Recent posts by ATBu on Kongregate

Flag Post

Topic: Bloons Monkey City / Bugs Megathread

Originally posted by ATBu:

A few of my monkey knowledge categories were reset from rank 2-3 to rank 0. As I read the bug thread, it’s an old problem! Are devs working on it?

It happens every day!

8 hours ago:
Photo hosted by zimagez.com

now:
Photo hosted by zimagez.com

 
Flag Post

Topic: Bloons Monkey City / Bugs Megathread

A few of my monkey knowledge categories were reset from rank 2-3 to rank 0. As I read the bug thread, it’s an old problem! Are devs working on it?

 
Flag Post

Topic: Bloons Monkey City / Need Supply Crates? NEW THREAD!

Need 3 people to exchange crates every day.

 
Flag Post

Topic: Rise of Champions / Bugs

I am not matched to AI when doing single matches. The game keeps waiting for PvP.


[22:6:31] [MMOe] verifyGetTickets
[22:6:31] [MMO] kongSubmit
[22:6:31] [B] loadStage complete
[22:6:32] [MMOe] engineDebug: Received GetWarRewards packet
[22:6:32] [MMOe] engineGetWarRewards null 0 1 0 0 0 true true
[22:6:32] [MMOe] engineDebug: Received getRewards packet
[22:6:32] [MMOe] engineDebug: Reward incoming
[22:6:32] [MMOe] engineHolidayBossAttacks: 0
[22:6:32] [MMOe] engineDebug: getRewards: Type=battleLost Level=20
[22:6:32] [MMOe] engineDebug: Attempt Track Progress: loot items
[22:6:32] [MMOe] engineDebug: Attempt Track Progress: gain shards
[22:6:32] [MMOe] engineDebug: Attempt Track Progress: have shards
[22:6:32] [MMOe] engineDebug: No Tickets Available
[22:6:32] [MMOe] engineGetTickets: 0 8946
[22:6:32] [MMOe] engineGetRewards [object Object],[object Object] 0 1 5 0 0 0 0 null
[22:6:37] [MMOe] verifySellItem 49833
[22:6:37] [MMOe] engineDebug: Attempt Track Progress: gain gold
[22:6:37] [MMOe] engineDebug: Attempt Track Progress: have gold
[22:6:37] [MMOe] engineDebug: Attempt Track Progress: sell items
[22:6:37] [MMOe] engineRemoveSoldItem 49833 29 0
[22:6:37] [PartyInfo] removeItem: 49833
[22:6:38] [MMOe] verifySellItem 49832
[22:6:38] [MMOe] engineDebug: Attempt Track Progress: gain gold
[22:6:38] [MMOe] engineDebug: Attempt Track Progress: have gold
[22:6:38] [MMOe] engineDebug: Attempt Track Progress: sell items
[22:6:38] [MMOe] engineRemoveSoldItem 49832 186 0
[22:6:38] [PartyInfo] removeItem: 49832
[22:6:39] [MMOe] verifyGetTasks
[22:6:39] [MMOe] verifyCheckSurvey
[22:6:39] [MMOe] verifyCheckWeeklyRewards
[22:6:39] [MMOe] verifyTimeUntilWar
[22:6:39] [MMOe] verifyHolidayCollectionCheck
[22:6:39] [MMOe] engineGetTasks: 28402 8
[22:6:39] [MMOe] engineDebug: CheckSurvey…
[22:6:39] [MMOe] engineCheckWeeklyRewards: false 0
[22:6:39] [MMOe] engineTimeUntilWar: false 6801 false 17601
[22:6:39] [MMOe] engineDebug: Collected Daily Max
[22:6:39] [MMOe] engineHolidayCollectionCheck: 95
[22:6:49] [MMOe] verifyStartMatch: false
[22:6:49] [MMOe] engineDebug: [MMO] Sending for QuickMatch
[22:6:49] [Main] WAITING: Please wait…
[22:6:49] [MMOe] engineDebug: Setting up for quickmatch…0
