Recent posts by Keslen on Kongregate

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Topic: Anti-Idle: The Game / The space where achivements used to be/career suggestion

Quest progress is a thing I’ve always wished could go there (random quest in particular). I really like the idea of allowing a career or business progress bar to fill that space as well.

Anything there would be nice – it’s been a fairly large empty space in the UI for a long time now.

 
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Topic: Anti-Idle: The Game / Make FCG level do something in the card game?

I understand that superpowers aren’t supposed to be usable every battle and why they shouldn’t be (that’d be hella OP). However, a side effect of that necessity is that there is no major feeling of accomplishment or progression upon unlocking the ability to purchase a new superpower.

That’s the big thing that’s missing on an FCG level up: the feeling of becoming more powerful – able to do new things or do old things more effectively.

It would be like if a new BA rank didn’t increase your stats at all, but only allowed you to equip new gear. Sure the effect would be the same (at least with a little adjustment), but the feeling of advancement would be solely on the new gear with none of it on the rank.

 
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Topic: Anti-Idle: The Game / Make FCG level do something in the card game?

The extra FCG cash and exp are passive bonuses – they’re very easy to overlook as you’re playing since they don’t change what you can do or how you play the game. The ability to purchase superpowers is just that, the ability to buy something – it doesn’t actually do anything on its own. Add to that the fact that it’s impossible to sustain superpowers in any kind of regular or even semi-regular fashion (due to high cash costs) and FCG level feels like absolutely nothing but a counter ticking up toward the S rank quest as you’re playing the game.

I’ve always felt that FCG level should supply some sort of passive bonus to the player that’s always active within the feature. The computer starts with a large enough advantage over us that there’s a lot of room to improve without overcoming them.

Something that allows the player to encourage their cards to come out in a certain order over another would be a really good place to look – this would have the added benefit of having the player attribute their losses to their own skill/preparation (“I screwed up”) instead of the RNG (“I got screwed over”). Out of all of my FCG losses, every single one of them (since I learned how to make a good deck and acquired a set of cards large enough to construct them all) has fallen into the latter category and that’s nothing but frustrating and annoying.

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

I cleared 200% of total par score in the arcade today. That was kind of fun.

 
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Topic: Anti-Idle: The Game / Level 200 Careers

Originally posted by crazye97:

Unless you’re someone who likes planting and maxing Yellows or Blacks.

I ascend too fast for that to be feasible. Besides, even if you are, an improvement to Random Fruit is still probably going to be more beneficial than one to fertilizers.

 
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Topic: Anti-Idle: The Game / Level 200 Careers

My thoughts:

Idler: When idling for 30 seconds or more, gain 3% more EXP and Coins from all sources
-Awesome, anyone who complains about extra exp is probably missing something fundamental about this game.

Gardener: Fertilizer Cooldown -30%
- Completely useless, the only good fertilizers are is selling them for BC and rep. Something that affects Random Fruit would be much, much more beneficial and appropriate here (perhaps by slowing down the fullness bar).

Fighter: All Elements +30%
- Extra offense and defense against some enemies is all right, I guess, but it doesn’t effect the ones that really matter. I’d’ve much rather seen something that kicks in no matter what I’m fighting.

Item Maker: Secret Crystals have 30% less HP
- Making mining go faster is an incredibly appropriate thing to do with this bonus, it couldn’t be better.

Button Basher: Each EXCELLENT click fills 30% of the Progress Bar
- This is as useful as the level 100 bonus and the button itself, which is to say not really all that much, but that’s no fault of this particular bonus.

Arcade Player: EXP bonus from Medals is increased by 30%
- I don’t quite understand how this works. Does it mean that we get extra exp from our arcade games based on how many 100k medals (effectively how much score) we get? If so, it sounds decent assuming the gain is large enough.
[EDIT: Apparently this refers to gold/silver/bronze medals, not 100k medals. I didn’t even realize those affected the exp earned, but making them more effective is a really nifty idea. However, would it be possible to remove the cap? I hit it pretty much every time I count some triangles, so it makes any exp gain less useful.]

