Recent posts by Sophisanmus on Kongregate

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Topic: Tyrant: General Tyrant Discussion / Suggestions

Originally posted by shian:

@ Sophisanmus, like ur gautlet idea but currently if u want something challenging do tournaments =P. That or surge but at the top ur faction might yell at u if ur sucking at surging.

I do both, but the game still demands a fair amount of mindless grinding for raids and gold grinding. My proposal is a partial alternative to grinding missions, which would likely see frequent use if the return on a successful Gauntlet run is slightly greater than expending the same energy grinding. At the same time, Gauntlet rewards group activity more than raids, grinding, or tournaments, and also promotes teamwork and strategic planning and decision-making more than raids and, on some levels, faction wars.

 
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Topic: Tyrant: General Tyrant Discussion / Suggestions

This is a cross post with synapse’s feedback page here: https://synapsegames.uservoice.com/forums/141585-tyrant/suggestions/2693627-team-gauntlet-pve-alternative-to-grinding-and-rai

Warning: Impending wall of text! This is a somewhat in-depth proposal for a new event meant as a challenging, entertaining, and rewarding alternative to mission grinding and raids. TL:DR version at the end (ctrl+F for TL:DR to find it).

The Problem: Post-mission energy sinks are monotonous. Raids are an exercise in spamming prebuilt decks through some 350+ (minimum) battles against (slight variations on) one opponent. Cooperation is minimal, there is little real challenge (pick a deck from a guide or get your ass handed to you), new raids bring only fake difficulty (Meta for a higher win percent! Woo!), and the rewards are… underwhelming (how many of these cards are obsolete before a player even earns them?). Mission grinding is… well, grinding. All in all, the endgame prospect for Tyrant is not challenging, entertaining, or, well, fun. Perhaps it’s time for something fresh?

I hold out for your consideration a new mechanic that seeks to present a greater tactical and organizational challenge to participants, require and reward cooperation and coordination, and generally provide greater challenge and fun without leaning too heavily on the crutch of fake difficulty. For the sake of concept, I call it ‘Gauntlet’.

Gauntlet, in the form presented here, is intended as a smaller, faster, daily event. For the sake of example, I’ll say 8 participants, but this can be scaled up or down for different Gauntlets. A player may partake in one Gauntlet each day; there is no cooldown timer, but once a player has entered a Gauntlet they will not be able to enter another until the day rollover (when daily chances refresh, for instance). Entering or creating a Gauntlet costs a flat fee in energy (let’s say 75, and this cost is the same whether you are creating or just joining) and there are no more costs involved in the event.

Upon entry a player is prompted to select one deck from their roster to use: the player will only be able to use this one deck, unedited, throughout the entire Gauntlet! The Gauntlet itself is much like a raid boss, but instead a single deck from a set pool of cards, the Gauntlet opponent rotates between several pre-set archetypes for that given Gauntlet with some variation within (such as a set card across all archetypes or a few random slots in each). Notable, though, is that Gauntlet decks are similar in strength to player decks, as opposed to up-powered raid boss cards. Each archetype is intended to halt a different type of player deck, generally by countering a player deck type, speed, or card faction; this prevents soloing and demands team coordination. Each participant begins the raid with a set number of lives (let’s say 4, for the sake of example). A life is lost to a player each time they attack the Gauntlet and lose; once out of lives, that participant can no longer fight. However, the participants are not fighting blind! The Gauntlet shows its cards for all participants to see, so it is up to the participants to decide who should clear the current opponent. Each time a player wins the Gauntlet retires its current deck and selects a different archetype from its roster, re-randomizes any random elements to this deck, and presents it to the participants as their next challenge. The ultimate goal of the Gauntlet is to either reach a target number of wins (say 60 wins for a 8-participant 4-life-each Gauntlet) before all participants run out of lives. There may also be a timer, perhaps six hours, though this is intended close down failed Gauntlet runs that linger due to inactive non-‘dead’ participants.

TL:DR version, or a reference for the rest:
Gauntlet costs a one-time energy fee to create OR join.
*Players can only bring ONE deck to the gauntlet. Once they pick one, they’re stuck with it for the duration. Teams will need to arrange who-brings-what.
*Players can see the Gauntlet’s deck they will be fighting before they attack, and the deck will be the same no matter which player attacks it. Teams will need to arrange who-attacks-what.
Gauntlet battles cost no energy to fight, but LOSING a battle costs the player a ‘life’. A player with no lives cannot attack; it’s up to their teammates to finish the Gauntlet.
*The Gauntlet’s deck changes each time it loses, usually into a completely different deck type. Higher-level Gauntlets will also rotate card factions.
*Gauntlet decks are of similar strength to player decks, with less use of high-power AI-only cards than is seen in Raids.
*All participants receive a reward of the Gauntlet run is successful, though players who contribute nothing may receive only a partial reward.
*Gauntlets are meant to be shorter but more engaging than raids, playing out in one-half to three hours based on the selected Gauntlet and player activity.

Ideally the rewards should be worth the time and energy spent; we already have plenty of Raids to leeching player resources. Some possible rewards for Gauntlet:
-gold and exp, possibly slated to offer good return on the energy fee (as a lively partial alternative to mission gold grinding);
-a random reward card from a Gauntlet-specific roster;
-‘honor’ or some other increment towards unlockable purchases in the store;
-some other reward;
-some combination of the above.
HOLY CRAP THE LACK OF LINE BREAKS MURDERS THIS THING

 
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Topic: Tyrant: General Tyrant Discussion / Tyrant Errors

Page spontaneously refreshes mid-game, and fails to reload unless this auto-refresh is stopped and the page is re-loaded manually.