[22:6:49] [MMOe] engineDebug: [MMO] Joining Quick Match Pool
[22:6:49] [MMOe] engineDebug: [MMO] Connecting to pool..
[22:6:51] [MMOe] engineDebug: [MMO] Pool Connect Success
[22:6:51] [MMOe] engineBattlePoolConnection: true
[22:6:51] [Main] CONNECTING: Please wait…
Searching for battle…
[22:6:51] [CS] battle
[22:6:51] [MMOe] engineDebug: User connected to QuickMatch [kong1054895]
[22:6:51] [MMOe] engineDebug: PvPOnly: False
[22:6:51] [MMOe] engineDebug: Account loaded
[22:6:51] [MMOe] engineDebug: Preparing load stage
[22:6:51] [MMOe] engineDebug: Player match process beginning
[22:6:54] [MMOe] engineUpdateGuildXP: 25 284221806 0
[22:7:8] [MMOe] verifyTopGuildMatches
[22:7:8] [MMOe] engineTopGuildMatches: 20
[22:7:12] [MMOe] verifyQuitSearch
[22:7:12] [MMOe] engineDebug: User requested to quit search [kong1054895]
[22:7:13] [MMOe] engineQuitSearch
[22:7:13] [MMOe] engineDebug: [MMO] Disconnected from Match Pool Room
[22:7:16] [MMOe] verifySaveSettings
[22:7:18] [MMOe] verifyStartMatch: false
[22:7:18] [MMOe] engineDebug: [MMO] Sending for QuickMatch
[22:7:18] [Main] WAITING: Please wait…
[22:7:18] [MMOe] engineDebug: Setting up for quickmatch…0
[22:7:18] [MMOe] engineDebug: [MMO] Joining Quick Match Pool
[22:7:18] [MMOe] engineDebug: [MMO] Connecting to pool..
[22:7:19] [MMOe] engineDebug: [MMO] Pool Connect Success
[22:7:19] [MMOe] engineBattlePoolConnection: true
[22:7:19] [Main] CONNECTING: Please wait…
Searching for battle…
[22:7:19] [CS] battle
[22:7:19] [MMOe] engineDebug: User connected to QuickMatch [kong1054895]
[22:7:19] [MMOe] engineDebug: Account loaded
[22:7:19] [MMOe] engineDebug: PvPOnly: False
[22:7:19] [MMOe] engineDebug: Preparing load stage
[22:7:19] [MMOe] engineDebug: Player match process beginning
[22:8:2] [MMOe] verifyQuitSearch
[22:8:2] [MMOe] engineDebug: User requested to quit search [kong1054895]
[22:8:2] [MMOe] engineQuitSearch
[22:8:2] [MMOe] engineDebug: [MMO] Disconnected from Match Pool Room
[22:8:4] [MMOe] engineUpdateGuildXP: 25 284223697 0
[22:8:26] [MMOe] verifyStartMatch: false
[22:8:26] [MMOe] engineDebug: [MMO] Sending for QuickMatch
[22:8:26] [Main] WAITING: Please wait…
[22:8:27] [MMOe] engineDebug: Setting up for quickmatch…0
[22:8:27] [MMOe] engineDebug: [MMO] Joining Quick Match Pool
[22:8:27] [MMOe] engineDebug: [MMO] Connecting to pool..
[22:8:27] [MMOe] engineDebug: [MMO] Pool Connect Success
[22:8:27] [MMOe] engineBattlePoolConnection: true
[22:8:27] [Main] CONNECTING: Please wait…
Searching for battle…
[22:8:27] [CS] battle
[22:8:27] [MMOe] engineDebug: User connected to QuickMatch [kong1054895]
[22:8:28] [MMOe] engineDebug: PvPOnly: False
[22:8:28] [MMOe] engineDebug: Account loaded
[22:8:28] [MMOe] engineDebug: Preparing load stage
[22:8:28] [MMOe] engineDebug: Player match process beginning
[22:9:4] [MMOe] verifyQuitSearch
[22:9:4] [MMOe] engineDebug: User requested to quit search [kong1054895]
[22:9:4] [MMOe] engineQuitSearch
[22:9:4] [MMOe] engineDebug: [MMO] Disconnected from Match Pool Room

