Recent posts by Sir_Valimont on Kongregate

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Topic: Berserk: The Cataclysm / Your questions about the game

Originally posted by bytex:

Maybe, what would you like to see in CW? Also, we are waiting for you answer about enhancing.)

I will reply via private message about enhancement. Thanks for the reminder.


In terms of CW strategy, you can do many things. Here is an example of how you can make it extremely fun and interesting:

During the declare phase, every clan assigns defenders. This means you click on every city you own and choose a number of defenders — 1 to 30. The total defenders you are allowed to assign equals the total number of clan members you have. So if you have 27 clan members, you can put 10 defenders on one city, 10 defenders on another city, and 7 defenders on a third city.

When a city is under attack, the attacker always fights 30 defenders. However, some of those defenders are randomly chosen from the clan, and the others are neutrals (barbarians). So for example if I assign 10 defenders to one of my cities, then if another clan attacks that city, they will see 30 defenders. 10 battles that are randomly from my clan’s defense decks, and 20 battles that are barbarians.

This will make fantastic strategy. Where to put defenders? How to defend a big empire that is under attack from many enemies? It will change the stupid way top clans automatically win, and it will start to give victory to the smartest players instead of the strongest.

This is the type of change you need to think about if you really want Clan Wars to be interesting. Right now it is a very uninteresting game with very little strategy.

 
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Topic: Berserk: The Cataclysm / Your questions about the game

Bytex, the only strategy you have ever invented in Clan Wars is splitting of defense. Without splitting of defense Clan Wars has been much less interesting.

There are other ways to add strategy also but not anything you have done in the past.

 
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Topic: Card Hunter / Vote up the CCG tag

Case in point: even if I don’t consider this a CCG in my brain, I found out about it because CCGs are my type of game and that’s how it was originally presented to me. And I’m glad I found out about it!!

CCG tag +1!

 
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Topic: Card Hunter / Ideas / Feedback

Originally posted by barbuz:

I think the biggest problem lies in cards like Slowed where the effect MUST trigger before choosing the destination

They don’t have to trigger before choosing the destination. Just have movement validate after you click the destination. Exactly like with every other card, choosing the target of your action is how you confirm you’re doing it instead of pressing cancel.

So for movement cards:

1. You can click the movement card, then click cancel to undo.

2. Or you can click the movement card, then click your destination, and then the Slowed card might pop up if it’s in your hand – and if your dieroll fails you have to re-pick the destination.

 
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Topic: Card Hunter / Vote up the CCG tag

To begin with, CCG is entirely digital genre …

Not to be argumentative, but we’re obviously talking about different things if this is your point of departure. CCG is actually entirely an offline genre, with recent games coming out online entering the category.

Even with the new online card games, the proper term for these is actually DCGs or similar (digital card games). CCG is a term that has been used for physical games for 20 years and the thought that TCG and CCG are different things is incorrect. A game can’t be collectible if it’s not tradable, actually. Card companies started using the term TCG as a marketing tactic to encourage trading in their games — but the term was and always has been CCG for those games.

One thing to understand is that in an online game, you are just advancing the status of your account individually if you can’t trade — it’s exactly like leveling up in a shooter or RPG in that case. The “C” in CCG means more than collection really — it means that you can be an active participant in a competitive marketplace of collectors. It’s what defines the genre, and the reason why the genre has a unique term. It’s mostly an offline genre, but there are some online versions where you can trade also.

Anyway these are just semantics so who cares. :) We can agree that the CCG tag is fine because card game players will enjoy playing this game!

 
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Topic: Card Hunter / Vote up the CCG tag

Originally posted by collusion:
Originally posted by Sir_Valimont:

To be clear it’s not really a CCG.

Just because you collect suites of cards instead of individual cards doesn’t make it any less a collectible card game. Its not a CCCCG (cookie cutter collectible card game), however.

You’re looking at it backwards. It’s exactly whether or not you collect (or purchase/trade/deckbuild) individual cards that defines one of the two elements of a CCG.

To make it simple a CCG has these two elements:

1. The gameplay is driven by drawing cards out of a shuffled deck.

2. The cards are individually collectible which most importantly means deck-buildable.

You could take any existing RPG and in place of each equipment item’s stats put 4 or 5 “cards” with data. The cards are just a flavor — but you can’t manipulate them individually. In fact you could add cards as a feature to just about any game that exists. Most games track progress; you could track that progress through “card collection.” That doesn’t make those games CCGs.

