Recent posts by Sir_Valimont on Kongregate

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Topic: Fantasy Battlegrounds CCG / Game Releases Plan

Great, good luck!

 
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Topic: Berserk: The Cataclysm / Booster Sale?

Yes, stay tuned please)

Bytex, we are staying tuned … but now it has been almost two more months since I asked the question. When do you expect to have the next sale? Why is it taking so long?

 
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Topic: Berserk: The Cataclysm / Bug reports

No, we gave you ounces back, sorry that it took so long.

I see … it seems like it was very little though. Are you sure you gave the correct amount? I only bought back a few times, but I lost about 100 ounces. It’s ok not a big deal but just seems a bit strange. Thank you for inspecting.

 
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Topic: Berserk: The Cataclysm / Bug reports

Originally posted by bytex:
Originally posted by Sir_Valimont:

Bytex, in PvP the price for buyback JUMPED to 12 ounces for me just now and forced me to spend many more ounces than I was supposed to. It was because I clicked very quickly to get to the next button. Can you please inspect how much was taken off of my account? Thanks.

We see that something went wrong with it, thanks, we’ll try to solve this problem.

Thanks Bytex. I haven’t seen any change on my account yet. Are you still studying this problem? Do you need more information from me?

 
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Topic: Berserk: The Cataclysm / This shop change is very bad

You obviously have some kind of non-random system in place. That is true for almost every RNG effect in your game, actually. Anyway it’s neither here nor there as the flat-out denial we’ve come to recognize is code for “we are not changing it.”

 
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Topic: Berserk: The Cataclysm / Bug reports

Bytex, in PvP the price for buyback JUMPED to 12 ounces for me just now and forced me to spend many more ounces than I was supposed to. It was because I clicked very quickly to get to the next button. Can you please inspect how much was taken off of my account? Thanks.

 
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Topic: Coraabia / Coraabia - First impressions

In the spirit of helpful feedback, I will be honest. I do not like the sci-fi flavor of your game at all. I enjoy strategy card games a lot but I can’t get into this one because of the artwork and the game setting. Often when you choose something bold like this you will have a fractured audience … some people will love it and others will hate it. It is a risk you take … you will have a smaller player base but maybe a more fervent one.

I guess you can’t change the style, but maybe it’s useful to know this feedback anyway.

Good luck with your game,

- Sir V

 
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Topic: Berserk: The Cataclysm / ** Sir Valimont's Berserk Cards Manager **

Fixed. Thanks for the bug report. Google sheets is really wonky about permissions and I don’t know how it managed to screw that up. I just reset everything and then set it up again. Please tell me if it should break anew.

I will try to get fixes for heroes in soon.

 
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Topic: Berserk: The Cataclysm / ** Sir Valimont's Berserk Cards Manager **

The filters are what you use to hide or show cards … probably you just were looking at a page with a certain filter on it. Try clicking the down arrows next to the column names … actually that’s the whole reason the sheet is so useful! You can look at only unevolved swamp cards, or only top-level heroes, or only mountains cards with spell-type attack, or etc etc etc.

 
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Topic: Berserk: The Cataclysm / This shop change is very bad

Bytex,

For the last 2 weeks you have changed the promo cards appearing in my shop. Now it is only the top cards. This change makes it too easy to get the top cards.

Every time you make something valuable easier to get, it hurts the game. The faster people get valuable cards (or ounces, or lands, or governors) it makes the game less interesting for everyone. You should think about the long-term consequences of what you are doing. The shop should be a random promo card, not something always good. It should be a nice surprise to find a good card … instead it is just a way to force players to spend ounces before you put boosters on sale.

I am concerned because these tactics to get short-term benefits do not help your game in the long-term. Players are starting to get tired of playing because you have given away too much for free in the past. Giving away top cards now too easy is just more of the same problem. You are not going to be able to solve this problem by introducing new cards that are overpowered like your last miniset (every single card in Forbidden Power, including heroes and creatures, is TOO STRONG … every single card).

