Recent posts by Marak on Kongregate

Flag Post

Topic: Sandbox Hero / Feature Requests (not multiplayer)

Ah, ok. Yeah that sounds reasonable.

PS. How do you find these things out? Is it on his website or something?

 
Flag Post

Topic: Sandbox Hero / Feature Requests (not multiplayer)

Could we have a vote breakdown for your own maps? No names or anything, but just so you can see if a map has a low or high score because of one extreme vote?

Also possibly use the olympics scoring practice of excluding both the highest and lowest scores? Perhaps more than one on each end depending on how many people have voted? It might make ragequit votes less of an issue.

 
Flag Post

Topic: Sandbox Hero / Feature Requests (not multiplayer)

Originally posted by 0z9tu:

It’s a system that prevents getting a ton of coins from maps that are just the beginning and the end next to each other with a pile of coins in between.

This is true. And I’m not suggesting that that kind of farming is a good thing. Nor am I saying I have a perfect solution, unfortunately, but it still seems that it’s not possible to design a level where you are rewarded for skill/level. At least not insofar as coins are concerened. And it does still mean that taking your time and enjoying a map leads to low scores, which, unless it’s specifically a speed map, seems unfair.

The best way round it I can see would be to make the hard to reach coins exempt from the reward restrictions. The game already recognises that fewer people collect them, so why not allow you to reap the benefits it’s already set up to recognise?

 
Flag Post

Topic: Sandbox Hero / Feature Requests (not multiplayer)

Originally posted by dbt247:
Originally posted by Marak:

This may have been said already, but it’s quite frustrating that replaying a level once you have leveled up, you cannot collect any more XP or coins than when you first attempted it.

Eg: Tower of Greed. A well designed level which you can ascend fully only when you’ve leveled up, I tried it first (literally my first map) so I could only collect 2 coins and 2 XP. Now I can ascend to the third or fourth level, with rare coins, but I can’t collect them, because I’m capped at 2.

I understand that you don’t want ridiculous farming, but it currently means that harder maps have coins which you can never claim because you first tried them with poor stats.

Tower of greed is capped this way because it only takes two seconds to complete. You might not be able to get the coins at the top but the coin cap is determined by how long the average player takes to complete that particular map. (up to 20 coins). This is not a bug.

Ah well, in that case, it’s equally annoying. As far as I can tell, that level was designed so that the better you are, the more reward you recieve. If the cap is lowered to the lowest common denominator, or at least a low average, that makes that whole avenue of possibility redundant. If that’s the case, what’s the point in hard to get coins being worth more?

Yes, on a different map they may be just out of reach for most, but those who can reach them will, by the act of reaching them, take more time. (I realise this is level design dependant, but still a valid point.) If hundreds of people don’t try to collect coins at all and race through, those who do try won’t be able to get them anyway, and will have a slower time.

It’s a system which punishes the higher leveled players and encourages rushing on all maps. Could this system perhaps be restricted to maps which have been specifically tagged as time trial? As it is, it also punishes those who want to take their time and explore, so beyond a symbolic description, what is the point of [some of] the tags?

 
Flag Post

Topic: Sandbox Hero / Feature Requests (not multiplayer)

This may have been said already, but it’s quite frustrating that replaying a level once you have leveled up, you cannot collect any more XP or coins than when you first attempted it.

Eg: Tower of Greed. A well designed level which you can ascend fully only when you’ve leveled up, I tried it first (literally my first map) so I could only collect 2 coins and 2 XP. Now I can ascend to the third or fourth level, with rare coins, but I can’t collect them, because I’m capped at 2.

I understand that you don’t want ridiculous farming, but it currently means that harder maps have coins which you can never claim because you first tried them with poor stats.

 
Flag Post

Topic: Sandbox Hero / Feature Requests (not multiplayer)

Ok, I’m triple posting now – my bad – maybe I should just edit…

Anyway, Could you have collectible items for story maps that don’t have anything to do with the rest of the game, but allow you to give your narrative some purpose? Like maybe just an ability to add an attribute to a feature, like when you run over a particular shrub, you could add text (without having to hide a sign) or – and this may be asking too much – have a key system so you can’t progress further until you find this particular shrub (or whatever). Failing that, just another collectable. But then, it would have to have some impact on your ability to finish the level…

Sorry, still coming up with the idea. But perhaps someone else could run with this?

Ok, I’m EDITing now. Could we give an equipment prize in level? Something equal to their level, but you get it by finishing the level, rather than buying it with coins from the level?

