Recent posts by ATBu on Kongregate

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.

 
Flag Post

Topic: Rise of Champions / Suggestions

Upgrading the bank doesnt make much sense currently (the profit is negligible), since you can get more from rewards for winning just a few single matches than the gold you collect from the keep.

There was a suggestion, that each lvl increases the number of inventory slots. I like it. Here are some alternative ideas:

  • reduction of construction cost of other buildings
  • increase of gold income when selling items
  • deposits (thats most “bankish”!) – one can deposit X * lvl gold for 24 h with lvl% interest, where X is a reasonable amount of gold.
 
Flag Post

Topic: Rise of Champions / Bugs

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?

 
Flag Post

Topic: Rise of Champions / Bugs

Originally posted by jkkiller10:

while playing single matches i fought this miniboss and the ai wont attack, forcing me to wait like forever and the program thinks im the one afk so i keep pressing the one in the middle dont remember whats written lol i think its im back or something heres the logs

It seems to be the same bug I reported a while ago.

 
Flag Post

Topic: Rise of Champions / Suggestions

Could you restore “top guilds” tab? I think there is enough space for one extra button… And btw, could it include more than 5 guilds? It could be scrolled like in tournament ranking.

 
Flag Post

Topic: Rise of Champions / Bugs

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.
-
[13:1:40] [Analytics] Stats: battle start Level 20 NaN
[13:1:40] [Main] LOADING BATTLE GRAPHICS
[13:1:40] [B] init
[13:1:40] [Analytics] Stats: search time Level 20 8
[13:1:40] [MMOe] engineDebug: Server connected to – Asking permission to join server
[13:1:40] [MMOe] engineDebug: Successfully Joined Battle Room
[13:1:40] [MMOe] engineDebug: Other Player in room?: False
[13:1:40] [MMOe] engineDebug: User connected to Battle Server [kong1054895]
[13:1:40] [MMOe] engineDebug: Adding guild perk bonus: 10014
[13:1:40] [MMOe] engineDebug: simplesalgiuf Joined Battle Room
[13:1:41] [MMOe] engineDebug: [MMO] Disconnected from Match Pool Room
[13:1:43] [MMOe] engineBattleLoadProgress: 19
[13:1:43] [MMOe] verifyBattleLoadedPercent: 16
[13:1:49] [MMOe] verifyBattleLoadedPercent: 36
[13:1:51] [MMOe] engineBattleLoadProgress: 38
[13:1:52] [B] loadParticles complete
[13:1:53] [B] loadEffects complete
[13:1:55] [MMOe] verifyBattleLoadedPercent: 54
[13:1:57] [MMOe] engineBattleLoadProgress: 57
[13:2:6] [MMOe] verifyBattleLoadedPercent: 71
[13:2:10] [MMOe] engineBattleLoadProgress: 75
[13:2:17] [MMOe] verifyBattleLoadedPercent: 90
[13:2:21] [B] loadCharacters complete
[13:2:21] [B] loadStage complete
[13:2:21] [MMOe] verifyBattleLoadedPercent: 100
[13:2:22] [MMOe] engineDebug: BattleType: PvP
[13:2:22] [MMOe] engineDebug: Status Updated
[13:2:22] [MMOe] engineDebug: PlayerCount: 1, isAIBattle: False
[13:2:22] [MMOe] engineBattleLoadProgress: 92
[13:2:25] [MMOe] engineBattleLoadProgress: 100
[13:2:25] [MMOe] engineDebug: Prepping Battle
[13:2:25] [MMOe] engineDebug: ActiveChar: kong1054895-2
[13:2:25] [MMOe] battleOrder: 8
