Recent posts by rotaxes on Kongregate

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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Oct 4 update

my base has an ongoing upgrade on hall of heroes lv9 pre-update, meaning i lost time on upgrades. i don’t mind, but other players probably would. also, the inability to upgrade heroes while the hall is still upgrading is a pain. unless there’s actually a way to do that. so basically, this update is a big slow down for players with ongoing high end building upgrades. this is weird..

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Endgame Building time/cost balance

um…yeah i guess you’re right. it’s just lame.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Endgame Building time/cost balance

gathering resources through combat is a bit harder for higher leveled players because of the last update on exp gain (less option in pvp). for about a month or so, me and some other players have suggested a few ideas on pvp but have not been responded yet. pvp as of right now is stupid, and has been for months. currently, players are either trading wins with other player(i.e. me), trading wins with alt accounts, or asking for friends to give wins (not trading, just asking for a friend to remove prot and move cit). i hope that’s enough to reiterate that pvp system is broken.

new suggestions from me would be to make citadel fixed on the center, making it harder to do the moving citadel trick. one step further would be to restrain moving buildings so freely. or… maybe make a layout blueprint that can only be changed once per day. these are a few, but not all, fundamental flaws on the current battle system that makes pvp less fun, and prone to abuse.

another thing is the citadel rush strategy, which i hope the devs are aware about. with the gears, newly reduced upgrade time on heroes, and maybe the upcoming forge system, this strategy will be more effective; possibly making troops, and mercenaries, moot. follow up on my feedback is welcome.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Skill rebalance

very nice. if devs are making path for new players, maybe on season 2 conquest can have 2 maps? 1 for those with level 5-7 citadel maybe? and another map for players with level 1-4? add a few badges and it could be fun for new players.

also, if skyshard is going to be more active, maybe remove level restriction on pvp and have a restriction based on defense-offense power instead, or whatever kind of system the devs prefer. add debuff on pvp when stronger player attacks a weaker player maybe?

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Conquest Season 2 rules

maybe add rankings on guild that can be arranged by guild leaders. or guild leaders can see a checklist of the things that each guild members can do and enable them to spend resources to upgrade tiles. make it so that guild leaders, or maybe other/all members chosen by the guild leader, can deactivate any guild tiles. and for what it’s worth i am against removing debuffs. if anything, i think there should be more debuff. that, or upgrading tiles are far more easier, quicker, and the defense buffs can add up to…maybe…50% of health+atk.

and a guild will only earn CR if they activate a tile for 6 hours now? so if the tile got taken after being activated for 5 hours they have to do it all over again?

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

Originally posted by AleXinoS:

Suggestion
Just putting it out here instead of keeping it in chat.
Remove debuff per tiles owned and replace it with debuff per fort/guild owned.
For example:
2 Guilds and below OR 6 Forts and below owned: 0% debuff.
3 Guilds OR 6 Forts owned: 25% debuff.
4 Guilds OR 8 Forts owned: 50% debuff.
5 Guilds OR 10 Forts owned: 75% debuff.
6 Guilds OR 12+ Forts owned: 95% debuff.
7 Guilds owned: 120% debuff. (No, that doesn’t give units negative damage; it makes units have 5% (or 30% for rangers) damage including Guild buffs.)
So, if one guild has 1 Guild and 20 Forts, they get 95% debuff, or if they have 1 Fort and 7 Guilds, they get 115% debuff. Get it? Double condition right there. :P I think implementing this first of all would balance conquest A LOT. Then you can add what ever else you want to that.

ALSO

Sorting in territory page. Simply sort lands by alphabetical order, it will automatically put 1E,XN first, then 1E,XS, then all the 2E, etc. followed by 1W in the same pattern. That way, finding lands will be infinitely easier, or, to be exact, 10 500 times easier.

i’m just curious when did you realize conquest is unbalanced. before you quit a long time ago? because your argument is…questionable. no offense though, i hope you understand considering the history of conquest

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

Originally posted by Hush00000:
Originally posted by rotaxes:

even so, a few players reaching max level/upgrades/whatever doesn’t mean that the devs should automatically increase the cap. that would make new players impossible to compete which would be about the stupidest thing to do if you’re a game developer.