 
Flag Post

Topic: Rise of Champions / Bugs

Game freezes on summoning event boss. Happened a few times already, also to other players.


[16:16:58] [Main] WAITING: Plundering…
[16:16:59] [MMOe] enginePlunder: false
[16:17:0] [Main] unloadCombatHandler IMMEDIATE
[16:17:0] [Main] finishCombatHandler: false false true
[16:17:0] [Main] loadHome
[16:17:0] [B] init
[16:17:0] [B] loadParticles complete
[16:17:0] [B] loadEffects complete
[16:17:0]® loadCharacterAnimation: kong1054895-0 rogue idle false false true 1 false
[16:17:0] [PartyInfo] getTrinketByID: 11 false
[16:17:0]® loadCharacterAnimation: kong1054895-1 rogue idle false false true 1 false
[16:17:0] [PartyInfo] getTrinketByID: 1 false
[16:17:0]® loadCharacterAnimation: kong1054895-2 mage idle false false true 1 false
[16:17:0] [PartyInfo] getTrinketByID: 10 false
[16:17:0]® loadCharacterAnimation: kong1054895-3 mage idle false false true 1 false
[16:17:0] [PartyInfo] getTrinketByID: 15 false
[16:17:0] [B] loadCharacters complete
[16:17:1] [Home] panelLoaded: false false
[16:17:1] [MMOe] verifyGetWarRewards
[16:17:1] [Main] WAITING: Checking rewards…
[16:17:1] [MMOe] verifyGetRewards
[16:17:1] [Main] WAITING: Checking rewards…
[16:17:1] [MMOe] verifyGetTickets
[16:17:1] [MMO] kongSubmit
[16:17:1] [B] loadStage complete
[16:17:1] [MMOe] engineDebug: Received GetWarRewards packet
[16:17:1] [MMOe] engineGetWarRewards null 0 1 0 0 0 true true
[16:17:1] [MMOe] engineDebug: Received getRewards packet
[16:17:1] [MMOe] engineDebug: Non AI Battle
[16:17:1] [MMOe] engineDebug: Reward incoming
[16:17:1] [MMOe] engineDebug: getRewards: Type=battleWon Level=20
[16:17:1] [MMOe] engineDebug: Attempt Track Progress: loot rare
[16:17:1] [MMOe] engineDebug: Attempt Track Progress: loot grand
[16:17:1] [MMOe] engineDebug: Attempt Track Progress: loot items
[16:17:1] [MMOe] engineDebug: Attempt Track Progress: gain shards
[16:17:1] [MMOe] engineDebug: Attempt Track Progress: have shards
[16:17:1] [MMOe] engineDebug: No Tickets Available
[16:17:1] [MMOe] engineGetTickets: 0 8178
[16:17:1] [MMOe] engineGetRewards [object Object],[object Object],[object Object] 0 2 14 0 0 0 0 null
[16:17:6] [MMOe] verifySalvageItem 48442
[16:17:6] [MMOe] engineDebug: Attempt Track Progress: gain resource
[16:17:6] [MMOe] engineDebug: Attempt Track Progress: have resource
[16:17:6] [MMOe] engineDebug: Attempt Track Progress: salvage items
[16:17:7] [MMOe] engineRemoveSoldItem 48442 0 660
[16:17:7] [PartyInfo] removeItem: 48442
[16:17:7] [MMOe] verifySalvageItem 48443
[16:17:7] [MMOe] engineDebug: Attempt Track Progress: gain resource
[16:17:7] [MMOe] engineDebug: Attempt Track Progress: have resource
[16:17:7] [MMOe] engineDebug: Attempt Track Progress: salvage items
[16:17:7] [MMOe] engineRemoveSoldItem 48443 0 2420
[16:17:7] [PartyInfo] removeItem: 48443
[16:17:7] [MMOe] verifySellItem 48444
[16:17:7] [MMOe] engineDebug: Attempt Track Progress: gain gold
[16:17:7] [MMOe] engineDebug: Attempt Track Progress: have gold
[16:17:7] [MMOe] engineDebug: Attempt Track Progress: sell items
[16:17:7] [MMOe] engineRemoveSoldItem 48444 121 0
[16:17:7] [PartyInfo] removeItem: 48444
[16:17:8] [MMOe] verifyGetTasks
[16:17:8] [MMOe] verifyCheckSurvey
[16:17:8] [MMOe] verifyCheckWeeklyRewards
[16:17:8] [MMOe] verifyTimeUntilWar
[16:17:8] [MMOe] engineGetTasks: 49371 8
[16:17:8] [MMOe] engineDebug: CheckSurvey…
[16:17:8] [MMOe] engineCheckWeeklyRewards: false 0
[16:17:8] [MMOe] engineTimeUntilWar: false 6172 false 16972
[16:17:10] [MMOe] verifySaveSettings
[16:17:10] [MMOe] verifyCreateGem
[16:17:10] [MMOe] engineDebug: Attempt Track Progress: have shards
[16:17:11] [MMOe] engineCreateGem: 2543 1 300 100
[16:17:11] [Analytics] Stats: gem start 1 Level 20 NaN
[16:17:11] [PartyInfo] addGemTimer: 2543 1 300
[16:17:12] [MMOe] verifySaveSettings
[16:17:14] [MMOe] verifySaveSettings
[16:17:16] [MMOe] verifySaveSettings
[16:17:18] [MMOe] verifyItemReRoll: 9580 false
[16:17:18] [Main] WAITING: Please wait…
Item Re-Enchant…
[16:17:18] [MMOe] engineDebug: Attempt Track Progress: have resource
[16:17:18] [MMOe] engineItemReRoll: 9580 false 45 36
[16:17:20] [MMOe] verifyItemReRoll: 9580 false
[16:17:20] [Main] WAITING: Please wait…
Item Re-Enchant…
[16:17:20] [MMOe] engineDebug: Attempt Track Progress: have resource
[16:17:20] [MMOe] engineItemReRoll: 9580 false 4 27
[16:17:21] [MMOe] verifyItemReRoll: 9580 false
[16:17:21] [Main] WAITING: Please wait…
Item Re-Enchant…
[16:17:21] [MMOe] engineDebug: Attempt Track Progress: have resource
[16:17:21] [MMOe] engineItemReRoll: 9580 false 23 26
[16:17:26] [MMOe] verifyHolidayBossTimeLeft
[16:17:27] [MMOe] engineHolidayBossTimeLeft: 26
[16:17:28] [MMOe] verifyHolidayLadderRanks
[16:17:29] [MMOe] engineHolidayLadderRanks: 100
[16:17:32] [MMOe] engineUpdateGuildXP: 25 279072114 0
[16:17:34] [MMOe] verifyHolidayGuildRanks
[16:17:34] [MMOe] engineHolidayGuildRanks: 25
[16:17:36] [MMOe] verifyHolidayBossTimeLeft
[16:17:37] [MMOe] engineHolidayBossTimeLeft: 16
[16:17:52] [Main] timeHandler BOSS COOLDOWN reset
[16:18:3] [MMOe] verifyHolidayBossAttack
[16:18:3] [Main] WAITING: Please wait…
Summoning boss…
[16:18:3] [MMOe] engineDebug: No Attacks left
[16:18:15] [MMOe] engineUpdateGuildMember: simpleodin

 
Flag Post

Topic: Rise of Champions / Bugs

Stuck on loading screen.

