Recent posts by era42 on Kongregate

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Topic: Tyrant Unleashed: General / [DEV] PVP Phase 2 details

How about artifacts from missions?

Suggestion: just replace them with SP rewards. Either straight 1:1 (6 artifacts, rare set worth 5+, so 1 SP/artifact wouldn’t be out of the question). Maybe push the rares to a higher value, you guys have the numbers to figure out whether it should be 1, 5 or 1d5.

 
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Topic: Tyrant Unleashed: General / [Dev] Q&A Nov 14th

Originally posted by synapticon:
Originally posted by kupopo:

When might we see half energy starts for events? If not soon then what are the issues involved with implementing this change? Thanks. :)

The issue is surfacing this to the majority of players who do not use the forums. If players start w/ half energy and it’s not obvious why, it will just look like a bug. It’s something we’re still hoping to address in an upcoming update, but I don’t currently have a timeline for this one.

How about a period of no-regen in the beginning? Similar to brawl end, start events at time X, then start the energy regen at X+6hours.

 
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Topic: Tyrant Unleashed: General / [To Community] Questions we should ask for the upcoming Q&A

Originally posted by JeremyFoster:

Q: When will we see half energy starts for events? In particular for Brawl?

Because the Q&A will start roughly 2am-4am for all the players who want to ask this question i doubt anyone will be able to ask it. If somebody could ask the question at the Q&A on my behalf that would be awesome! :)

Also +1 to question 1. +1 to OmniscientEye’s Q about defense and Offense decks. And +1 to TheGil’s question about GA not hurting TU.

In my opinion it would be better to start with a 6-hour no-regen period, same as brawl end (and I assume raid end too?). Start the events 6 hours earlier, but only enable energy regeneration when the raid would have previously started.

 
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Topic: Tyrant Unleashed: General / [To Devs] Delay brawl/event energy recharging at the beginning

Hi,

The end of brawl has a 6-hour period where the attacks do not recharge. I suggest adding a similar period to the beginning. Thus, when an event starts, you have full energy, but for the first 6 hours you do not regen any.This would even out the battlefield for those unable to log in during the first hour.

Of course, this would reduce the amount of fights by 6, so to even things out, you could start the event 6 hours earlier, but only start the attack recharging at the current event starting time.

 
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Topic: Tyrant Unleashed: General / In the mind of a Brawl Baby. Ep 1

I’m a new player, with Apex being the shining best card in my deck. Out of first 20 fights I think I killed about 1-2 opponent cards, most of the fights there was no way to get even one card down. After a good night sleep, the same continues, every opponent has fully upgraded quad cards I’ve never seen before. Thus, I now have 400 points in the brawl. After ~50 fights I have 3 wins, 1 lucky one and 2 fair wins against the only non-super decks I saw.

I also made an alt. His deck has some rares and commons, even worse than the previous deck. And I play on auto mostly. He has about 900 points in the brawl because the opponents are of similar level. Out of the ~40 fights he has done, he has what, 12+ wins.

So, somewhat OK newbie-deck can’t get to top 20k due to facing top tier decks. Horribly bad super-newbie deck on autoplay has no problems getting to top15 due to facing similar common/rare-based decks.

Yes, the matchmaking is bad. Sure, I get that I can get difficult opponents at first, I’m already up to 14k BR, and almost everybody at that bracket has full quads in battle too (which royally sucks for new players with no way to reduce the battle rating), but at least they are quads of a regular epics/legendaries. But at Brawl it’s much worse. I’m not getting those regular quads, instead I’m facing those super-cards, 1-delay cards that alone would beat my deck etc.

 
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Topic: Tyrant Unleashed: General / [Suggestion] Click to play card (no drag-n-drop), and auto-skip checkbox

Originally posted by Bluurrr:

Thanks for the feedback, the check box idea is great. We’ll take that into consideration as we continue to update the game. The one click idea is interesting, but not quite as feasible. It makes things a bit confusing for newer players and could lead to a lot of mistakes for the vets. None the less, we appreciate the suggestions!

The check box is a great idea. It could be fitted around the 1x 2x 4x buttons, just add another one (x100? skip?) for this. Alternative spot would be next to the auto button.

The click to play would work similarly. Add a toggle for that, for example in the corner of the ‘Your hand’ box, or alternatively next to the auto toggle. I agree click to play should not be the default mode, but it should be an available option. Lack of click to play was the #1 reason I did not start playing a year ago when I tested this, I only joined less than a week ago. The dragging just felt too clunky, especially as the clicking in WMT was so much better.

 
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Topic: Clicker Heroes / Patch 0.12

Thank you for this patch. Now I don’t have to waste my time on this game, and I can do something else instead.

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

Hydra, plenty of time to get full honor.

Lernaean Hydra #23897
Join | Status | Suggested decks

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

I agree about Rival List.

One great option would probably be to incorporate the old rivals list information to the bookmarks in the map. Just show an icon for prot/destroyed/whatnot. Simple addition like that would make a huge difference, even with the unrefreshed statuses (somewhat unavoidable with the web architecture, could probably use a simple refresh button for bookmarks).