Racer: Energy recovers 30% more quickly
- Quite frankly, the energy bar could be permanently full and I still don’t think I’d notice a truly practical difference. I can’t really think of anything else to put here, though unless the barriers can somehow be made less hostile (just to me, though, not the computers) and/or the betting more likely to win.

Card Player: Superpowers cost 30% less
- Superpowers are not currently self-sustaining, so I don’t see any value in them. Perhaps this bonus would change that, but it doesn’t feel like it’s big enough to do the job. If it could, instead, prevent superpowers from being consumed after a win (so you’d only have to replace them if you lost the match), that would feel much more relevant.

Gem Trader: Manual demand control is 30% more effective
- Manual demand is extremely situationally useful. I don’t think I’ve ever used it unless I was stocking up on gems for an ascension or happened to (not) posses all types of gems. This happens rarely enough that I don’t register an improvement to the manual demand as an improvement to the Lolmarket. Something that affects the rate of BC acquisition (or maybe even brings WC into the mix) would feel much better here.

Adventurer: EXP gain when adventuring +3%
- See idler. Although, that being said, this bonus does feel a bit bland. If it could be a little more tailored to adventures, specifically, I think that’d be more fun. Perhaps this bonus could open up a shop where certain adventures can be dis/encouraged over others, possibly for a reputation cost?

Pet Trainer: Your Pet can no longer die
- Unless your gameplay is extremely lopsided, you’re probably going to be overfeeding your pet special pet food to keep its cost down by the time you reach this bonus. Thus, it effectively does absolutely nothing. Perhaps this could allow the pet to affect (white) coin gain in addition to exp gain?

Fisher: Chance to catch special items is increased
- Depending on how much the increase is, I like this bonus a lot. I’d be concerned that it’d make some random quests harder to do, though (where ____ and special items don’t count).

 
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Topic: Anti-Idle: The Game / 1664 FCG Feedback

I didn’t think it was possible, but the update has managed to make FCG even more annoying, more dependent on the RNG and less dependent on player choice. It’s not a good experience. After you play a card, you have to wait before you play the next one. This results in your cards constantly flashing between available/not and giving the computer even more time to kill your monsters before you can perma them.

Make no mistake, I am an astute person and I’ve read all the patch notes. I’m well aware of the fact that the computer faces the same limitation. Here’s the thing, though – for the three impacts I listed above, that doesn’t matter.

More annoying: the visual flashing of your cards is an eyesore. The inability to play a card, even though you’ve enough energy for it, is absurdly inconvenient (no matter how briefly it occurs for).

More dependent on RNG: One of the biggest problems in FCG has always been, in my opinion, that the computer could consistently kill your monster before you are able to perma it, no matter how quickly you double click the mouse. This takes agency away from the player and turns it into “I sure hope the computer doesn’t have a monster killer in their hand right now”. This change further exemplifies that annoyance and makes it even more obvious.

Less dependent on player choice: I know that the idea and hope behind this change was to remove the issue listed above by making it even stevens. That didn’t happen. The half second allotted is not long enough for the average human to register the computer’s monster, find their monster killer, move their mouse over the appropriate card and click it. Meanwhile, the computer was gleefully happy to execute that process in the fraction of a second between the two clicks of a double, it has absolutely no issues fitting inside the much larger time frame.

Instead of leveling the playing field, this change has tilted it even further in favour of the computer. The computer already has effectively infinite energy and the ability to draw upon a much wider range of card sets – it did not need this added advantage and FCG, as a whole, is much, much worse off because it got it.

I know that I, for one, will not be touching FCG going forward. I’ve a deck with a reasonable win rate against level 6 opponents where the appropriate card to play never depends on anything I or the computer have done previously and I’ll be grinding that until I gain the last level for the current S rank. Anything the new achievement system wants done can be done by the cyborg – it’s not worth my time or frustration to deal with a system that feels like I have a lot of input into (and so very easily could with a few small changes) when it’s actually just a coin toss heavily weighted against me.