Photo hosted by zimagez.com


[6:54:36] [Main] unloadHome
[6:54:36] [Main] loadCombatHandler: 4 false false false true false
[6:54:36] [Analytics] Stats: single match start Level 20 NaN
[6:54:36] [Analytics] Stats: battle start Level 20 NaN
[6:54:36] [PartyInfo] getTrinketByID: 11 false
[6:54:36] [PartyInfo] getTrinketByID: 1 false
[6:54:36] [PartyInfo] getTrinketByID: 10 false
[6:54:36] [PartyInfo] getTrinketByID: 15 false
[6:54:36]® loadPortraits: Pylon Field-0 false
[6:54:36]® createPortrait send bmd
[6:54:36]® loadPortraits: Pylon Field-1 false
[6:54:36]® createPortrait send bmd
[6:54:36]® loadPortraits: Pylon Field-2 false
[6:54:36]® createPortrait send bmd
[6:54:36]® loadPortraits: Pylon Field-3 false
[6:54:36]® createPortrait send bmd
[6:54:36] [Main] LOADING BATTLE GRAPHICS
[6:54:36] [B] init
[6:54:36] [MMOe] engineDebug: Server connected to – Asking permission to join server
[6:54:36] [MMOe] engineDebug: Successfully Joined Battle Room
[6:54:36] [MMOe] engineDebug: Other Player in room?: False
[6:54:36] [MMOe] engineDebug: User connected to Battle Server [kong1054895]
[6:54:36] [MMOe] engineDebug: Adding guild perk bonus: 10014
[6:54:36] [MMOe] verifyBattleLoadedPercent: 16
[6:54:38] [MMOe] verifyBattleLoadedPercent: 48
[6:54:38] [B] loadParticles complete
[6:54:38] [B] loadEffects complete
[6:54:38]® loadCharacterAnimation: kong1054895-0 rogue hurt false false true 1 false
[6:54:38] [PartyInfo] getTrinketByID: 11 false
[6:54:38]® loadCharacterAnimation: kong1054895-0 rogue dead false false true 1 false
[6:54:38] [PartyInfo] getTrinketByID: 11 false
[6:54:38]® loadCharacterAnimation: kong1054895-0 rogue dash false false true 1 false
[6:54:38] [PartyInfo] getTrinketByID: 11 false
[6:54:38]® loadCharacterAnimation: kong1054895-0 rogue back false false true 1 false
[6:54:38] [PartyInfo] getTrinketByID: 11 false
[6:54:38]® loadCharacterAnimation: kong1054895-0 rogue bow attack false false true 1 false
[6:54:38] [PartyInfo] getTrinketByID: 11 false
[6:54:38]® loadCharacterAnimation: kong1054895-0 rogue idle false false true 1 false
[6:54:38] [PartyInfo] getTrinketByID: 11 false
[6:54:38]® loadCharacterAnimation: kong1054895-0 buff false false true 1 false
[6:54:38] [PartyInfo] getTrinketByID: 11 false
[6:54:38]® loadCharacterAnimation: kong1054895-0 power shot false false true 1 false
[6:54:39] [PartyInfo] getTrinketByID: 11 false
[6:54:39]® loadCharacterAnimation: kong1054895-1 rogue hurt false false true 1 false
[6:54:39] [PartyInfo] getTrinketByID: 1 false
[6:54:39]® loadCharacterAnimation: kong1054895-1 rogue dead false false true 1 false
[6:54:39] [PartyInfo] getTrinketByID: 1 false
[6:54:39]® loadCharacterAnimation: kong1054895-1 rogue dash false false true 1 false
[6:54:39] [PartyInfo] getTrinketByID: 1 false
[6:54:39]® loadCharacterAnimation: kong1054895-1 rogue back false false true 1 false
[6:54:39] [PartyInfo] getTrinketByID: 1 false
[6:54:39]® loadCharacterAnimation: kong1054895-1 rogue bow attack false false true 1 false
[6:54:39] [PartyInfo] getTrinketByID: 1 false
[6:54:39]® loadCharacterAnimation: kong1054895-1 rogue idle false false true 1 false
[6:54:39] [PartyInfo] getTrinketByID: 1 false
[6:54:39]® loadCharacterAnimation: kong1054895-1 buff false false true 1 false
[6:54:39] [PartyInfo] getTrinketByID: 1 false
[6:54:39]® loadCharacterAnimation: kong1054895-1 power shot false false true 1 false
[6:54:39] [PartyInfo] getTrinketByID: 1 false
[6:54:39]® loadCharacterAnimation: kong1054895-2 mage hurt false false true 1 false
[6:54:39] [PartyInfo] getTrinketByID: 10 false
[6:54:39]® loadCharacterAnimation: kong1054895-2 mage dead false false true 1 false
[6:54:39] [PartyInfo] getTrinketByID: 10 false
[6:54:40]® loadCharacterAnimation: kong1054895-2 mage attack false false true 1 false
[6:54:40] [PartyInfo] getTrinketByID: 10 false
[6:54:40]® loadCharacterAnimation: kong1054895-2 mage idle false false true 1 false
[6:54:40] [PartyInfo] getTrinketByID: 10 false
[6:54:40]® loadCharacterAnimation: kong1054895-2 lightning false false true 1 false
[6:54:40] [PartyInfo] getTrinketByID: 10 false
[6:54:40] [MMOe] verifyBattleLoadedPercent: 76
[6:54:40]® loadCharacterAnimation: kong1054895-2 heal false false true 1 false
[6:54:40] [PartyInfo] getTrinketByID: 10 false
[6:54:40]® loadCharacterAnimation: kong1054895-3 mage hurt false false true 1 false
[6:54:40] [PartyInfo] getTrinketByID: 15 false
[6:54:40]® loadCharacterAnimation: kong1054895-3 mage dead false false true 1 false
[6:54:40] [PartyInfo] getTrinketByID: 15 false
[6:54:40]® loadCharacterAnimation: kong1054895-3 mage attack false false true 1 false
[6:54:40] [PartyInfo] getTrinketByID: 15 false
[6:54:41]® loadCharacterAnimation: kong1054895-3 mage idle false false true 1 false
[6:54:41] [PartyInfo] getTrinketByID: 15 false
[6:54:41]® loadCharacterAnimation: kong1054895-3 lightning false false true 1 false
[6:54:41] [PartyInfo] getTrinketByID: 15 false
[6:54:41]® loadCharacterAnimation: kong1054895-3 heal false false true 1 false
[6:54:41] [PartyInfo] getTrinketByID: 15 false
[6:54:41] [B] loadCharacters complete
[6:54:41] [B] loadStage complete
[6:54:42] [MMOe] verifyBattleLoadedPercent: 100
[6:54:42] [MMOe] engineDebug: BattleType: AI
[6:54:42] [MMOe] engineDebug: BattleType: PvP
[6:54:42] [MMOe] engineDebug: Status Updated
[6:54:42] [MMOe] engineDebug: PlayerCount: 1, isAIBattle: True
[6:54:42] [MMOe] engineDebug: Prepping Battle
[6:55:26] [MMOe] engineHolidayAchievementsUpdate: 6
[6:56:26] [MMOe] engineHolidayAchievementsUpdate: 6
[6:57:35] [MMOe] engineUpdateGuildXP: 25 278672676 0
[6:59:21] [MMOe] verifyHolidayCollectionCheck
[6:59:21] [MMOe] engineHolidayCollectionCheck: 3
[6:59:26] [MMOe] engineHolidayAchievementsUpdate: 6
[6:59:36] [Main] timeHandler BOSS COOLDOWN reset
[7:0:28] [MMOe] engineUpdateGuildXP: 25 278674189 0

