Recent posts by deathvonduel on Kongregate

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Topic: Rise of Mythos / [To Devs] when you remove cap level?

Originally posted by dias17se:
Originally posted by SabakuNoGaara:

It ought to give one some silver in place of exp as soon as one hits the level cap. A similar system has been introduced in World of Warcraft, and whenever a player has completed a quest and had the level cap maxed out, he was given gold instead of the exp, so he still would be rewarded for his effort despite having reached the max. level. I think we should have something like that here.

>Implying GF can compete with Blizzard devs

not compete, copy and plagiarize. Chinese games are good at that

 
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Topic: Rise of Mythos / Motion to Ban (snip)

Ok, I just checked out the thread in question(whalehunter), and….
Both Raiden’s and kevin’s post are nuked by admin, so I can’t quite see what happened. But unless OP’s post was removed due to quote(which would be bad admin work if it is) only, isn’t it a bit of pot calling the kettle black?
Most of raiden’s post(or what’s left of them) are hard to read and gibberish indeed, and considering how many was removed, he probably was the majority of the problem. But in any case, these kind of things should be reported to the kong mods, not RoM mods. RoM can only ban him from game, which hardly helps forum/PM spam.

 
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Topic: Rise of Mythos / Guild upgrade

Originally posted by FIGHTER_TAMOJIT:

If your guild president offline for 14+ days then automatically your guild V.P became president on the next maintenance.

the VP have to have more cp for that to happen

 
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Topic: Rise of Mythos / Severe service issue: Ticket closed without comment

Originally posted by Tafkam:

This issue could easily be addressed in just a few minutes. Does Gamefuse not care at all about the future of their company (aka the spending players)?

Not fairly.
To issue refund for one means they should issue refund for all qualifying person(which they should have done). And by that I mean person who donated gold that reside in a showdown qualified guild. That will require fairly extensive data searching and could take, depend on their back end system set up, hours.

Quite frankly issuing refund to just one person isn’t fair in any way or form.

 
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Topic: Rise of Mythos / Event- NEW Skills Pack

Originally posted by ac0110:

^
But only if they are creatures, not sure what happens if they are skill cards…

back to deck
so as long as it’s not pure creature deck, the more u use it, the worse it gets(creature ratio drops)

 
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Topic: Rise of Mythos / what happens if you leave a guild?

player retain all the upgrade they already have. But any remaining cp will be gone.
So it is best to leave, if you wish to leave, right after an upgrade.

 
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Topic: Rise of Mythos / New Skill Cards 1.6 (Chinese Sever)

Originally posted by Darknesscross:

Mage got nice skill… -8 life on 2×2 for 2 cd vs Whirlwind Strike 3 cd for 4 damage… not counting it got mastery.

WW dmg is permanent, the -life isn’t unless it dies. In fact, it could heal a damaged creature.

 
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Topic: Rise of Mythos / Gamefuse’s Custom Service problem.

Originally posted by Dreams_of_Fury:

Yes the game does need it, but:
- I doubt they trust the community enough to ever do so.
- they already have people like me and some others do it completely for free. (just take a look at the recent certificate fiasco for example, how quick the community was with solutions and linking those solutions in forums/chat compared to gamefuse even knowing about the problem, let alone respond to it)

Originally posted by Dreams_of_Fury:

Yes the game does need it, but:
- I doubt they trust the community enough to ever do so.
- they already have people like me and some others do it completely for free. (just take a look at the recent certificate fiasco for example, how quick the community was with solutions and linking those solutions in forums/chat compared to gamefuse even knowing about the problem, let alone respond to it)

Trust is not an issue if they give very limited power to the moderator. It would also be more objective if the same issue is looked over by at least 3 such guides(randomly selected from the pool of guide). The objectivity is needed in case some guides just happen to hate the ticketing player’s guts and choose to block the ticket just because… Or if they don’t think an issue is a real issue for whatever reason.
And by limited power I mean no power whatsoever except in answering tickets and classifying them.