This game has one of two elements of CCGs, which is that the gameplay is driven by drawing cards out of a deck. But it doesn’t have the other aspect which is collection/deckbuilding of individual cards. It’s in a genre all its own. Actually I think that’s a good thing! This is one of the most innovative games in a long time!

I guess one could use the CCG tag in order to attract card players because there’s a decent chance they’ll like it. But strictly, since we’re discussing it, this isn’t exactly a CCG.

 
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Topic: Card Hunter / Ideas / Feedback

Originally posted by cheeseex:

as for 7 the maps rotate each month

I claim newbery in my defense. :)

Seriously, that’s great to hear. I’d like a few more maps at a time if possible …

 
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Topic: Card Hunter / Ideas / Feedback

I just want to add as an editorial note that overall it’s really a fantastic game and the focus should not be too heavily on “what’s wrong.” Not a lot is wrong; these are just suggestions for improvement. I’ve avoided using scores to rank the game as I do frequently with CCGs, as a measure of respect (and because I’m still too much of a newb to understand the game fully). If you are a Kong card player and have questions about how this game compares to the other CCGs on Kong, just shoot me a message! Or come chat in the game’s chat as the community / devs tend to be engaging, and knowledgeable.

Cheers!

- Sir V

 
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Topic: Card Hunter / Ideas / Feedback

Hi BlueManchu, thanks for this fun game. Been meaning to try it a while, and find it unique amongst the boom of CCGs which itself is a big compliment.

In the spirit of helpful feedback, after 10 days of trying out the content here are my thoughts.

General Comments

The game is fun and easy to play. The best quality of the game is the setting. The DnD aspect is well done and the art style fits perfectly. The non P2P design is great, offering free players an even shake. The item droprate is excellent. Some minor features like that you can refresh after a disconnect on the item-get page are thoughtful and excellent.

I think there’s a little too heavy a focus on dierolls in most of the games I’ve played. The problem for me is that in a long-form game, that is games that can last 20 minutes, you can spend several hours of time stuck in a run of bad luck. For instance a game like poker might be a game where any one hand is about luck, but the hand only lasts 1 minute and you play 60 in an hour. I just think the model is trickier with a more involved game. It’s also exacerbated by the fact that quitting a game early is a reportable offense!!

Specific Content Suggestions

1. Make the buttons in the inventory “sticky” for sorting. When I sort my collection by rarity, I want the items to line up within the rarity categories by item level. This requires almost no design or artwork on your end, just coding. Instead of having the sort buttons toggle have them stick so you can have two depressed at once to offer the sort I’m describing.

2. Enable players to auto-sell all copies beyond X of all items. Curating a collection is extremely complicated since it makes sense to keep a number of copies of each item, yet there’s no limit and things get clogged quickly.

3. Give a few seconds per turn once the timer has run out. In 10 days of playing I lost four separate times by running out of time when dominating the opponent literally to the point that it was auto-win (in two cases because he had flames on him that would kill his final character). As is the case in most games, you should have your timer work such that once out of time, a player doesn’t lose instantly, but rather is given only a few seconds per turn. If you don’t move fast enough, then you lose (still a big disadvantage) but you prevent the situation I’m describing. It’s no fun to play a concentrated 20-minute game executing great strategy and then to lose by a few seconds at the end. Design should be driven by what’s fun!

4. Figure out a better way to gird your rankings. As mentioned above in the general comments section, it’s not great to discourage early resignation in a luck-influenced long-form game. Long games are already daunting for new players (or old players) because each match is a more serious commitment than short games … when you add to the mix that you basically can’t quit, it saps out some of the fun. Incidentally it’s not a system that works. Players who want to quit early simply disconnect from the game intentionally instead of choosing “resign” as many in the community won’t look at that as a reportable offense. It’s understandable that you’d want to avoid intentionally tanking of player ranks and to prevent trading losses to mass produce item drops, but there are much better solutions. For one thing you can have a player’s win-loss record affect his overall standing, ability to receive drops, access to leagues, any number of things. You could have a separate category in the win-loss statistics for early resignations … but the point is not to punish them by disabling the player from playing more. You never want to stop players from playing your game! That is, to me, the net result of your current policy on early resignation.

