Recent posts by Makarios1987 on Kongregate

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Topic: Berserk: The Cataclysm / Adding friends

Joining in, add please.

 
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Topic: Dungeon Blitz / How do you unsocket?

You can replace the gems with different ones, although you cannot take them out (so the previous gem gets destroyed).

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Conquest Season 1 announcement

I agree and don’t agree with Rotaxes :)
Make whole map unoccupied – fun idea. Right now some players haven’t even bothered with conquest, as there was little point to do it. Established guilds in my opinion will do better anyway, as they are organized already, know when who plays, what they can do etc., but letting them keep the tiles would give a jump start that could make people not even bother. And this game badly needs an incentive to start playing both for new players and those that quit or log in just to press another build every few days.

IMO guild jumping shouldn’t be that easy, but keeping points with the player would give them too much power (it’s not about the individuals, but the guild as a whole, after all), because they could greatly influence the overall ranking just before the end by quitting. Think about 2-3 people with a lot of tiles (say 20+ each) quitting just before the end – suddenly you lost points from 60 tiles, even though the tiles are still in the guild.

A simple 24h before you can join a different guild would be great, though. Maybe more for when you disband a guild.

Side question – “every 6h you control a tile” – will this be counted for each tile individually? I mean if I take 3 tiles on, let’s say, 11:30, 11:50 and 12:10 (each time an attack regenerates), will the points be rewarded at 17:30, 17:50 and 18:10 or will it be just “every 6h all tiles award points”?
Both seem plausible, but IMO the second option would both reward better coordination (as it matters when you have the tiles) and would be more clear for all players (and IMO would be also easier maintenance wise, as the function, although running longer, would fire only once, no need to keep individual records for each tile etc.).

Either way good luck with the updates and getting players back.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Campaign Bug

Bug on mission 1 – sent army (yeah, I know, didn’t need to send anything beside hero, but did out of habit), won. Units didn’t come back home. Lost 18 rangers…

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Campaign Teaser

Is it another hero for the campaign? Come on.. They take 4 months to upgrade!!

It’s great that you are adding campaign and all that, but bugfixes would be much more appreciated. Looking forward to the campaign anyway hope the story will show something nice.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Why people are leaving?

Badula – It’s not how many times you attacked a certain player – it’s how many attacks (all of them) you made per 24h.

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

Originally posted by chutaiko:

Hi Devs,

It would be nice if the game loaded….All I have is a grey screen. Kongchat loads in the skyshard room but the game just doesn’t work at all. To be clear it;s not even trying to load…I just get a grey screen

Chutaiko, it could probably help if you would say what browsers you are using (and versions) + flash version. That way other people/devs might be able to quicker find what is wrong.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] *SPOILER ALERT* Ultimate Guide of Stats! v.40.0

Nice – you already added citadel lvl 7 things :)

Btw – there can now be 95 troops in garrison with full upgrades (currently it still states 85).

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

GuardianDoom – and what if the town gets conquered? Should that player “lose” the game?

But speaking of involving main town more… maybe shortening/canceling protection on tiles if the home town is destroyed? That would reward coordination in guilds, but also encourage more 1v1 pvp, which for now is, IMO, meh outside of honor gaining.

 
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Topic: Swords & Potions / Looking For A Guild?

Looking for guild.

Fairly new player (started 2 day ago), playing mostly every day. CET timezone.
Lvl 11, carpenter 20, alchemist 20.

 
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Topic: General Tyrant Discussion / One does not simply OP . . .

Originally posted by molokot:

Lucina/atlas and my first drop predator followed by tiamat and 3 emps cant kill it? FUUUUUUU this card is op, lol

Now call me a noob, but if a uncommon/reputation-reward(5k gold each) card can survive 100% a rare offensive commander + rare offensive assault card + rare offensive assault card + rare action card x3 (which means you spend A LOT more for it and they all are decent cards after all)… then doesn’t it give just a little hint that MAYBE something is wrong with something?

Now going back to the topic:

Yes, I agree that OP is overused and undervalued. Seen it in most games – someone can’t beat something? OP1!oneoneone… Always the same story, sadly. People don’t want to admit that they are still not perfect.

 
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Topic: General Tyrant Discussion / One does not simply OP . . .

From wikipedia:
Overpowered

Overpowered (often abbreviated to OP) is a common term referring to a perceived lack of game balance. It is often used when describing a specific class in an RPG, a specific faction in strategic games, or a specific tactic, ability, weapon or unit in various games. For something to be deemed overpowered, it is either the best choice in a disproportionate number of situations (marginalising other choices) and/or excessively hard to counter by the opponent compared to the effort required to use it.

Soo… I am not going to argue about SO’s, as I lack experience for it, but from what I’ve seen here on forums, at least the part about being:
- easier to use then to counter (you need to build a deck against them, you build deck with them as a general one), and:
- being the best choice in a disproportionate number of situations (arguably the best, but defiinitely PvE became… different, from what I’ve read).

Either way like I said I am not going to argue about SO’s because of lack of experience, but just for the definition – it does not have to be “game breaking” as in un-beatable, it is enough that it is viewed as highly unbalanced (strength:cost:availability:difficulty ratio is perceived as highly unbalanced).

Also seeing a “rapid” (if you can say it like that) increase in disease card amount and popularity says something about it.

Br