As it stands, the lack of rivals list is removing any reason to log on to this game. Conquest is pretty much waiting for season end. Finding rivals is so annoying that people don’t bother. Instead they stay in prot, making the rival finding even more difficult. Spend 5 minutes clicking bookmarks to notice you don’t have any targets. Repeat that 5 times and you’re ready to log off for good. Seriously.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Level range

The level thingie would be nice, especially with the world map showing the levels. However, the formula for levelup should be tweaked alot: having a hero with level 10 skills gives X amount of exp. Having a second hero with level 10 skills would give 0 exp more. And same with units: having swordsmen capped at TG 5 would mean that training other units to that level wouldn’t give more exp.

Also, same thing with other buildings, train 1 silo to 10 and get X exp, train 3 more and get 0 exp. Though, really, should’nt really get exp from producers in this system, they’re ridiculously useless for resources…

 
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Topic: Tyrant: General Tyrant Discussion / [Dev] Poll - Buffs vs. Upgrades

Buff.

With upgraded cards it’s just too easy to accidentally put wrong version in. And, when seeing opponent playing Xeno Interceptor, you can’t just notice that it’s Xeno Interceptor, but you have to check the actual stats every time to notice the version… Not to mention the card handling in general, it’s already cumbersome with so many cards.

Or if you go with upgrades, the cards at least need new names, Xeno Interceptor → Strong Xeno Interceptor or whatnot.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Suggestion:
A second relic-slot with a shared cooldown.

We have multiple relics, and swapping them gets annoying. And sometimes it would be nice to use different relics, so I suggest adding a second relic slot. But, as the relics are as powerful as they are, both the relics would share the same cooldown: after clicking goggles you would get the 1 minute cooldown disabling the use of both worn relics for that time.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Level range

Yep, the levels are distributed oddly. I’m currently upgrading to citadel 8, and I can easily attack level 5 citadels now. And most level 8 dudes with better upgrades can’t touch me.

Furthermore, this creates a reverse-improvement drive. It’s better to keep swordsmen at level 1 as you can use voguls instead. And on a second thought, it’s best to leave voguls at level 1 too and just level up airships. Same with heroes. If I upgrade my Isunda or Locke it’ll mean that higher level people can attack me. Maybe I just focus on 1 hero after all to keep level low enough. And why bother leveling up resource buildings? Airships ignore them so the hit points don’t really matter, and lets face it, resources from producers stopped mattering around citadel 4-5.

Upgrading stuff should not be a negative thing. The citadel level limitation on attacks was good, please bring it back. (And this is from somebody with agressively leveled citadel/tg/hoh with poor defs).

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] A step to changing conquest

Attacking surrounding tiles from a tile under attack should not be possible.

A slight variation from Tsuichis suggestion, in this option you could attack a surrounding tile if you had another tile that you could attack from. Difference isn’t big, but thematically it makes much more sense.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Balances

A decent first-aid, but not a proper solution, I’m afraid.

Reducing stun-lock is good, but in the hectic conquest, you still easily stun-lock opponent hero for long enough to kill it. And what’s a bigger problem, the opponent can click goggles and kill tower within that 10 seconds of stunfree time.

Some possible solutions:
Stunlock: Increase the timer for stunning skills from 2 to 5 seconds. Decrease the stun effect on heroes only, down to 2-4 seconds. You can still permastun troops and buildings, but you do not cripple opponent hero. I think this already would help alot more than just stun duration and sp-cost tweaking.

Citadel rushing: Make def towers do just that; defend the citadel. Transfer a part of the damage done on citadel to all remaining towers/bunkers, dependant on the current hit points of the def buildings; fully healed and leveled def structures could protect citadel anywhere from 50% to 90%, the actual numbers probably need some tweaking, as well as the point where reinforces are calculated in.

This is a bigger change, winning citadel would need other destruction as well, so troop-balance would probably need some work too. High-level aoe skills kill troops in matter of seconds after all. But, for conquest, it would help defending alot, instead of hoping you manage to start defending within a couple of seconds of attack you would actually have some time to line up defenses while the opponent lays waste on the buildings around.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Heroes combined with armor are way out of tune.

Example. Me with level 6 citadel, with Alaric maxed health/damage, others 1-2 from max. And I attack another level 6 citadel with max level archers + max level bunkers, all positioned around citadel for max coverage. And then I waltz in with the solo hero and proceed to kill the citadel without any problems. I ended attack there, but if I needed the resources, I could have easily killed 1-2 silos under the same fire, more if they were further back. This with just one +ac lens, and 1 level lacking from AC.

The biggest problem is armor, with the event / campaign / conquest items the armor levels are ridiculous, especially at certain levels and against some towers/troops. What they should be is percentages. Having 20 base armor, +40ac plate and +10 ac goggles should not make you invulnerable to all-but-archers. Not to mention better and/or second goggles are easily available.