Here is how I’d modify the current ticketing system:
Each such guide would have their own guide account in the system.
When a new ticket is created, it is randomly sent to 5-7 guides. (out of say 20, as server does not matter in this respect most of the time, a few from each will easily provide this many).
Each guide may perform the following actions to a ticket:
answer the question within and classify it as “resolved”
classify it as “unresolved” and suggest it toward a ticket group. (thou he could answer part of the ticket if he can, this is done for all that are not completely resolved)
A ticket is closed if: at least 3 people have processed it and all of them labeled it as resolved OR at least 5 people have processed it and no more than 1 person classify it as unresolved.
A ticket is forwarded if: less than 3 people process the ticket within 12 hours OR it is not closed by the above conditions. It will be put into the category that most people suggest(random in case of ties) or if nobody processed it at all for some reason, put into a “unprocessed” section.
The CS can then view the tickets that are forwarded.

guides will be reviewed every now and then to see if they are doing their jobs properly, as they won’t be helping any if they don’t. For example:
less than 40% of the ticket they receive are processed in a timely manner(within 12 hours). Due to the 12 hour constrict, 100% is difficult due to time zones. But there have to be a minimal somewhere.
More than 50% of the ticket they classify as unresolved are false-positive: that is to say others have classified it as resolved and they really are.
More than 20% of the ticket they classified as resolved aren’t actually resolved. Note in case of vague questions, answering the wrong question is not counted.

 
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Topic: Rise of Mythos / Severe service issue: Ticket closed without comment

Originally posted by xjoshx84:

Most places you drop $10k and management will fall over themselves to listen to you and make sure you leave happy. The amount of time and money it would take Gamefuse to fix this is so incredibly minimal that it’s really disturbing they haven’t dealt with it yet.

While your request is reasonable, I have to say that is not a fair comparison.
Specifically, the management will fall over themselves over $10k and keep your happy for say…. a hour or two.
You can’t expect that for a long period of time and it would be hard and unlikely to keep you happy all that time. Spending $10k in say 5 month is 2k/month and 66 dollars per day. You are not going to see management falling over themselves on that kind of expenditure. You might get on good terms with them so they are more willing to help you than others, but don’t expect anything as dramatic as you are describing.

As for the topic itself thou, no blanket compensation would ever be fair. Some players further ensured that you guys get shafted by requesting outlandish blanket compensations. Frankly, if I were management and emotional and read some of the posts back then, I’d do the same. Thou I’m not emotional so I won’t and I think laziness was their reason. Still, those requests was not helping.
I have proposed various non-blanket compensation ideas at the time, either just a general refund(sort of blanket but not the same) or a rank based compensation. It was, of course, ignored. My suggestion to you would be drafting such a plan yourself. As it were, if you only ask for compensation for your loss, they probably won’t do it and they’d have a good excuse—it would be unfair to other players in similar shoes. A more objective tiered comp for all affected players, on the other hand, would leave no room for such excuse.
FYI: I was not affected at all, so this doesn’t affect me as well.
Best of luck in any case, thou I kind of doubt it. Even if they end up doing anything, it probably won’t be as speedy as you want.

 
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Topic: Rise of Mythos / Event- NEW Skills Pack

Ranger:
@karsot: premed is 2, not 3. And in case you didn’t notice, this cards also does not have immediate effect.
Now, back to the card:
It is situational indeed, not always good, not always bad. It depends on your deck build as well as your current hand. In general, the more lower cd stuff you have, the better this cards is—because it would reset less cd. Therefore, it would be a better card in a rush deck, because that’s the type that runs mostly low cds. Even in a rusher’s deck thou, because health is less of an issue(you expect it to end soon, thus before you dying) premed can be better unless you happen to have dead cards in hand. For any deck with an average of 4 or greater cd, the cd reset will hurt. Personally, I think one copy of this card is suitable for most decks, but no more. If you need more draws beyond that, stick to premed.

