Recent posts by downstage on Kongregate

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Topic: AdVenture Capitalist / Wait A Second... HOLD UP

You have 100? Difficult to tell without seeing it, but it sounds like all that’s happened is that once you hit 100 newspapers the progress became fast enough that the zero timer and solid (/flashing) progress bar is actually correct. The progress bar stops moving because it is completing so rapidly. The speed doubles with each of the early achievements, so eventually they all end up that way (timers showing zero and progress bars not moving from the finish position). They still make money, but at that stage in the game the newspapers are bringing in a pretty small amount so you may not realise it. It would also explain why your car wash subsequently did the same.

Sorry if this is actually totally irrelevant to your problem – as I said, it’s difficult to work out what you mean without being able to see it.

 
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Topic: AdVenture Capitalist / New UI Design

Originally posted by Soulflare1928:

The only thing I haven’t heard discussed is the light on the Upgrades button. Great idea and it would be quite helpful if it didn’t also light up for angel upgrades, which are purchased almost immediately after starting the game but are usually not all purchased. This means that the upgrade light is always on and doesn’t really tell you anything.

Completely agree, the light on the upgrades button is a nice touch. It’s subtle, which may be why it hasn’t been mentioned, but I think it’s great. The angel upgrades button light wouldn’t add any useful information for me as things stand either, but may be a nice prompt for newer players to let them know that they can buy some angel upgrades. So I see no reason to remove that feature, and it’s probably best to be consistent between the cash and angel buttons to avoid confusion IMHO.

Overall I really think there have been some really big usability improvements in this update, probably more than people realise… but I have to agree that we should be able to turn the flishy-flashy-scrolly thing off. At first I thought maybe it was in anticipation of bringing back anti-idle features; that they would eventually use flishy-flashy-scrolly to highlight something. But if they’re actually all going to sit there flashing away, it’s just going to get annoying.

 
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Topic: AdVenture Capitalist / Known Issues (and how to fix them)

With all those stickies on the adcap forum, I’m surprised there isn’t one for bugs yet, and I hope this gets sticky’d (…stickied? stuck? stickyified??). It can be difficult to keep track of all the different threads related to each issue so I think this is really helpful, and you’ve done a great job of collating the relevant information to make it accessible.

On a slight side note, I think there are actually too many stickies now! But I still think bugs should be one of them – maybe it’s time for HH or the mods to take down an older or less relevant one?

 
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Topic: AdVenture Capitalist / Stuck around the 600-700 mark

It’s amazing how many people don’t see it. I didn’t at first. The fact that so many people aren’t noticing the angel upgrades suggests they should change the design. Part of the problem is the angel upgrades button appears directly over the capitalist picture. It does have an orange border to make it distinct from the background, but colour changes aren’t really perceived well in peripheral vision. The underlying problem is that it’s not within the upgrades “window”… I mean, in upgrades, your attention is focused on the coloured lightbox-type section of the page and the button isn’t there. Maybe tabs would work better? Or just find a way to fit the button into the upgrades part of the page, not outside it.

(For the record, I’m not not a phase-2-hater and I’m not moaning about the aesthetics here. Just a usability issue that could do with tweaking.)

 
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Topic: AdVenture Capitalist / Overall profit/sec

It doesn’t cost 10 kreds just to check, because you cancel before making the purchase (it shows what you would gain before you actually buy). But personally I would like to see the total profit anyway, for a more immediate comparison.

 
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Topic: AdVenture Capitalist / Lack of Communication Between HyperHippo (Devs) and their Players

Originally posted by Albynos:
Originally posted by Killzerz44:

2) They said next week. That has two meanings. 1 meaning is 7 days. The other is next week, and since he posted in on a Monday, that could very well mean up to Saturday of the next week (12 days in our case). He did NOT say 7 days; he said next week. So either interpretation could be correct, and due the circumstances, it seems like the latter one is the correct one.

English is not your native language? (asking out of interest). Cause there are two expressions: this week and next week. And that’s all.

I’m not weighing in on the argument of whether devs should have updated or communicated by now, but I do want to weigh in on the language bit; I agree with Killzerz44 that there are two ways this could be interpreted. They didn’t say “next week”, they said “in the next week”. Where I’m from, “in the next week” can (and usually does) mean within the next week, i.e. within the next seven days. If I said “my report will be sent in the next week”, my colleagues would reasonably expect to receive it within a week from this point. However it is definitely ambiguous because they could just mean “next week”.

Not that it matters, because they were very clear that they couldn’t say for sure. So even if they HAD meant “within a week from now” we were made aware it wasn’t definite.

 
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Topic: Swords & Potions 2 / Town recruitment thread

Originally posted by cabbage888:

If I may ask, why do you look for players with high rank? Its not like the contributions can be transferred when moving to a new city. Am I right or am I missing something?

No, contributions are not transferred, but people like to know they’re recruiting someone who’s likely to help out. Rank isn’t a guarantee of what a player will contribute in future, but it does show that they have been contributing so far.

 
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Topic: Swords & Potions 2 / Town recruitment thread

483k city recruiting. All buildings are complete except for the final castle upgrade, which we’re nearly half way through. We normally require a minimum level 70, but we may accept a lower level player if you’re active, growing, and willing to contribute.