 

Topic: Rise of Champions / Bugs

This post has been removed by an administrator or moderator
 
Flag Post

Topic: Rise of Champions / Bugs

Examples of unbalanced matchmaking in brawls. I will just add more screenshots when I make them instead of posting them separately.

1. Me + 5 AIs

 
Flag Post

Topic: Rise of Champions / Bugs

Originally posted by asyataka:
Originally posted by ATBu:

t10 players are not matched to t11 players. AFAIK, this situation lasts since the last update.

Isn’t that good for t10 players?

No, it’s not. And it doesn’t matter in fact.

 
Flag Post

Topic: Rise of Champions / Bugs

Only 1 rune on rerolled legendary artifact. Not sure if it’s a bug, but I thought that legendaries always have 2 runes.

 
Flag Post

Topic: Rise of Champions / Bugs

t10 players are not matched to t11 players. AFAIK, this situation lasts since the last update.

 
Flag Post

Topic: Rise of Champions / Suggestions

Please add a tier indicator next to the username (for both, real players and AI) on the battle screen – just to satisfy our curiosity :)

A poor illustration of what I mean can be seen on the below picture (click on it to see it full size).

Photo hosted by zimagez.com

 
Flag Post

Topic: Rise of Champions / Suggestions

Please make trinkets stackable in inventory (just as mutations are).

 
Flag Post

Topic: Rise of Champions / Bugs

Grudge matches seem to be not working – an error message “your account is safe” pop-ups. You can find the log below.


