asap, where we might also consider a "buy X" option within that section to make it more convenient. <-- last bit not official, but something I'd love to see, especially if we make the upgrades cost much more affordable throughout.
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Why do games always have to have a PvP element in them? Should be an option when you start to toggle pvp on or off permanently.
Simply put, we built a game that would be fun, interesting and unique for us, and PvP/community/some sort of competition/rankings is what we enjoy, and many do as well. I am not sure we could toggle pvp, as the current "pvp" is more of a "simulation" or a different type of "boss battle" from our design perspective. And as such is a part of balance/progression (we are working on an update for rewards to offset the losses here as well), and not sure there is a viable way to remove it without affecting that.
We will be having a more broad PvP battle reconsideration in a few weeks, so will keep this in mind, and see if it might make sense to us and find a place somewhere.
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Well, currently i am in the "comfortable" situation that i am 4th in battlezone. Which only gives me 3-4 total people in pvp. Which are all far out of reach for my pvp power. So this whole game mechanic is nothing more than an unavoidable loss for me. I guess i don't have to mention that it's not really any fun the last 2 days. Problem of this whole game is that its first intention is to generate revenue with it. Which is fine as long as it doesn't affect the fun factor. Unfortunately this is more a competitive game than a "usual" idle and thus it doesn't seem to work so far. With the current game mechanics and the omnipresent ways to just bruteforce your way through it's less a game than just a way to spend money. I guess it might work for a while for you, but unfortunately i don't get back enough to play along without some massive changes. especially the whole completely limited and thus pure pay to win warzone/pvp feature
We are not fully happy with PvP as is right now, as it's lacking a crucial reward element, to offset the support units lost. We are working on this as we speak.
I am surprised though, that you feel that WZ is PTW, where in reality gold hardly has any progress effect on it, and BC could be considered more PTW actually.
Lastly, we made a game we like and added elements we felt add a nice touch, but realize not everyone might enjoy the PvP or limited fuel parts. So while we likely won't be changing/removing things we feel would change the game we want too much, we appreciate the feedback as it helps us think more critically and do improvements that make it more fun for everyone.
You mean production per second? That's already available for every unit within the settings, and we will also be adding a total production/s setting soon :) Or is it something else you mean?
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Invasion needs to be reconsidered wrt the person making the killing blow on a city. Indeed, if you destroy the city, that ends your attack run right there, henceby hurting your total participaton score if the left over HP was low. Now I know that I will NEVER attack a city with low hp, coz that would mean wasting an attack for a low score, and hence low spoils. Why not give the player making the kill a bonus for every second left on his timer?
This is a known issue- but we didn't properly resolve it, as it should happen in very rare cases, especially when the countries have tons of players. But it is annoying nonetheless. Calculating it based on seconds left is an option, or we first also thought we could resolve is basically just add "max possible damage you could do" to anyone who finished it. However, we'd have to make sure that extra damage doesn't break some calculations, which is why it also wasn't prioritized yet. but will put it on the list so we can do something with it.
The "issue" is only, how to present that to users - maybe it will be enough for "those who care" to look about it in help/ask us. Or maybe some small tip/note that it will add full damage anyway. We'll figure something out - thanks for pointing this out, first one who did actually, that's why I say it's a rare case that we didn't prioritize :P
Well...this will sound cheesy, but the community here is awesome so we love the interaction really! Thanks for your kind words, looking forward to improving the game further :)
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I don't love the Warzone element. I find myself frequently in a position where I can't beat the current boss. So, I take a step back and replay the previous level, but this doesn't earn me much wealth before I'm back facing the boss again, which is a waste of time. It would be nice if I could just go back and grind the previous level until I was ready to choose facing the boss again. This would alleviate a lot of tedium. Moreover, it would be even better if there were an idle element to it. Support fire bonuses are expensive and pretty weak and you only get like 120 attacks per day with it. I would favor that the support units do some constant damage, even if it were pretty weak. I know it would require some rebalancing, but I kinda think the game needs some rebalancing regardless. Anyway, nice start. This is just food for thought.
I hope we can add a "farm" option this week. It's been on our list for a while, just need to ensure it doesn't break something.
We will also be looking at WZ re-balancing very soon - primarily bosses and support power.
One of our first design considerations with support power was actually adding an idle element to it, but we felt it actually "ruined" War Zone in some ways. Also, in War Zone specifically we have to replicate every single click in correct order on server side to ensure 100% sync, and with a such idle element added things could get real messy.
There might be some mid way to getting it improved like that - will discuss it with the team in the following weeks and see if we can do something to improve that. But there are a bunch of pressing updates so don't expect to hear any concrete feedback on that too ("idle support power") soon I'm afraid.
But thanks for mentioning it and getting us thinking about that again :)
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Would be nice to have seperate leaderboards for those who have used kreds and those playing free. Pretty easy to get a huge boost if you spend some money. I'm happy some people want to play their own game that way, but with leader boards being a large part of the game, it will put off some f2p players if you can just speed ahead multiples times or get double DPC.
Very solid suggestion. We discussed this once already, and I think we will again. It's not the easiest to implement with the way how things work currently, but we should be able to. Or maybe just display "gold" status to members who purchased.
