Recent posts by coolhandlp on Kongregate

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Topic: Time World / In favor of 300M starting HP

Also more time means less strategy involved in hitting pillars. First, with lots of time why not just drop low for pvp then go high for pillar … it wrecks any defense that a galaxy attempts to mount. Second, there is little cooperation within the galaxy, I log in figure I will spend 30 AP hitting a pillar, ask who is around, make a team and hit. Before we had to organize teams and work together to do well … its just not like that with high HP pillars.

Convenience vs. Fun

I pick fun.

 
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Topic: Time World / BRILLIANT EXPANSION, or not

Elphaba here. Haven’t fully quit but Im going to sit in my isolated shell and grind pvp since thats the only thing that is remotely fun for me anymore. Pillars are dumb, they lost all sense of urgency, planning and challenge. I can sit there match someone super easy for the pvp, then power up to hit the pillar. Tedious I know, but I have the time now. The sense of teamwork and accomplishment that came from pillars went up in smoke.

So, I will sit in a non pillar gal and build.

 
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Topic: Time World / Bugs and Glitches

Originally posted by coolhandlp:
Originally posted by coolhandlp:

So I noticed that we cant adjust our deck anymore once we have visited a planet that has a pirate on it. Please bring this back.

Actually, you just need to bring back the 40 cards warning.

I have asked the dev to look into this, is that warning missing now or just missing after you visit a planet an fight a pirate?

It is missing altogether no matter where I try to add over 40 cards.

 
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Topic: Time World / Bugs and Glitches

Originally posted by coolhandlp:

So I noticed that we cant adjust our deck anymore once we have visited a planet that has a pirate on it. Please bring this back.

Actually, you just need to bring back the 40 cards warning.

 
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Topic: Time World / Bugs and Glitches

So I noticed that we cant adjust our deck anymore once we have visited a planet that has a pirate on it. Please bring this back.

 
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Topic: Time World / REMOVE FRIEND BAR

This bar does ABSOLUTELY nothing in my opinion. People know who is strong among their friends. Plus ranking is near impossible in this game given that skills matter much more than raw power. Also it means I have to use alternative views, cant see the chat for kong anymore and it really just pisses me off that dev time was wasted on a stupid feature with zero value to the player.

 
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Topic: Time World / Bugs and Glitches

Originally posted by Atomslaya:
Originally posted by coolhandlp:

Can I get a better explanation of when someone would pull 2 people when attacking pillars? This morning I solo’ed expecting to pull the one person that was yellow. I was at 179m power and he was at 153m. Low and behold I pulled 2 people. So I quickly adjusted down to about 162m power, yet again I pulled 2 people. I had to adjust to BELOW my expected pull’s power to get less than 1 person. Maybe this is because Bobster0 is up at 200m power (putting him out of range i.e. red for me), but there seems to be something wrong with this.

you can get less than 1 person?

On a more serious note, you will get 1 or more extra defenders if the game can find a suitable match where:
Your power – 1 opponents power > (power of 2 or more oppenents combined) – your power
yes it’s definitely power, not army

Taking the usual constraint into account that at least one of the opponents you get is one of the 2 people that are directly above and below your power in the opposing galaxy.

ps. You prolly don’t want to run into bobster.

Thanks Tomm.

 
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Topic: Time World / Bugs and Glitches

Originally posted by coolhandlp:

Can I get a better explanation of when someone would pull 2 people when attacking pillars? This morning I solo’ed expecting to pull the one person that was yellow. I was at 179m power and he was at 153m. Low and behold I pulled 2 people. So I quickly adjusted down to about 162m power, yet again I pulled 2 people. I had to adjust to BELOW my expected pull’s power to get less than 1 person. Maybe this is because Bobster0 is up at 200m power (putting him out of range i.e. red for me), but there seems to be something wrong with this.

This happened to me again ….

 
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Topic: Time World / Bugs and Glitches

Originally posted by Krazycat:
Originally posted by Kushrenada:
Originally posted by Kushrenada:
Originally posted by playmage:

Thanks for all the reports. We will look into all unresolved issues.