[14:26:59] MATCH FINISHED: kong1054895 kong1054895
[14:26:59] [MMOe] engineDebug: Scheduled Battle Disconnect
[14:26:59] [MMOe] engineDebug: [MMO] Disconnected from Battle Room
[14:27:1] loadGameOverScreen: kong1054895 true 3025
[14:27:1] [Analytics] Stats: single match win level Level 20 NaN
[14:27:1] [Analytics] Stats: single match win composition MMRR 20
[14:27:1] [Analytics] Stats: battle win composition MMRR 20
[14:27:1] [Analytics] Stats: battle time Level 20 17
[14:27:3] [MMOe] verifyPlunder
[14:27:3] [Main] WAITING: Plundering…
[14:27:4] [MMOe] enginePlunder: false
[14:27:5] [Main] unloadCombatHandler IMMEDIATE
[14:27:5] [Main] finishCombatHandler: false false true
[14:27:5] [Main] loadHome
[14:27:5] [B] init
[14:27:5] [B] loadParticles complete
[14:27:5] [B] loadEffects complete
[14:27:5] [PartyInfo] getTrinketByID: 1 false
[14:27:5] [PartyInfo] getTrinketByID: 4 false
[14:27:5] [PartyInfo] getTrinketByID: 2 false
[14:27:5] [PartyInfo] getTrinketByID: 3 false
[14:27:5] [B] loadCharacters complete
[14:27:5] [Home] panelLoaded: false false
[14:27:5] [MMOe] verifyGetWarRewards
[14:27:5] [Main] WAITING: Checking rewards…
[14:27:5] [MMOe] verifyGetRewards
[14:27:5] [Main] WAITING: Checking rewards…
[14:27:5] [MMOe] verifyGetTickets
[14:27:5] [MMO] kongSubmit
[14:27:5] [B] loadStage complete
[14:27:5] [MMOe] engineDebug: Received GetWarRewards packet
[14:27:5] [MMOe] engineGetWarRewards null 0 1 0 0 0 true true
[14:27:6] [MMOe] engineDebug: Received getRewards packet
[14:27:6] [MMOe] engineDebug: Reward incoming
[14:27:6] [MMOe] engineDebug: getRewards: Type=battleWonAI Level=20
[14:27:6] [MMOe] engineDebug: Attempt Track Progress: loot items
[14:27:6] [MMOe] engineDebug: Attempt Track Progress: gain shards
[14:27:6] [MMOe] engineDebug: Attempt Track Progress: have shards
[14:27:6] [MMOe] engineDebug: No Tickets Available
[14:27:6] [MMOe] engineGetTickets: 0 6307
[14:27:6] [MMOe] engineGetRewards [object Object],[object Object],[object Object] 0 2 6 0 0 0 0 null
[14:27:20] [MMOe] engineUpdateGuildXP: 25 245401558 0
[14:27:25] [MMOe] verifyGuildChat
[14:27:25] [MMOe] engineUpdateChat: kong1054895
[14:27:27] [MMOe] verifySellItem 35477
[14:27:27] [MMOe] engineDebug: Attempt Track Progress: gain gold
[14:27:27] [MMOe] engineDebug: Attempt Track Progress: have gold
[14:27:27] [MMOe] engineDebug: Attempt Track Progress: sell items
[14:27:27] [MMOe] engineRemoveSoldItem 35477 142 0
[14:27:27] [PartyInfo] removeItem: 35477
[14:27:28] [MMOe] verifySellItem 35478
[14:27:28] [MMOe] engineDebug: Attempt Track Progress: gain gold
[14:27:28] [MMOe] engineDebug: Attempt Track Progress: have gold
[14:27:28] [MMOe] engineDebug: Attempt Track Progress: sell items
[14:27:28] [MMOe] engineRemoveSoldItem 35478 259 0
[14:27:28] [PartyInfo] removeItem: 35478
[14:27:28] [MMOe] verifySellItem 35479
[14:27:28] [MMOe] engineDebug: Attempt Track Progress: gain gold
[14:27:28] [MMOe] engineDebug: Attempt Track Progress: have gold
[14:27:28] [MMOe] engineDebug: Attempt Track Progress: sell items
[14:27:29] [MMOe] engineRemoveSoldItem 35479 196 0
[14:27:29] [PartyInfo] removeItem: 35479
[14:27:30] [MMOe] verifyGetTasks
[14:27:30] [MMOe] verifyCheckSurvey
[14:27:30] [MMOe] verifyCheckWeeklyRewards
[14:27:30] [MMOe] verifyTimeUntilWar
[14:27:30] [MMOe] engineGetTasks: 55950 8
[14:27:30] [MMOe] engineDebug: CheckSurvey…
[14:27:30] [MMOe] engineCheckWeeklyRewards: false 0
[14:27:30] [MMOe] engineTimeUntilWar: false 12750 false 1950
[14:27:31] [MMOe] verifyListChallengeRooms
[14:27:31] [Main] WAITING: Please wait…
Loading Grudge Rooms…
[14:27:31] [MMOe] engineListChallengeRooms: 5
[14:27:31] [MMOe] engineUpdateGuildXP: 25 245403071 0
[14:27:31] [MMOe] verifyJoinChallengeRoom: 0
[14:27:31] [Main] WAITING: Please wait…
Joining Grudge Room…
[14:27:32] [MMOe] joinChallengeRoomSuccess: 0
[14:27:32] [MMOe] verifyViewChallenges
[14:27:32] [Main] WAITING: Please wait…
Getting Grudge Matches…
[14:27:33] [MMOe] engineViewChallenges: 0
[14:27:34] [MMOe] verifySetupChallenge: 444
[14:27:34] [Main] WAITING: Please wait…
Starting Grudge Match…
[14:27:34] [MMOe] engineSetupChallenge: 444
[14:27:34] [Main] CONNECTING: Grudge Room #1
Pass: 444
[14:27:34] [CS] challenge
[14:27:40] [MMOe] engineUpdateChat: kong12331870
[14:28:0] [MMOe] engineChallengeFound
[14:28:0] [MMOe] engineUpdateGuildXP: 25 245404584 0
[14:28:0] [MMOe] engineDebug: [MMO] Joining challenge room: kong12331870kong1054895280520420
[14:28:1] [MMOe] engineUpdateGuildXP: 25 245406097 0
[14:28:2] [MMOe] engineDebug: [MMO] Battle Room Connect Success
[14:28:2] [MMOe] reportError
[14:28:2] = ERROR =
[14:28:2] = ERROR =
[14:28:2] = ERROR =
[14:28:2] [MMOe] engineDebug: Server connected to – Asking permission to join server
[14:28:2] [MMOe] engineDebug: Successfully Joined Battle Room
[14:28:2] [MMOe] engineDebug: Other Player in room?: True
[14:28:2] [MMOe] engineDebug: User connected to Battle Server [kong1054895]
[14:28:2] [MMOe] engineDebug: Adding guild perk bonus: 10014

 
Flag Post

Topic: Rise of Champions / First and second gear

Rev, it might work this way: if 2nd slot is empty, use item in 1st slot.