I think it’s asking. there is no compulsion. what words of these does look like forcing something to you?
And i also think there’s a few new players. so it could experiment more adventurous things.

we know time stuck like before make people be bored. then what have happened? they were gone. i don’t want that relapse.
if u want care new player, it’s better idea that there should be more thing to be fun for noobs than didn’t change. like simulated combats, mini game for honors… at least this is my thought.

n did u upgrade training ground first? I was trouble 4 arcanas. that make me some delayed. but i finished upgrade even swordman :p

considering your fluency in english language, i hope you understand that it’s particularly challenging for me to understand your point. nonetheless, if boredom is the motive behind your request, i still have to disagree because boredom have no limit. increasing cap every time top players reach max upgrades won’t be a good idea in the long run. there are no place for new players, or as you call it, noobs, to compete. if the devs are not halting top player’s offensive strength, new players will never be able to enter our playground.

although i’m sure there are weeks or months worth of upgrade still waiting to be completed on everyone’s homebase, even the most patient players are or have been bored of doing that for quite some time. a bit more reason why increasing upgrade cap won’t be a good idea. that would lead to nearly limitless upgrades of offensive buildings and army(which i know is the first priority of most players) which will also produce boredom. adding exciting features so that players with max upgrades can compete with each other is more to my liking; while we wait for new players to “catch up”. i don’t really like competing with the same players over and over again, but that’s just a personal opinion.

campaign is not massive enough to satisfy my boredom and i think yours too. the new conquest system is the only hope right now although there are still a few fundamental problems making conquest unbearable for me. but that’s what season 2 is for, and 3, and so on.

i would also like to take this opportunity to request adding a raid feature to this game

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

Originally posted by Tails101:
Originally posted by rotaxes:
Originally posted by Tails101:

At which point a smaller guild with fewer people couldn’t possibly be as effective because they lack attacks (even without debuffs, then there’s the matter of defending tiles). So perhaps, possibly a system to reward more compact guilds rather than just always aiming for the most ferociously large and grotesque guilds possible?

i don’t follow your logic at all. biggest, most active guild should have better chance at winning, this is a multiplayer game.

They do, and I’m not saying that it should be a big penalty, but what I’m saying is that with guilds as large as they are right now, newer people won’t be able to get in as well as the fact that any smaller guild (even if successful in getting more than say 40 tiles) doesn’t really compete in score with some other guild with over 100 or 200 even. I’m just trying to point out that the differences between the largest and smallest at this point in time of the game seems too great and need to be abridged somehow.

I agree 100%; although I would like to note that in every game and even in life, everything is like this. if you’re saying there should be more incentives for new players, i think that’s game developing 101. so, i believe that devs are putting their 100% for that

 

Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Wiki assistance!!!

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

Originally posted by Tails101:

At which point a smaller guild with fewer people couldn’t possibly be as effective because they lack attacks (even without debuffs, then there’s the matter of defending tiles). So perhaps, possibly a system to reward more compact guilds rather than just always aiming for the most ferociously large and grotesque guilds possible?

i don’t follow your logic at all. biggest, most active guild should have better chance at winning, this is a multiplayer game.

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

really? that’s so fast, i haven’t fully upgraded my army yet. until about 3 days. and i am very sure that the majority of players here haven’t maxed their army yet.

even so, a few players reaching max level/upgrades/whatever doesn’t mean that the devs should automatically increase the cap. that would make new players impossible to compete which would be about the stupidest thing to do if you’re a game developer.

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

i can understand that the map wont be reset, but how about making all tiles unoccupied? i would like the chaos. and also, would it be possible to make it so that players can’t switch guilds as easily? maybe the CR can be counted per player and if said player leave his/her guild then that guild will lose that player’s CR or something like that?

