Recent posts by 42nd_hitchhiker on Kongregate

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Topic: Siege / Feedback and Suggestions

I figured I’d make a forum post so we can discuss more about suggestions for Siege, and our impressions of it.

I think the biggest topic at the moment would be the energy system; The cap is only 7 energy, with a 7-hour recharge. I think this kind of system would make sense if it was only for the PVP aspects, the sieges themselves. I’d suggest a second energy system for the adventure (Campaign map), which would feel like we’re doing more before we run out of energy.

As it is, the game really revolves around one concept; attacking other players and building up defenses to beat other players. Outside of that, there really isn’t anything else, the campaign map is finite and doesn’t seem to provide replayability. The 7-energy system could be used as PVP energy, wheras a separate energy system could be put in for other content added to the game. What kind of content, I don’t know, but I think players really want more depth to the game than just upgrading what limited resources we have. More content available from the get go would be interesting (Co-op or Raid boss sieges might be interesting).

One last thing; This is a personal preference, but I think the level ups should do more than just provide +1 gem and refill energy; Why not make it give an free choice for citadel upgrades (HP, Deck size, Defense points, Safe, and income)? You can still buy the upgrades with gold/gems, but giving a free choice would let players expand faster and reduce the perception of needing to grind/pay to get further in the game. At the least, I just want to see more to leveling up, especially at lower levels.

These are just my ideas, I’m sure other people have their own ideas or suggestions.

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Topic: Rise of Mythos / Cards Discussion - Are We Overdue for an Event Pack Update?

A majority of those cards listed are recharge cards, which I seriously doubt will be put into normal event packs anytime soon. Also, if we consider their abilities, quite a few are rather powerful, particularly if you enhance it to legendary. How many of the current cards in the Event pack are former recharge cards?

As much as I’d like to get some of these cards, I don’t think a pack is a good idea, especially since recharge cards are essentially “Limited”, with few cases of them actually having more than one opportunity to obtain it.

Out of that entire list, I think the following should be added though, since they’re not recharge cards, but rather event quest rewards;
Swimsuit Angel, Tristan the Defender, Heroine Mulan, Tremorr, Toto

Also, regarding Brace Brightsong, he’s in the Cryptic Human III pack, so that’s one way to get him down the road.

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Topic: Rise of Mythos / Maintenance Patch Notes for September 9th

Could we get clarification on Moon Artemis’s ability?

In-game removed one of the repeating lines, but that line was the one on it hitting the enemy hero (Assault), does this mean she’s just a variant of Oracle Preistess El with more range? I wanted it because of the assault, but if she doesn’t have it, then I’d have to pass over it myself.

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Topic: Rise of Mythos / [Chinese Cards] Upcoming Cards

Interesting, wonder how many awakened Jarraxes will be flying around.

Too bad Goliath didn’t get resistance 5 at awakened, would’ve been nice.


Wait, we got Kaguya before the Chinese servers? That’s interesting.

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Topic: Rise of Mythos / RoM Contest - Write & Win Big! (Winners Announced)

“Unforgivable! That wretched being!”

The screams echoed through the land of the undead, whence she was banished. None wanted to associate with her, and such was her desire. Even the undead didn’t want her, but they could at least come back to life afterwards.

“I will never forgive him… I will never forgive anyone… Anything… “

Such a thought was blasphemy to the angels, who prided themselves on forgiving and purging those beyond redemption. However, they could not purge her, hence she was branded as a demon and banished from all realms, forcibly turned into a fallen. Some stories however point to the angels being afraid, and using this to get her away from their domain.

“If only he didn’t exist…”

Her powers were fearsome, but not in terms of raw strength. Others were more powerful. Even the weak Sorann, who hid behind his speed and preyed upon those weaker than him, was capable of beating her. And yet, she was still one of the most feared, brutally killing entire armies alone.

“I know he’s dead. Killed by my hand. By those around him.”

Whenever she was involved, there was sure to be death. A swift death, that seldom few could escape. Particularly those who were unfortunate enough to be fighting alongside her.

“Yet, I do not feel at ease.”

Even if there were hundreds of different peoples, some were bound to still be the same. Particularly after the infamous experiments with creating shadowy doppelgangers and flesh and blood clones. Such experiments wound up in the punishment of numerous mages, forbidding any cloning. After all, there were numerous archangels now, particularly of Gabriel, who had tried to prevent her corruption to no avail.

