Recent posts by bloodnok on Kongregate

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Topic: Triviador / Factually Incorrect Questions/Answers

Ambiguous, perhaps; factually incorrect, no. There is a unit of mass called “pound” and it is the largest such unit listed.

 
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Topic: Triviador / Factually Incorrect Questions/Answers

I infer the OP is American. It was perfectly common in much of the world before the metric system to buy groceries in pounds; pre-metric recipes are in pounds and ounces anywhere that doesn’t have the insane practice of measuring compressible substances by volume (“cups”). When engineering was done in Imperial units (as of course no-one outside the US does today) if anything it is “pounds force” that was written explicitly to distinguish it from a measure of mass.

 
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Topic: General Gaming / [Cursed Treasure: Don't Touch My Gems!] Anyone else think this is massively overrated?

I don’t know that it’s “massively” overrated, but I admit I’m surprised it’s the top TD game on Kongregate (I’d pick Ghost Hacker) – Cursed Treasure is not a bad game, but it’s hardly exceptional and definitely has its flaws.

Whoever first decided that what TD games needed was a particular kind of enemy that’s so radically different to all the others that it has to be handled entirely specially has a lot to answer for, especially when that’s coupled with making nearly every other enemy laughably easy. Other games manage to give different enemies their own unique flavour without making the game revolve around one of them. The ninja would be a lot less harsh if you could build slowing towers (yeah, Hellfire, but that takes a while to get).

They’ve also fallen prone to Protector-style tower XP. This works OK in Gemcraft where you can move towers around, but here (as in Protector) it means you have to guess in advance how fast to build your defence outwards.

Also, I definitely prefer these “enemies pick stuff up and carry it out” games when the MacGuffins crawl backwards under their own power.

On the plus side, no juggling, no interest, and at least a somewhat varied concept.

 
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Topic: Swords & Potions / Penalty for suggest

Originally posted by Thebum06:

I play the game properly, but now I have to send more than half the customers away because I’m completely unable to create an item of proper value of the same item class as they request. And it’s no longer worth it to suggest a different type of item as the chance is too low.

Funny, I still suggest to every customer, and (while I daresay it will happen some day) I have never yet had the dreaded no-XP day. I often suggest different classes of item. As long as I have plenty of them, if the chance is above 15%, it represents a net expected XP gain.

I do enough thinking in my daily life that I sometimes just need a game that doesn’t require me to think much.

Peggle is thataway.

 
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Topic: Swords & Potions / XP concerns

My guess is that we’re being penalised for customers who leave, having got the ? over their head, but who were never clicked on.

When the exact value was displayed, I checked; it is exactly 15% of the sale-if-successfully-suggested value.

 
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Topic: Swords & Potions / Penalty for suggest

Originally posted by ev123ert:

But still, you don’t forget things either.

I am not arguing that the game should be boiled down to simply things that are required, you completely took that out of context. I was comparing losing experience from failing a suggestion to selling an item at a 500% markup because that is the misfit analogy that YOU made. Selling an item at 600% of the initial value is possible and necessary, so there is no reason for anyone to question why it is a game mechanic.

No, it ain’t. It must be obvious that an economics game could easily feature more plausible prices for items, so it’s not necessary; indeed, I would argue it could make for a better game, one where you might actually have financial problems any time after the opening days.

Everything makes perfect sense now. You don’t actually learn things throughout the day, you simply save up all of that knowledge, then, like clockwork, you actually learn all of it at precisely 8:00 PM.

Like it or not, that is the effect. You get skill points – always – somewhere between 20:00 and 08:00; and skill points are the only actual benefit from experience. How curious that you didn’t argue with the way that one improves one’s skills in discrete chunks before.

Do you see the little partially blue star in the bottom corner? Every time that you make a sale, you gain experience. It becomes more blue. Every time that you fail a suggestion, you lose experience. It becomes less blue. So, where do you get the idea that learning occurs at 8:00?

Or you could equally say that the star shows the projected effect at the end of the day, and learning occurs when the XP bar fills up. It’s a game; it’s not reality. It’s not even like reality.

My main problem (that was either overlooked or in a different post) is not that failing suggestions makes you lose experience. Yes, I hate that you lose experience at all, but the issue is that the entire system of suggesting items is screwed. Yes, I understand that, when suggesting an item with a 90% suggestion rate, you have a ten percent chance of failure, but it should then only happen about ten percent of the time, not more than half of the time.