Originally posted by Neokryton:

Nancy attacks Scarlett, destroys 0 ships

Kirsten attacks Scarlett, destroys 0 ships

Scarlett uses skill [triple]

Scarlett attacks Nancy, destroys 16 ships

Scarlett attacks Nancy, destroys 8 ships

Scarlett attacks Nancy, destroys 1 ships

tower attacks Vivian , destroys 6 ships

————-

So, does triple damages decrease per shot or am i missing something? Scarlett is using MF, so the ship damage is not the issue. Nancy did not Proc Repair at any of the triple shot, so skill not the issue. So the mystery is in the 16 to 8 =0!? Perhaps a hate on Veeren and favoritism toward MU!?

The “8” destroy is a “half-miss” – When the attacking fleet rolls a “miss” but the attack would be enough complete kill the defending fleet, the “miss” is automatically converted to a “hit” with half of the original attack power. This mechanism was built in to prevent players from using small decoy fleets with high dodge, but it appears your fleet are too powerful and the mechanism kicked in even when fighting raid bosses.

Would that “half-miss” effect also work when the opponent uses “avoid” skill then?

PM dont ignore my question please!

Expect to be ignored unless you buy about ~10000 gold

Still get ignored even then.

 
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Topic: Time World / Feedback and Suggestions

Originally posted by Vidkid88:

That might just bring back the nubs…. like when badges were added. Chat will be flooded with “add me pl0x0rs i need hero slots!”

Isnt that the point?

 
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Topic: Time World / Bugs and Glitches

Originally posted by coolhandlp:

Can I get a better explanation of when someone would pull 2 people when attacking pillars? This morning I solo’ed expecting to pull the one person that was yellow. I was at 179m power and he was at 153m. Low and behold I pulled 2 people. So I quickly adjusted down to about 162m power, yet again I pulled 2 people. I had to adjust to BELOW my expected pull’s power to get less than 1 person. Maybe this is because Bobster0 is up at 200m power (putting him out of range i.e. red for me), but there seems to be something wrong with this.

Bump

 
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Topic: Time World / Fix Game or lose tons of money

Originally posted by jab1432:

Since you game-makers only seem to respond to posts that have to deal directly with your income. Fix the game. No one can log in. Google got sued for axing a virtual kitty game in which people paid real money for virtual gold. Sound familiar? Yah, thought so. I’d suggest getting this game back up and running so no-one has grounds for a lawsuit.

I iz a lawyerly person.

 
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Topic: Time World / time is gold...

+1

 
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Topic: Time World / Feedback and Suggestions

Originally posted by nvillian:
Originally posted by Krazycat:

No idea will please everyone ;)

welcome to TW where ever idea pisses off everyone

No more than the trolls of TW.

 
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Topic: Time World / you aren't selling your account,,,

Originally posted by nvillian:
Originally posted by gotoxy:
Originally posted by Atomslaya:

PM isn’t the (main) game developer, he’s sort of the PR guy
so it doesn’t really do to throw that in his face, as your point is mute

lol playmage is the name of the company. And all im saying is to the company. If the guys behind the playmage account take it personnally, well.. too bad… but all im saying is Playmage Inc are sitting on too much stuff for that game and if the game die, its all their fault.

A lot of us tried to make the game more attractive, playable and even bearable :P but as you all can see, all our effort doesnt seem to reach their goal. Anyway, good luck to you guys that are still able to endure that casino.

I’d hardly consider it a ‘casino’ because even at a casino you can get close to 50/50 playing roulette and you aren’t punished every time you win

Better odds in craps.

 
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Topic: Time World / Feedback and Suggestions

Originally posted by phamat1223:

can we sell our equips to the auction plz :(? I have like 20+ useless blues/purple equips and I cant get rid of them w/o selling it for cheap prices. or at least let us trade it to other ppl bcuz now its a waste of equips.

I agree … I would love to pass some nicely gemmed blues on to galaxy mates.
Or at least get some refund that is worthwhile.

 
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Topic: Time World / Feedback and Suggestions

Originally posted by IlwynSilverstar:

Can we have 2 more skill slots added to our heroes for a total of 10?

That eliminates the strategy of picking your favorite 8, might as well make it 14 while you are at it.