Warrior:
It is statistically better than premed if the warrior deck have a bit more than 60% in creatures, thou it is a gamble on the matter. The thing is, it is a skill itself, so just stashing 3 into your current rush deck might not really speed it up—it would increase the skill weight of the deck. This would be one of those cards where high rarity really trumps multiple copy—because if you only have one godlike and it’s in your hand, it’s not going to pull another of itself. Also note that while it is not translated properly, the other cards are returned to deck. So if you use multiple(copy or mastery), your deck creature concentration is also lowering after each cast, so chances are you probably won’t want too many of those.
It is not actually very well suited for spike: spikes are actually quite heavy on skills. Enc and charge will likely take up at least one third of your deck, and then there are removals. Even if you let your teammates to carry the burden of removal, it would still be so-so: For 3 cd you pull an average of 2 cards, strictly worse than premed for spike.
It is, however, better suited for straight up rush(there is a difference between rush and spike btw). That kind of deck you won’t be needing the charge and that helps to increase creature concentration.
And as you might noticed, it is better in team play than in solo, as you can let your mate carry the burden of skills while you focus on creatures. So a rush team can probably get the most out of this card.

Mage:
It is a strong card, but only fit for some decks. Like the ranger card, this works best in a low cd orientated deck. As it were, the more empty your hand is, the better this card is. At the same time, as you are going to get a full hand, you are going to miss your next draw(unless you have magical surge on field and the casting of this card allowed you to use an existing card). And if your hand end up with mostly higher cd cards, you are going to miss more draws.
As such, it is only suitable with either a magic surge heavy deck(just a pan or two is not enough) or a low cd spammage deck. It might be better in a team fight than solo. Just like the warrior who will be placing the burden of skill on his mate, the mage will want to place the burden of high cd on the teammate as well.
Do note however, unless the mage have quite a bit of magic surge, scorch and pet might not be a good idea. You will need pet regardless but scorch might be more trouble than it’s worth—when you have a full hand, mastery is not exactly important, you are going to draw card if it didn’t proc anyway. Thou if you have magic surge, those would be much better, you can use them to repeatedly lower cd of other card and release the other stuff you have.
@karsot: the mage holding almost full hand thing is by choice, because they might be waiting to arma. You don’t HAVE to do it. And if you plan on using this card, you certainly would not be using that play style(even if you have arma, you can play creatures freely instead of holding as you are going to get a reload anyway). Therefore, it’s a moot point.

Priest:
This card would be mostly useless in eq.
The primary purpose of this card, in a way, is a “fake” duplicate of that high rarity high cd card that you or your partner only have one of. In most cases, just having another one of those cards in your deck would achieve the same result. But as it were, one godlike aug/baal is hard enough to get, so this card have a use there. In and of itself, it’s fairly useless(not completely as it avoids duplicate unique draws compared to adding another) but it finds its use due to cardpool constrict—game structure.
So it is mostly useless in eq.

 
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Topic: Rise of Mythos / [Poll] Rate the customer service by the developer of this game

Originally posted by NicolBolas:

non-existent

because developers are not the ones providing CS

that said, gamefuse, NOT developer. forget that dang word, would probably get a 1.
they do respond to tickets, eventually. But in all my cases, they have no clue what they are doing and don’t do anything about what was reported in the first place, so they might as well not respond.

 
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Topic: Rise of Mythos / New Skill Cards 1.6 (Chinese Sever)

Originally posted by Dreams_of_Fury:

Would the dmg of mage and priest ones be done before enemy unit gets to attack? If it did, would best thing ever against spikerush, but I doubt it =(
Warrior one is scariest, can’t even rely on blocking lanes anymore against ubered up mifs/maias 1hitting you with that thing, unless the effect only comes after 1st attack (and remain in area) like their current BF skill does. I rlly do hope the latter is the case.

the mage one is NOT damage, it’s a minus life debuff. Based on the text, it should apply right away, just like sarya
However, the priest one SPECIFICALLY said only units that STOP in it. And based on that, it means it only apply its effect after the unit’s action—that means after it attacks and any and all buff wearoff—it would not kill a triple charge double raided mif.

the warrior one basically forces us to change the way we block spikes. Note that based on various other card effect such as vamp and savior, the damage that the player take should be no more than the hp of the attacked unit. Now, it might be different in this case, I obviously can’t find out but if it is, it’s not all that godly—we just have to be more careful with what we block the lanes with.