Please consider the long-term health of your game. It would be a shame for people to start quitting again … I don’t think the community can survive another large number of people leaving.

Thanks,

- Sir V


EDIT to add: The change to the shop might be relative to player level, or some other factor, since some players’ shops seem affected and others’ not. So maybe it is just my shop … but it means that the shops are not random. So idk what method you are using.

 
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Topic: Fantasy Battlegrounds CCG / To-Do List :)

I think poison is only strong because there is no reliable way to counter it. Once counters are introduced, you will see it should be cumulative. Anyway just my opinion. Keep up the good work!

 
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Topic: Berserk: The Cataclysm / Bug reports

Originally posted by A1Z3N:

the “Select All” button in the gov invite window is supposed to actually select all friends, but it doesn’t… would you fix it, please?

Thank you =)

Get in line … this has been a problem for 3 years. XD

Personally I would prefer if loading a large friends list were fixed so I could actually invite governors again …

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

Originally posted by BeerBaron:

Its a 10/5 level 1. It has to have a powerful fully evolved form since it has no abilities then. I can see toning down the first 2 forms but last one needs to be worth it. Its a very tactical restricted ability this card will be a dead draw a lot of the time and something you want to use properly it does not remove anything from field and can end up actually healing enemy monsters. Devolving is an investment in the future and if you only have 2 shots at it the card needs to be a threat otherwise its not worth using at all, there are unlimited uses of evolution a card like this needs decent stats or it will never be used.

It will never actually be 10/5 (which is already very strong) because it will use its ability to become level 2. In practical terms every time you play this creature it will be a 15/10 — way too strong for a level-1 — and has a very strong ability, which is to de-evolve an opponent’s card.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

Originally posted by BeerBaron:
Originally posted by Sir_Valimont:

I sort of agree with kiandi that the mech proposal is OP, but I like the mechanic. I suggested a stone on the first page which would devolve an enemy monster, but a monster you enter which has that as an ability would be cool too. I just wouldn’t also make it evolve … that seems like 3 actions (play monster, evolve, devolve) instead of 1 which is really a bit too strong. Nice idea though, and cool ability name!

The reason it evolves when the ability is used to keep it from being abused. Being able to devolve is extremely powerful and something you do not want to see too much in the game if it is at all. By tying it into evolving itself you limit its uses to 2 and in the end get a pretty powerful monster that has nothing but stats.

15/10 is far too powerful for a level-1 creature. Just change the evolved stats to something reasonable if you insist on letting it evolve itself. As it is, even without any ability 15/10 would make it the strongest level-1 creature out there and completely unbalanced.

I suggest:

1/1 level 1
8/8 level 2
15/15 level 3

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

I sort of agree with kiandi that the mech proposal is OP, but I like the mechanic. I suggested a stone on the first page which would devolve an enemy monster, but a monster you enter which has that as an ability would be cool too. I just wouldn’t also make it evolve … that seems like 3 actions (play monster, evolve, devolve) instead of 1 which is really a bit too strong. Nice idea though, and cool ability name!

 
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Topic: Fantasy Battlegrounds CCG / To-Do List :)

Right now the card pool is small and right now is the time to get important skills like poison right. Maybe instantly poison cards would be OP. Then they should be balanced. Just reduce their attack power by 1 or whatever.

This is the type of skill that changes in the metagame, quickly, over time. Units that make all allies immune to poison or cure poison for everyone or whatever will surely be invented. However poison as a skill mechanic doesn’t make a lot of sense not being cumulative. That’s just the way I look at it. Anyway it’s useful to have a discussion about these things!

 
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Topic: Fantasy Battlegrounds CCG / To-Do List :)

On the poison idea: Poison doesn’t make sense right now, that’s the main problem. When you have a mechanic like that, you want to put many poison cards in the same deck. But right now, if an enemy is already poisoned, then a new creature with poison is actually now WORSE because it can’t deal extra damage like it usually can.

