Recent posts by Phoenix00017 on Kongregate

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Topic: Wartune / Cannt login(((

Fwiw, Kongregate is aware of the issue and working to contact R2, but unfortunately it’s the middle of the night on a weekend. We’re seeing if we can get in touch, but I don’t have any sort of ETA at this point. Sorry everyone!

 
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Topic: Yu-Gi-Oh! BAM / Tyrant Unleashed Welcome Package Details [Official]

If you got a PM about it, then you know you qualified for the package. All you have to do is open up Tyrant Unleashed on Kongregate.com and you’ll get the package automatically. You’ll see it pop up and say “Welcome Yu-Gi-Oh! BAM players” and give you the details of what you earned.

 
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Topic: Yu-Gi-Oh! BAM / Tyrant Unleashed Welcome Package Details [Official]

gattmill99: Please keep in mind that you need to have specifically earned the challenge stars (which were part of one of the badges), not just played the game. I’m afraid it looks like you haven’t earned any of the stars as far as our records show. I’m not going to do case-by-case checks/fixes here though, and I don’t know what the policy will be there, but you can email support@kongregate.com if you have an individual question.

 
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Topic: Yu-Gi-Oh! BAM / Tyrant Unleashed Welcome Package Details [Official]

I…have nothing to add to MK’s response. That was spot-on. :)

 
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Topic: Yu-Gi-Oh! BAM / Tyrant Unleashed Welcome Package Details [Official]

I’m afraid the cut-off was already set, so earning them now, or even recently, won’t work.

Full honesty here: the goal is to welcome YGO!B players to Tyrant Unleashed and help offset the loss of a popular game. If we had announced it ahead of time, a bunch of Tyrant Unleashed players would have (very understandably!) started playing YGO!B to try to claim the sweet rewards, and that’s really not what the intention of the promotion was. Sorry!

Kyoto: I’m afraid the rewards are indeed tied to each individual account.

 
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Topic: Yu-Gi-Oh! BAM / Tyrant Unleashed Welcome Package Details [Official]

Hey everyone – the aforementioned Welcome Package to Tyrant Unleashed for Yu-Go-Oh! BAM players is currently being sent out! Many of you are probably wondering what’s in them and what the criteria are – well, I’m here to help with that. :)

The Synapse team (developers of Tyrant Unleashed) agreed to give away some pretty nice stuff to you guys, and we’ve arranged them into tiers based on your in-game performance and/or real money spent on the game. You were placed into the highest tier you qualified for, and you can only get one tier package (so the middle tier is only the middle, not both middle and lower).

- Beginner Tier: Requires earning at least 3 challenge stars or spending any kreds at all. This will get you 50 warbonds (the Tyrant Unleashed premium currency), 25 salvage points (for upgrading cards), and the epic-rarity Vigil card to kick off your new deck with a bump of power.

- Advanced Tier: Requires earning at least 250 challenge stars or spending at least $10 in the game. This will get you 75 warbonds, 50 salvage points, and Omega, a legendary rarity card that is a core fusion requirement for 4 different powerful Raider cards.

- Master Tier: Requires earning at least 1500 stars or spending at least $100 in the game. This will get you 100 warbonds and 100 salvage points, but far more importantly it also scores you a full set of 5 legendary cards (Omega, Nimbus, Apex, Malgoth, and Benediction). These are powerful on their own, but also can be fused into a wide variety of top-notch cards, giving you a lot of choice and options moving forward.

As a couple of clarifications, these are already set up and live, so there won’t be any adjustments made to the criteria or content. Additionally, they’ve already been sent and won’t be updated later, so if you recently or in the future earn some more stars that won’t bump you up to a better prize – they’re already locked in. Sorry!

Good news though, you do not have to be a new Tyrant Unleashed player to get these prizes! You do however have to load it on Kongregate.com – they won’t be claimed in the mobile version of the game (but of course you can synch up with the mobile version and use your prizes there too).

