TruePurple
93 posts
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Topic: Technical Support /
Way broken spam filter
In chat, sometimes I will get messages about message limits, on the first time I’ve spoken since logging in. Leaving me to wonder if my message was really seen (so I end up having to cut and paste to resay something) Yet I will see other people spam lots of messages no problem. So your spam filter software, what ever it is.. is really broken.
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TruePurple
93 posts
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Topic: Games /
Kongai glitches and problems
Another glitch. Quickening powder causes certain attacks to show as faster some turns then normal. The 50% chance of greater speed of the item. Despite this Popo failed to attack first when his knee attack & poison dart attack, both given 10 speed by the item, supposedly. Against vanessa’s double slash which only has a speed of 8.
In other words the quickening powder item is broken.
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TruePurple
93 posts
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Topic: Technical Support /
[game] Kongai problems
I added the http. Strange, that usually isn’t a issue/needed.
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TruePurple
93 posts
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Topic: Technical Support /
[game] Kongai problems
I made this thread about some glitches and problems I’ve encounted in kongai. Kongai glitches and problems. I was wondering how I might get the attention of the kongai games programers to fix some of these issues?
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TruePurple
93 posts
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TruePurple
93 posts
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Topic: Games /
Kongai glitches and problems
Thats a dumb way to do it. Especially considering what starry dawn said. So essentially Popos critical chance is 90% according to you. Which is something it should tell people. To say Popos crit chance is only 50% is misleading. Or just make it so crit chance is the chance of a blow that hits criticaling. Which is what it should be, what makes sense.
There should be a manual just to tell people about such absurd little intricacies of the code of this game. That or make it simple, direct, and consistant. Maybe with information shown about the math involved in any attack, in the display.
What is your source on your information uland, esitex3? I’ve had other people tell me otherwise about crit chances in arguements that popo wasn’t overpowered (especially when sling could be used at either distance)
What if the crit chance is actually lower then the hit chance thanks to hit debuffs? Or to ask another way.. Does hit debuffs reduce your chance of crit hits? Like lets say popo has 6 miss debuffs on him for example. Does sling still have at least a 50% chance of hitting thanks to his crit? The 20% taken out in some kind of chain like StarryDawn described on the small 10% chance of a non crit hit?
I found another bug. If you cast a leafy trap on Zina, and she kills with one of her physical attacks, she avoids leafy traps damage.
How do I get the attention of kongai coders to fix these issues?
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TruePurple
93 posts
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Topic: Technical Support /
Where do I go for recent posts by me?
Yes yes, but where can I go to click on that link, without saving (one more unnecessary link cluttering up favorites) it or having to make a post?
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TruePurple
93 posts
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Topic: Technical Support /
Where do I go for recent posts by me?
Ok thats for when I’ve already made a post. But what about if I don’t know where any of my posts are. Any other ways to get to it?
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TruePurple
93 posts
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Topic: Technical Support /
Where do I go for recent posts by me?
Searching the forum is impossible with most things because search searches so much more then the forum. When looking for my own posts I have done searches on my own name which sorta works. Still some links that aren’t posts by me.
Recently doing this I found a link of “recent posts by truepurple” when searching my name. How do I find this directly?
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TruePurple
93 posts
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Topic: Games /
Kongai glitches and problems
18 sling attacks that hit. In a row, all of them crit. Who do i talk to, to fix such issues?
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TruePurple
93 posts
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Topic: Games /
Kongai glitches and problems
I’m talking about actual experience of crit chance of sling, which seems to be around 95% chance. Not what the game claims it is. Anyways it should be on the card, You shouldn’t have to have it in actual battle to know.(not only that, but active, its nice to be able to check out standbye characters stuff as well)
The damage on the tome wouldn’t be reduced or effected by anything since it comes in at the end. The healing should always be 10 as well. But isn’t.
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TruePurple
93 posts
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Topic: Games /
Kongai glitches and problems
What about my other questions and issues?
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TruePurple
93 posts
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Topic: Games /
Amorphous+ hilarity
Whats “zerging”?