 
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Topic: Anti-Idle: The Game / The Soda Machine of MAgic idleing

You get a MAC, that means Mined Anti-Coin.

I insert two neon skins and a partridge in a pear tree.

 
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Topic: Anti-Idle: The Game / The Soda Machine of MAgic idleing

You get your yellow coin back, someone must have built this thing wrong – it doesn’t work.

I insert the 500th Triangle from TH.

 
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Topic: Anti-Idle: The Game / Suggestion for Awesome Adventures

Well that looks completely awesome, thanks very much! It seems I overthought the problem by quite a large margin – it’s nice to know such an elegant solution exists and will be implemented so soon. Kudos to you, as a developer, Tukkun!

 
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Topic: Anti-Idle: The Game / Anti-Best Accomplishment of the day-Ninth "Winner" Announced: gordond. (Now on page 76, because the true fail is how little code a post can take before breaking.)

I get a random quest to make 50 perfect catches in fishing (not a streak, just perfect catches). As it turns out, my most recent catch was a non-perfect, so I’m starting from scratch. I get an absurd combination of luck and skill and complete this RQ without missing a single one, leaving my current streak at 50. Yay me!!

My next RQ is to obtain a perfect streak of 30 in fishing. “No problem”, I think as I head back in, “It’s just one more catch”. Of course, you already know, since I’m posting this story in this thread, that I missed that next catch. >_<

 
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Topic: Anti-Idle: The Game / The Soda Machine of MAgic idleing

You get a full set of u30 armour.

I insert a glass of distilled water.

 
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Topic: Anti-Idle: The Game / Suggestion for Awesome Adventures

The idea:
- To allow a sufficiently advanced player to select all their favourite adventures in Titled Zone with the same level of convenience a new player can always “worst adventure ever” in Town.

The method:
- Let the advanced player hold ‘3’ in the same way the new one holds ‘1’. Give them the opportunity to spend 100,000 reputation (or some other big number, as long as it’s below the hard cap) to change a single slot in a single adventure to a different option for that adventure.

Some examples:
- Spend 100,000 reputation to change “[3] Fight!” to “[3] Give 1,000,000 Coins” in the COINS PLX!!! adventure.
- Spend 100,000 reputation to change the empty third slot in the Grammar Pill adventure to “[3] Take it!”.
- Spend 100,000 reputation to change “[3] Ask for gardening advice” to “[3] worst adventure ever!!! 1/5” in the Some Sort of Gardener adventure.
- Spend 100,000 reputation to change the “[3] Trade 2 Silver Keys” to “[3] Trade 2 Golden Keys” in the Secret Accountant’s second menu (after choosing to trade keys for boxes).

Some caveats:
- It’d probably be a bad idea to allow the player to change the “[1] worst adventure ever 1/5” option to anything else in any of the adventures.
- It would absolutely be possible to remove the ability to access any of the other options in any adventure.
- It would be possible to access the same choice from more than one section (e.g. you could offer the tired adventurer an energy refill with either 3 or 4 (or even 5) if you choose to set it up that way.
- It might be a good idea to hide this from new players due to the big costs involved, possibly by restricting access to it until the career has reached level 100 (or maybe even 200)?

I don’t know if this would be possible (it’s probably not), but I sure hope it is. It’d provide a nice way to work toward improving the convenience factor of the Awesome Adventures feature (like AURA does for the BA) while offering something long term to spend our reputation on.

 
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Topic: Anti-Idle: The Game / v1664 - Open Testing

Just some things I noticed while playing around on the test file:
-Messages about chip acquisition do not show up in breaking news.
-I defeated The Ascendant five times on HC/WM mode in an impossible ascension and did not receive a chip for it. Is there more to it than that for this particular ally?

 
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Topic: Anti-Idle: The Game / The A:TG Community

Hi there! I’ve been playing almost a year now. I tend to hang out in room 1 (‘cause that’s where the awesome bot is). I live in a Mountain Time zone, but I work in a Casino, so I keep odd hours.