 
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Topic: Rise of Mythos / New Skill Cards 1.6 (Chinese Sever)

M: 2×2, enemy unit in it -8 life (like sarya)
P: 2×1, enemy that STOP in it suffer holy dmg equal to their attack
R: 2×2, friendly ranged units in it gains snipe and +2 range
W: 1×2, friendly melee units in it gains +1 attack and when dealing dmg to unit, deal same dmg to its summoner

 
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Topic: Rise of Mythos / Enchanting removes all enchantments?

If you play long enough, it doesn’t really matter. I personally have mountains of rare and good gems so I can make 10s easy w/o protection, and I never protect going to 11(3 done, 1 left)
But yeah, you should start using protection if you go for 12 or higher for sure, epics aren’t so easy to come by.

 
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Topic: Rise of Mythos / God in Tower Event info

Originally posted by e2theipi:

I got legendary Caitlyn with my 15th pick just now! I guess the event isn’t rigged after all.

or it isn’t fully rigged…
in any case, it’s good news

 
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Topic: Rise of Mythos / Godlike Fire Rune Expired

same with the horse, if you haven’t picked up your horse yet and don’t plan to use it right away, leave it in the mail

 
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Topic: Rise of Mythos / NEW NORSE MYTHOS CARDS

Originally posted by knitbone:

Shiva the Destroyer (Legendary)
7 CD
1 Atk (Holy)
15 Hp
Cosmic Dance 4 Movement +3. Moves to the furthest open tile. Passes on top of all creatures, striking each enemy as it passes. Movement cannot be restricted or blocked.
Seed of Destruction 3 Damaged creatures suffer a Holy Ember, taking additional holy damage for 3 turns, in the amount of 2 damage the first turn, 3 damage the second turn, 4 damage the 3rd turn. May be dispelled.

.
Shiva the Destroyer (Godlike)
7 CD
2 Atk (Holy)
18 Hp
Cosmic Dance 4 Movement +3. Moves to the furthest open tile. Passes on top of all creatures, striking each enemy as it passes. Movement cannot be restricted or blocked (including not by walls or flying creatures).
Seed of Destruction 3 Damaged creatures suffer a Holy Ember, taking additional holy damage for 3 turns, in the amount of 2 damage the first turn, 3 damage the second turn, 4 damage the 3rd turn. May be dispelled.

Why is cosmic dance “4”? it isn’t 4 in any way or form. If anything it’d be 3 won’t it?
And all it needs to say is: Movement +3, infiltrate, deal damage to all units passed. The long unblock-able stuff is just what infiltrate is. Teleport might do technically the same thing but that come with infinite range.
Also, godlike upgrade tend to have an ability upgrade, so maybe Seed 4, 4 turns with 2,3,4,5?

 
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Topic: Rise of Mythos / God in Tower Event info

Originally posted by blindlight36:

i really doubt the person combined 2 epics, and the season rewards havent been given out yet. I dont doubt they reduced the drop rate a lot, but I think it would be more trouble than they would have the energy for to make it so it was always the very last drop. asked a couple other people who have also seen legends around

2? nobody said anything about 2, there is no such limitation. If each person pull 8 on average, they have a 1/10 chance of getting the epic, and that means there can be dozens of epic in a server. Even a fraction of them used in combine would yield pretty decent rates, just takes some effort to collect them from the different people.
And if many have seen it, it shouldn’t be that hard to track down its origin.

 
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Topic: Rise of Mythos / NEW NORSE MYTHOS CARDS

Originally posted by Thefiendishdrwu:

go with Egypt mythology mummies sphinx other cool beasts and gods

Chinese already called dibs on that, I guess gamefuse wanted their own shist.
We might get the set just cause it already exist anyway but….

 
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Topic: Rise of Mythos / crit shit

What I’d like to see is for the crit/block to be psudo random instead of full random. Increase the crit/block rate when a hit does not result in crt/block and decrease it when it is.
It should keep the overall crit/block rate the same as it is now, but less run-away streaks and less standard deviation.
It shouldn’t completely erase the chance of a crit/block when it happens, a modification of ~20% chance of the converse should be sufficient (that is to say, when it crits, decrease crit chance by 20% of 1-(crit chance), if it does not crit, increase the chance by 20% of crit chance)

 
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Topic: Rise of Mythos / crit shit

Originally posted by Olley:
Originally posted by Tastyy:

I only skimmed cuz this is formatted so badly i thought my eyes were going to start bleeding, but i think ur complaining about crits?