Please feel free to post with any questions. Once again, we’re sorry that Yu-Gi-Oh! BAM has decided to close but we hope that you find Tyrant, or another game on Kongregate, to help fill that hole in your hearts. Thanks everyone!

 
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Topic: Tyrant Unleashed: Guild Recruitment / ** Firemeister open recruitment ** One of the oldest guilds, several slots open, GW Rank 25-125

I think part of the problem was that we started off pretty touchy-feely without clearly-enunciated expectations of participation. At this point we have some top-tier players, as well as a bunch of strong, active players, who are easily capable of a top 100 guild while knocking at top 50. But we also had some dead weight that we were slow to remove, which is what we’re hoping to do now if we can get some awesome recruits in. Which would be you guys!

For what it’s worth, over the past 6 wars we’ve had a two top 50 finishes (including a #28), two more top 100s, and two just out of top 100 (top 125). By cycling out our low value players for some active and energetic ones we can easily stay top 100 and likely get ourselves back up into the 50 or so range. Plus you get to hang out with a pretty awesome group of people. :)

 
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Topic: Kongregate APIs / PurchaseItems callback error

Hey guys – we’re looking into fixing the error (apologies for the delay, I replied back to an email thread about it but forgot to reply to this forum thread). However, the error doesn’t appear to be causing any problems with purchasing if you’re not running the debug player. If you try turning off the debug player do you still have problems completing the purchase?

 
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Topic: League of Angels / S4 Broken

Hey everyone – I just wanted to let you know that we are aware of the issue (and have been for a while) and have emailed the developer, hopefully to get a quick resolution once they get into the office (as it’s the middle of the night in China). I don’t yet have any more information as we haven’t heard back from them yet.

Deveno, I’m not ignoring you, but I’m also not going to get into a discussion about business law as it’s not a topic I pretend to know anything about. If you have concerns you’re welcome to email us, but at this point I just want to assure everyone that we’re aware, have made contact, and are hopeful that we can find a fix soon.

 
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Topic: Rise of Mythos / Official Kongregate message about downtime

As I said, please find me in chat so we can talk about it. To my knowledge this issue has been fixed and tested.

 
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Topic: Rise of Mythos / Official Kongregate message about downtime

lambard667: The compensation was intended only for the missed dailies and time, not for any gold loss. If your account specifically had gold disappear please submit a support ticket to them with the details of what happened. Hopefully they can sort it out soon.

wvkvkvkvk: Can you talk to me in chat or send me a PM with details of how that happened?

 
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Topic: Rise of Mythos / Official Kongregate message about downtime

Basically repeating Vekelris, I believe we are good to go on the tech/security side, and the game should be up for everyone. There may be occasional login issues, but it sounds like almost everyone can get in with some refreshes. The lost gold will likely need to be handled through tickets to the developer, and I think they’ll be able to start looking at those tonight (tomorrow morning for China) now that the game is back to functioning.

 
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Topic: Rise of Mythos / Official Kongregate message about downtime

Okay, not-so-great update time. The main hole was fixed, but a secondary one was discovered. While I hate to do it, we made the tough call to disable access again to get the fix in place. The hopefully good news is that we do have a US-based engineering team working on it, so we shouldn’t have to wait until daytime in China again for the fix to go up. We also have notes on exactly how to implement the fix, so hopefully it won’t be too long of a downtime, but that’s not a promise, just information. I’ll update here when I have more information.

Update: US engineering is looking into it, but it’s not yet clear if they have what they need to get the fix up. Again, will update as I find out more.

 
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Topic: Rise of Mythos / Official Kongregate message about downtime

It looks like the game is back up, and the security fix appears to have worked in my initial tests. We’ll do a more thorough test when I get to the office, but hopefully everything is good. I understand that they did a pretty good compensation pack too, I hope it’ll help take the edge of being down for a few days. Thank you everyone for your patience as we worked out what was a very serious problem, hopefully with relatively minimal damage.

