Recent posts by robdfa on Kongregate

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Topic: SAS: Zombie Assault 4 / Shooting Shielders frontally does not cause any damage WTF?!

Originally posted by TheBadger40 (undefined):

Keep a spare Bazooka

Or just mainly use bazooka, MPG for the win :)

 
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Topic: SAS: Zombie Assault 4 / About loaderbots

what raberreih said: circle strafe and fire. Loaderbots are one of the easiest boss types around, just be sure not to let them surround you. Round them up in a cluster than keep strafing the cluster. Should work as long as you have even a bit of speed.

 
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Topic: SAS: Zombie Assault 4 / SAS Justin Bieber fan club !

what about turning the zombies into Justin Bieber Zombies instead?
I’m sure we’ll all suddenly find a lot more motivation to go out there and blow up some zombies ;)

 
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Topic: SAS: Zombie Assault 4 / No point to last man standing

just some screenshots to illustrate:

Here you can see some player called Dragolord01 already surrounded by enemies, including at least one savage devastator and one savage regurgitator. Not the time at 2.55

At about 8 minutes, the guy still hadn’t died, even though he was now also being cuddled by 1 savage mech and 1 savage elite mech (see radar screen). Note that I also didn’t die yet, because I was being stubborn and decided to wait it out, leading any mobs to the lagging player and then hiding again.

Final screenshot: even though the guy did almost nothing (13 kills?) he still won 3 points. I only got 53 kills in before I decided to stop shooting (which was boring as hell and made my mpg cry)

Point I’d like to make: lagging players are one thing, but in last man standing they turn the game into an exercise of either boredom (run/hide) or futility (finish 4th because you die before 3 laggers die).

 
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Topic: SAS: Zombie Assault 4 / No point to last man standing

What is the point of last man standing if it’s usually being won by either cheaters or laggers?

I’ve played about 10 games in a row now, with different players, and usually 1 or 2 players are simply not taking any (significant) damage. Now I’m playing with players around level 50, and at this level I cannot figure out how I would already lose significant hitpoints by running into a zombie once, briefly, while others are literally standing in a pool of zombies, including wickers and regurgitators pounding at them, but their health bar is not decreasing (or almost not noticeably so).

Your armor simply cannot be high enough to do this. Your toughness also can’t help that much at this level. With relative resistance, your hitpoints must go down if standing in a sea of bity bity scratchy scratchy poundy poundy.
If it doesn’t, your either cheating or lagging, and I see no point to playing last man standing if it’s being dominated by either.

 
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Topic: SAS: Zombie Assault 4 / AUTODROP idle players (Ice especially)

Originally posted by crazyman584:

What if the idle person was peeing?

I’m sure most people playing this game are at least old enough to hold it for 15 minutes or so.
Gaming like anything else comes with a certain expected social etiquette. It’s pretty rude to start a game and then run off to the bathroom, or pick up a phone call. In those cases where this really becomes a priority, it should be acceptable for players to just be dropped from the game. 1 or 1.5 minutes should be enough, anything longer is just not justified in terms of the duration of a match. Go pee in between games, being dropped isn’t too bad in the end, but being stuck because of some player goofing around is far more annoying.

 
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Topic: SAS: Zombie Assault 4 / AUTODROP idle players (Ice especially)

Putting this suggestion in it’s own topic, because I think it’s annoying enough to warrant a separate thread:

This game should automatically drop / DC idle players. Especially the Ice level is afflicted by this. I’ve heard plenty of cases where players just go AFK and NOT get on the truck. Result: Nothing!!! Everybody else is screwed.

Pods already has a sort of time out function, but can we please, pretty please get default functionality dropping idle players after a minute or so?

 
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Topic: SAS: Zombie Assault 4 / Health Regen should be a % of Max HP

I figure a percentage based regen would lead to some imbalance, unless you really limit the percentages.
Take for example the potential for a heavy (like me) with a lot of resistance/armor (my heavy actually dies if you look at him wrongly but we’re speaking hypothetically here).
Add a nice weapon with solid damage and pierce, and any type of survivor/apocalypse games would result in near immortality (enemies keep coming = keep healing me).