 
Flag Post

Topic: Sandbox Hero / Feature Requests (not multiplayer)

Another idea: could we have an option for tiles to be background? So we can do interiors without the forest/mountains/whatever visible?

(Sorry for the double post!)

 
Flag Post

Topic: Sandbox Hero / Bug Report Thread

I think this may have been mentioned already, but when you type a ? in speech, the ? and all text after it dissappears when you reload the map. This is a little annoying as I use them quite a lot and had a fair amount of text after them!

It’s like when it saves it thinks the ? is a signal to end the speech box.

 
Flag Post

Topic: Sandbox Hero / Feature Requests (not multiplayer)

I don’t know if anyone has already said this, but could we be able to flip the features in the creator? I had a symetrical design in mind using the globe lamp, but it only faces to the right. Also this would allow for much more variety in adornment without adding loads of extra features. (Although, of course, I’d love loads of extra features anyway! :) )

 
Flag Post

Topic: Elements / Account problems

Hi,

I havn’t actually started playing the game yet, because when I first loaded it, it suggested I use a password, that it wasn’t necessary for Kong, but it was in case I wanted to use multiple accounts. All good so far.

I decided I didn’t want to bother with that since I’m the only one to use the computer, so I just clicked next.

The next window showed my user name and a randomly generated password. Ok, so I do need a password then. I change the password to something I will actually remember and click next. It then informs me that this is not the correct password.

I now have no way of accessing the Elements account, because it gave me a randomly created password without prompting and saved it without being obvious that this is what it would do.

This isn’t the end of the world – I can still play the game using my Kong account, but now I cannot create an Elements acount using my username because it is occupied with the one for which it did the above.

As I say, this isn’t urgent, rather, annoying. If there was an option to delete an account that would be useful, but the problem is that I can’t access the account at all. It will now forever be taking up that Username slot.

Perhaps a little more warning that a random password will be generated would be good, as that was the initial problem. Then once created, perhaps an option to edit before creating the account.

Right.

Now I’ll go play the game!

 
Flag Post

Topic: Dungeon Blitz / Exploits And Suckishneses With The Game

Bosses recover full health if left alone i.e. walking out of it’s area so it turns back – I just tested it.
There is a display bug where the health appears full for a second, then reverts to where it was and if it has been left alone – w/o attacking – regenerates, however – and I have only experienced this in dread, playing with a team – if a boss is drawn far enough away that instead of walking back, it ‘glitches’ back, it will recover full health.

I’ll be honest, when I asked if someone knew how the game worked, i meant a dev – like Tyveris.

 
Flag Post

Topic: Dungeon Blitz / Exploits And Suckishneses With The Game

I’m only talking from experience here, but I’m sure someone who actually knows how the game works would be able to stall misunderstandings.

If a boss respawns, and regenerates it’s health as far as I understand it, it may occasionally loose it again after a hit if there are some lag issues to do with miss read hits etc.

However, I have played in many dungeons where either myself or the team have lured the boss away and it has respawned with full health. It has not lost this health after further hits save that it has taken damage as normal.

Josh, were you outside of the boss area when you were fighting? Did it diassappear or walk away from you? It’s also possible you died but picked up a health ball, this still counts as dying, so the boss would regenerate.
Again, all I’m trying to do is explain what might have happened according to the game as I have experienced it, if anyone actually knows the game mechanics regarding this, do clarify for us!

 
Flag Post

Topic: Dungeon Blitz / Special weapon class perhaps?

I think there was already talk of elite classes, but I’m not sure what they would entail.

I was thinking about being able to select which abilities and runes you wanted on a weapon and even perhaps you could be able to forge it using – again ridiculous amounts – of Dragonore, so you could have:

[Your choice of name]
Unique Saber

Damage [your preferred bias]
Magic [your preferred bias]
Defense [your preferred bias]

Triple Strike
Swiftforge
Warlord
Lifethief
Battlefire

Or whatever you like.

(Those runes are my favourites!)

 
Flag Post

Topic: Dungeon Blitz / Zone Teleporting

I suggested this a while back, but as Josh says, they sell mounts for faster travel, if they implement it, it won’t be free.

 
Flag Post

Topic: Dungeon Blitz / Exploits And Suckishneses With The Game

Sorry, got caught up and forgot the original post. In my experience Parties stay together until you are kicked or everyone leaves. Even if someone exits the game they stay in the party with (offline) below thir avatar. I’m assuming this is to protect against crashes or temporary internet loss etc.

 
Flag Post

Topic: Dungeon Blitz / Exploits And Suckishneses With The Game

Actually, a boss only regenerates health if you 1: leave it alone for a while 2: Everyone on your team dies – not just one of you or 3: you lure it off the Boss area and it respawns.