That’s because this simply isn’t true.

 
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Topic: Swords & Potions / Penalty for suggest

Originally posted by ev123ert:
Originally posted by bloodnok:
Originally posted by ev123ert:

Let’s say that this was a real-life situation (as most simulation games try to be as realistic as possible).

If you think the game tries to be as realistic as possible, I can only suggest that you have been playing an entirely different game all along. Do you have a box saying “IL-2 Sturmovik” on your desk, perhaps?

The game is not remotely realistic – consider, for starters, that it’s set in a world where it’s totally practical to sell items at a 500% markup even though there are thousands of other businesses selling the same items many of whom have a vast surplus of production. If you want economic plausibility, try Eve Online. You won’t find it here.

The fact that you can change the price of an item is a part of the game that can not be changed, and is irrelevant because that is a major mechanic of the game. However, you do not NEED to be able to lose experience. It is not a necessary part of the game.

Nonetheless, a 500% markup rate and all of the other various factors that make Swords & Potions a game, and not a task, are still possible, although not common. There is a difference between the physically impossible and the improbable. However, you do not NEED to be able to lose experience. It is not a necessary part of the game. Experience is what it is – experience – and is not physically possible to be lost, save brain trauma or other central nervous system conditions.

You don’t need to be able to fail suggestions at all… or even to make them. Heck, you don’t need to have more than one item to sell. Let’s just sell cheeses from the cheesemonger’s workshop. The argument that the game should be reduced to a set of somehow necessary components is absurd.

… so is one about physical possibility. Guess what; sorceresses aren’t physically possible either. Better take them out!

It’s a game mechanic. It has nothing to do with realism; the whole game is unrealistic and that’s not a bad thing. Assess it from a gameplay point of view, because that’s the only point of view that matters.

[Besides, you can rationalise the experience thing easily enough. Experience is actually totted up at the end of the day – you don’t learn as much on a day where you couldn’t persuade people to buy things.]

 
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Topic: Swords & Potions / Aug 11 Game Changes Summary

Originally posted by Thebum06:

You just mentioned 7 different item slots, out of 30. What of the other 23 slots?

Let’s see, we’ve had shields, light shoes, medium gloves, instruments, 1h swords, staves, 1h blunt, consumables… oh, let’s not forget 2h spears in the form of gungnir. So that’s 9, and I haven’t even been bothered to look up what all the reward recipes are. Lionheart (60K heavy armour) and the 33K sky mantle (clothes). 11 categories.

I’ll do a few more, not cherry-picking; thrown weighs in with 2.7K circus knives (low, but it ain’t 1.6K), bows with the 3.7K fairy bow, crossbows with the 2.7K heavy crossbow (I guess – it’s not glowie but the wiki has “Tokens: ?”), firearms the 3.6K escopette, paladin’s sabatons at 6.4K…

The idea that the non-token tech tree caps out at 1.6K items simply does not hold up.

 
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Topic: Swords & Potions / Penalty for suggest

Originally posted by ev123ert:

Let’s say that this was a real-life situation (as most simulation games try to be as realistic as possible).

If you think the game tries to be as realistic as possible, I can only suggest that you have been playing an entirely different game all along. Do you have a box saying “IL-2 Sturmovik” on your desk, perhaps?

The game is not remotely realistic – consider, for starters, that it’s set in a world where it’s totally practical to sell items at a 500% markup even though there are thousands of other businesses selling the same items many of whom have a vast surplus of production. If you want economic plausibility, try Eve Online. You won’t find it here.

 
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Topic: Swords & Potions / Penalty for suggest

Originally posted by Thebum06:

What’s new? I now get punished double for it instead of just once like I did in the past. You have no argument as to why this change is good, it all you say is “well, you can work around it”. Why would I have to work around a change when that change shouldn’t have happened in the first place?

No, actually; you get “punished” about 7/6 as much as you would have in the past (a pretty trivial amount and nothing like double) while also not being “punished” by 10% of your sales to that point that day, as you were before the update. It’s not even clear which is more severe.

I have not said “well, you can work around it”, or anything like that. I haven’t even said I think the change is good. What I am saying is that this talk of punishment is ridiculous – essentially amounting to no more than that the game picks randomly between good outcomes and bad ones, as games often do.

