Recent posts by Sir_Valimont on Kongregate

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Topic: Berserk: The Cataclysm / PLEASE STOP

Making these horrible new existing-card minisets. It is not “clever” marketing to overprice things. It is abusive to new players.

Thanks.

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

If you follow good game design principles, you will be fine.

If you try to get gamers to design your game for you, you will not be fine.

Read my suggestions above and choose from them. Platinum will suddenly be one of the best PvP events on a free to play card game that exists.

 
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Topic: Monster Battles: TCG / 5 random games

The question is not whether there is luck … of course there is luck.

The question is whether a randomized draw is good to have. All it does is make the luck factor more important than skill and it adds nothing. Unless you have an argument for why a randomized draw is better than a normal draw, I don’t think we are disagreeing about anything.

 
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Topic: Berserk: The Cataclysm / Guardians of the North (again!)

Guardians of the North is impossible to get on this server because of an error in how invites work.

Ittsup is also impossible to get, but when we were arguing with Bytex a long time ago, around the time of the switch to promo evolution, all players received a copy of Ittsup for free when Bytex realized they were telling us wrong information.

Koffman has definitely played since then … so hopefully Bytex will give him an Ittsup too …

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

Originally posted by Outsophisticated:

Didn’t notice this thread before…imo Zelts are good where they stand now but we do need another top clan to be competitive as a server in Platinum. There is enough strong players to form that clan, you just need to gather them from various clans.

Where Zeltennia “stands” right now is “not good enough to win Platinum.” If that’s fine with you, fine. Personally I would prefer to win Platinum and that’s what I would be doing with a new clan.

In any event most top players prefer casual play and are at this point so removed from any competitive mode that they are probably uninterested in a really competitive clan. Unless that were to change there’s no real point for me to commit time and effort to creating a dominant one. I had started this thread to see if people were actually interested in competing but it doesn’t really seem that way.

 
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Topic: Monster Battles: TCG / 5 random games

Observation of 5 games happening today

Game 1 PvP:
Player 1 beats Player 2. “GG” in chat. Player 1 says “I only won because I drew Monwid 3x at the end.”

Game 2 Lake Tourney:
Game plays maxed Shellio, protects with Sandophorus. I draw no Wichin, no seal, no Mistah (only cards that can defend). 3 rounds in a row game draws another Sandophorus to protect and I draw no Wichin, no seal, no Mistah. Loss.

Game 3 Lake Tourney:
Game plays Zephyr (x3, x4, x4, x3) four turns in a row. Loss.

Game 4 Lake Tourney:
Game plays Owly once, never plays Zephyr in about 7 turns. Win.

Game 5 PvP:
Player 2 evolves Mimi and Castory on first 2 turns. Player 1 evolves Monwid and Bulbraid in first 3 turns. Player 2 draws Mimi and Castory 6 times in the next 4 rounds. Player 1 never draws his evolved cards again. Player 2 wins.


Every single game determined 100% by randomized draw. Zero games determined by strategy, skill, deckbuilding, memory or tactics.

This is a pattern.

 
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Topic: Monster Battles: TCG / Tournament Disconnect

It would indeed be nice if the game would do a little better job saving states during tourneys so you could at least recover what was already won. I had a Lake tourney disconnect during the final fight when I already had ~60 gold and 3 eggs, and I ended up losing all of it and all of my entrance fee.

 
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Topic: Monster Battles: TCG / Bug Report Thread

The devs are working on the 3-star bug … it is their top priority. We don’t have more information than that, sorry. You can try asking them in the game chat when they are present.

 
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Topic: Monster Battles: TCG / Two Bad Elements is All It Takes

95% of this game is well designed and enjoyable.

But, combine overpowered Zephyr and Owly with randomized draws, and you have a game that puts out Zephyr 4 turns in a row for max damage, occasionally making Lake Hard tourneys impossible. The standard procedure is automatic win unless the game “cheats” — and it cheats close to half the time.