“I am sure he is still out there…”

Her desire constantly led her to forcibly joining groups under disguise, then destroying them all, just to be sure none of them were him in disguise. A terrifying fixation and a brutal generalization.

“I will expose him… And make him suffer.”

It was clear something was motivating her. Some have caught glimpse of a wound upon her, but it’s not quite clear, as few actually look at her for longer than necessary. All it took was one glance to know it was her.

“He will pay. For these burns. For these scars.”

Some have theorized that her anger is directed at Ra, who ignited all his opponents in his presence. Others think it to be a Warrior, who forcibly pushed her into a last stand, and laughed as she burned to death. None knew it was actually one of the archangels, the one who had banished her.

“He was supposed to protect me. He didn’t…”

It was Michael, who shielded his comrades from pain and ignited one who gazed upon him at random. In the midst of battle, she had been ignited by him, then he fled the fight, despite being her ally. Michael hadn’t died a glorious death in battle, he simply ran away and left her to burn. At least, this is what she believed. The reality was that Michael had gotten misdirected by the enemy’s false information and wound up in an entirely different location. Regardless, the grudge was still there. Thus, was the birth of Merciless Mareth.

“For his treachery… I shall make him pay! I shall defile everything he loves… Corrupt the world… Taint the heavens… Plunge hell into despair… Only once I am truly alone, will I be satisfied.”

Server; Brave New World
Platform: Kongregate
IGN: 42

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Topic: Little Bandits / Energy System Debate

I was discussing with some players in the chat and a few suggestions came up;

1) Tie water cap to quests or area completion; Have it increase progressively, that way we don’t feel like we’re wasting water by being away for more than 2 hours. One suggestion was +5 per area completed, so by the time you beat Zone 6, you’ll be at 40 water cap, which is reasonable. It’s also a good increase over time, allowing you to play longer stretches and farm more.

2) There’s a water fountain in the middle of the town square, and it’s pretty much a broken useless thing; Tie the water cap to that, let us upgrade it gradually to increase the water cap. Since it’d be an upgrade, it’d have to be very cheap, or provide huge boosts to water, like +20 per level (Most buildings that can upgrade go up to around 5), so at max level, it’d be 110 water cap.

3) Increase the cap based on level; This one’s pretty common, and it makes sense, leveling is fairly slow, but it’s around the same speed as the zone-completions, so you’d have a cap of 35 around the time you beat zone 6, maybe more.

Whatever the case, a lot of people just want to play a short burst once a day and not come back repeatedly to make sure they don’t waste the excess water.

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Topic: Little Bandits / Game Suggestions

One idea I have; Equips are rather rare as it is, I’d like to see them as a potential drop from fights instead of from stones. You’re essentially looting it from the ‘bad guys’ and it makes sense for the items to be there, instead of in a chest out in nowhere (Someone hid their awesome ring out there, instead of wearing it on them).

Also, I do agree with most other suggestions on the energy system; It’s too constraining, and we all want more energy, or less restrictive energy.

Suggestion; Unlock job board earlier; It’s a way to get extra water, so why not have that available sooner? It could help.

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Topic: Reckless Ruckus / King of server1

Originally posted by kuuplay:

Top 16 will all be given rewards. Top 3 will be honored in a sticky thread “Hall of Honor” along with plenty of bragging rights.
I am still working through the details but the total prize pool will be around 4000 diamonds. I will move around the players in brackets on friday according to arena rankings to make sure we dont have any silly matches ups (ex. 1st vs 3rd in the second round).

Huh, is that derived from the diamonds, or are diamonds/honor the only rewards? Or are you estimating the value of some items you’re giving out, IE a character card, if that’s actually a prize?

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Topic: Reckless Ruckus / King of server1

Currently 7th on S1, but that should change by the time Saturday comes around.

I’m looking forward to this, should be interesting. Also, will there be only 1 winner, or will the top 10 be recognized?

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Topic: War of Omens / Coins bug

Are you sure you weren’t against one of the most annoying blue heros; Loquori? His passive is 5% when enemy gains resource, steal resource, and it can cause you to wind up with this situation. If you were against him, then the case is closed, as he’s rather infamous for his 5% activating far more than 5% of the time in our views.

If not, I have no idea why you wouldn’t gain the resource.

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Topic: War of Omens / Time system for dailies

The timers run on 24 hours for quests, and 18 hours after daily. The timer activates once you look at it, so if you refresh and get new quests, from the first time you see them, you have 24 hours to complete those three. After the 24 hours are up, the quests expire and when you look at the quest menu the next time (Even if it’s 1 hour later), it’ll change into 3 new quests, and start up the 24 hour timer again. It doesn’t link to timezone, but to your activity.