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TruePurple
93 posts
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Topic: Games /
Kongai glitches and problems
Heres another one. Radiance burst does 10 damage, Juju has a light def of 4. So how come it does 0 damage to him instead of 6. Is that its way of saying it missed or something?
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TruePurple
93 posts
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Topic: Games /
Kongai glitches and problems
Ah I see, I suppose thats so that damage doesn’t stack with things like life drain? Theres still the issue of necrotome not giving you the full 10 heal if the attack does less then 10 damage.(even if that attack then does do 10 at the end of turn)
How do you know thats how miss debuffs stack?
What about other things, like sharpening stone on a unit with a chance of 25% critical? 50% chance of critical? Or 25% of 25%? Anything else stack like miss debuffs?
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TruePurple
93 posts
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Topic: Games /
Kongai glitches and problems
Necronomic tome doesn’t give 10 more damage when it goes off, it just heals for 10. Furthermore if the attack that triggers the necro does less then 10 damage, then the necro heals by that amount instead. Which makes it a poor item as well as misleading.
Sometimes both players get a message of “waiting for the other player” where either player can claim victory simply by clicking on a button.
Its a absurd situation. I really wish this would be fixed. I also wish after a battle if the other player leaves it would tell you (so you know if you are talking to yourself or not.
Also when morte has his drain attack reflected back at him, he gains the health like he should from draining his own life, but then that health vanishes a moment latter. Also for some reason morte will show like he has more room for life points at 60 health (which is his max) considering the extra length of bar id say thats more like 80 points long. Despite looking like he has a higher life max, he won’t be able to get any higher then his actual max of 60. But its just confusing. I also wish max health was listed as well, current health/max health.
Popo very consistantly critical hits with his slingshots. I mean Ive seen it crit many tens of times,(like 40+ times or something?) but I’ve maybe seen it do regular damage two or three times. BTW I wish you guys would make the card tell people the chance of a critical hit.
I had 2-3 shadow curses from amaya on popo a number of times. Shadow curse reduces Popos hit chance by 20 each. Sling shot has a 60% chance to hit. Theoretically Popo should never be able to hit anything like that. Yet he consistantly hit with a number of shadow curses with his sling. I’m wondering if the shadow curses are properly stacking with the chance to hit.
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TruePurple
93 posts
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Topic: Games /
Ideas for kongai
Player A-Juju is fighting Player B-Yoshiro up close. Both with full energy. Distance hasn’t been called yet this turn. Player B wants to switch morte to helene whos good against juju up close.. But he knows that if Player A intercepts and stuns him, with full energy, a touch of doom is certain.
So player B decides he needs to get Juju down in energy first. Player B chooses far, player A chooses nothing. Juju hex’s. Yoshiro rests. Player B wants to save up energy because he knows it takes some time for full energy recharge with both switching in and switching out meaning no energy regen two turns. Player B is planning ahead so this character is ready again for battle in a switch sooner.
He worries that Player A might suspect that a switch is imminent because of the rest, but is hoping player A will see it as saving up for chi blast and probably wont suspect a switch with helene at distance.
Next turn, player A chooses close. Player B chooses nothing. Player B decides to risk the helene switch, being stunned and damaged if player A suspects isn’t a pleasant thought. But player B at least doesn’t have to worry about doom touch on a stunned character.
Ok, thats one small aspect, I’ll try to dream up some other scenarios to help explain this. I don’t have all the characters and am limited to the ones I have and know for these scenerios which makes it a bit more dificult.
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TruePurple
93 posts
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Topic: Games /
Ideas for kongai
@Pzyk
Wolfinthesheep, Grza, Jabor, & Derroe23 all got it.(did I miss anyone) All you had to do was read what you were replying to(and even quoting!) Anyways we’ve been discussing it costing either 10 plus 20 the next turn or just 20 the next turn for a number of pages now. All you had to do was read plain and simple english. I can’t do your reading and basic comprehension for you Pzyk.
@StarryDawn.
Well I abandoned the earlier version(it was a package deal, and that 90 energy cost only applied for when you wanted to do it earlier then 3/4 turns) when I heard the general resistance to it, and adopted some new ideas thanks to some help and good ideas. Especially from Derroe23. Its good to have a idea evolve, but its not been sudden changes mostly, but a progression and you exaggerate how many there has been.