[13:2:26] © setActiveCharacter
[13:2:40] [MMOe] verifyDoSkill: 225 2
[13:2:41] [MMOe] engineDebug: DoSkill 225 at Target 3
[13:2:41] [MMOe] engineDebug: ActiveChar: kong1054895-0
[13:2:41] [MMOe] doSkill: Split Arrow 8 11 0 0 77 7 100 787
[13:2:41] © doResults: 8
[13:2:42] © finishSkill: kong1054895-2
[13:2:42] © setNextTurn: 8
[13:2:42] © next active: kong1054895-0 200
[13:2:42] © setActiveCharacter
[13:2:42] [DESYNCFIX] Stamina setActive: 114 121
[13:2:42] [DESYNCFIX] Stamina setActive: 121 129
[13:2:42] [DESYNCFIX] Stamina setActive: 139 162
[13:2:42] [DESYNCFIX] Stamina setActive: 130 151
[13:2:43] [MMOe] verifyDoSkill: 121 0
[13:2:43] [MMOe] engineDebug: DoSkill 121 at Target 1
[13:2:43] [MMOe] engineDebug: ActiveChar: kong1054895-3
[13:2:43] [MMOe] doSkill: Thunderstorm 20 18 0 0 77 7 100 787
[13:2:43] © doResults: 8
[13:2:45] © finishSkill: kong1054895-0
[13:2:45] © setNextTurn: 8
[13:2:45] © next active: kong1054895-3 200
[13:2:45] © setActiveCharacter
[13:2:45] [DESYNCFIX] Stamina setActive: 74 81
[13:2:45] [DESYNCFIX] Stamina setActive: 121 129
[13:2:45] [DESYNCFIX] Stamina setActive: 139 162
[13:2:45] [DESYNCFIX] Stamina setActive: 130 151
[13:2:45] [MMOe] verifyDoSkill: 123 3
[13:2:46] [MMOe] engineDebug: DoSkill 123 at Target 4
[13:2:46] [MMOe] engineDebug: ActiveChar: kong1054895-1
[13:2:46] [MMOe] doSkill: Freezing Wind 12 25 0 0 77 7 100 787
[13:2:46] © doResults: 8
[13:2:48] © finishSkill: kong1054895-3
[13:2:48] © setNextTurn: 8
[13:2:48] © next active: kong1054895-1 200
[13:2:48] © setActiveCharacter
[13:2:48] [DESYNCFIX] Stamina setActive: 91 99
[13:2:48] [DESYNCFIX] Stamina setActive: 139 162
[13:2:48] [DESYNCFIX] Stamina setActive: 130 151
[13:2:50] [MMOe] verifyDoSkill: 1 1
[13:2:50] [MMOe] engineDebug: DoSkill 1 at Target 2
[13:2:50] [MMOe] engineDebug: Targeting friendly: Zaren (2)
[13:2:50] [MMOe] engineDebug: ActiveChar: simplesalgiuf-2
[13:2:50] [MMOe] doSkill: Defensive Aura 1 27 0 0 77 7 100 787
[13:2:50] © doResults: 8
[13:2:51] © finishSkill: kong1054895-1
[13:2:51] © setNextTurn: 8
[13:2:51] © next active: simplesalgiuf-2 200
[13:2:51] © setActiveCharacter
[13:2:51] [DESYNCFIX] Stamina setActive: 139 162
[13:2:51] [DESYNCFIX] Stamina setActive: 130 151
[13:2:54] [MMOe] engineDebug: DoSkill 28 at Target 3
[13:2:54] [MMOe] engineDebug: ActiveChar: simplesalgiuf-0
[13:2:54] [MMOe] doSkill: Whirlwind 15 1 0 0 77 7 100 787
[13:2:54] © doResults: 7
[13:2:56] © finishSkill: simplesalgiuf-2
[13:2:56] © setNextTurn: 7
[13:2:56] © next active: simplesalgiuf-0 200
[13:2:56] © setActiveCharacter
[13:2:58] [MMOe] engineDebug: DoSkill 22 at Target 2
[13:2:58] [MMOe] engineDebug: ActiveChar: simplesalgiuf-1
[13:2:58] [MMOe] doSkill: Intimidate 2 5 0 0 77 7 100 787
[13:2:58] © doResults: 7
[13:2:59] © finishSkill: simplesalgiuf-0
[13:2:59] © setNextTurn: 7
[13:2:59] © next active: simplesalgiuf-1 200
[13:2:59] © setActiveCharacter

 
Flag Post

Topic: Rise of Champions / Suggestions

It’s very discouraging when I fight the same opponent twice when doing same arena entry. Could it be set to force 5 different opponents?

 
Flag Post

Topic: Rise of Champions / Bugs

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.