This is not how you design an enjoyable game. This is how you design an enjoyable game with a flaw that makes it infuriating and near unplayable.

There is no skill whatsoever involved in hoping Zephyr doesn’t troll you with multiple max-damage hits. There’s no way to assume that if the AI draws it this turn, it won’t draw it again next turn (and the next, and the next, and the next). In fact that’s what it seems to do constantly.


• You need to fix the AI so it can remove cards from the field.

• You need to fix Zephyr and Owly so that they are not overpowered.

• You need to fix the draw so that it is not randomized, thereby completely defeating the purpose of deckbuilding or having a card game.

In the meantime, the combination of the latter two design flaws makes this game extremely unenjoyable and extremely frustrating in given spots.

 
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Topic: Monster Battles: TCG / Can't Get All Stars? Bug?

Just fyi, this is a known bug and the dev team is working on it.

 
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Topic: Monster Battles: TCG / Randomized Draws

That is exactly the same system as what I/we are talking about. It’s the system used by every other card game I’ve played!

 
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Topic: Monster Battles: TCG / What is the drop rate of uncommons in Mystery Eggs?

FrozenShard,

Could you tell us the drop rates for Mystery Eggs please? Do these rates change based on from where one gets an Egg?

I have gotten around 60 Mystery Eggs from Lake Tournaments and I have only ever opened two that were not uncommons. Either your drop rate is something like less than 5% for a better-than-common, or I am approaching a statistical anomaly that is basically impossible (in which case you should check to make sure your drop rates aren’t somehow broken).

Thanks!

 
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Topic: Monster Battles: TCG / Bug Report Thread

Mechanics issue:

I have seen this cause problems several times in matches. Because of its Adamantium Scales ability, most people try to stop Shen with direct damage. However, Drah, which is a popular direct-damage solution, does not work on Shen. You could argue that it’s because he’s attacking himself instead of taking direct damage technically, but the way Drah works (the way you click him and the way the damage is done) makes this highly confusing and inconsistent with the rest of the game. Shen is already very effective and doesn’t need to be immune to Drah … I recommend that you let Drah hit him.

 
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Topic: Monster Battles: TCG / Bug Report Thread

I believe doctorkc is describing an exploit that some players have discovered and are using to cheat victories in PvP. Somehow they play two creatures on top of each other — I think it has to do with removing and replacing — and then the game essentially starts crashing in various ways that makes the unlucky opponent have to refresh and therefore forfeit the match. A player named FS_ONTBGZUVW did the same thing to me at one point.

 
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Topic: Monster Battles: TCG / Bug Report Thread

Reset Bug:

Not sure if this is a bug or something weird happened; but I was just playing a Lake Hard Tournament, and during the third level (against Earth deck) my game just randomly reset itself. The 80 gold admission fee was still lost, and I did not receive the 2 eggs I had won or the gold from the first two levels (and more importantly I couldn’t continue on to the harder levels). Anyway just thought I’d report it.

I’ve not had any issue like this before now.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

Interesting … lots of great suggestions. For some reason, I feel like most of these creatures should be in different elements though. :p

I like Wind having shield penetration … but I sort of feel like absorbing smaller creatures should belong to Dragon (although Plant could work) … The creature not costing an action point feels like it shouldn’t be in Mystic because they have board control … draw control should be something like Lightning. I also feel like the damage to an attacker should be a Fire skill instead of Lightning. :p

Well anyway nice suggestions … cool mechanics you thought up.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Creature
element: Fire
rarity: Rare

> Evolution 1
name: Prit
size: Small
att/def: 11 / 4
ability: Burnout: Every round, choose a card in your hand. That card is replaced by another one.

> Evolution 2
name: Pyromast
size: Medium
att/def: 17 / 10
ability: Burnout: Every round, choose a card in your hand. That card is replaced by another one.