But fine, I will give a more specific example of use, just need some time to work out a example that best shows some of the benefits.
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TruePurple
93 posts
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Topic: Games /
Ideas for kongai
Or garcia, you can spout a bunch of nonsense like you have earlier in this thread (well thats just about all you’ve done here) and use that as a strawman arguement to diss mine. I bet you don’t have much if any more of a idea on what I’ve suggested then Pzyk there. Even when its been spelled out in black and white.
Some people have posted reasoned arguements showing they heard what has been said here, but you two have not done anything like that. Listen and use reason or I shall just ignore you.
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TruePurple
93 posts
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Topic: Games /
Ideas for kongai
Pzyk, this is what you yourself quoted from me
If it costs you 20 energy the next turn you can intercept or switch when ever even with zero energy. No options eliminated.
With zero energy! 20 energy cost the next turn! You don’t gain energy the next turn as the cost!
Which means you can switch or intercept with zero energy! Its clear as day in the bit YOU quoted! Its a impossible discussion if you can’t even read the text you quote!
And no I didn’t suggest every character get a 0 energy attack, a conclusion like that could only be reached by more not reading what your replying to.
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TruePurple
93 posts
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Topic: Games /
Ideas for kongai
Any in game store should use no real money. Super cards and rare cards should be no better then any other cards. Even then, I don’t know about these ideas..
You dont need to play matches to get cards you know..
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TruePurple
93 posts
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Topic: Games /
Ideas for kongai
Do you have a problem with understanding? With this idea, having zero energy for what ever reason, including range switches, you have three options, switch, intercept or rest. Just like now. Its evident even in the bit you quoted in your previous post, but apparently you don’t even bother to read what you quote.
How can you accurately judge something you clearly don’t even understand? How can I explain it to you if your not going to pay attention anyways?
I will try again using your terms-
My system/idea- 50 energy- You switch range- 0 energy.
Now your options are to switch characters, intercept, or rest. Or possibly to use a attack that uses no energy. Just like now Are you getting it yet??
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TruePurple
93 posts
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Topic: Games /
Ideas for kongai
@Pzyk
0 Energy = must rest. There’s no option to change range and switch to set up for my other characters.
You might not have enough energy to attack of course with 0 energy, but with my idea you could always intercept or switch. If you switch you could get a character with 100 energy, and if you intercept and stun/damage your opponent, you can rest or switch the next turn. So whats the problem with that?
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TruePurple
93 posts
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Topic: Games /
Ideas for kongai
Thats good, because I’m only talking about suggestions to improve it. If you think otherwise, demonstrate your case.
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TruePurple
93 posts
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Topic: Games /
Ideas for kongai
Why would you want to eliminate layers of counter?
I wouldn’t. These ideas wouldn’t.
The biggest problem with your idea is that it completely eliminates options.
If it costs you 20 energy the next turn you can intercept or switch when ever even with zero energy. No options eliminated.
reason as to WHY these suggestions should be used in the first place
I already explained some of that reason why. That by including some energy management into switching/intercepting there is some move broadcasting. But broadcasting can be used for misinformation too. This game could definitely use more move broadcasting.
Like, if you don’t spend money on the big move or even mid cost attacks, the opponent might guess your saving up to intercept them then use the big move stuff the following turn (since with this idea, successful intercepting would stun as well) and not switch in fear of that intercepting. But the other player might be not spending energy like that simply to mislead the opponent into thinking they are waiting for a switch.
Likewise if a opponent uses up most/all their energy, the other player might assume that a intercept is unlikely. Since a intercept then would leave them energyless the next turn. And the intercept stun part not being useable for good move damage. But this might be a trick too. The other player might intercept anyways for the damage.
Since switching means not gaining energy the next round, a opponent might be tricked into feeling secure that no switch will happen because available characters to switch in might not have that much energy yet. Thus use a big energy using attack, only to have their opponent switch anyways.
Consider it more complex yomi with information and misinformation about moves.
The additional benefit is that games would be faster by making switching/intercepting less common, but providing more benefit to them.(switching could give more speed perhaps)
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