I notice you haven’t said what you might be suggesting at a 95% chance where 15% of the sale price amounts to your entire normal sales for the day, and how this comes to be a regular enough occurrence to worry about.

As it happens I do think it’s a good change. It penalises blindly suggesting the highest value item available that the customer accepts (which is particularly an issue now one can always make any high-level recipe one acquires). Now thinking what to suggest – and even whether one should suggest – is a somewhat harder question, depending on assessment of the odds and the relative desire for gold or XP. If there’s one thing wrong with S&P, it’s that it’s much too easy with many decisions being no-brainers. I’m not going to complain about something that makes me think a bit and doesn’t represent a significant XP penalty. (Frankly, I don’t care if it does – I’d much rather play an interesting game than one with large numbers at the bottom of the screen.)

 
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Topic: Swords & Potions / Aug 11 Game Changes Summary

Originally posted by Thebum06:

Sure, if you’re happy to sell items that only sell for 1.6k. The selection of items actually worth anything is very small if you don’t use tokens.

Like the paladin’s heater shield (4.4K), dancer shoes (4.1K), fine gauntlets (3.5K), bagpipes (3.6K)? The knight’s sword and dark paladin hammer (3.5K or so)? The defender, at 5.9K? Sapphire staff (3.2K), dread stick (3.8K)… and healer’s staff (5.1K)?

… and that’s before we get into the super-high-value reward items like the deathbringer, apocalypscion, attribute seed etc.

 
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Topic: Swords & Potions / Penalty for suggest

Originally posted by Thebum06:

Even the suggests with a high percentage punishes you. I don’t mind being punished for personal mistakes, but if I get punished for doing everything right, suggesting the item with the highest chance of success and I still get punished by the RNG. I hate it, and it makes bad gameplay. Even a 95% suggest can fail, and it’s incredibly frustrating to lose a whole day of XP purely because of that.

You got punished by the RNG already for failing a suggestion… you don’t get any money, or the XP for it. It’s sort of inevitable that if you have an action with a chance of success or failure, failure will be less desirable than success. So what’s new?

And what is this item you’ve got a 95% suggest chance on, but 15% of its sale price amounts to your entire sales for the day? This is a bit of an unusual sale, isn’t it? To say nothing of the fact that failing that suggestion always denied you XP equal to 100% of the sale price – so what you are complaining about is that the loss through failure is about 1/6 bigger than it used to be. Oh no, how terrible.

 
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Topic: Swords & Potions / Penalty for suggest

Originally posted by Braingeyser:

And now you can’t specialize your inventory, keeping one of everything for haggling and a few items for suggestion; you have to be prepared to sell anything and everything. Including, Edgebee hopes, every stupid little token item in the game.

Hardly. You just have to avoid suggestions with very low chances. It really doesn’t change anything except discouraging blindly suggesting the highest value item you have to everyone that accepts it.

 
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Topic: Swords & Potions / XP concerns

Originally posted by Salvatorel:

Some more observations from yesterday:failure to suggest a premium item results in a far,far more devastating XP loss,than suggesting an ordinary item […] combined with the ongoing “sale” on premium recipes,makes everything Edgebee says rather fishy and unreliable.

So what you’re saying is that they’ve made premium recipes less useful in a cynical attempt to get people to buy them.

That doesn’t make a lick of sense.

 
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Topic: Swords & Potions / Aug 11 Game Changes Summary

Originally posted by Thebum06:
But as it is now, you have to pay for tokens if you want a reasonable selection of items to enable you to make proper suggestions for your customers.

There’s a good range of non-token items in every category, so this doesn’t really bear any resemblance to reality.

 
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Topic: Swords & Potions / Aug 11 Game Changes Summary

Originally posted by Surfix:

Quest money doesnt give you xp, you get xp taken away , basically enjoy staying at the level you are for ever if your unlucky

Quest money never gave you XP, and you mean “enjoy staying at the level you’re at forever if you won’t learn how to suggest properly”. Not even that – the blind “sorc item for everyone” approach, terrible as it is, has a better than 15% hit rate – positive XP.