I am not in a guild, but I have parties with those on my friends list. We are respectful of each other and take it in turns to do our dungeons. That way, we learn each others styles and work together better. I’m not saying this isn’t possible in a guild, I’m sure it is, but it is not exclusive to them. There are, of course, people who invite you or add as a friend purely to be selfish and get you to help them or just for a laugh. I go along with the just far a laugh and ignore the selfish – everyone (except the selfish) is happy!

Sorry if I sound preachy – I don’t mean to!

 
Flag Post

Topic: Dungeon Blitz / Best Class?

While they adjust to your level, some dungeons have a higher proportion of enemies and/or enemies with more challenging abilities, like spawning ghosts or Imps, meaning that these levels will be harder than those with a more restricted makeup.
This has to be the case or in Normal there would be no increase in difficulty from Wolf’s End to Shazari Desert. The same applies to Dread, although I’m uncertain as to whether Wolf’s end is intentionally the hardest – meant to be left to last?

 
Flag Post

Topic: Dungeon Blitz / Special weapon class perhaps?

Just had an idea for a special weapon class like ‘Unique’ where the player chooses what suits their playing style, but make it either only available when you reach level 50, or collect all the other weapons, or perhaps available to buy from a Dread vendor for ridiculous amounts of (ingame) money?

Just a thought…

 
Flag Post

Topic: Dungeon Blitz / Best Class?

I play with a Rogue and in normal mode, almost always solo.
I personally gear completely toward most damage, but with health Charms.
There are a few bosses where it’s a little difficult to stay alive because of swarms of flyers or fire, but in general using steel whirlwind on groups, then just attacking the weakest first with either triple or poison blade strikes will give you enough health pickups to survive to the boss, then the hawk strike is an excellent assasination ability.
Using this technique I can usually get to the boss in Dread playing solo, although they always have too high an attack/defense ratio to defeat without health pickups.

 
Flag Post

Topic: Dungeon Blitz / Couple of points

Ok, I just got five stars with some fire left at the end. Presumably it was that some had dropped down in a main area and I hadn’t noticed. Sorry!

 
Flag Post

Topic: Dungeon Blitz / Couple of points

I played it through again and died at the boss, but got maximum kills, when I went through again, covering all the same ground, I killed the boss, but there was still some fire left and I had missed some kills.

But I spose maybe I missed some that could have jumped down in a main room while I was fighting on a higher platform – I’ll try it again, not bothering about time and check everything.

Btw, thanks for all the replies! I’m very impressed with your dedication to this forum!

 
Flag Post

Topic: Dungeon Blitz / Couple of points

Small issue with Out on a limb, I’m finding it hard to get five stars because if I kill the boss quickily, the level ends before I’ve killed all the fire, so it shows up as not having defeated all of the enemies, however, if I delay killing the boss, I get swamped by fire and die quite quickily. Could you tweak it so that it doesn’t finish before I’ve killed them all, or else perhaps deduct any left at the time of the level ending from the required total?

 
Flag Post

Topic: Dungeon Blitz / Couple of points

Yeah, the ui is again, generally good, but one other point is that when accepting a new quest, the speech bubble gets lost behind the Quest window.

Also, I think that the two tunnels which lead down to the left and right in Dragon Quarry are the wrong way round. The left tunnel takes me to a platform on which there is some treasure and the right takes me to the lower floor, to the right of which is the same platform.

Sorry to be so pernickity, but the reason I notice, is because I just keep playing…

 
Flag Post

Topic: Dungeon Blitz / Couple of points

It was the cemetary levels, I just replayed Warik the Reaper and Lord Dwarfkin – there was one time in each where enemies were diretly before doors, but I think it happened in a few more.

On another note, if you’re killed by traps after having completed a level – while reading the scores – you can’t exit until the bar has loaded, could this be tweaked so that you can have time to read the scores (the revive bar comes up in front of them)

 
Flag Post

Topic: Dungeon Blitz / Couple of points

Hi, thanks, the most recent place I noticed the door clicking issue was the first enemies you face in The Mouth of Maylour, but I remember there being some more tricky moments in a tower level, I just can’t remember which one! I’ll let you know if I come across it again.

Yeah, in general the camera is really good, it’s just once or twice it can get a bit awquard, especially on steep inclines, because the enemies virtually dissappear off the bottom!

Ah, so still worth having high magic to a degree. Yeah having it apply to the more magical abilities would make sense.

Cheers!