5. Character pages need to appear consistently in campaign mode. As it is, when you replay a campaign, the game checks if your levels are legal. If not, you are sent to the character editing screen. Once you’re through all the campaigns, your level will be high enough that this should happen every time, except when playing the hardest campaigns again. But any time you replay a campaign where your level is legal, clicking through takes you directly to the fight instead of stopping at your character sheets. This could not be more confusing. It would make much more sense, systematically, to see your character sheets at the start of each level so you could edit your party appropriately, and not have to search for the button that appears momentarily between quest dialogues (located at bottom-left) to do this.

6. Allow swapping of character models in the Keep. Perhaps the most-asked question I’ve seen in the past 10 days is from players who can’t figure out they actually need to travel to Cuthbert’s to switch character models they already own. As a general point, it is not very intuitive that character sheets are not editable from their own menu but rely on traveling to the “Keep” or finding the screen between battles (see 5. above); maybe just creating a character editing section more obviously accessible, like from a menu, will solve all related issues.

7. More maps for PvP. I find the few that exist way too clogged with blocking obstacles (are you trying to “nerf” wizards indirectly?) and I’m surprised there are only 2 or 3 standard maps. I am not referring to leagues of course.

8. PvE needs to be more grindable. Especially with Kongregate players coming online, it would be better if the game catered a bit more to offline play. Not everyone enjoys PvP — many gamers will avoid it altogether; and some of those are big spenders and/or active community members that you do want in your community. As it stands, the PvE content does not provide a competitive way to grind for items at all compared to PvP. I have already met several players in my short time here that are turned off by the fact that they feel forced into PvP.

9. Undo on movement. Currently you can cancel any action before you target it, but this doesn’t work for movement cards. It absolutely should!

10. To spectate a match there should be a spectate button. This is extremely confusing. The first time a player comes to PvP, inevitably he clicks the screen to move past Gary’s comments and inevitably he clicks into a match he’s watching of two other players … most of the time the new player becoming unsure what he’s watching. Is it me versus Gary in some automated way? The fact that you have to start a match by clicking the castle on the top menu isn’t that clear … I would suggest that publicly listed matches just have a “spectate” button to the right so it’s obvious when you’re clicking into them. This confused the heck out of me the first few times and daily I see newbs get trapped by it too!

11. Let us save loadouts of individual characters. One of the best aspects of the game once you learn it is that different battles are best played with different party setups — different races and classes. It’s extremely annoying given the current interface, however, to switch regularly between groups of characters, because you have to re-equip each individually. My suggestion is that you remove the racial item slot from your loadouts completely and let us save single-character class loadouts. Like “Tank Priest” or “Anti-Armor Mage” — this would make the game so much more playable! Another nice feature would be for loadouts of individual characters automatically to include the # of power spheres used in the description.

 
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Topic: Card Hunter / Vote up the CCG tag

To be clear it’s not really a CCG.

 
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Topic: Berserk: The Cataclysm / Unacceptable player treatment by Bytex.

This is always how things should work. What is important is a player’s intention, and that goes both ways. When a player is trying to cheat or take advantage, it doesn’t matter if he succeeds – he should be punished. BUT ALSO, when a player is trying to be honest and feels honestly cheated out of his money, the gaming company should do something about it. It doesn’t even matter if it is the gaming company’s fault (in this case it was).

I don’t know why we need to have a riot for something to get fixed around here … I hope in the future Bytex will be a little more flexible.

Thanks to the community for supporting Danthar. Thanks to Bytex for fixing the situation. Please use it as an example going forward of community management.

 
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Topic: Berserk: The Cataclysm / Bug reports

The answer was that: unfortunately, we really have troubles with optimization of these processes, so the only thing that we can advise now is to launch our game without launching of other application and try to free as much short term memory as you can. Then you need to enhance heroes to get free from the cards you don’t need.

Could you please at least try to do something? I am using a movie-production computer (32 GB of RAM) with nothing else running, and even though I can usually load 10 other games at once with no slowdown, my computer crashes just trying to enhance heroes.

Please just tell the design team and see if they can try something!! :)

 
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Topic: Berserk: The Cataclysm / Bug reports

… What was the answer given in chat? I have been asking about this forever, since it is now literally impossible — yes, impossible — for me to enhance heroes. It doesn’t matter how long I wait — the game just crashes.

 
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Topic: Berserk: The Cataclysm / Unacceptable player treatment by Bytex.

I have been complaining about this for years … it would be very nice if Bytex could fix this problem, to show that they are improving.