 
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Topic: Swords & Potions / The ZOOL Guide to Guilds (and recruitment thread, I guess)

Originally posted by Pantothenate:

Rinse, repeat, until guild is a sufficient size to support a restructured procedure where if you’re getting tailoring or smithing points, you don’t get carpentry points.

I really cannot see the benefit of being in a guild so large as to need any procedure at all.

I mean, it seems to me that you (very unusually) have a surplus of points because you’ve switched craftsmen to generate one, incidentally leaving yourself a lot of extra levelling to do to reclimb the tech tree, so now you are recruiting extra members (who you want to do the same thing to generate a fresh surplus) and will eventually need all manner of rules and regulations about the distribution of points.

You could have saved yourself some work there by not doing any of it and sticking with the usual deficit of points – which, if players are reasonably similarly active, is not excessive.

 
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Topic: Swords & Potions / The ZOOL Guide to Guilds (and recruitment thread, I guess)

Originally posted by Pantothenate:
Q: If a smaller guild is so important, then why are you recruiting?


A: Simply put: Too much supply, not enough demand.

So where’s the advantage in increasing supply… and demand by a similar proportion?

 
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Topic: Swords & Potions / Suggestions: Swords & Potions

Originally posted by icecreamsnowman:

I think there should be some way to accumulate more tokens other than using your Kreds. I personally will never pay real money for a game like this unless it is vastly improved but one can get Kreds free from surveys (when you get one which applies to you).

If you would never pay real money for it, why on earth would Edgebee listen to you for a moment?

You don’t get Kreds free from surveys; you get Kreds at a rate significantly below minimum wage.

That said, if there were a bigger, better, more accessible version of this kind of game with all the crap cut out and some sensible features put in then I would pay for it; such a game could be released on Steam and the developer would get far more money and far fewer complaints.

They could call it “Reccetear” or something like that.

 
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Topic: Swords & Potions / The most boring and lagging game of year!

If you thought it was the most boring situation of your life after a week, why did you play to level 200 and use $50 worth of tokens?

 
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Topic: Swords & Potions / Crafting time question (solved)

Originally posted by Kalabin:

For me any recipe that uses the carpenter has him done in 2-3 hours while the other(s) continue on for another 5-6 hours. During that time the only thing I can make with the carpenter is useless flutes. Ok, maybe not ONLY flutes but its definitely a small list. You need his points so badly, but he cant make anything decent to get those points.

I don’t find it’s quite that bad, and I certainly don’t stack flutes up for no reason. Once he can make items with all three workers, there’s a good chance one of the other two will be finishing at the same time he does, or with at most an hour’s downtime. If not, I take care to make something at the carpenter that will let him finish at the same time as one of the other workers. I also never haggle his items, so at to be assured of sales, and have all the carpenter-pertinent racks.

His points are valuable partly because they are hard to get – introducing an element of interest to the game. I don’t have a problem with it.

I did find the discussion of game mechanics interesting.

 
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Topic: Swords & Potions / Crafting time question (solved)

Originally posted by Kalabin:

Then again, they screwed up carpenter pretty bad so why not the rest of the game? The carpenter cant make anything decent on his own yet carpenter is the most needed worker when improving

Is that a screwup? I don’t know that it’s intentional, but the craftsman classes are interestingly balanced. Take a sorceress, and you’re positioned well for early-game suggestions, but you can barely give away her points to other players and she’s no use for the early quests. The carpenter is hard to make much of early, but you’re well positioned to trade points for those third and fourth workshops, you can make money from early quests, and he has lucrative co-op recipes.

 
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Topic: Swords & Potions / NEDM - The guild for people more attractive than you.

I wouldn’t want to be a member of any guild that would have me as a member.

 
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Topic: Swords & Potions / [Guide] Extra Workshops

This does neatly omit to mention that temporary trading guilds are the way to go early on.

 
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Topic: Swords & Potions / TURN OFF LIMITED DAYS!!!!!

Originally posted by Aterach_Scier:

Everything they do is meant to make us pay a little more. I quit playing this game because of it. They’ll never take money from me (partially because I have very little to spend on this bullshit), and they will no longer take my time from me, either. Goodbye, Edgebee. You found a curious customer seeing what your games were about, and because of your greed, you lost him in 4-6 hours across all your games

If they were never going to take money from you, they didn’t find a customer. Why would they care about losing someone who doesn’t give them money?