 
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Topic: Crazy Fairies / Suggestion Thread

Originally posted by Dual_Smoke:

Gear becomes less about luck when you know what to go for. Don’t upgrade bad gear :P simple as that. Get a character to level 20-ish, start hunting for good gear, send it to your alts. Do that if you don’t like getting beaten by high powered alts.

I agree about the gem drop rates, though. If there is a random modifier, they need to be much higher.

so the key to winning on this game is making alts?
i’m not a fan of that idea

 
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Topic: Crazy Fairies / Suggestion Thread

i agree with disabling gold cards on joust. also, maybe make a restriction based on power (or equip levels, or something else) rather than level, it’s more balanced that way.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Battle list issue

yep. but i think the devs are not going to update the pvp system for quite a while, they are busy with other updates.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Battle list issue

maybe make it so that everyone can attack anyone. the battle list will still only shows the person near your level, but a level 100 can attack level 1. but, give a debuff when attacking someone with a citadel that is of lower level than you. for example, someone with citadel level 2 gets 25% debuff when attacking someone with citadel level 1. or any kind of debuff that is balanced; hopefully one that also affects the hero because all debuff is moot with the infamous citadel rush strategy.

my point is, make battle list longer to promote pvp (again) but with some balancing to avoid newbies getting their base destroyed too much. although this will also promote multi-accounting…. oh well…

 
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Topic: Mystic Guardians / Best Attacks

you haven’t consider skills that you can buy at the guardian center.

edit: also, upgraded skills. such as swift vine 3.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Suggestions for new units and Buildings

moot point; the cost of using siege weaponry can be balanced.

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

warmongr: trading resources only promotes players to make multiple accounts. i really hate that idea.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Keris: Blade in the Night

damn you flib. damn you.

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

just like honor gain, there should be restriction on how much time can be cut from a hero upgrade per day.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Suggestions for new units and Buildings

another idea: i was thinking we can have the siege weaponry suggested by armymonger187 as a destructible building. when you use said troops to attack, you have the option to use the weaponry one or more times by using a hefty sum of resources. in conquest, there should be a limit at how the siege weaponry can be used. for example, a catapult can attack as far as 2 tiles while ballista can only attack adjacent tiles. to make it less overpowered, these buildings can also consume a lot of spaces, making them easy to destroy and/or would ruin a layout. my point is to add a new flavor to battle, but i’m sure the developers have think about this or perhaps have probably worked on a better idea.

there’s a lot of great ideas here, i really hope one of them will be implemented. thanks.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Conquest discussion

yep. totally agree with flib. i would hate to see all the work i have put into building on territories are gone to waste. although the developers didn’t promise any rewards at all, it’s just not cool if the map will be reset bla bla bla; reiterating.

IF there will be some rewards given to the effort put into conquest, i think it would be a good idea if the guild leader can distribute those rewards him/herself. although i don’t know how to calculate and “pick the winners”, having more but undeveloped territories does not necessarily mean better than having less but highly upgraded territories.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Conquest discussion

yep. about time we wrap things up, “pick the winners” and get some rewards :D

a new season of conquest is a good idea. little details would make the game even better such as if the base looks different, the trees etc.

i like the idea of having to do guild raid, fighting AI with overpowered base, having map four times as large, with four times more towers and buildings that needed 10-20 attacks to destroy. maybe make it a contest where the community can submit the strongest or most interesting layout? with the simple troops behavior, most players tend to choose the simple diamond or square layout i think, and it gets boring. so i prefer an interesting layout such as the current ai, feels like a puzzle rather than a simple diamond layout where i can deploy my troops anywhere and make little difference. i need some improvements on this idea though.

also, maybe it’s a good idea if instead of attacking, we could do some defending? most players tend to choose to attack an afk player and so am i. i rarely get the chance to defend properly. my point is maybe have a campaign where instead of attacking ai, we have to defend from ai. that way, we can see our base get attacked by other heroes, see them in action. i know this is much to ask though. and, as always, my ideas are raw and need a lot of feedback.

thanks a lot.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Conquest discussion

conquest tiles mirroring my hometown sounds like a really good idea. serves me right for not upgrading my defenses. :D