 
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Topic: Anti-Idle: The Game / Decoupling BA from AITG

Originally posted by lackinglack1:

All the features besides BA, the rewards scale directly with level. In BA the rewards per monster are “static” with regard to level. So the fact there is a level penalty which prevents you from killing just whatever monster you feel like even at a low level, is called balancing…. it actually makes a lot of sense the way it is right now. I agree its pretty strange bestiary levels and IA mastering didnt help rank exp. GoC needing to be taken off to ascend is well-known and intentionally there in the game for balancing

The same scaling that is applied to every other feature could just as easily be applied to the Battle Arena in lieu of the massive penalty due to being below the level of the thing you’re trying to fight. This would afford the Battle Arena a consistency within the other features and wouldn’t make it stand out so much.

I have felt, on many occasions, that I needed to delay an ascension so I could perform some random task within the BA or that I needed to avoid some random task in the BA because I had ascended recently. I have never felt anything similar within any of the other features and this is a massive discrepancy that very much breaks the flow of this absolutely awesome game (this feeling of flow-breaking also applies very strongly to the current implementation of GoC).

Breaking the flow of one’s entertainment is never a good thing. It should be avoided at all reasonable costs.

Also, allowing Bestiary and IA bonuses to apply to BA exp is a massive boon that will be very appreciated, but it does not address the problem originally outlined. There are a lot of other bonuses to exp (1.5x card, rest bonus, etc. etc.) that may or may not apply to BA exp. There needs to be a more decisive split between these two types of exp in name only, simply so these issues of confusion can be avoided.

 
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Topic: Anti-Idle: The Game / Decoupling BA from AITG

Originally posted by crazye97:

The only thing I want to point out – when referring to EXP in BA, it usually applies to both, unless explicitly stated. I can’t think of any examples where this doesn’t apply.

Neither bestiary nor IA mastery contribute to BA exp – and that’s just off the top of my head.

(or maybe I’m wrong – but either way, my point stands: clarity between the two would be extremely useful)

 
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Topic: Anti-Idle: The Game / Decoupling BA from AITG

I feel like a few changes are necessary to the Battle Arena – it is too dependent on the overall AITG state. No other feature limits what you can do based on your level (FCG doesn’t make the LM impossible if you’re below level 5000, Fishing doesn’t require a level of 8000 or higher in order to be able to catch a Legendary Box, etc. etc.). Meanwhile, the Battle Arena (especially when you’re on an impossible ascension) utterly prohibits you from accessing numerous features based on your level.

I don’t want to delve into the obvious ramifications and solution too much since I’ve had a conversation in chat with Tukkun where he agreed that the level penalty in BA should be converted to a rank penalty. However, there are two subcategories that I feel need further attention beyond that simple fix (simple, in this case referring to surface labels – I recognize and sympathize with the difficulties behind the label).

The first of these subcategories involves terminology – specifically the difference between AITG exp and BA exp. Does exp bonus XYZ affect one, the other or both? It’s never clear. My recommendation is to change the name of BA exp, similar to how fishing mastery was renamed – “practice” is a term that might fit. No matter what term is used, any bonus multiplier must be careful to mention only those which it affects – transparency is key.

The second of these subcategories involves the Gem of Constancy. The differences between this item freshly equipped and fully leveled is quite awesome and very appropriate. However, if one needs to give up that bonus, it should be for a reason specific to the Battle Arena and not general to AITG. I’m referring, of course, to the Sword of the Ascendant and the role it plays. Two possible solutions exist to this.

First possibility: allow the Gem of Constancy to summon and damage the Ascendant if it is at max level and the player is at the appropriate rank/level/location. Second possibility: offer the Ascendant invisible ally the ability to summon and damage the Ascendant assuming appropriate level/rank/location. Either of these solutions (or both) would allow the player to maintain the GoC max level bonus unless they need to give it up for a BA specific reason.