Another solution of this problem would be a 2nd champ party. We could have separate parties for farming and brawling (4m builds not very usefull here…) with gear already equipped. The problem of equipping gems would have to be solved in a different way though. A possiblity to save/load a few (2-3) different sets might help (you could put the same item in a few sets and just click e.g. “load set number 2” button).

 
Flag Post

Topic: Rise of Champions / First and second gear

Awesome! Eduedo, I will let you win in all our future matches if this feature is implemented!

 
Flag Post

Topic: Rise of Champions / Bugs

Originally posted by FrozenTorch:

Unfortunately it’s not so simple to fix. The client is getting the simulated turn order directly from the server. 99% of battles show turn order correctly. We need the information that tells us what exactly is causing the inconsistency, more than simply reminding me that the bug still exists.

Well, if I don’t see any confirmation that you are working on this, I keep reminding. If you are trying to fix it – Im cool!

How can I help with providing the information? It occurs vs. certain enemies and is probably connected to filling 2 action (yellow) bars at the same time. But thats only my guess.

 
Flag Post

Topic: Rise of Champions / Bugs

Originally posted by ATBu:
Originally posted by ATBu:

The queue indicator is not working properly. It shows characters A, B, C, D to take their turns in order ABCD, but sometimes after A and B do their moves and C should begin his turn, D jumps and moves first.

It is not a matter of elapsing speed buffs/debuffs (although it would be nice if the queue indicator included that in advance), because the problem occurs even if neither me nor the enemy uses such buffs/debuffs or the buffs/debuffs are still lasting.

Another battle almost lost due to this bug. Please fix it, it’s vital. How can I plan my moves If I cannot be sure who moves next?

I lost a few battles due to this bug recently :(. I am very disappointed that it’s still not fixed.

 
Flag Post

Topic: Rise of Champions / Bugs

Well, it’s not a real “bug”, but still something that needs to be fixed.

I cannot see how many HP has the warrior in top-right corner (the bar is hidden behind the guild name). Probably caused by gigantism mutation. Screenshot here

 
Flag Post

Topic: Rise of Champions / Suggestions

@Santa367
The ELO system is one possible solution – I won’t discuss it here, as there is another topic for that. So all I write here concerns the current system.

Redefining the power rating might work, though it might cause other pathologies (like equipping worse gear/gems or making one OP champ and others avarage to lower the total rating.

Rewards would be nice, but…
1. One time rewards might be not juicy enough to encourage people to tier up. Besides, they will get them anyway, so why haste?
2. The permanent rewards (like +% to smth) must be really thought out. If they are too low, people won’t be encouraged to tier up. If they are too high, the distance between vets and newbies will be increased even more. It’s dangerous. Increasing inventory slots would be appreciated by all, but is it enough?

Basically this is why I opt for removing the tier victory points punishment for losing battles (if we keep the current tier system).

IMO it is hard to make a good reward system that is fair for all. I am not good at balancing stuff nor tournament systems, but maybe changing the tournament ranking system would encourage people to tier up. It works a bit weird now, because low tier players can get quite high in the tournament (when I was in tier 4-6 in one week, I made it to be around #23 by doing PvP only), while middle tier players might have problems to stay in the top100 at all. One might consider a system, where
- AI wins grant a certain amount of tournament points (say “x”),
- PvP wins grant y*z points, where y is the tier of the defeated player and “z” is a base amount of points; one could employ an even more subtle formula, so it still makes difference around tier 20.

Setting a considerably low “x” value would make PvP battle more desired (let the tournament reflect the PvP strength not AI grinding efficiency).

 
Flag Post

Topic: Rise of Champions / Bugs

Originally posted by FrozenTorch:
Originally posted by ATBu:
Originally posted by ATBu:
Originally posted by ATBu:

I was fighting an AFK player, he (AI?) was passing turn repeatedly, but at some point his turn time elapsed and the battle got stuck. 30 s later an AFK screen popped up, despite it was my enemy’s turn. I pressed “I’m back”, tried pressing “q” and “1-0” on keyboard, but nothing really happened. After some time it happened again, and I pressed the button once more. 30 s later I lost due to getting AFK 3 times… A battle I should win in fact.

screen 1

screen 2

screen 3

It just happened again. My enemy was massively passing turn again.

And again… I have reported 2 serious bugs in recent few weeks. Dear Dev(s), can you tell us if you are working on fixing them or not? Because I don’t really know if I should continue reporting them. I understand that there might be more urgent issues, just let us know if you recognized and queued them.

Unfortunately a random battle crash does not classify as a “serious bug”. The server sometimes craps itself and causes battles to break. It’s out of our control, all you can do is refresh and fight again.

