Recent posts by purei on Kongregate

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Topic: Spellstone: General / angel bonus op?

playing manually is much stronger with this BGE.

legion means placement/timing. previous bges did not.

 
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Topic: Spellstone: General / True or False! (Spellstone Edition)

False. not even a dual.

The person below me knows what a ‘necro’ is.

 
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Topic: Spellstone: Technical Issues and Feedback / [Bounties Suggestion] A way to stop high end players dropping back down deliberately

Another way to curb it is to spread out BR16? Note, it’s 65 fights in a brawl w/o using refills. So to throw your rank for a brawl, you should drop into the desired BR, and then ~60 more losses.

  • win/(win+loss) — the rate required to stay in a particular BR
  • total / (2*loss) — the number of losses to drop halfway through a BR

right now, it’s 7 losses to drop halfway through BR16. it’s 18 losses to go from half through BR17 to 15.
it’s 62 to drop halfway through BR15.

So, BR15 to 14 is unreasonable; BR15s will tend to stay put. this means 16s won’t be fighting only 16s because everyone including the 15s all dropped further down. All the more reason to drop for BR16+: the weaker decks won’t be leaving.

i’ve got to believe the devs had a reason for making the win rates leap from 66% to 82%, and cut the time in BR16-18 to a tenth/twentieth of the bounties, but, i’m not sure brawls were taken into account.

 
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Topic: Spellstone: General / My Packages are all goopy

they look all gross and i’m pretty sure the contents are leaking and probably broken.

is anyone else having this issue? where do you get packages that weren’t handled by a frostjaw??

 
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Topic: Spellstone: General / Skyhaven has arrived! Post your favorite Angel related images!

Originally posted by techung2002:

Everyone who posts a Victoria’s secret model gets a free quad archangel. Offer does not expire.

 
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Topic: Spellstone: General / The Power Creep is Real

Originally posted by Lionheartwolf:

Are people actually trying to argue that there is no power creep or are they just trying to argue for the sake of argument?

they’re saying that OP in particular is not a good example of it.

 
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Topic: Spellstone: General / How fusion cards ??

fully upgrade two cards of the same type, then you can upgrade the two cards together to a more powerful card.

 
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Topic: Spellstone: Technical Issues and Feedback / Why can we not trade cards within our own guild or something?

Originally posted by MarshalKylen:

Why spend a lot of effort building a system that loses money, only to spend more effort attempting to police it?

The trade system has no upside for the devs, only a series of downsides.

ignoring possible upsides is what we worry that DEVs do, because it means they won’t even try to make player-beneficial mechanics available. the conversation that could be had here is ‘what alternative ways to quad cards could there be that engage other players, preferrably guildmates?’

the upside for the DEVs is that the players that engage in Puff’s trading system in an idealized way are happy — of which there are more than 0 — because they can get better cards and help friends and possible future friends get better cards.

the no upsides/many downsides begin with the (much more than 0) players that won’t use the system only in the idealized way. this doesn’t mean that any trade system has no upsides.

 
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Topic: Spellstone: Technical Issues and Feedback / [To Devs] Since Wallet Brawls are here to stay, how about this?

Originally posted by Deejrama:

Guilds, not clans…force of habit

there’s an edit button next to your post.

i also found it funny how ‘technical issues and feedback’ is just a nice way of saying ‘complaints’. who wants to bet a ‘That guild War was great! Thanks DEV!’ post won’t be moved from the general forum to here?

i mean, without MerMod’s contests and TheSench’s tools, isn’t that all a forum is? is supposed to be? technical issues and feedback?

 
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Topic: Spellstone: Technical Issues and Feedback / New game mode idea.

Synapse tried live duels on a previous game and I believe they’ve decided they’re more trouble than they’re worth for a game with an auto button. MK has stated something to this effect somewhere..

Which is sad. I liked the tournaments in WMT.

 
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Topic: Spellstone: Technical Issues and Feedback / Why can we not trade cards within our own guild or something?

A little time in a forum, then several days perfecting a script, and your computer can be making cards all night on alternate accounts for you only to trade with.

