Recent posts by Phoenix00017 on Kongregate

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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.

 
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Topic: Sandbox Hero / Build 62.4 - Ghost Run BETA

Originally posted by Midragoth:

The ghost run addition to the game isn’t necessarily a bad thing, it just needs a few small changes:

1. Give players the option to play a map without them.
2. Either change the transparency of the ghosts or give players the option to set the level of transparency. It’s annoying on some levels, especially on time trial maps, to not be able to see clearly which character is yours.
3. Give players the ability to set their friends or certain selected players as the ghosts. (This one might take a bit of work)

Just a quick response here:
1. By popular request, you can now turn off ghost runs from the options menu. :)
2. Transparency would be neat, though also might have performance issues. We could look into it though.
3. Yeah, that could get complicated. :/ I agree that there is appeal in seeing friends on the run, but I think technical issues will get in the way.

 
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Topic: Sandbox Hero / Bug Report Thread

Thanks for the bug reports everyone! We’re aware of the high score ordering issues as well as the problem with ratings and kongpanions. Those are top priority fixes, we’re also looking at working some other bug fixes in for an update, hopefully later today.

 
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Topic: Sandbox Hero / Build 62.4 - Ghost Run BETA

It looks like there might be a bug with the high scores, we’re looking into it. Thanks for reporting!

 
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Topic: Sandbox Hero / Build 62.4 - Ghost Run BETA

Hey guys – I have to admit, it’s disappointing to see negativity around this update. Adding ghost runs was actually a very complicated process – each run has to be recorded precisely, slight little errors in timing would throw off the entire run (and very much did, creating very difficult to track bugs). People have been asking for multiplayer, and while live multiplayer is outside of what we could do with the game with our manpower (which is basically just one person this entire time, I’m just providing only very minor consulting/bug testing for jmtb02) ghost runs were an attempt to both track fastest runs and recent runs and let players test themselves against other players on maps.

That’s not to say that more blocks and features aren’t coming, but we considered this level of multiplayer to be a “must have” before we do our official launch of the game. We haven’t yet even put the game on the front page of Kongregate because we wanted to have the major core features in place before we got a lot more players and designers into the game. We’re now very close to that front page exposure.

It’s true that bug fixes haven’t gone in recently due to the focus on ghost runs, but we can now take another pass at the bug report thread. You guys have done a great job with those reports, and we’ll work on as many bugs as we can reasonably fix, but with only a single developer we do have to prioritize, and that’s why bugs had persisted while ghost runs were in progress. So now Ghost Runs beta is live, a few new bugs were added to be fixed, some existing bugs can be squashed, and we’ll get some more polish onto the game. But please don’t give up on it, really the game is just getting started, and with a much bigger community hopefully joining soon we remain excited about the future potential of Sandbox Hero. We hope you do too!

[Few quick specific responses: the rating system should still be there, that sounds like a bug, and we’ll look into the option of not displaying ghost runs for those who want it – thanks for the suggestion!]

 
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Topic: League of Angels - League of Angels / TheHiddenOne Guild Updates.

Yeah, sorry – the guild API is currently bugged, we’re working on a fix but we’re probably going to disable it until it works correctly.

 
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Topic: Blade Hunter / Not getting Diamonds

Hey everyone – we’re aware of the problem and are working with R2 to get it resolved ASAP. It’s likely something broke in the big content update they just pushed out. The China-based office should be waking up pretty soon, so hopefully we can get a resolution before too much longer. Thanks for your patience, and apologies!

 
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Topic: Tyrant Unleashed: General / Join Sons of Guns before the war!

I’m a free agent xJustice – send away. :)

 
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Topic: Tyrant Unleashed: General / Join Sons of Guns before the war!

Hey, do you still have room? I’m in a guild now, but I’m ranked well above most of them. My current BR is 18k, and it was only 750 two weeks ago, so rising rapidly. Gauntlet score is 330. Definitely looking for a guild that can take top 100 in the next guild war. If you confirm that I’ve got a spot with you I’ll move over.