 
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Topic: Rise of Mythos / Official Kongregate message about downtime

We had a fix, but unfortunately it didn’t fully work, so the game is disabled again temporarily while the fix is tweaked. I’m unfortunately heading to bed, but will check in the morning. I also gave Gamefuse my cell phone number in case they need anything from me overnight. Thanks again for your patience everyone, hopefully we’ll be back up before too long, but clearly the first version didn’t work so we’re behind the original goal release.

 
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Topic: Rise of Mythos / Official Kongregate message about downtime

I have confirmation that their engineering team is actively working on it. As expected it’s not a trivial fix, but I’m still hopeful it’ll go up before too long as I’m intending to stay up until it does (we’ll see how well that lasts depending on how late it gets though!). I don’t have a time estimate yet so I’m not going to give one.

They will work on a compensation pack as well, and should be able to handle individual concerns through tickets, but I think right now the focus is just on getting the security hole fixed and figuring out why the server kept going down yesterday.

 
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Topic: Rise of Mythos / Official Kongregate message about downtime

While I don’t want to give exact details, this particular security hole has a very clear cause and solution. Of course I can’t guarantee that nothing will be hacked again, and in fact can guarantee that some game will get hacked at some point in the future, but we will at least have it up to our normal secure standards which have worked quite well so far. On the internet you just do what you can and work on fixing things if and when they break.

 
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Topic: Rise of Mythos / [Emergency Maintenance] Wednesday 6/4 11:00 AM

We requested that the developers do an emergency lock of the servers to prevent further problems from the security problem. If there was a 2-hour message it likely was a default that didn’t get changed because we were getting it done quickly and at about 2am their time. Sorry for the confusion.

 
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Topic: Rise of Mythos / Official Kongregate message about downtime

If you do find gold missing from your account please record the details as precisely as possible: how much gold, when did you notice, were there any transactions or new cards that you didn’t expect to see, etc. We will likely need you to go through Rise of Mythos support for the fixes, but we’re talking with them and will do what we can to prioritize getting that fixed. I agree that losing gold is very different from just the access issues and I expect that we’ll have different types of compensation/fixes for those two situations.

 
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Topic: Rise of Mythos / Official Kongregate message about downtime

Thanks everyone. I don’t think there are too many specific responses I need to give here yet. It is certainly my hope that this can be solved in the 8 – 12 hour range, and I’ll be staying up late tonight to talk with the developers in China to help make that happen. Obviously I can’t make promises, but the issue and fix are both known so it’s only a question of implementation and testing now.

I don’t know if we’ll be able to identify people who abused it or what action would be taken against them. It might be impossible to nail them down unfortunately.

 
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Topic: Rise of Mythos / Official Kongregate message about downtime

Hey everyone – I know it’s been a rough few days for Rise of Mythos on Kongregate. Unfortunately sometimes things in software go wrong, and we had a bit of a perfect storm hit that has made this series of events rather difficult.

The culmination of all of this is that a significant security issue was discovered recently. Thank you to the users who quietly reported this to us so we could act on it before word got too far out about it. There is a good chance some damage was done and we will need to work with affected users on a case-by-case basis. However, the most important thing was to triage the situation to prevent further damage. To that end, we contacted the developers in China (despite being about 2am over there) and had all access to the game disabled.

I’m going to be honest, this downtime may last 12 hours or more. We need the developer team to get back to the office, assess the problem, create a fix for it, test it, and deploy it. We don’t want to rush this process because of how essential it is for the safety of everyone’s accounts.

While we are not in direct control of customer service or compensation, we will work with the developer to come up with something that is fair to try to make up for all of this trouble. I can’t give any specifics at this point, but we appreciate your support and patience and want to recognize that in game as well.

Feel free to post questions, comments, and concerns. We will answer them as best as we can. While I don’t have all of the answers now, getting this fixed for everyone is a top priority for us and we’re doing everything we can to resolve this quickly and effectively.