’that’s no problem, just ban those abusers’: there are many ways to hide that activity, and many ways to wrongfully ban people who are acting legitimately. policing abusers with 100 users is easy, but impossible with tens of thousands.

 
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Topic: Spellstone: General / Remove runestones

Originally posted by Bongos222:
Originally posted by purei:
Originally posted by MarshalKylen:

Any rune on the card in the right hand slot will be destroyed.

which is just lazy.

Fusionha! Hex + counter +1. And you create a homunculus.

more like.. if the left card has no rune, and the right card does… fusing will still destroy the rune.

baby town frolics

 
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Topic: Spellstone: Technical Issues and Feedback / To dev: Weighted AI..

@jake do you know that if you click on a card in play, you can see all of the effects that are on that card? it is a newish addition. you might try to use it to figure out exactly what the details are.

i’ve not encountered anything like what you’re talking about; everything works by the numbers.

@agret, could that be a bolt-all breaking a barrier-all in the current BGE of iceshatter barrier? i have mistaken the iceshatter for vengeance.

 
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Topic: Spellstone: Technical Issues and Feedback / No reward for Kong login after resetting the account

hit up https://support.synapsegames.com for more direct support. the forums are useful when other players can help… which we can’t in this case.

 
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Topic: Spellstone: Technical Issues and Feedback / Login but no rewards

hit up https://support.synapsegames.com for more direct support. the forums are useful when other players can help… which we can’t in this case.

 
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Topic: Spellstone: Technical Issues and Feedback / Once again.. Your game cheats me.

i bet invisible is working properly. do you use speed x3? sometimes the visuals are skipped to speed things up.

 
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Topic: Spellstone: General / Remove runestones

Originally posted by MarshalKylen:

Any rune on the card in the right hand slot will be destroyed.

which is just lazy.

 
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Topic: Spellstone: Technical Issues and Feedback / fix the f2p Legendary lilypad bard, or switch it out for a different card

Originally posted by moose_pigeon:
Originally posted by bardwell_michael:

Lillypad Bard is a Legendary

Yes, it was a typo. And since i cant edit the title i cant fix it

really? isn’t it at the top of the page for the OP?

 
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Topic: Spellstone: Technical Issues and Feedback / [To Devs] Since Wallet Brawls are here to stay, how about this?

i’m sure you’re proposing the obvious (to us players) ‘hey, increase the pts per win’ rather than those specific numbers. here’s my obligatory number nerding:

to be in BR16 w/o towers, you need to have an 82% win rate on average. if the towers push your win rate below 82%, then there’s no reason not to drop down to BR15 preemptively.

so, even with 160 pts per win, if you’re doing 75% at 160 and slowly falling to BR 15, but could do 95% at 150 pts, it still makes sense to throw your ranking pre-brawl.

it would be possible to figure out some good numbers, if we had more info. but with the tower cards in a bounty brawl, it’s a mostly impossible for us players to know what the win rates per BR are. so we have to appeal to the devs to actually do some calculations before the next brawl .. which they are capable of doing.

Originally posted by xChiZm:

This is a huge exploit the devs have done nothing about, but per MerMod, energy pots were removed from scout missions to prevent a possible exploitation. Seems pretty shady to me roflol.

The most frustrating part is not exploit-fixing … balance should be maintained … but instead will be the huge fanfare about how they’ve fixed this ‘exploit’ in favor of the players, but even with a community manager (the addition of WMT was requesting for years) they still silently fix other ‘exploits’.

 
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Topic: Spellstone: Technical Issues and Feedback / fix the f2p Legendary lilypad bard, or switch it out for a different card

i can get hating that it’s so specialized, especially as part of the standard set .. a set set in stone. personally i wish that storm dragon and paladin stayed specialized, so there were reasons to build focused decks rather than f2p epic rainbows.

the lilypad muse gives a lot of legion/empower for an aether. surrounded by frogs it’s a total of +15 attack the bard gives as a 2 drop.
granted, the +15 is spread out, unlike focused damage cards like the webtalon (hekaton’s upgrade is laughable in comparison). ursurio was nerfed for the same reason these focused empower cards are awesome.

still, a great sage, muse, wayfarer opening would be a powerful one for a F2Per.

