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I don't know if this has been mentioned before, but when I look at my opponent's current character's moves I don't see any multipliers. I'm not sure if others have the same problem, but it is an issue when you come across a character who's moves you aren't familiar with or if you've forgotten their attacks.
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http://img247.imageshack.us/img247/9402/picture2il7.png where it should have a picture of the healing salve (as my vanessa voss item) it has a picture of my PAX tafari. Odd.
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It would be nice if the health counted down during debuffs instead of just he health bar going down with the number staying the same. Also, my stoneheel totem card looks like a vile of blood on the deck gallery (screenshot to be sent shortly).
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Two minor issues. On the tutorial it says "Buffs and Debuffs
Abilities apply a positive effect (buff) on your or a negative effect (debuff) on your opponent. " and I think it should have another word after the "(buff) on your" like your character or your card or something. The other thing is when I went to make a deck and save it it only let me type in a 1 character title for it. If I tried typing more it would just change the one character that was showing.
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New balancing changes can be found "here":http://www.sirlin.net/kongai-beta.
For a short time, the text on the Valkyrie's Charm and Reinforced Breastplate will be wrong.
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I've noticed with all the new beta testers the server load has increased a LOT and some games I get spammed with the "trying to connect to Kong server". Is this being address and/or moving to a larger server? This is happening with 19 ppl in one channel and 12 playing the game at once. I'm just considered once its launched and 100 people in channel and playing all at same time.
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I think it would be nice to have in the highscores tab some sort of Win:Loss ratio much like the ones andrew gave in an earlier comment. Of course there would have to be restrictions such as maybe having to had played X amount of games. 30 seems solid. If anything more than that. If one could place on that table by playing only a few games it would be way too easy to top the charts. The top 50 would be flooded with 1:0 ratios. The higher you go in amount of games played the more accurate the numbers turn out.
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1) I've ran into a problem where someone goes AFK and I'm stuck trying to finish the game solo which takes FOREVER. I know there is a surrender button. But I don't want to take a loss.
2) Sometimes people have to go I wish there was a draw option but people would select on very long times if needed.
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No switching cooldown is cool so it adds the strategy of when to intercept or not.
Suppose I could maybe live with it but I'd prefer for the moment to have none.
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I think that without a "try to block" move, the switiching cooldown is unnecessary. Haven't seen anyone spamming switches, and it's the only way you can dodge the enemy's attack.
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Personally, I don't really mind about the Switching Cooldown, as I don't often switch two turns in a row, and sometimes it's handy knowing you can dish out a super attack with them not being able to evade it, possibly adding a little strategy? However, I do take Jacen's point on this issue.
&%10; Perhaps, also, Ashi's Power Swing is now also a bit too powerful? Speed 8 with 25 damage and 75% chance to stop their attack through the swap and at 20 energy? Even if it's a close range move, it still seems a bit imbalanced.
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Two different Gem of Souls cards have two different descriptions. Sorry if this has already been asked, but is there any difference between ability and innate ability?
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Thanks Jacen. I'd like to heavily encourage everyone else to submit their opinions about the switch cooldown as well.
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I really dislike the switching cool down, I think it adds a lot of slippery slope that wasn't there before. Switching is currently the only sort of block/dodge move we have, and honestly, most of the testers I have seen DON'T spam it. Also, if I switch in at the range to have them do a power move, they have a free shot at doing it. (yes, yes, I'm ignoring move potential. Same sort of problems. I move close, they slam my weakened character with a high speed move, kills her.) And, it seems to me that we replace strategic switching with a spectacularly dull move/rest/move combo, which takes longer than the switching did. I think it also lessens the use of intercept.
Lowering the Marquis' teleport speed to 6 makes him a lot more likely to get hit by something, and he already has low hp/high move costs.
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So as an experiment we added a cooldown on switching. So basically this means that after you switch, you have to wait one turn before you can switch again.
Also, lots of balancing changes.
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Your right Lapper after thinking about it I think I agree with 40. I didn't think about the move 50 energy plus bonus from attack dam. 40 seems right. 30 is to low.
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40 is still under 50, which is how much it would cost to transport normally, *plus* you do damage and may cause your opponent's attack to fail mid-turn. It may be a little steep, but it's quite a move.
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Also, HP and more should be updated as soon as possible; I'm sometimes confused with poison times and HP while I'm playing. The health bar goes down, but the number still stays there.
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I agree with Ventero, all posion effects should be united in a single poison effect and not just split it up into (sometimes) lots of it
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First, thank you Kong people for the invite. Second, the only really annoying thing about Kongai is the speed. If it was quicker it'd be perfect. Everything is pretty good and it's a great card game. Hope all works out well!
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The 95 cards is a bug -- it's including special versions and replays of each card. There are 45 unique cards currently. 20 characters, 25 items. More sets are coming, though we will have a separate beta for those to get the balancing right.
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They actually count a clone of every card :). I mean, a R1 version of every card, even when it wasn't released. Greg has all the cards.
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Lapper there is actually cards from the first alpha version that are the same as in beta. So the total amount is really wrong. I was wondering the same thing :)
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Hey guys, if you had problems playing or getting the game to load late last night that was due to some network problems at our hosting provider, all fixed now.
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I'm with ronin I think the single player mode should give you cards as accomplishments. I think they shoul almost be like badges and are better as you do better in the single player. Not worth points but just that the cards get better. Or you could have the same ones that have been released periodically and then after you beat single player you get a card all its own.
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Yes focus, the tutorial screen isn't 800x600 friendly, I got a popup and couldn't scroll down too. :S Good game, although it has some mixed up images in the deck builder. Hip, I have that question too. Kong, will there be starter decks? I haven't been playing that long and don't have many cards, and for people like me wil there be starter decks to choose from and begin playing this game? Good game, I didn't think that the Kongregate card game would be any good because of the difficulty of making one, but Kong pulled it off! You people who aren't able to test, look forward to this game! To bad I can't rate it yet... :D
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Its 2am est time and the game is not loading for me. I'm excited to play, thanks for the opportunity and I'll try again tomorrow.
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I can't seem to load the game, or even the chat. I got to play once, for about 20 seconds before I got a "network connection lost" error. Perhaps I'll be able to play tomorrow.
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Poison damage still occurs after death? (damijin poisoned me 7 times or something, it was like DIE, poison damage, poison damage, poison damage, ..., etc.
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The game itself is pretty well thought out. There is a issue of being slow, it might potentially take hours to play. Anyways graphics are nice, the gameplay is strategy in some ways and anticipation in others which is done in a good manner. Music can also help but that would most likely be added later on. Overall enjoying the game but I'm pretty dismal at this game at the moment.
Just wondering will it be possible to earn cards by playing this game perhaps in single player mode. If that's the case maybe offer different cards than the one in weekly challenges.
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I think that the beta is great as it is. Sometimes the images are mixed up in the deck builder. But I'm sure someone has noted that already. But as of right now that is the only flaw that I see. One question is will there be starter decks? Whisper me the answer plz.