Message me through Kong or in game if you have any questions or would like to apply.

 
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Topic: AdVenture Capitalist / 1.4.5 Preview

Originally posted by Stereotomy:

Actually in my buying chain, there is a short stretch where donuts are the best profit-generator.

And I think the dev is saying that newspaper upgrades will be improved enough that newspapers themselves will start generating a decent profit, in addition to how much they boost other industries

Exactly this. The fact that everything changes at different stages is actually one of the things I really like about this game – the most and least valuable change as you go along, so you can’t just pile your money into the highest earner. It sounds as though this will be the case even more with the new upgrade, so… yay!

 
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Topic: AdVenture Capitalist / Weird inconsistencies in buying newspapers?

I can’t replicate the price difference buying at different increments on mine (just checked the price for 10 oil companies, then bought them one at a time and added up the costs to compare – it was the same). Are both computers running the same version according to the info screen?

 
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Topic: AdVenture Capitalist / Ad Cap Suggestions

AlphaCenturian, I absolutely agree about upgrades. Progress in the game feels somewhat “lumpy”, with long phases which are painstakingly slow while at other times you can be playing constantly, resetting every 30 minutes and making rapid progress. I currently have two games in progress, one started long after the other, and have really noticed that one game can be zooming along while the other seems to be getting nowhere. That said, every time things slow down to the point I feel I might get bored of the game, those lovely Hippos come along and plonk some new upgrades in for us. So as long as that continues, I’m a happy capitalist.

The one sort of caveat with that is that they need to start thinking about future-proofing the UI. It sounds like they’re going to be re-doing it (and hopefully, specifically looking at the upgrade menus), which is great, but they need to make sure it can accommodate lots more upgrades of various types in future, not just that it works well for the number and type of upgrades they have right now.

A minor suggestion is perhaps to change the export feature so that it’s a bit more user friendly. Pasting the exported string into a file and saving it isn’t exactly difficult or time consuming, but it’s not really seamless either, and I’ve seen one or two people in the comments and chat saying they don’t know what to do after they’ve pressed the “export” button. So perhaps they could just have a local save feature with maybe 3 save slots, storing it to a default location (which maybe the player could change if they wanted to).

 
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Topic: Kongregate / Does anybody else hate - / + comments?

Basically, yeah. But one jerk still can’t downvote something all by themselves. I’ve seen it be pretty successful elsewhere. Effectively you’d be saying that people over a certain level have been around Kongregate long enough and played enough games to be able to make informed judgements about comments. It would also give some kind of bonus to those who have committed a lot of time to this site (there have also been many discussions about the fact that levelling up doesn’t really give any tangible perks). Just an idea though :)

 
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Topic: Kongregate / "Rate this game" Tab

The same topic has recently been raised in a similar thread – seems everybody thinks the same about this.

 
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Topic: Kongregate / Rate ALL THE GAMES

IMO it appears too soon. Asking players to rate after a few minutes won’t give an accurate reflection of game quality/enjoyment for many games. Some games seem good at first but then you realise they don’t go anywhere or they’re full of bugs, while others are frustrating when you first try to pick them up but are amazing when you get into them. I’d suggest a longer delay before making this appear in the first place. And personally I would prefer an option to “dismiss” (i.e. go away, and don’t come back for this game) than rate later.

And there should definitely be a way to switch off the avatar change requests.

 
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Topic: Kongregate / Does anybody else hate - / + comments?

Different people interpret the voting system in different ways. Sometimes it’s whether they agree with the post, sometimes it’s whether they think the comment is helpful, sometimes it’s just if the comment makes them smile. One option would be to have +/- as helpful/unhelpful, and “like” as a separate button, but honestly I think that would complicate things.

Having followed the Adventure Capitalist comments for a while, I assume that the question about investors was downvoted because it has been asked – and answered – literally hundreds of times already in the comments. But this just illusrates a problem, really – the helpful answers aren’t making it to the top. I think one of the reasons for that is once the top comments are showing, everybody sees them so they’re more likely to be upvoted even further and will stay above other more recent posts, even if those other posts are more useful to be visible. I think people rarely click to view more comments (if they did, they’d see those questions/answers).

Personally I wouldn’t want to see the voting system disappear altogether. Another option I’ve seen on other sites is that players don’t all have an equal vote rating. For example, when new Kongregate users press +/-, it counts as one vote; players with Kongregate level over 15 count as 2 votes, players with a level over 40 counts as 3 votes… or something. Basically this means that people who have been around a while and have played a broad range of games have more influence over which comments are voted up and down, which may make the ratings more sensible.

 
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Topic: Swords & Potions 2 / Beginner's Guide on Fast Lving, Money Making, and Best Workers

Elite membership is a one-off purchase. There are three packages available and they cost different amounts. You get several premium items (the exact number depends on which package you choose; you can only have one package) and moreover you get an extra quest slot for dungeon quests (so you can send four adventurers out at a time instead of three). You also get a new unlock path of items for your shopkeeper to craft, which for early- to mid-game are good price items for the time and resource they use (the items are on the shopkeeper section of the SP2 wiki if you’re interested).