 
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Topic: Spellstone: General / [Tool] Deck Builder

Is Legion is missing from the skill bar for anyone else?

 
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Topic: Spellstone: Technical Issues and Feedback / Game broken or you cheated me?

Originally posted by moose_pigeon:

Regardless of how hex is working, the way it is currently described is that it increases the damage taken. So, it should be dmg=(atk-armor-barrier); if(dmg>0) then dmg=(dmg+hex)

that’s not what i read on the card, could it be a translation issue? i read ‘increase damage dealt’. this is pretty easily argued as pre-(barrier + armor).

 
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Topic: Spellstone: Technical Issues and Feedback / [to community/devs] how you get legendary cards in this game?

I’ve been liking Nintendo’s Iwata’s statement about free-to-play should often be called `free-to-start’. Synapse’s WMT was more free-to-play, and with each game the company has transitioned towards free-to-start.

Edit for OP: I’ve played since it was released in mid October and have pulled 0. You can get 5 legendaries from the quests, right? I have 5 and no legendary quests left.

 
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Topic: Spellstone: Technical Issues and Feedback / [To Devs] I finally understand the point of making arcane deposit decks!

Originally posted by MerMod:

Thanks Max – the developers occasionally change the rewards on Scout Missions to increase the variety of options. In this case, a change was decided because some players were heavily hoarding Energy pots which bordered on exploitation during certain events. It was a choice made to help balance some issues that were being seen behind the scenes.

In addition, the game is going to evolve and just like events, sometimes other parts of the game are going to be updated with different rewards.

The problem is written in your own words: it bordered on exploitation. It wasn’t exactly an exploit, but it was erased like one.

Players no longer are able to make a run at a card they care about (in an event that benefits from energy potions). Devs have removed a very player-friendly mechanic and offered no alternative.

One suggestion would be to have pots with a couple month lifespan, then disappear if unused.
Each pot doesn’t need a timer, they could be quantized by month obtained, so there would be only 2-3 (~2 month life span) inventory entries — per potion size, hrm.

This change was a few lines of data, not even code. The decision to do this was probably not even considered a big deal compared to other things on the meeting table. But, it removed one of the few strategies a player has to get a card they want.

 
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Topic: Spellstone: Technical Issues and Feedback / Help us fix the game!

NECRO for Pity Timer.

Right now, the number of epics you get in N pulls follows a binomial distribution. Let’s say the probability to get an epic+ is 1% per card. In 100 pulls, the expected value of epic+s is 1. Sounds nice, right? However, the probability that after 100 cards you have gotten 0 epics is ~37% :( After 199 pulls? 13.5% chance that you’ve gotten absolutely no epic+s. This feels like where I am.. all the time.

The hypergeometric distribution describes a system with a fixed number of items in the system. If it’s a 1 in 2 chance you pull an epic, and the one you pull is a failure, then the next one is 100% chance success … as only the epic card is left to pull. In the current Spellstone, it would still be a 50% chance every pull.

I would love to have assurances that an epic+ is coming. : ( Dunno about y’all.

Once you pulled an epic+ from the new system, it would reset to some default state, then it would keep counting all my failures until the next guaranteed epic+. I may pull it before that, but there would be some upper limit.

To keep things the same: If you just pulled an epic+, then the next likelihood to pull one would drop to 1/199 in order to keep the same expectation. After 199 pulls w/ a system that kept track, you’d be guaranteed at least one epic+. In the binomial system you’d be 13.5% likely to have 0 epics.

Mathese: I believe the way to set the probabilities for a hypergeometric distribution is by looking at what the negative binomial says for number of failures before an expected success, and then finding what total number cards would have to be in a hypergeometric system to match that expected number of failures. By my calcs, this turns out to be 199 cards to get the same 99 failures before an expected success.

I think being ignored is making guilds turn on each other. This is my attempt to get people challenging the devs’ integrity again, instead of each other’s.