Easier games do not make for more fun.

 
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Topic: SAS: Zombie Assault 4 / ICE STATION!

New map is a nice addition regardless. That being said, for my PC (which is admittedly a strange dell gaming laptop that cannot deal with the heat of gaming…) performance on the new map is slow as hell, even single player almost plays at half speed. Pc is already set al low quality throughout, but other maps are simply not affected as badly. Still, can’t complain much, although the Dev’s might want to think about optimizing for lower-spec rigs too (which costs time = money..so…nyah)

 
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Topic: SAS: Zombie Assault 4 / sas4 new map: ice (is it boring or not?)

well… i’m not sure how much story you need for a zombie shooter…all games are quite cliche by now
Anyway, your mission is to find out what happened… this does not mean that the story has to stick with this angle.
Basically, your mission goes FOOBAR, due to HVM being sucky. So your original mission parameters go belly-up.

What you do find out, theoretically, is that HVM is hiding something (hmm cliche evil company hiding stuff…who would have thought…)
So there’s a story all right. Not that it matters much, since most zombie/sci-fi monster type angles have already been done millions of times. There’s just not much more creativew angles to exploit (although I would like to argue for a scenario where zombies are children’s teeth which were mutated by angry tooth-fairies because somebody did not feed them enough bananas)

 
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Topic: SAS: Zombie Assault 4 / body armor/resistance and acid

Originally posted by kudamon:
Originally posted by robdfa:

One thing I noticed is that some players at about my level (i’m lvl 24 currently) can happily stand around in a pool of acid, without their health bar visibly going down.
Now I’m a heavy myself, with plenty of HP, admittedly not much armor, but if i stand in the same puddle my health bar just melts, just like my feet.

How does that work?

I thought armor gives you a resistance equivalent to the square root (100 armor = 10% res). Now lets say my fellow acid loving players have say, armor 1000 for acid, that would give them 32% resistance to acid, which would not explain their health not dropping at all.

Any ideas?

if it is armor to resistance then yes, the higher it is, the more resistance you will get.

if you equip an armor that doesn’t give any resistance to acid……etc, your HP will drop when you step on them, get hit by those acidic zombies……etc.

don’t equip armor that doesn’t give resistance to acid.

Of course higher armor = more resistance, and zero acid armor = zero acid resistance, but what I don’t get is health points not dropping AT ALL for some people. Especially at lower levels, I would not expect much of an observed difference, and even with 50% armor HP should drop al half the speed of somebody with 0 armor.

I did consider the possibility of hacking in some cases, but it often looks inconsistent: If people are down to 50% HP for any reason, I imagine they would be very poor at hacking (of just very clever) to only take zero acid damage in some cases.

Also considered the lag or unawareness scenarios mugu2 mentioned, but sometimes a player is just surrounded by enemies, slowly killing them off, but their HP is again not visibly dropping, during an extended period of time. Any percentage based resistance/damage reduction could not explain this, health would have to drop something, albeit slower with better armor.

The only non-hack, non-bug explanation i can still think of would be armor granting absolute, not relative damage reduction, e.g. you only lose HP is the damage exceeds your resistance level (so with e.g. armor ‘100’ you only take damage from impacts higher than 100, and damage 110 would be reduced to just 10). This is not reported to be the mechanism behind armor, but I frequently see behavior that would fit this scenario…

 
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Topic: SAS: Zombie Assault 4 / body armor/resistance and acid

One thing I noticed is that some players at about my level (i’m lvl 24 currently) can happily stand around in a pool of acid, without their health bar visibly going down.
Now I’m a heavy myself, with plenty of HP, admittedly not much armor, but if i stand in the same puddle my health bar just melts, just like my feet.

How does that work?

I thought armor gives you a resistance equivalent to the square root (100 armor = 10% res). Now lets say my fellow acid loving players have say, armor 1000 for acid, that would give them 32% resistance to acid, which would not explain their health not dropping at all.

Any ideas?

