Recent posts by roach101011 on Kongregate

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Topic: Outernauts / Bug Reports

Catch rate depends on the beast’s catch difficulty, how much health it has, and whether or not it has a status effect that influences catch rate. Try getting its health down to single digits and using sleep or charm on it. If that doesn’t give you a good percentage, go for a different type of beast or use a super orb on it.

 
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Topic: Outernauts / Suggestions

Care to elaborate? Not a single thing on that list is implemented.

 
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Topic: Outernauts / Bug Reports

The mailbox on your homeworld is separate from your inbox, if that’s what you’re talking about. That mailbox is just lunar from friends doing stuff, while the inbox is for neighbor requests, dungeon invites, gifts, and alliance invites.

 
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Topic: Outernauts / Bug Reports

I’ve had a couple of occasions where one of my pets in battle will get hit, but all the damage transfers to a pet outside of battle (but still within the party). I haven’t figured out the cause.

 
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Topic: Outernauts / Bug Reports

Shmel, did you open the quest and hit the button to add the bugs to your quest?

 
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Topic: Outernauts / Bug Reports

For the kill quest in the first dungeon, kills are not being added to everyone on the team until one person has killed 15 and finished the quest (from my tests, anyways). This completes the quest for everyone, as expected. The problem is, there have been numerous complaints from people unable to complete a dungeon from the kill quest, and I believe the problem comes from kills not counting towards the team total, but at the same time, kills making beasts disappear for everyone on the map.

So say a two man team heads out to tackle the dungeon, Player A kills 10 beasts, clears those from the map for both members, and gets 10 kills added to his own quest, but not his partner’s. Player B finishes off the other 5, clears those off the map, and gets 5 kills added to his own quest, but not his partner’s. Now the map is completely clear of beasts, but neither player was able to finish the map because neither player could get a total of 15 kills.

There are three possible solutions to this:

1. Allow beasts to respawn.
2. Allow kills to count towards the whole team’s total at the time of the beasts’ deaths.
3. Allow each player to have his or her own beasts to kill (kills do not make beasts disappear from the other players’ maps).

In the mean time, players should make sure only one person is killing beasts.

 
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Topic: Outernauts / Bug Reports

Friends are being added multiple times. They show up as duplicates or triplicates on the neighbor list.

 
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Topic: Outernauts / Bug Reports

If you put any buildings with progress to the next level into your storage, that progress is gone when you take it back out.

 
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Topic: Outernauts / Suggestions

I agree with the movement/map movement issue. It’d be great if the wasd keys were set to standard 8-direction character movement and the arrows keys were set to map movement.

A few suggestions I’ve thought of over the past couple of days:

-Some kind of strength gauge for NPC enemies. NPCs give no hint about their true power at all. There have been a number of times I’ve walked into an npc and was greatly underleveled, resulting in immediate death of my pets. This wastes energy and lunar (or time).

-Confirmation or an ‘undo’ button when making purchases using star gems. Wasting star gems from accidentally clicking somewhere you didn’t mean to is incredibly frustrating.

-Selecting team members for challenges. Being stuck with newbies or players who have already quit playing is a huge drawback to the auto-selection.

-An option to disable loot animations. While pretty, the huge piles of lunar, experience, and other random things tends to get in the way of clicking other stuff and also contributes to the memory problem this game tends to have. An option to disable it would be lovely.

-An overall option for quality settings. As previously mentioned, this game burns through memory, causing massive lag and hourly restarts for many people. Quality settings are typically a necessary standard in flash games.

-More breeding facilities. This one isn’t as much a priority as… well, I just love the breeding system and would like to take advantage of it more often. Maybe one breeding station for every three base expansions or so.

-Different orbs for various things. Right now there’s only an option for using the normal orbs, which have a terrible catch rate on some things, and super orbs which, to be honest, feels like a waste using on many things. It would be nice if there were some orbs in between those two with varying catch rates and prices.

-A ‘recipe list’ that shows all craftable items, how much of each material they use, and how much you have in stock. Makes it easier to see what you need and what you’re running low on even when you’re not at your homeworld.

-A small pop-up notification when you’re not at your homeworld letting you know when something has finished or when a visit is pending acceptance.

-Using energy when visiting neighbors based on a set 24 hour time (like a reset every midnight or something), rather than 24 hours after use. This will allow players to hold off using their friend energy until their friends actually need it, without waste. It also makes use more efficient since you’re not waiting later and later into the day to use it, ultimately wasting several hours for when you are away for long periods like going to sleep/school/work/etc.

There were several other things, but I can’t think of them at the moment. Maybe I’ll add to this later.

 
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Topic: Crazy Fairies / Suggestion Thread

Chat text in a battle should have a black outline. It is nearly impossible to read on the Candy House map without having to scroll the screen.

 
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Topic: Sonny 2 / Where is Sonny 3?

Ellorium is talking about a googol.