[15:36:26] © next active: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-3 200
[15:36:26] © setActiveCharacter
[15:36:27] [MMOe] doSkill: no skill 0 13 0 0 43 6 1495 1738
[15:36:27] © doResults: 5
[15:36:27] © finishSkill: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-3
[15:36:27] © setNextTurn: 5
[15:36:27] © next active: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-1 200
[15:36:27] © setActiveCharacter
[15:36:27] [MMOe] doSkill: no skill 0 14 0 0 43 6 1495 1738
[15:36:27] © doResults: 5
[15:36:27] © finishSkill: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-1
[15:36:27] © setNextTurn: 5
[15:36:27] © next active: kong1054895-1 200
[15:36:27] © setActiveCharacter
[15:36:28] [MMOe] verifyDoSkill: 26 1
[15:36:28] [MMOe] engineDebug: Targeting friendly: Zaren (2)
[15:36:28] [MMOe] doSkill: Renewed Vigor 2 19 0 0 43 6 1495 1738
[15:36:28] © doResults: 5
[15:36:29] © finishSkill: kong1054895-1
[15:36:29] © setNextTurn: 5
[15:36:29] © next active: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-3 200
[15:36:30] © setActiveCharacter
[15:36:30] [MMOe] doSkill: no skill 0 20 0 0 43 6 1495 1738
[15:36:30] © doResults: 5
[15:36:30] © finishSkill: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-3
[15:36:30] © setNextTurn: 5
[15:36:30] © next active: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-1 200
[15:36:30] © setActiveCharacter
[15:36:30] [MMOe] doSkill: no skill 0 26 0 0 43 6 1495 1738
[15:36:30] © doResults: 5
[15:36:30] © finishSkill: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-1
[15:36:30] © setNextTurn: 5
[15:36:30] © next active: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-3 200
[15:36:30] © setActiveCharacter
[15:36:30] [MMOe] doSkill: no skill 0 27 0 0 43 6 1495 1738
[15:36:30] © doResults: 5
[15:36:30] © finishSkill: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-3
[15:36:30] © setNextTurn: 5
[15:36:30] © next active: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-1 200
[15:36:30] © setActiveCharacter
[15:36:31] [MMOe] doSkill: no skill 0 28 0 0 43 6 1495 1738
[15:36:31] © doResults: 5
[15:36:31] © finishSkill: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-1
[15:36:31] © setNextTurn: 5
[15:36:31] © next active: kong1054895-3 200
[15:36:31] © setActiveCharacter
[15:36:31] [MMOe] verifyDoSkill: 108 3
[15:36:31] [MMOe] engineDebug: Targeting friendly: Als (4)
[15:36:31] [MMOe] doSkill: Cosmic Gamble 2 29 0 0 43 6 1495 1738
[15:36:31] © doResults: 5
[15:36:32] © finishSkill: kong1054895-3
[15:36:32] © setNextTurn: 5
[15:36:32] © next active: kong1054895-0 200
[15:36:32] © setActiveCharacter
[15:36:34] [MMOe] verifyDoSkill: 106 3
[15:36:34] [MMOe] doSkill: Condemn 1 3 0 0 43 6 1495 1738
[15:36:34] © doResults: 5
[15:36:35] [MMOe] engineUpdateChat: YxWDvmXOX2c4cL9fnbhWDMvuuKg-zTdBcuJIiJcGWifM1
[15:36:37] [MMOe] doSkill: no skill 0 4 0 0 43 6 1495 1738
[15:36:37] © finishSkill: kong1054895-0
[15:36:37] © setNextTurn: 5
[15:36:37] © next active: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-3 200
[15:36:37] [MMOe] doSkill: no skill 0 10 0 0 43 6 1495 1738
[15:36:37] © setActiveCharacter
[15:36:37] [DESYNCFIX] Stamina setActive: 39 48
[15:36:37] [DESYNCFIX] Stamina setActive: 40 46
[15:36:37] [DESYNCFIX] Stamina setActive: 68 77
[15:36:37] © doResults: 5
[15:36:37] © finishSkill: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-3
[15:36:37] © setNextTurn: 5
[15:36:37] © next active: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1-1 200
[15:36:37] © setActiveCharacter
[15:36:37] [MMOe] doSkill: no skill 0 11 0 0 43 6 1495 1738
[15:36:37] [MMOe] doSkill: no skill 0 17 0 0 43 6 1495 1738
[15:36:38] [MMOe] doSkill: no skill 0 18 0 0 43 6 1495 1738
[15:36:38] [MMOe] doSkill: no skill 0 24 0 0 43 6 1495 1738
[15:36:38] [MMOe] doSkill: no skill 0 25 0 0 43 6 1495 1738
[15:36:38] [MMOe] doSkill: no skill 0 26 0 0 43 6 1495 1738
[15:36:55] [MMOe] engineDebug: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1 quit battle
[15:36:55] [MMOe] engineDebug: QuitMatch – Not AI Battle
[15:36:55] [MMOe] engineDebug: User disconnected from Battle Server [YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1]
[15:36:55] [MMOe] engineDebug: YR365sbfzM3Fq53_vExaQ6MFCZuxsMPWHt3PvlgGQCjk1 quit battle
[15:36:55] [MMOe] engineDebug: Setting player to AI
[15:37:18] [MMOe] engineStartAFK
[15:37:18] [Analytics] Stats: battle afk Level 20 NaN
[15:37:18] [MMOe] engineDebug: Taking AutoTurn
[15:37:18] [MMOe] doSkill: Arcane Bolt 4 28 0 0 43 6 1495 1738
[15:37:23] [MMOe] engineDebug: Taking AutoTurn
[15:37:23] [MMOe] doSkill: Arcane Bolt 2 1 0 0 43 6 1495 1738
[15:37:24] [MMOe] engineDebug: AI TURN
[15:37:24] [MMOe] engineDebug: Skill selected: 1 on Dantello [ID: 4]
[15:37:24] [MMOe] doSkill: Defensive Aura 1 5 0 0 43 6 1495 1738
[15:37:25] [MMOe] engineDebug: AI TURN
[15:37:25] [MMOe] engineDebug: Skill selected: 24 on Astrixial [ID: 2]
[15:37:25] [MMOe] doSkill: Enrage 1 6 0 0 43 6 1495 1738
[15:37:27] [MMOe] engineUpdateGuildXP: 25 135821560 0
[15:37:33] [MMOe] engineDebug: Taking AutoTurn
[15:37:33] [MMOe] doSkill: Sword Slash 2 22 0 0 43 6 1495 1738
[15:37:38] [MMOe] engineDebug: Taking AutoTurn
[15:37:38] [MMOe] doSkill: Arcane Bolt 4 28 0 0 43 6 1495 1738