In the end, I just want to see the Battle Arena care as much about the player’s overall AITG state as any other feature does. Perhaps I’m way off base and this discrepancy needs to be resolved by making all the other features care a lot more, but that really doesn’t feel right to me.

 
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Topic: Anti-Idle: The Game / [Query] Average first ascension time? (You can help!)

My first play was 22 September 2013 and it took me about a month to complete my first ascension. I never turned the game off in that time, only idled.

Also worth noting: I went to level 9k1 on my first ascension.

 
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Topic: Anti-Idle: The Game / How to fix Pong

Pong is fine. Arcade is fine.

Pong is quite extremely not fine. It is a source of massive frustration and contains many lose conditions which are completely outside the control of the player – this is not okay when the player is up against a computer controlled AI (on second thought, perhaps it’s just one, but it comes up a lot).

Your first suggestion does not have ‘very little impact’ on the challenge. Creating conditions where you automatically win the volley because the ball is moving too quickly is…why do you think that would not affect scoring and challenge?


Getting the ball up to max speed is the epitome of skill demonstration on the part of the player, it is absurd that it results in a situation where winning or losing is a crap-shoot based on the specific trajectory and paddle positions as it executed. As for my claim that it would have little impact on the game, it is a thing that doesn’t actually happen very often (especially since I specified both horizontal and vertical). This is based only on the anecdotal evidence of my own play time, but I’d suspect any claim where it happens more than once an hour of solid Pong time to be exaggerated.

Hints. Well, relying on hints won’t do you any favors if you want to improve your game. Furthermore, if you exclude invisiball because it mitigates the disadvantages of the power, you’d also have to exclude gravity and anti-physics as well. One could also make an argument for both smaller paddle and slower paddle, but those are less obvious.


Invisiball and Gravity affect the behaviour of the ball – this is the key difference that can justify removing hints while they are active, all the rest (including anti-physics) affect the behaviour of the paddle(s) instead.

 
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Topic: Anti-Idle: The Game / How to fix Pong

Pong is widely considered among the more frustrating and less enjoyable aspects of Anti Idle [citation needed]. I can personally vouch for this – I recently obtained the 3m score required for S rank but still find myself constantly frustrated when attempting the 2m-ish for gold. I’ve spent a lot of time on Pong in the past week and I’ve come up with two simple changes to the game that would dramatically lower the frustration it imparts on its players while having very little impact on its challenge.

First of all, if the ball ever finds itself moving at its maximum speed in both the horizontal and vertical direction toward the computer’s side, it needs to pass that paddle. Some random fluke of trajectory and position should never be enough to save a computer AI from that kind of frantic skill and/or luck on the part of a human player.

Secondly: we paid good medals for these hints, there is no reason for them to go away when we choose to engage in a certain feature of Pong. With the obvious exception of invisiball and possible one of gravity, the presence of hints needs to not be affected by the activation on Pong Power.

That’s it. Two small changes take Pong from being a heap of frustrating absurdity and turn it into a challenge worth overcoming.

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

I think this deserves to go in here: 3,156,147 score in Pong. I had all of the pong upgrades in the arcade at 4/5 and was getting +19% score from rest.

 
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Topic: Anti-Idle: The Game / Fishing Random Quests

When a random quest asks you to fish up a certain number of a specified type of catch (e.g. lvl 20+ junk), it might make sense for a catch which does not categorize as a fish or a junk to trigger a progress in that quest. Why would you want to punish the players in any form or situation for succeeding a random check?

 
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Topic: Anti-Idle: The Game / Platforming

The platforming genre is conspicuously absent in this game. The closest we have to it is the Stadium and I don’t think that really counts.

What if there were a game in the Arcade along the lines of Tower of Greed (http://www.kongregate.com/games/EpicShadow/tower-of-greed)?

I think that’d be hellishly enjoyable.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

Thanks for the confirmation. I’ll try turning on Worst Moon once I get a little higher level again (I ascended yesterday). Otherwise, I’ll just keep plugging at it. Hopefully it’ll drop before 2,000.