Balance is always important but you should think long-term. I am sure there will be new skills and creatures to balance poison. I believe you should invent an ability called “purifier” where if the creature is in play all of your creatures/hero are cured from poison every round. Anyway just my view … hopefully the discussion is helpful.

 
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Topic: Berserk: The Cataclysm / Game news

Thank you Bytex and congratulations to all of our Russian friends!!

 
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Topic: Fantasy Battlegrounds CCG / To-Do List :)

Hi defactor, I thought it might be helpful to have a short list of important upgrades. Obviously you are working hard and have a very long list, but maybe it’s helpful to have my opinion on things to work on.

These are only a few things, and maybe you have other things to do first, but I made a list just to help remind you of little things you might also consider. Cheers, good luck.


EASY / SMALL CHANGES

1. Make the air mana and divine mana symbols easier to tell apart. Suggestion: make the divine mana symbol golden instead of white, and make air white. Most people think of air as white and divine as golden … would make more sense.

2. It needs to be MUCH MORE obvious whether a card is common / uncommon / rare. Put an actual word “common” or “rare” on a card.

3. The card value in gold of a card should always be tied to its rarity. You should not have so many different levels — that just makes cards balanced unevenly. Common cards = 80 gold (for example) and first evolution = 80 gold. Uncommon cards = 200 gold. Rare cards = 500 gold. Epic cards = 1250 gold. Just examples.

4. Being a “most influential” player is not a good way to earn gold. That just means the top players always get gold and no one else ever does. You should let EVERY player loot gold, and it’s just more gold depending on his influence. You can give a BONUS for being top if you want.

5. Poison should be cumulative. That means, if my creature hits the enemy and has Poison-1, he gets Poison-1 status. If my creature attacks again he ADDS +1 poison so the enemy now has Poison-2 status. No reason it should stay at 1.

HARD / LARGE CHANGES

1. New system of organizing cards in general. Cards need to stack in groups. So, I can see 10 Archers at the same time — one picture of Archers and a little x10 next to it. You should be able to see many cards on the screen at the same time (maybe you need a thumbnail version of cards for use in a list). This is true for the shop but also for the deck mode. Also we should be able to sort cards so we can see fire cards next to each other, etc.

2. Adventures need to have their drop rates changed completely. Low-level adventures should drop less gold than top-level adventures. Cards should not always drop; and rare cards should not drop so often.

3. Card distribution should happen in packs of cards you buy in the store. You should not have individual cards for sale that reset so often. It is too easy to collect the whole set. Remember that you need to make collection hard so players play a long time and have fun over time.

 
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Topic: Berserk: The Cataclysm / Bug reports

I had this problem also, but since the update it is now fixed.

 
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Topic: Berserk: The Cataclysm / ** Sir Valimont's Berserk Cards Manager **

Big Update:

Heroes are now added. However, they are still very unbalanced — I am working on it. There are several issues. I will make another announcement when they are completely upgraded … but you can at least see them in the spreadsheet now.

 
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Topic: Berserk: The Cataclysm / Inviting Governors still broken

Hi bytex,

It has now been 2 years that I can’t invite governors because your game won’t load my friends list. It just crashes when I try. Can you please fix this problem?

Thank you

 
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Topic: Fantasy Battlegrounds CCG / Next week plan..(04.05-09.05)

Ok … text in the quests does look better somewhat. I still think you need more text in general. It’s not obvious why random people attack each other, or what the overall goals are. Still, looks like progress … game is also running smoother. Keep up the good work!

 
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Topic: Fantasy Battlegrounds CCG / Next week plan..(04.05-09.05)

I sent much better English and some advice on scripts in general.

 
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Topic: Fantasy Battlegrounds CCG / Next week plan..(04.05-09.05)

Believe me I fully understand how complicated it is to launch a game. I am an indie game dev myself and even with a team of 7 it’s difficult. :)

The important thing is you are aware of the issues and make a plan to fix them. It’s fine if it takes a while. I can help you with advice or feedback on design whenever you need it, and I am happy to provide solid English. We can communicate in more detail by email if appropriate.

Good luck!!