 
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Topic: Rise of Champions / Bugs

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.

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Topic: Rise of Champions / [Guild Recruitment] "The Wicked" seeking active recruits!

kong1054895
My annihilate-everything party is currently lvl 13.
average playing time: 1 h/day (more during weekends, slightly less on workdays)

I’m an active player who don’t just join guilds for profits, but also contributes by talking in guild chats, donations, etc.

PM me if interested, I might be in temporary guild.

 
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Topic: Rise of Champions / Join The Red Brotherhood!!!

Hello!

My awesome annihilate-everything party is currently lvl 12. kong1054895
I am not playing long yet, but the game seems to be enjoyable.

PM me if interested, I might be in temporary guild.

 
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Topic: Rise of Champions / Guild recruitment

Active lvl 10 player looking for a good guild.

kong1054895

 
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Topic: Galaxy Online / Suggestion: change 'range', 'lock target' choices

In general – great idea!

I would change the range thing though. Just let us set the range to desired number of spaces (enter a number or select from list)! It should not be hard to make it limited to min/max range of weapons on ships.

When it comes to targetting, id like to choose (add a tick) if my fleet shall continue attacking once attacked fleet till destruction, or not.

I don’t think that there is need for distinguishing current/starting max attack/durability for secondary targetting. Just make all current. You could keep killing same fleet by marking tick i wrote about earlier.

 
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Topic: Legacy of a Thousand Suns / Raid URLs

http://www.kongregate.com/games/5thPlanetGames/legacy-of-a-thousand-suns?kv_action_type=raidhelp&kv_raid_id=6804671&kv_difficulty=4&kv_raid_boss=assasin&kv_hash=0×31f3NCyO

 
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Topic: Legacy of a Thousand Suns / Raid URLs

http://www.kongregate.com/games/5thPlanetGames/legacy-of-a-thousand-suns?kv_action_type=raidhelp&kv_raid_id=6741357&kv_difficulty=4&kv_raid_boss=advocate_tulk&kv_hash=OJMeEsgFxm

 
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Topic: Legacy of a Thousand Suns / Raid URLs

NM Gang

http://www.kongregate.com/games/5thPlanetGames/legacy-of-a-thousand-suns?kv_action_type=raidhelp&kv_raid_id=6612133&kv_difficulty=4&kv_raid_boss=china&kv_hash=J07MY73N31

 
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Topic: Legacy of a Thousand Suns / Raid URLs

NM Rautha

http://www.kongregate.com/games/5thPlanetGames/legacy-of-a-thousand-suns?kv_action_type=raidhelp&kv_raid_id=6512922&kv_difficulty=4&kv_raid_boss=rautha&kv_hash=JoQ105RWOL

 
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Topic: Legacy of a Thousand Suns / Raid URLs

NM CC Cruiser

http://www.kongregate.com/games/5thPlanetGames/legacy-of-a-thousand-suns?kv_action_type=raidhelp&kv_raid_id=6456776&kv_difficulty=4&kv_raid_boss=cruiser&kv_hash=90Zu8J7PiR