The timer activates when you look at them basically, they don’t follow the server at all. It’s a bit annoying as you eventually start getting the quests later and later in the day until you finally miss one day completely and restart them.

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Topic: Kongregate Multiplayer Games / [SideQuest] Ye Ole Bug List

Another thing; Doing dungeon in parties is still extremely bugged. Was running through one with Sifa Yun, Tama, and myself, we ran into numerous glitches;

Some of us lost visibility of enemies/allies, had no idea what they were doing during that round
Some of us couldn’t see cooldowns (Only Tama complained about this one)
There were issues after we lost a fight and got kicked out, Sifa was de-synced and couldn’t re-enter until the party disbanded and reformed
Difficulty fluctuates wildly and it’s not consistent in a party, it’s hard to predict what will happen
Magic Missiles occasionally do damage even if you click on all of them, some will slip through due to some sort of lag.

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Topic: Kongregate Multiplayer Games / [SideQuest] Ye Ole Bug List

Not sure if a few things I’ve encountered with repeatable quests are bugs or features.

1) Occasionally, if the quest repeats itself, it will take some mobs from the previous area you’ve cleared and register it in the new quest. It’s most notable with the “Patrol This Area” type of quests, if you happen to be at the end of that area directly before you changed regions, you actually get the quest completion. It also occasionally happens with “Kill this Mob” quests.

2) If two quests overlap the same item and one was halfway done, the other will go from 0/10 to whatever value the other quest happened to be on upon picking something up, most likely due to how the game tracks quest items by giving you a copy of it in your inventory. Not sure if that’s intended behavior.

Also, regarding the difficulty of cardslayers, I have to say the NPC dificulty is overboard, I can only beat the advisor using a very specific deck that uses no mobs, it’s a burn deck with a focus on regenerating cards.

I can also verify firecat’s “mini-bosses that cast an enrage buff on themselves” don’t allways get a buff icon, it happens against the Fear boss in 3rd area dungeon. I’ve seen the whip occasionally boost one of the phobia mobs, but it rarely displays the power-up icon above it.

There was also one bug I brought up to Fract earlier when I encounterd it in Chapter 3, some mobs with Magic Missiles have extremely disjointed spawn points, particularly the Demonkin mob. The missiles don’t spawn on-screen, but come flying in from behind and take your party by surprise.

Also, dungeon party dificulty seems off at times. Doing the lvl 25 Bucanner Baston with 2 others, the Kleptocratic council was an intense fight that lasted for a long time, but Sarago was fast to die compared to the 3 stooges. Some of the difficulty levels in dungeons need to be tweaked, especially Carbuncle as he is, and some of the C2 fights. C3 dungeon seems pretty good, but I fear the puppet one if you don’t have enough DPS.

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Topic: Kongregate Multiplayer Games / [SideQuest] Ye Ole Bug List

firecat has a pretty long list here, most seem to be complaints about the new mainquest nerf that makes it harder to proceed if you’re underleveled. I haven’t seen most of these, but there are a few extremely notable things.

Pompeimus loosing his friendship; I know Fract is aware of this one, but it’s an irritating issue

I’m not fully sure, but it seems both Jonas Indanacus and either the Pontifex Minor or Centurion Lucianus share a daily quest together, which was fighting Oddree again, accepting one gives friendship with the other questgiver, not sure if this can be exploited.

Lvl 27 display says it awards 25 multivolts, but you only get 10.

Also, why are cardslayer NPCs so stingy about offering purples/blues? I see several in the high level areas, such as Advisor and the 75,000 gold Parceum Guard still offering common/uncommons. It’s also near impossible to earn more epic cards with the current system without luck or a deck designed to outlast the NPCs. I’ll have to test a deck that’s designed to tank and only tank.

firecat mentioned “Augments that increase righteous chain’s duration aren’t adding anything,” is false for me, I’ve gotten the lvl 22 augment for this and I can confirm the increase actually did happen as intended. Not sure why it would be otherwise for firecat, but it’s possible he doesn’t have the lvl 22 augment, but another level.

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Topic: Kongregate Multiplayer Games / [SideQuest] Chapter 3 - Nova Paraceum

Great news to hear Fract. Perhaps more people will come back to play this game again, and we’ll all focus on getting to lvl 30 and work for the top gear.