 
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Topic: Tyrant: General Tyrant Discussion / Post Active Raid Links Here

Xeno Walker:

http://www.kongregate.com/games/synapticon/tyrant?kv_joinraid=2213225

 
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Topic: Tyrant: General Tyrant Discussion / Post Active Raid Links Here

Enclave Flagship. 17/25 slots filled, 55% done, just under half the time remaining:

http://www.kongregate.com/games/synapticon/tyrant?kv_joinraid=4993468

 
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Topic: Tyrant: General Tyrant Discussion / Post Active Raid Links Here

Enclave Flagship, 18 hrs remaining:

http://www.kongregate.com/games/synapticon/tyrant?kv_joinraid=4993468

 
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Topic: Tyrant: General Tyrant Discussion / Post Active Raid Links Here

Fresh Enclave Flagship:

http://www.kongregate.com/games/synapticon/tyrant?kv_joinraid=4775871

 
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Topic: Tyrant: General Tyrant Discussion / New content - Bug report

There appears to be a display bug with Enfeeble and Weaken. When an assault card is Enfeebled and then Weakened on the same enemy turn, its attack power will appear to return to normal at the end of that turn, and any attack buffs applied to that unit will continue to display a value as if the unit were no longer Weakened. When the unit attacks, however, it deals correct damage, with the Weaken value appropriately applied, even though the unit will continue to display its incorrect attack value until the end of its turn. Again, this does not actually change the actual damage dealt from what it should be, but it does tell player his cards will do more damage than they actually will.

 
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Topic: Tyrant: General Tyrant Discussion / Tyrant Errors

Waiting on Card Module. Multiple refreshes result in the same thing. Flushed cache (repeatedly, to be sure), no improvement.

 
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Topic: Tyrant: General Tyrant Discussion / My PAID FOR war bonds dissapeared.

Or you could have a dialogue. The client sends a request to the server. The server confirms the request and replies, causing the client to display the confirm button. Once the server receives the confirmation it conducts the transaction and will discard any additional confirmations, until a new buy request comes through to start the process over.

 
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Topic: Tyrant: General Tyrant Discussion / Tyrant Errors

I fought in an Imperial Purge raid which was successful. It supposedly awarded me 50 honor for that raid. Instead, I got 20 honor for Arctis Vanguard, and was offered that card. After refreshing, it seems to have gotten the honor in the right place, but the next raid I joined has kicked me out and claims to be unavailable (even though it should still have more than a day on the timer). This whole raid thing leaves a really bad taste in my mouth, as of the last 4 raids I have played in, 3 have bugged one way or another.

 
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Topic: Tyrant: General Tyrant Discussion / Post Active Raid Links Here

Tartarus Swarm. Not my raid, but plenty of room.

http://www.kongregate.com/games/synapticon/tyrant?kv_joinraid=2955448

 
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Topic: Kongregate Multiplayer Games / [Remnants of Skystone] Beta Testers Needed for Remnants of Skystone

I would like a chance to test.

 
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Topic: General Gaming / The Torture Game 2 Debate: Evil or Stress-Relieving?

I happen to think it is a relaxing, entertaining sandbox game. For instance, I decided to have a little fun with the physics engine:

http://img.photobucket.com/albums/v223/hmsabre/untitled.png

I used the gun to rip off most of the flesh, then shaved the remains all the way down to the bone with the razor. Then I broke apart the resulting skeleton through various methods, and spiked the resulting major bones to the backboard. Using the skull as a ball, I now have a primitive pinball game! I tried spray-painting the bones festive colors, but it just got a bit too messy for my tastes…

 
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Topic: General Gaming / SeppuKuties user levels

2BD10AE4BDAE2B7AF2AB8AMAM3ABD4AEC5AFB2AB27A2B2AB8A4I6ABC6AL2B2AB3AMAMAF6BC3A2BC6ALB2AB7A9BIA6B4AB2AB11AE5BI7BC2AB2AB2AE6BD3AE8BDAEB2AB2AB3AE2BD4AMAME7B3AEAME2ABC17AE3BC8A2B19AE3BCAM4ABD21AE3BC4AB23AE4BC2AB11AM2AM10AE3B2AB27AEB2A3BC7AB4AB12AB2A4B2I3A2IBC2AFB2A2I2A4I3B2A6B3H8B2H2B2H7BAXCBDGAEHAEB2AB10ACDBEHAFBA2B2ABC9ACDBE2ADBACB2ABD9ACEJ2EAEBABGBFBF9ACEJHDACDADHAFBI9ACBE2GABJA2CAFBG9ACBEHEABJA2CAJC10ACDEHBACHADB2ACB9ACDB2HAEJAEB2A2C9ACEJEJACFAEDBFCD9ACEJHFACJADFAFCF9A2CBDGADBADB2ACGBAB6ACEJHIAFBACEBF2B9ACBEH2ABJA2C2ABE9ACX06030051020033XBowl#Cavern@Sophisanmus

I tried to make a level in the spirit of those in the main game. I didn’t do anything particularly fancy, just tried to incorporate a bit of platforming, a bit of forethought, and a bit of fast fingers into the lot. The first sections are more likely to get deaths; dying after using the red key usually demands a follow-up suicide to get back on track. Of course, you can complete it all without dying.