The armor should be relative to damage, and it should be multiplied. For example if those were exchanged 1:1 to percentages the 20%, 40% and 10% would not be added to 70%, but multiplied to 1 – 0.8*0.6*0.9 = 56.8% reduction. Still hefty, and 120 hitting archer would do 51.84 (currently 50). But, a level 8 bunker would do reasonable 32.4 points of damage instead of the current 5 points (easily reduced to 1). The values might need a bit tweaking instead of flat 1ac → 1% reduction, but to me that looks like a good starting point. Easy enough to insert the values to excel and tweak on.

Alternatively the def building damage and troop hp should be increased alot.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Dev fail!

Originally posted by WhiteLionKing:

i think devs handled this well. you went up a notch relative to the rest and not 10 notches as you thought with all those points you had. this game would have been screwed otherwise. clever sdynap saving the game balance

I agree, the logarithmic reward scale was a good thing. The leaders pull ahead, and everybody who made an effort still got rewards. Now, beta or not, the actual scale would be nice to see, but that’s just details really. Good job on that one!

As an idea for the future: there could be visual rewards for the top teams. Perhaps unique tilesets, maybe just individual modifications to buildings (a moat to the citadel for the winner, various sized flags for the runners up, or whatnot). Something to show bragging rights later on without actually affecting the game balance.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] To the Kind and Considerate Devs of Skyshard

I vaguely remember getting some cores from missions. So, this 1 core / month was probably highly optimistic estimation of my core collecting. Anyways, quick estimation of my honor results somewhere between 200 and 600 attacks, and my educated guess would be easily above 400. And that resulted with 0-2 cores (depending on whether I got 0, 1 or both 2 from mission rewards).

This assumes of course that you are supposed to get cores from citadels between 1 and 6. If I didn’t already have a good armor from the event, I’d be pretty pissed off about this. The orbs/relics would be a nice touch too, the 3 cloudstones from the event only get you so far.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] To the Kind and Considerate Devs of Skyshard

I don’t see what the fuss is about. I’ve only played for what, 2 months, and I already have 2 orichalcum cores. With daily citadel-attacks for close to max honor.

With this rate I’ll make my Lifestone Armor sometime next summer, and I can plan on making an Aquinas Plate within just a couple of decades, (1 core / month means Aquinas Plate in 25 years). Perfectly reasonable.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

The auto-repair is a nice addition, but the silo farming is now a real problem. It will not affect most of the people most of the time, but the possibility for griefing (or just resource-stealing) is enormous. Using 5 attacks, clearing 4 silos each attack, a single person can steal 75% of the persons resources without touching citadel at all, leaving just 25% resources left, and without even offering the 12-hour protection. That is way too much.

My proposed solution: When a person kills a silo, that silo gets a 12-hour protection (same as killing a citadel) against that particular person. Thus, a single person could only get resources from each silo once. This protection would of course clear the same way as regular citadel prot: any attacks would clear it.

From thematic point of view it would be nice if the silos showed as destroyed to the people with protection on, and the correct repair-status for everybody else. The feasibility of this depends on the code base of course, just a suggestion…

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Guulak!

Originally posted by deathreapers:
Originally posted by deathreapers:

synap please put some forge limit to the new campaign hero gears or even those with citadel lvl 3 will be running around with indigo lens,make a forge limit for all campaign hero gear.

is it already there the forge limit,because i have lvl 4 forge so i dont know if lvl 4 forge will unlock all the campaign equipments?

So you’re asking for something that is already in place, without checking about it.

Furthermore, if you thought about it for 5 seconds, you’d realize that citadel level 3 will never be able to complete mission 2 to get that. And even if they somehow could, by the time they’d have enough components to make the lens, they’d be far beyond citadel 3 already.

 
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Topic: Tyrant: General Tyrant Discussion / Tyrant Errors

Tournament point status.

Main tournament menu:Gold packs, rating 1039. 20 minutes left.
Tournament top line: 47. era42 1039 7/2.
Tournament actual position: 47. era42 1047 7/2.

My correct points are 1047, but ALL the easy-access (no scrolling etc. required) lines show the old value of 1039. This is some 10-15 minutes after the latest match, and even clicking the refresh did not help, until several minutes occured.

This seems like a minor thing, but it is actually extremely annoying. I was way below the 10% mark with 1039, and now it shows me clearly inside 10% with the same 1039. It forces me to do the annoying scroll-down to the ranking list, which I assume is more or less right, though I guess it can be 2 minutes late in updates too.

Suggestion: 1) sync the top-line and the whole list (and preferably the tournament selection menu as well). 2) Include a couple of players below and above to the constantly shown top.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Originally posted by helg2887:

How does this happen???

When returning from the new campaign missions (at least when clicking the end combat), you return to your homebase with the Place units menu visible. If you actually try to place units, you get the error. Should be an easy fix to remove the Place units menu.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Weird game state when cancelling upgrade window from full screen.

Full screen. Select upgrade window for a building. Press esc.

Game returns to regular screen, background is grayed from the upgrade window, but the actual upgrade window vanishes. The game is not responsive until another esc cancels the hidden upgrade window.

 
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Topic: Tyrant: General Tyrant Discussion / Automatic deck optimization

A verbose option would be cool. That would print the deck every time it improves, instead of (or in addition to) just the replaced card. Thus you could see the latest deck, and if it’s already at 99%+, might as well end the sim.