I already proved the crit formula, and am working on finding out any possible diminishing returns with unit crit.
If you read my forum post that syrup posted in an earlier response u can see the test results.

Also id like to point out that in my opinion crit is not unfair in this game at all. The actual difference between the casual end game player and a huge casher(more luck than anything) with a 16 weapon is a mere ~5% chance to crit.

First, thanks for correcting my wrong concept of 1 crit point=1% crit chance (also thanks to Syrupz). The relative chance of critting (or crit blocking) stays the ratio between the equipment+rep points of Player A to equipment+rep of Player B. In case 35 to 50 it is almost 50%. Now I calculated the standard derivation according to the value of the formula. This leads me to the following result:

For 50 crit points (=25 crit chance) you have an average of 7,5 out of 30 crits and a standard derivation of 2,37 whcih leads to an crit interval of 2,76 until 12,24 crit hits out of 30 (95% interval). We see that if Mr. Lucky fights Mr. Unlucky he can achieve 4 times more crits. Also 9 more crits out of 30 is something I would not underestimate.

Edit: You told me that my format is not optimal. Are there any suggestions how to improve it except write less stuff 8for the sake of future posts)?
Thanks for anlyzing the crit rates:D

That’s actually wrong for 95% interval… Because you are looking at two sample population, so the 95% interval of the difference is not equal to the range of 95% interval for one sample. A difference of 9.5, based on your calculation, would have somewhere between 1 in 1000 to 1 in 4000 chance.
http://stattrek.com/sampling/difference-in-means.aspx
explains how we should look at difference of mean (granted in our case our number of set is rather meek)
For each sample, we know we have a mean of 7.5 and standard deviation of 2.76, we plug this into the formulas:
standard deviation of difference is sqrt(2.76^2+2.76^2)
2.76*sqrt(2)=3.9, so the 95% interval is +/- 7.8
so 95% of the time, the difference in crit will be 7.8 or less.
Not a heck lot smaller, but technical details matter.

 
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Topic: Rise of Mythos / GIVE THEM THE HORNS

All else aside, how do we get the creature you promised us?

Originally posted by GameFuse:

sports a whopping 5 attack (Physical), and 13 total life.


I don’t think we can get that.

 
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Topic: Rise of Mythos / God in Tower Event info

well, there is no promise in packs, so they can’t rig that as there is nothing guaranteeing equal whatever to start with.
But I’m not entirely sure if our boss draw is same as what are shown in the end
and yeah… daily draw

 
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Topic: Rise of Mythos / God in Tower Event info

Originally posted by blindlight36:
Originally posted by Bubbleman:
Originally posted by deathvonduel:

I heard that in the last round, the leg was always last on pile. Was that true?
And if it was, does anyone know if it is true this round? I just got my epic cait and if leg is always last(which I do not expect to get), I might as well reset pile.

I talked to someone who said a couple people they talked to didn’t get leg Leneya last, but I honestly think they were full of it because it’s obvious the first one was supposed to be rigged and they fixed it in the second event. Maybe there was a very very very tiny chance of the leg Leneya not being last.

yeah just a rumor, ive already seen legend cait in battle

Did you ask how he got it thou? If you remember his name please do, because that actually doesn’t disprove the “theory”
I got the epic, so others can too, so auction+alc can produce a lucky leg.
And I reckon whales can reset N times and get it up right but…
In any case, please help check if you can.

 
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Topic: Rise of Mythos / Unit Crit Formula(still hypothetical)

Originally posted by gummyapples:
Originally posted by Tastyy:

Fun fact, if you try to attack something with more than 1k attack, the game throws an error in 5 different places. It only shows the error if u play with flash debugger, with the normal flash player it just doesn’t show the numbers.

Ah, so that’s what happened when we set up our Mifz to hit for 3k :p

1k… that’s a weird cut off. I wonder if it’s the way graphic display is made so that it only have room for 3 digits. because memory wise, 1024 doesn’t mean anything(10 bits… nothing is 10 bits long, nor 11 bits for that matter)