 
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Topic: SAS: Zombie Assault 4 / [SAS4] Bug Reporting Thread

not sure if it was mentioned before, but occaisionally the “buy instant revival token” button doesn’t go away upon reviving normally, making it quit hard to finish te game (with a button on top of your field of view, it’s even worse if you accidentially click the buy token button that way…)

 
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Topic: Kongregate Multiplayer Games / [Farm Fortress] Beta feedback

Originally posted by JickOShadows:

I am mildly upset that the walls that are “Killable by nuke” or whatever can actually be killed by a crap load of missiles, too…

I agree on the misleading advertising here, but I guess in practicality they would HAVE to be destroyable by means other than nukes, otherwise it would be virtually impossible to beat some higher level base designs. If you wouldn’t have to hook up doors to destructible walls (or nuke-only walls) you wouldn’t be able to get inside a base (or would probably need too many nukes)

 
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Topic: Kongregate Multiplayer Games / [Farm Fortress] Beginners Guide

Originally posted by CaptMilkshake:
Originally posted by JickOShadows:

I make 50k every 1;10 on wave 35 :D

I would suggest beginners grind wave FIVE. In fact, everyone grind WAVE FIVE until you can grind wave 35. They are the two best waves to farm.

If you read my post…. you would notice that I already told them to do so :P stop restating things bro. Contribute new ideas.

Well, he did mention grinding wave 35…. I technically had not considered that yet, so that’s a contribution at least.

 
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Topic: Kongregate Multiplayer Games / [Farm Fortress] Beta feedback

Think development of this game stalled somewhat (at least I didn’t see any recent updates/developer comments), but here’s my thoughts:

- multiple item slots would be interesting/useful, and creates some more creative dynamics attacking forts
- The laser and minigun are way underpowered considering the grinding investment in skillpoints. The wastemaker would definitely be my preferred weapon, if not for the fact that it creates too much smoke/explosions and i end up getting shot by bullets i couldn’t see/dodge
- think the laser is not just underpowered, but also broken… Shouldn’t it hit for 400 damage/shot? I’ve had to hit several turrets 4+ times to kill, even though they should have max 500 hp…. that’s way less than the 4*400=1600+ damage I did
- it’s too easy to run out from an attack… many fort designs leave you 2-3 rows to maneuver in, and although I can appreciate the extra level of complexity this adds (harder to dodge bullets), it is VERY annoying if you just spend 5 minutes and 2-3 lives killing 90% of base defenses only to end up accidentally running of the map….

 
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Topic: Kongregate Multiplayer Games / [Farm Fortress] Beginners Guide

hmmm still not convinced… I can get 10k every 1 minute repeating waves, continuously.
The only thing I have to do is hit the retry button, then wait (or do something else) for a minute, then hit retry again
Plus I get crystal XP too, and if i’m not too lazy and do the job myself instead of turrets, i can get around 2000 personal xp in the same 1 minute (maybe 10-20 seconds more).

No timing required, no investment in plants required, less risk since your base is generally better guarded from waves and other players :)

 
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Topic: Kongregate Multiplayer Games / [Farm Fortress] Beginners Guide

I wouldn’t recommend farming… just repeat earlier waves, will give you cash, xp and crystal xp.
try to build a base that can take out waves as quick as possible, except if you really want to focus on player xp, you have to kill things personally for that

 
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Topic: Astroflux / 1000 Flux to reset upgrades??

Saying this game is only P2W is ridiculous: you can easily gather enough flux to pay for a reset. The other FLux benefits can be nice (XP/loot safegaurds) but would not give you an immediate edge vs other players in pvp, it might help you level up faster, but hey they have to make a buck somewhere…

As to the reset: to me it’s really amusing how some higher lvl players complain about this, who should have been aware of the increasing upgrade costs (FC_Brazil, seriously don’t tell me you only figured it out that late).

I do agree with a free reset, but it should be a one-time only deal, and I think lvl20 is already to high lvl. I’d say around lvl 10, with all kinds of warnings/bells/whistles that it’s the only free reset, and a reminder that upgrade costs are incremental. Done.