But then again, it's also something some members would NOT like to show up as it's essentially private info. I will bring this up in one of our meetings, I surely think there might be a way to make this work and it being friendly to all. But I have to say it's not at our topmost priorities, but might be something we could look in a month's time.
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Not to happy about Pending Contractor limit going up every deployment. Forces me to longer runs which means more waiting and might not be what i want from the game always. Short runs can be intensive and fun. Might mess up balance but personally i love being able to choose more how to play my sessions.
The limit is actually gone after 3rd deploy. The limit is there to ensure that first time players (not familiar with prestige mechanics) make "proper use" of the deploy option, and not use it when it's not "worth it" - i.e. as a general rule you at least double your production. As otherwise they might get a terrible experience. Does it to you feel that you'd really want to play differently the first few deploys?
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Display or connection bug in PvP: The game showed me kong_gamexstudio as first opponent. After i clicked on fight without browsing through the other options a fight with Shizoephren started.
Thanks, will look into this. Maybe it chose a wrong index by default. If I can replicate it should be easily solvable! Actually one question - did you in the same session complete another PvP before already, where you chose either the 2nd or 3rd choice?
EDIT: This has been fixed.
I'm hoping we can add this within a week's update. Basically a note that based on your current production shows how long before you gain enough contractors to double your production. Does that sound good to you - or in your opinion, another note- i.e. when you gain 50% of production etc.?
Should be able to calculate this, so maybe even a few different notes (i.e. 50%, 100%, 200% increase).
There are indeed many options, but we tried to design the game without relying on gold to have a fun experience - it helps speed it up and make it more convenient, but even without it you can progress through all the content just as much. In fact some of our top users in other version never bought a single gold!
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I want to play Bootcamp, WarZone, and Headquarters.
I feel like Bootcamp and Headquarters will both require gold to keep progressing at a steady pace. I feel like the developers need to be more generous with the free gold. Right now it's not really enough to keep up with the difficulty slope in Bootcamp, and it will never be enough to donate to my Country HQ.
I don't mind being behind people that pay for gold, but I still want to progress and have fun in the game. I'm on a two hour run right now with 14k contractors gaining more gold per sec than I ever have before. Yet I have +0 contractors and I hit a huge wall.
Thanks for the thoughts, will discuss this in the team and consider if we'd like to change something. But if you don't mind a few thoughts from my end:
As to date we have been very careful with gold and feel it is adequately balanced, but maybe it deserves another look in some cases, primarily in Boot Camp's early game. As I feel that that's where you're coming from and it might be most noticeable. As when you'll hit privatization that will give you a huge boost again. So it's mainly the difference until getting to there.
In War Zone gold doesn't really give any big progress benefits, it mainly makes things a bit more convenient. And WZ is more of a means to collect gold via various ways.
As for HQ - I ran out of writing space :D But I'd happily elaborate on our view (in a forum post maybe?) and that some things might seem too gold dependent, where they really are not, as we designed them to ensure it doesn't happen.
There are some things that work differently architecturally that we'd like to make sure work properly. For example - like setting your country automatically doesn't work here, so we have to fix/change something.
Plus the game on Kongregate is from scratch, and is using different databases/servers (but same code), so it's another thing we want to make sure works 100%.
We have some plans to improve it in the following weeks. First make it more usable via PvP upgrades giving DPC mx boosts, make skip option work better and some other unclarities/issues with it.
Or do you perhaps just hate that it "break the attacking loop"?
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They need to rework the deployment model so that we have a real sense of progression as we play. Once you hit the 3rd deployment and beyond, it takes a very long time to get enough Power Points to deploy again... Make it so that you can deploy at 100 each, but give threshold bonuses for deploying with Higher Power Points. This will make it possible to continuously progress, and give some incentive to see how far you can get.
Without that we get stuck real quick unless you spend money...
We deliberately don't want this to become "deploy fest" from the start. i.e. you can play for 10 hours straight continuously re-deploying. We want players to be able to progress nicely with short-mid game session length. Still we will consider changing progression speed at various points (or adapt some multipliers) based on feedback, and see at which points you might feel there's not enough progress.
Opinions on specific game-points are really helpful to us so thanks for that :)
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It looks like 2 games with no connection to each other. What I do in warzone has no effect on bootcamp and vice-versa.
At later stages Boot Camp will have a significant effect on War Zone progression, as any deployed units become "support units" in War Zone, affecting your damage output, as well as serving a purpose in defeating tougher Boss Battles.
We've debated around this several times in our team as well, as one can argue "it's just a number" and not really meaningful, but in short (sorry not that short really!):
The game started off as a small project where we added high-scores "for the sake of it" and because we like seeing it as a sort of "achievement" and comparison to others as well - believe it or not many of our players like the stats, and would even like to see more types of them. We also wanted to experiment with (yes you'll read this right) making idle games have meaningful competitions, that can reshape/shift the scales and keep things "competitive" for longer.
Currently we have "weekly competitions", that are based just on these numbers, but the rewards from them also help keep progression curve slightly up at later stages. And also, again a lot of our players like them!
So even if they may not be a core element of the gameplay, it still makes it as sort of an achievement and more interesting to many players.