 
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Topic: Card Hunter / Bugs

For the last 24 hours the game has ceased to run smoothly for me, just annihilating my CPU and memory, and skipping/lagging badly. I have tried restarting my machine, clearing the cache and all the usual suspects. I am using a heck of a powerful computer so that’s not the issue. Is this a known problem? Could it be on Kongregate’s end?

 
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Topic: Card Hunter / Sorcererers Guild: Recruiting!

… And just for good measure I beat the quest again now with no reward. That page still says it’s Highway Robbery …

 
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Topic: Card Hunter / Sorcererers Guild: Recruiting!

It’s telling me Highway Robbery is the quest, which I had already beaten and played again, and that it’s not moving again for a full day. I just beat the quest as normal but got no rare items and no fairy …

 
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Topic: Card Hunter / Sorcererers Guild: Recruiting!

I just looked at your Loot Fairy Tracker, beat the required level, and found nothing special. Am I doing something wrong?

 
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Topic: Berserk: The Cataclysm / Suggestion regarding invite

Bytex, you continue to have problems with your game crashing on big lists.

For example:

I cannot invite new governors because my Kongregate friends list (4000 people) crashes your game when it tries to load. There is no reason for this. Please fix it!

I cannot enhance my heroes because I have over 400,000 cards, and when I select hero enhance the game crashes trying to load my cards. There is no reason for this. Please fix it!

 
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Topic: Berserk: The Cataclysm / Thinking about a new Clanning

why should zelt members leave zelt ??? in my eyes this is a real Top clan … strong leadership, strong strategy, and so on .. dunno who will leave zelt .. :-(

In my view all the currently existing top clans are run casually. I don’t think the current strategy or leadership is anywhere close to good enough compared to what it should be, and could be, for when we start fighting in Platinum League again.

There isn’t going to be a question of “who will leave” and “who will not leave.” There will either be a new top clan or there won’t — the decision will involve Zeltennia players. Personally I think as a server we can do much better and I may be willing to take us there. The first question is whether other players would be interested.

 
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Topic: Berserk: The Cataclysm / Thinking about a new Clanning

Hehe :) Definitely many cookies for our server. None for VK!

Well, the new clan will only exist if Zeltennia players want it to exist. It will require a good number of Zeltennia players. I can only offer strong leadership, strong strategy, and so on. I can’t do it alone, nor would I want to.

I started this thread because any top players who have an opinion should be able to weigh in. If anyone definitely does or doesn’t want a new top clan, he is welcome to say so.

 
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Topic: Berserk: The Cataclysm / Thinking about a new Clanning

Greetings all,

I have another 10 days of vacation or so before I’m back. At that time (when back) I might decide to create the next top clan in Berserk. Not really sure — it’s mostly about time commitment.

I thought I’d put a thread up so anyone who would like to can be free to comment or provide thoughts. My basic goals and principles would be as follows:

Strategic Goals

1. I would choose representation from other top power groups including Zeltennia, Kalbassa and AE and give them authority to choose clan members.

2. I would enable us as a community to actually dominate platinum like we should, when it comes around again.

3. Pursuant to 2. above, we might consider creating a secondary top clan as well. Open for discussion.

Personal Principles

1. In card games I am a leader not a follower.

2. In card games I do not come second place.

3. If you are not an ally, you may be an enemy. But you are still a friend! It’s a game. Games are more fun when we fight each other with the same enjoyment as we help each other. Don’t take it the wrong way, or you won’t enjoy the game as much.

Cheers,

Sir V

 
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Topic: Berserk: The Cataclysm / Heroes to enhance

I updated my list above to make it more useful.

 
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Topic: Berserk: The Cataclysm / Testing the luck factor in Berserk

When it comes to cheating percentages, Bytex does it on the defensive side, to make AI battles more difficult. Simulating difficulty this way is extremely common in this type of game, even if it is lazy design.

Examples include the easily-notable cheating with Delay and Magic Mirror skills when the AI uses them against you. Delay will almost always target your creature with lowest crystal count in your hand, and Magic Mirror will throw damage on every creature besides the one causing the damage (to prolong the disadvantage).

Notably, no one has ever noticed any cheating based on how the cards are used while attacking as a player. Your numbers help show this.

 
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Topic: Tyrant: General Tyrant Discussion / What Ever Happened To The Chromancer hype?

Thanks for the update. Come back to IRC to idle like all the cool people!

Heh, sure … although mibbit seems down and that’s what I usually use.