The bug I described is not random – the problem occurs always when the opponent is repeatedly passing his turns.

Losing battles one should win is a serious problem.

Losing battles due to invalid queue display is a serious problem! If it doesnt work properly, you could make queue all random as well.

 
Flag Post

Topic: Rise of Champions / Suggestions

Originally posted by FrozenTorch:
Originally posted by ATBu:
Originally posted by Hamburglar4:

1) The way the tier system works needs to change. There’s almost no reason to tier up right now, so the game is full of people losing on purpose, afking, botting to lose points (also botting in general), not wearing any gear, quitting pvp fights, etc. I think the only reason most people tier up at all is because they get bored of all that. The tiers are very uneven too, because some people try harder than others to stay in a low tier.

It would be much more fun if both people really wanted to win every fight. I can think of a few things that would help:
- Lower the rewards for losing a fight. Make it almost nothing. No shards, maybe a common item or two.
- Lose a tournament point every time you lose a fight.
- Have each tier give increasing battle rewards. More shards; more refined essence; better chance for keys, cm points, refined essence, higher quality gear, etc.
- Make one-time rewards for reaching each tier. It would need to have some pretty good stuff, especially in the higher tiers (10+). You could give RP, fragments, large amounts of gold and essence, legendary chests, unreal items, exclusive cosmetics, diamonds, inventory slots, etc.

There is a simpler solution – a PvP loss does not reduce your victory points (those which you need to tier up). Nobody would be losing for purpose then. Though some little rewards for tiering up would be nice too.

The system is almost like that already, you lose less tier points per loss than you gain per win so to stay in the same tier it requires you to lose more battles than you win.

Well, it turns out that “almost” makes the difference. Still many people do intentionally lose their battles. If there were no punishment for losing, they certainly wouldn’t do that. Changing it to what I suggested would make players only progress.

 
Flag Post

Topic: Rise of Champions / Suggestions

Originally posted by Hamburglar4:

1) The way the tier system works needs to change. There’s almost no reason to tier up right now, so the game is full of people losing on purpose, afking, botting to lose points (also botting in general), not wearing any gear, quitting pvp fights, etc. I think the only reason most people tier up at all is because they get bored of all that. The tiers are very uneven too, because some people try harder than others to stay in a low tier.

It would be much more fun if both people really wanted to win every fight. I can think of a few things that would help:
- Lower the rewards for losing a fight. Make it almost nothing. No shards, maybe a common item or two.
- Lose a tournament point every time you lose a fight.
- Have each tier give increasing battle rewards. More shards; more refined essence; better chance for keys, cm points, refined essence, higher quality gear, etc.
- Make one-time rewards for reaching each tier. It would need to have some pretty good stuff, especially in the higher tiers (10+). You could give RP, fragments, large amounts of gold and essence, legendary chests, unreal items, exclusive cosmetics, diamonds, inventory slots, etc.

There is a simpler solution – a PvP loss does not reduce your victory points (those which you need to tier up). Nobody would be losing for purpose then. Though some little rewards for tiering up would be nice too.

 
Flag Post

Topic: Rise of Champions / Bugs

Originally posted by ATBu:
Originally posted by ATBu:

I was fighting an AFK player, he (AI?) was passing turn repeatedly, but at some point his turn time elapsed and the battle got stuck. 30 s later an AFK screen popped up, despite it was my enemy’s turn. I pressed “I’m back”, tried pressing “q” and “1-0” on keyboard, but nothing really happened. After some time it happened again, and I pressed the button once more. 30 s later I lost due to getting AFK 3 times… A battle I should win in fact.

screen 1

screen 2

screen 3

It just happened again. My enemy was massively passing turn again.

And again… I have reported 2 serious bugs in recent few weeks. Dear Dev(s), can you tell us if you are working on fixing them or not? Because I don’t really know if I should continue reporting them. I understand that there might be more urgent issues, just let us know if you recognized and queued them.

 
Flag Post

Topic: Rise of Champions / Bugs

Originally posted by Ashebrethafe:
Originally posted by ATBu:
Originally posted by ATBu:

The queue indicator is not working properly. It shows characters A, B, C, D to take their turns in order ABCD, but sometimes after A and B do their moves and C should begin his turn, D jumps and moves first.

It is not a matter of elapsing speed buffs/debuffs (although it would be nice if the queue indicator included that in advance), because the problem occurs even if neither me nor the enemy uses such buffs/debuffs or the buffs/debuffs are still lasting.

Another battle almost lost due to this bug. Please fix it, it’s vital. How can I plan my moves If I cannot be sure who moves next?

This might not be a bug. Is C on the same team as A and B? If not, are you sure that neither of them stunned C? (The only stunning attack I saw in the log was your own Thunderstorm, but I don’t know whether — and if so, how — stun from items and CM would appear in the log.) I’m just asking because I’ve caused the same thing to happen by using a Disorienting Bomb or two, where C was an enemy and D was my mage, to allow the mage to heal himself before the enemy could kill him.

C is not in the same team as B, usually. I know there is stun and wouldn’t report it. Most frequent case is that A and B are enemy warriors, C is my mage and D is enemy mage/rogue. No way that A or B can slow down/stun C.