 
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Topic: Astroflux / Suggession - Pirates vs Police

Bit of a late-ish reply to this topic, but maybe we could have a system which is actually more pvp oriented:
- make it attractive enough for pve farming
- but cause pirate players to be permanently hostile
- and probably put in some more pirate spawn points, maybe less police/non-hostile safe harbours

I’m personally fine with most of the pvp system, but maybe it would be more fun if we have a ‘war’ zone (which should have nice loot/farming too, bigger risk pvp wise = bigger reward)

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Food update

Originally posted by Seizan_7:

Finally someone who understands food mechanic. For a moment I was worried that instead of being normal guy surrounded by stupid people I’m some kind of genius, since nobody seemed to understand such simple matter.

My advice for OP and his supporters? If you don’t like new food system, quit now and spare us your childish QQ. You won’t be missed.

…Wow, what brought that on? I keep being amazed by how infantile some people can get when faced with an opinion they don’t like.

Who’s whining? I’m just pointing out that this update just made the game far less enjoyable, at least for me. The devs could read it and do something about it, but I guess they are marketing this game to a different crowd anyway. For gamers that e.g. like good storylines, nicely progressing games (without too much grinding) are likely to be disappointed by this food system upgrade.

For me, this means that I won’t bother grinding anymore, I might check in every now and then to upgrade mines (take a guess why mines, and yes, they all are at lvl8+ already)) but other than that, its probably not worth it. because it was done in an update, most of my heroes just got nerfed being above lvl30. Yes I did use croissants, consider it a dirty trick if you want, I personally don’t think you should consider the use of game features to be ‘dirty’.

The theory behind food mechanics (and game mechanics, and game marketing) is actually pretty complicated (with a lot of psychology, sociology and profit models involved), but that’s a topic best shared with those that don’t troll around calling people stupid whiners (apparently by their own ignorance, gotta love the irony).

aaanyway,pretty much finished all the games I like to play, and am bored with Grinns for now, so I guess I better stop whining and go to the gym, grab a pint and enjoy the weekend.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Food update

Sure, if you buy all premium farms, you don’t have this problem.
And If you but a butload of Pramins, you can solve pretty much any problem in this game.
I guess that’s sort of a sliding scale, making the game easier with real cash, or toughing it out without paying for progress. But this food update just shifted the (non-paying) grinding in this game from “somewhat lame but still meh…acceptable” to “too much hassle/too repetitive, bored now, quitting to play other games”.

Grinding for loot was already tedious enough, and with this food-update it forces you to rely on metal (which is the only ‘real’ scarce resource anyway, wood isn’t half as bad), which I formerly already had to grind for to pay for equipment/upgrades.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Food update

The new food update blows: Now I’m stuck with lvl 35 heroes, and a bakery which is not yet capable of of producing lvl 30+ food. All my croissants are now useless.

On top of that, I now need a shitload of metal to hunt for loot, which I just don’t have. Wood has always been fine (both from production buildings and drops) but metal is a pain. It’s not like getting the loot I want was easy, drop rates seem jinxed anyway (nobody ever gets the loot they need, almost like they programmed the game to be annoying that way).

Anyway, with the new food update, I would have to grind just to get enough metal for food, just to get enough food to grind.
In other words, screw this game unless they fix it. I was so far still charmed by the game (love them toothless bastards) but Kongregate has enough good games out there, without requiring players to either be stupidly patient or pay cash to play.

 
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Topic: General Gaming / Official - Enigmata 2: Genu's Revenge

hmm game still says i’m cheating, no idea why though. Feels pretty lame to be called a cheat whilst not reaping the actual benefits of cheating :(

 
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Topic: General Gaming / Favorite Video Game

I’d say the first donkey kong country for the snes, that game had some really scenic backgrounds/music and good gameplay at the time. Similar goes for ecco the dolphin for the megadrive. pretty hard to choose a best game ever though, different generations of games can hardly be compared. I mean, when i think about it chronologically i can think of a number of games that left a big impression on me, but how can i compare digger/double dragon/secret of mana/final fantasy 7/unreal tournament etc etc with each other?