Up until recently I’d have said it’s definitely worth it. But now we know for sure that this game has a limited life ahead of it, and is likely to be taken down this year… well… it’s your call, really, whether you want to put money into the game for maybe 6 months of play (and bear in mind we have no guarantees of how long the game will run now; could be less, could be more). If you do want to put money into it, I personally think that the elite packages offer better value than buying premium items separately. You get a good variety of premium items included, and the extra quest slot is great for getting customer XP and extra rares, at any stage of the game.

 
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Topic: Swords & Potions 2 / Suggestions and Ideas

It does exist, and fooz is right about turning it on in the settings, but not all purchases have a confirmation even when it’s switched on. Not sure if that goes for refills (seriously, edgebee, NOBODY wants to pay 5 starry coupons to refill a T1 bin), but I know for example there’s no confirmation if you contribute to a city building using hammers. I’ve been stung by that one :(

 
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Topic: Swords & Potions 2 / Bug Reports and Issues

funnyguy, I believe there are some known issues with Chrome. I use firefox and only have occasional crashes (although still get the black screen in build and hire, of course!). I’ve heard that disabling Pepperflash helps hugely with Chrome problems. Pepperflash doesn’t seem to get along with this game.

 
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Topic: Swords & Potions 2 / Anyway to know how much population is going to increase per building?

I’ve asked the same question… this is the only answer I’ve found so far, and it’s from a while ago (pre-update):

Originally posted by Lamatiel:

Resource buildings & Player shops – 1,000 population
Town Hall – 1,000/2,000/3,000/5,000/10,000/10,000
Rest – 1,000/2,000/5,000/5,000/5,000/5,000

For a current total of 276,000 population (buildings automatically placed like the starting resources do not increase population).

Post-update bulidings are not consistent with this. They all seem to be different. Later levels range from 5k-10k. Final level of castle gives 50k alone.

 
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Topic: Swords & Potions 2 / Suggestions and Ideas

Furniture on the sidewalk doesn’t always work (you can’t click-and-drag the screen with an item selected, and depending on your screen size you may not be able to reach the sidewalk while your item is selected). And there’s no harm done by posting it here, really. Keyboard shortcut for rotation is not written anywhere in the instructions that I’ve seen, so it’s understandable that somebody might think it didn’t exist and would suggest it.

 
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Topic: Swords & Potions 2 / Suggestions and Ideas

Originally posted by ed01987:

When you rotate some shop items around, you shouldn’t have to place it in order to rotate it again, I have a spot where I can put one of my items, but I cannot optimize it because I am unable to put it in the other rotation orientation.

While moving an item, you can press the space bar to rotate. I found that out by accident :)

 
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Topic: Swords & Potions 2 / Bug Reports and Issues

For the furniture counter thing, I just tested it. I built a small item (in my case a plant), and opened the shop. While the shop was open, the plant completed. I finished the day, and when I then refreshed the high scores on Kongregate, my furniture count definitely had gone up by 1. Maybe it’s important that the shop is open when the furniture completes (it’s not enough just to have the game open). Hope this helps.

 
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Topic: Swords & Potions 2 / This game still getting updated?

In theory they’re still updating it. Some people have been speculating that they’ve stopped… I don’t think anybody knows for sure (except maybe Lama). But personally I would be surprised if they’ve stopped updating at this stage. The only thing we can hope is that it’s taking so long because they’re actually trying to make the update work properly. We’ve all seen what happens if they rush out an update without testing it thoroughly first… and it’s not fun!

 
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Topic: Swords & Potions 2 / Bug Reports and Issues

Yeah refreshing in itself is not an issue (personally, it doesn’t bother me too much if I have to refresh if the screen goes black when I enter the tavern or build screen), but the texture issues are a pain when rearranging your shop… before you’ve made many changes, the screen starts flickering, and then it starts freezing or goes black entirely. This makes it very difficult to do a major re-organisation of a bigger shop.

One solution to this would be to have a simplified “floor plan” mode for the shop build screen, removing the textures and just showing the footprints, which I think could be of benefit for easier rearranging anyway. Maybe footprints could be colour-coded for different item types and then just have a simple text label to identify the item and level, something like that.

In the meantime, braingeyser, it can help to save your changes and refresh regularly while rearranging your shop. I know this is easier said than done, since you can’t save while items are temporarily outside the shop :/ Oh and just wanted to point out that Lamatiel isn’t actually the developer, he’s their community manager, so he can’t actually fix it… he can only report the issues back to edgebee and try to find solutions for us for the things that aren’t fixed ;)

 
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Topic: Swords & Potions 2 / Suggestions and Ideas

bob, I so many questions/comments about that, but the most critical one is similar to the one I made earlier: I don’t see how this would work in a fair way when a player changes town.


I don’t think people actually need to be encouraged to contribute more – most players I come across do so willingly because they want their town to do well (with the possible exception of a town you’re put in early on and intend to leave at some stage… some people will take a free ride for as long as they can get away with in early game). If players aren’t contributing they can be kicked out, or if you’re the only one (or one of a few) contributing, you can move.