 
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Topic: Wartune / Not Enough People on our Server

Thanks everyone – good discussion all around. It sounds to me like two things are likely the best move: merge some of the older servers to get the player population up to a fun level (even if this does increase competition – right now if population is low frankly that means that competition is probably too low anyway!), and offer a new server to let new players (or old players) start fresh and have a chance to get into it. It’s true that our model is more aimed at longer experiences on servers rather than “JIMLID”, but I think we may have tried to impose that model a bit too harshly on a game that wasn’t designed for it, and while our intentions were to try to keep consistency for players it ended up backfiring a bit.

I’ll talk this over more with R2 and see what their recommendations are and how we can best make these changes in a way that works well for as many players as possible.

 
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Topic: Wartune / Not Enough People on our Server

Thanks everyone, and sorry for going quiet for a few days – we had a bunch of events last week and I’m a little behind. These were helpful responses. To give a bit more context, we (Kong) don’t have the ability to implement game features. While cross-server functionality sounds great we can’t control that and I want to see if we can do some things better with what we do control.

Yes, R2 is used to fairly quickly opening and merging servers – this works well with some of their audiences because they bring in tons of new players regularly and need to keep expanding. On Kongregate we got a bunch of our players into the game but it didn’t make sense to keep aggressively opening new servers with our players. We asked that they scale back, but they’re willing to do some opening and merging if it makes sense for us. Clearly someone is going to be upset regardless of the decision (whether we merge or not), but I wanted to get some feedback from you guys about how the game looked for your servers. No word yet on what we’re going to do, but this was helpful. Thanks!

 
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Topic: Wartune / Not Enough People on our Server

Thanks for these posts everyone. This is a debate we’ve had internally a fair amount: in the past server merges have been met with a fair amount of resistance from players, especially high-ranked ones who suddenly found themselves mixed in with another server’s top players. At the same time, the lower population certainly reduces the concurrent players and the competition, which isn’t fun either.

I don’t know about the technical possibility of cross-server MPDs, but I do know we could set up some more server merges. What do people think about this? Is it ultimately good for the servers to do this once they get low? And similarly, when would be right for a new server launch? Obviously someone is going to be unhappy either way, but we want to do what is better for the group if possible.

 
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Topic: Sandbox Hero / * LATEST BUILD * Build 63.1 - Bug fixes and more!

Thanks for the responses everyone. I’ll try to reply to the concerns and criticism here.

jmtb02’s post said that he was able to fix quite a few bugs, which is true. He didn’t say “all the bugs”, and in this case he chose bugs that were quicker fixes so we could get a new version up quickly, especially with some of the bigger broken ones that came from the ghost run update. That update was the last big feature the game had scheduled prior to promotion (it’s now on the front page in Hot New Games for the first time ever), and that feature ended up being a lot more gnarly than expected, taking quite a bit longer of his full-time attention to complete.

At this point development will continue on the game while also creating some new games too, so more fixes will be coming, as well as some new content, but not with 100% of his time. Still, most of that time wasn’t visible to the players because there was a ton of backend work to be done to get these systems functional, and from your perspective it may seem like things are speeding up since the big features are mostly done and smaller stuff like content can start to come out more.

We do still have a backlog of bugs to go through, many of which are pulled from these forums. On the list still are things like:
- Unselectable wood pile.
- Black screens / freezing when editing (unfortunately a bug we haven’t been able to reproduce, making it extremely difficult to track down, but we have a theory now).
- Misaligned sword asset.
- Average coin count seems to be off.
- Pagination problems for Just Played and Favorites pages.

So yes, we are reading posts, but this is a one-developer game that ended up with a very big scope and there’s just so much time in the day. :/ It’s not a bluff at all, it’s just a huge, complex game that is taking a long time to create. We also are running into some technical problems with the mulitplayer service that we selected, which was causing limits in how many maps we can pull down at a time. I agree that map discovery needs work, and I hope we can figure out a better solution, but it’s a combination of logistical, technical, and practical problems that have led to us not having a fix yet.

Honestly, your passionate post honors us that you care so much about the game. I hope that we can get it to a point that you’re happy, and the feedback is definitely appreciated. I’m sorry you’re frustrated at the moment, and I can’t make promises that it’ll all be perfect eventually, but we are listening as best as we can.