 
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Topic: Time World / Bugs and Glitches

Can I get a better explanation of when someone would pull 2 people when attacking pillars? This morning I solo’ed expecting to pull the one person that was yellow. I was at 179m power and he was at 153m. Low and behold I pulled 2 people. So I quickly adjusted down to about 162m power, yet again I pulled 2 people. I had to adjust to BELOW my expected pull’s power to get less than 1 person. Maybe this is because Bobster0 is up at 200m power (putting him out of range i.e. red for me), but there seems to be something wrong with this.

 
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Topic: Time World / Unfair skill proc

FYI Samm is the one who started this post :p

 
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Topic: Time World / Anybody do the math on war command yet?

There are 3 separate things that need to be reflected in this conversation. I wont do the math but I feel there are people operating on different assumptions which obviously creates different results.

1. Chapter Battles / PVE
2. PVP
3. Pillars

First, Chapters/PVE

This is pretty settled with the math, optimal damage will be comm = war + x (which seems to be agreed upon as 100ish). But of course this isn’t really optimal because of the reinforcement dynamic. Since the more comm you have the more reinforcements you can use there is an incentive to have high comm probably up to 125m army (for MF reinforcements). Comm may even be effective at a higher army power if you are getting better progress with a huge MS or fighter stack from some strong reinforcer.

Second, PVP

As SpectralFlame pointed out there are too many variables to make much ground for a usable equation. Things like skill choice, skill levels, comm/ship ammounts, war, devices (read speed/dodge/armor etc.), ship degradation, ship choice, etc. all affect the outcome of a pvp battle. So much of it is % chance rather than raw power that a simple war/com ratio is ineffective.

That said, because every player will eventually encounter someone who has been playing longer or golded more there is a need to keep your total power low while gaining strength. The most effective way of achieving this is to keep high war and low comm out of necessity to win pvp and avoid being farmed (though being farmed is a pretty minor inconvenience once you are past the early stages of the game). Thus, the optimal war/com ratio is tied to how well you can perform in pvp. On a high war hero, more comm will increase damage output but make you more vulnerable to stronger players, too much war without comm backing it up will stunt your ability to make larger amounts of resources in pvp and likely decrease your ability to hit hard on the final phase of the game (in a sense) pillars. Likewise, since there is an attackable range, having higher comm and hitting people at the bottom of your range is easier at the same war stats than lower comm hitting the same people at the top of your range.

Lastly, Pillars

Pillars due to their dual phase nature require a balance of war and comm, in my opinion. Preferably you want to have the optimal damage output that you might calculate for PVE since you want each ship to have the maximum punch when you hit the pillar in phase 2. Yet, phase 1 requires winning pvp because the damage that you will do to the pillar in one massive hit (while losing pvp) is rarely, i.e. never, greater than or equal to the damage that you can do in two hits spending the same AP while winning the pvp in phase 1.Thus, for end game pillar raiding you need a flexible army that can adjust to win the pvp phase 1 while still returning large hit numbers on the pillar phase 2.

For example, statistically the strongest player in the game (most likely), Bobster0, has high war AND high comm specifically for the returns that he gets hitting the pillar with such a large high war army. With the same war and half the comm, he would for sure win his pvp but do much less damage in the pillar phase, thus it is inefficient for Bobster0 to keep low comm since his pvp power (quantifiable only by the incomplete list written above) is far beyond his ship count.

It all comes down to balance and relative power versus the other players. There is no finite mathematical answer to this problem since players adjust in so many ways.

 
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Topic: Time World / Gear Enhancement

Is there any more on this?

 
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Topic: Time World / Bugs and Glitches

Originally posted by CompWizrd:

No, just the same build for all my MF.. one build for MF, one build for MS… too much work to keep multiple builds.

Im pretty sure waraxe was right, you already have an MF build in the list that matches those devices and weapons.

 
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Topic: Time World / Backpacks and temp storage, ask to overwrite interesting items?

There already is a warning that you are going to lose something, its called the temporary slot…

 
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Topic: Time World / Why -- No, what's wrong with Rank?

Also I believe that inactives are removed from the ranks so this could impact your rank over time.

 
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Topic: Time World / Bugs and Glitches

I lost my entire friends list. Again.

It happened before but fixed itself upon a refresh. Now that doesn’t even work.