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Topic: Kongregate Multiplayer Games / [SideQuest] State of Development Address

The tourney rewards are actually game-related items; Gold chests, arena tickets, and the 1 day 25% boost items pop up there frequently. Epic cards rarely show up in there, Rare cards are common to see.

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Topic: Kongregate Multiplayer Games / [SideQuest] State of Development Address

Good to hear about this update from you. One thing I don’t see here; Cardslayer modifications, isn’t that in the pipeline with adding Mana to the cardslayer system to balance it out?

Also, The only thing we all want is to see the Glorious lvl cap go from 20 to 30.

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Topic: Rise of Mythos / Daily Events: Issues with Time

One thing that has bothered me for a long time is the daily events; They’re always at the same time when I can’t get online. It really seems like a bad design to host a daily event and then exclude a huge portion of the playerbase by making it so the time’s exclusive to the ‘favored’ players that happen to be awake at that time.

Is there any reason why they don’t host daily events 2-3 times a day and make it so players can only do one of that particular event per day? It could be like the Ascension tower, 1 free use a day, rest would be locked. It would be nice to be able to attend one for a change, and actually compete with others online without giving rewards to those that devote themselves to this game and try to attend all of the events. It’s annoying knowing that others are able to attend this and leaving those that can’t without anything.

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Topic: Kongregate / Anniversary Giveaway

I’ve been here since April 1st, 2010, so it’s been almost three years. Three years on this website. This website’s loaded with so many games, if I get bored with one, i just move on to other games on this place, and enjoy myself with this community longer.

Let’s see if I can get to Lvl 42 before my 3rd year anniversary. I doubt it at the rate I do the badges nowadays, but it’s something to work towards.

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Topic: Realm of the Mad God / 2 Ent Ancients?!

Lemme explain things. All Ent Ancients are the same, it’s an type of an evaluation boss. If you damage it a specific amount, it’ll change phases based on how many players are nearby. The easiest phase is when it simply mutters to itself about trying to hear you, the harder ones have more and more nature sprites and minions appearing. Also, the Ent minions spawned by the sprites can drop the tinctures of dex, and the nature sprites themselves have a low chance to drop a Quiver of Thunder.

Buffing a mob refers to overdamaging evaluation bosses (Ent, Lich, and Ghost King), and sending them into their hardest phases to get rid of the lower levels if any showed up.

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Topic: Realm of the Mad God / Your Biggest Ragequit Moment

My biggest ragequit was doing a Davy Jones with an 1/8 archer, max defense, Doom bow, ETC, and I was shotgunned. I had like 1 second to nexus, and I didn’t do it in that point, I felt like a moron for hours afterwards. Then I moved on and got a rouge.

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Topic: ShellShock Live 2 / [Unofficial] Ideas for weapons?

Independence Day
This, is simply a new version of Satellite, but with two twists. This weapon’s based off the movie concept, and one little laser destroys entire towns, so this one has an large explosion range similar to an EE bomb also destroying the land, dealing 50 damage, and spreading 20 napalm out in a random spread all over the crater, burning whatever landed in there for a further 20-50 damage.

A brand new weapon, and quite a flashy one at that. It fires an airstrike similar to Pinata’s but smaller, and upon triggering, it sends out 3 weaker fireworks, and drops 2 pinata side by side. To finish it all off, it also drops a rainbow from the sky in a special airstrike, this rainbow retains the same range, but it doesn’t damage land, similar to a ghost bomb. The firework particles do 4-6 damage each, based on the level, the pinatas still do 8 damage per, it’s not like the spread’s any good, and the rainbow will do 35 damage instead of the usual 50, so altogether, it can deal around 70-100 damage to one target.

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Topic: ShellShock Live 2 / [Unofficial] Ideas for weapons?

Some more ideas that I’ve pulled out of the hat, most are oriented towards strategy.

Defensive Barrier
This isn’t an offensive weapon, it does 0 damage to the target, and 50 on the player. This behaves a bit like wall, alebit without the damage, and if a shot hits the wall, it vanishes, like it went off screen. The reasoning for this weapon, is like a gamble, you can throw away 50 of your life, and bet that the nuke the lvl 50’s shooting at you will hit where the barrier went. It’s like paying a premium on insurance, to try and prevent the bigger damage. The only drawback to this barrier, is that it goes away after one turn, as it triggers a harmless earthquake. One thing to note, is this will be a slightly rarer weapon to get in-game, and it’ll be exclusive to allshot matches due to it’s self-injury nature, and how it relies on anticipating what the other person’s doing.