Notes: I decided to put this creature into Fire because it’s an interesting new mechanic most useful for a polar-strategy deck. Fire wants to hit hard and fast, so this creature has the standard high-damage low-defense of Fire, plus will enable the user to get more attack cards quicker. I think it would make Fire decks more usable and improve some of the strategy enjoyably.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Creature
element: Plant
rarity: Legendary

> Evolution 1
name: Ilovy
size: Medium
att/def: 7 / 14
ability: Sprout: Add a 1/6 Plant creature to each one of your empty positions.

> Evolution 2
name: Illovario
size: Large
att/def: 14 / 24
ability: Sprout: Add a 1/6 Plant creature to each one of your empty positions.


Notes: A nice defensive card that lets you create sproutlings for important moments in the match. I think it adds an interesting new strategy without being overpowered.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Creature
element: Dragon
rarity: Epic

> Evolution 1
name: Tyro
size: Medium
att/def: 9 / 9
ability: Dominate I: Deals 6 damage to all enemy Small creatures.

> Evolution 2
name: Tyran
size: Large
att/def: 14 / 14
ability: Dominate II: Deals 9 damage to all enemy Small creatures.

> Evolution 3
name: Tyrantos
size: Huge
att/def: 19 / 19
ability: Dominate III: Deals 9 damage to all enemy Small and Medium creatures.


Notes: A little bit of situational direct damage for Dragons, like with Drah. In this case it depends on the sizes of enemies, so it will be more effective in the early game, and especially if it gets evolved quickly. An interesting new spin on strategy, I think.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Creature
element: Mystic
rarity: Epic

> Evolution 1
name: Ninji
size: Small
att/def: 8 / 7
ability: Jutsu: Copy the ability of any creature already in play.

> Evolution 2
name: Niraji
size: Medium
att/def: 14 / 12
ability: Jutsu: Copy the ability of any creature already in play.

> Evolution 3
name: Ninjarto
size: Medium
att/def: 20 / 17
ability: Jutsu: Copy the ability of any creature already in play.


Notes: This creature has a lot of serious potential for deckbuilding because it can give you any ability you need at the right moment, assuming something else in play has it. It has to be used intelligently but can be really effective.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Stone
element: Fire
rarity: Epic

name: Flameblast Stone
ability: Evolves a Fire Monster to its new powerful form, and triggers its ability as if it just entered.


Notes: This stone is like a normal Flame Stone. It can only be used on a Fire monster that is not fully evolved. It doesn’t have a dual element so it’s harder to deckbuild. It evolves it like normal, but also has the same effects as if the monster was just entered. This should exist for every element (it would be good for creatures like Monwid, Mimi and Zephyr).

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Stone
element: Fire
rarity: Rare

name: Flameheart Stone
ability: Evolves a Fire Monster to its new powerful form, or heals a fully-evolved Fire monster completely.


Notes: This card can exist for every element. It doesn’t have a dual element so it’s harder to deckbuild, but is a bit better than normal stones because it can heal level-3 evolved creatures.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Stone
element: N/A
rarity: Epic

name: Shadow Stone
ability: An enemy monster is devolved by one level.


Notes: This stone is used against an enemy, and removes one level of evolution. It can’t be used on level-1 monsters. When a monster is devolved, it is healed.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

Format for a new stone suggestion (copy and paste below the line).


card type: *Stone*
element: *Element*
rarity: *Rarity*

name: *Name*
ability: *This is the ability*

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

Every good game deserves a little creative love from the community! Let’s use this thread to make new card suggestions! Feel free to add suggestions, or to critique the ones already being made.

You can copy-paste everything below this line and use it to format your entry. Keep the asterisks (they make things bold) and underscores (italics) and re-type the names and stats you want.


card type: *Creature*
element: *Element*
rarity: *Rarity*

_> Evolution 1_
name: *Name1*
size: *Size1*
att/def: *X / X*
ability: *This is the L1 ability.*

_> Evolution 2_
name: *Name2*
size: *Size2*
att/def: *X / X*
ability: *This is the L2 ability.*

_> Evolution 3_
name: *Name3*
size: *Size3*
att/def: *X / X*
ability: *This is the L3 ability.*