This weapon is designed to throw up a small wall in front of the destination, and put the other end in a hole. It’s like a wall, and a driller right next to the wall, dealing 40 damage, and if you’re lucky, throwing them into a pit. The hole will be determined by the side you fire from, so it always faces towards the center. If you shoot it on yourself, you’ll be moved into the pit, and the wall will pop up in front of you. It’s pretty good for setting up a grenade afterwards if they’re on a hill.

This is simply a wall in sniper form, it’s much harder to control, and it’s an extremely narrow pillar created afterwards. The damage is about 40-80 (Range based) and the pillar’s slightly taller than a wall. One key thing to note, is this pillar, if the tank moves close enough to it, can be shot through.

This weapon, is akin to a localized earthquake. Upon impact, it’ll create a hole with the range of a Phantom, and litter the inside with random spikes and juts, making the life of whoever wound up in there harder. The damage is only 30, as the range is reasonable, and it makes following up with grenades and airstrikes much easier.

A special weapon that affects the weather of the game, forcing the next turn to be 1-5 wind, in either direction.The wind change only lasts 1 turn, or 1 tank shot. The shot behaves like a Plasma grenade and sticks to a tank, dealing 35 damage, then it vanishes, forcing the wind to change. This weapon only shows up if wind is enabled in the match. (Basically, there are 2 forms of No Wind, the default one disables the breeze-gale weapons, other one allows for them to work, and it’ll always be enabled on the other wind levels)

Another weapon similar to breeze, it does 55 damage instead, and forces the wind to become 6-10 for 1 turn.

The final version of the Breeze weapons, it does 75 damage, and forces the wind to 11-15 for 1 turn again.

Lucky 7s
Upon landing, this weapon releases 7 sparkling shots into the air, akin to a fountain. The game will randomly decide what each one will do, along with the damage. Some possible effects include bouncing up, then slamming down like a slammer for 10-40 dmg, acting like a normal shot with 10-25 dmg, nothing (0 dmg, duh), exploding like a fireworks (20-40 dmg) and burning the ground (10-30 dmg). It’s pretty much random, and combines almost every weapon possibility together, aside from the more explosive weapons. One thing to note is the spread is pretty erratic, so it’s possible to get as low as 10 dmg, to as high as 150.

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Topic: ShellShock Live 2 / ..WTH KChamp

I’m allready a lvl 50 on the offical SSL2 website, and i would actually like to transfer that work over to Kong, would be nice to see that option, but for now, I’ll bide my time with the nuke on SSL2’s website, then transfer over.

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Topic: ShellShock Live 2 / [Unofficial] Ideas for weapons?

An air-strike esque weapon, which upon activating, will fire Rain, Hail, and Lightning at the same time, similarly to 2012, with the lightning dealing the usual 30 dmg, the Hail doing half damage (Four per), and the rain behaving as normal (Rain barely does anything anyway). This weapon’s designed to be terrible on hills, and much better on flat ground. Damage range from 40-70

Fires out ten shots in a fashion similar to Instant Replay, but the catch is, each shot moves slowly, and picks up speed as it travels, It’s quite risky if the enemy moves around too much. Damage: 40-100 (4-10 dmg per shot, based on range)

Forest Fire
Upon landing, this shot creates 4 palms (The same way a double breaker works), and each palm breaks, exploding into flames before it hits the ground, releasing 3-5 flames in the way a cactus would break. Each flame would deal 3 damage at lvl 1, so altogether, the weapon would deal about 40-50 damage on flat ground, more if they’re near the purple barrier (Who even hides there?)

Insane One
This one’s a fountain, but it behaves like wild one, with a large spread. Upon hitting the ground, it’ll release 6 smaller versions of itself in a random spread, then those six will do the exact same thing, releasing six more shells into the sky. Each shell will do 6 damage, and since 36 pellets end up flying in the air, and Wild one has ~10 dmg per allready, it’s about the same as wild one, just more erratic. The overall damage would be, if you’re lucky, 60 damage per tank.

Radioactive Spill
This weapon looks like an Oil drum, and when it lands it causes an ugly green gloop to spread out on the terrain. each of the 12 gloop does burn damage, 5 damage per, and burns 4 times. Each time it burns, it also eats at the land, so this acid essentially digs through the land, carving a hole inside it. The final result would look like a sinkhole, and the overall damage would be about 40-60 per tank, since 3 of the flames would hit one tank in general. The range of the gloop is also identical to the sinkhole.