LordBucket
564 posts
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Topic: Requiem /
Why?
Personally, when I see “requires plug-in” especially an obscure plug-in that I’ve never heard of like this one, I immediately think “this game will be slow, laggy, with lousy content because the devs thought they could get away with making pretty graphics rather than a game, and the game is probably pay to win.”
So I pass.
Devs: do some research and some basic common sense checking before you invest time into something like this. None of the beloved games on kong use plug-ins, and none of the financially successful paid games on kong use plug-ins. Nobody likes them, and some of us dislike them strongly. The whole point of third party plug-ins ss to allow you to do things graphically that flash is otherwise incapable of.
Well…guess what? The people who really want to play games with great graphics…aren’t playing flash browser games.
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LordBucket
564 posts
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Topic: Dungeon Rampage /
grind
Originally posted by magda15:
boss map is 250 and 2floors are 3k anyway.
I just now tested the Frostgaard troll. It took 44 seconds between clicking “battle” to start the map, completing the dungeon, clicking over to bring it up again and mousing over “battle” a second time. In that time I earned 688 xp, and that’s without using an xp boost.
That’s ~938 xp every minute.
If you you can beat your 2 floor dungeon worth 3000xp in three minutes nineteen seconds or less…then it will be more efficient than farming the frostgaard troll.
Good luck.
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LordBucket
564 posts
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Topic: Dungeon Rampage /
grind
Correct. There’s not much point grinding normal maps because they take so long. Most boss maps only take a few minutes. 1000 xp in 2 minutes doing a boss map is much better than 1500 xp in 5 minutes doing a non-boss map.
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LordBucket
564 posts
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Topic: Dungeon Rampage /
grind
Regardless of level or class, or whether you want to grind gold or xp, these are the suitable grind spots:
- Papa Yeti, Rookie league
- Prisoner’s Keep Boss, Gladiator league
- Frostgaard Boss, Gladiator league
- Dark Barrows Boss, Champion league
Try them each and see what gives you the best xp or gold to time ratio.
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LordBucket
564 posts
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Topic: Dungeon Rampage /
Release Notes - February 26 2013
Originally posted by DR_Celerity:
Let us know what you think!
Same as everyone else:
what useless updates
‘the natives are getting restless’.
i wouldn’t consider those recent updates as being enjoyable.
Tried the new features was not impressed
I acknowledge that the chatbox change was on the community feature request list but honestly I kind of feel like I spent more time compiling and typing that list than you guys spent actually working on the game this past month.
…also…
The new UI is more compact
The Victory screen has been updated

I guess it looks like you resized things. The playable part of the screen looks smaller and I don’t remember that unused gray space at the bottom. But other than that, and the apparently empty placeholders we now see when we don’t have a full party…it just doesn’t look that different to me.
I don’t know why you thought shrinking it and leaving empty space at the bottom was an improvement, and I don’t understand what you were trying to accomplish by adding visible placeholders unless your goal was to make it look unfinished. It would look far better, for example, if the empty placeholder banners were not there at all and the banners for party members who do exist were horizontally spaced evenly across the window, sitting on top of a generic “Dungeon Rampage” logo background instead of the orange background.
Don’t get me wrong…the appearance of the victory screen is not that important. I’d rather you take just about anything from the community suggestions post and work on that instead. Remember, one of our recurring complaints is that we have to spend so much time looking at this screen at all. But if your goal was to make it look better…you failed.
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LordBucket
564 posts
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Topic: Legacy of Heroes /
Bug Reports - Official
I submitted a league fortress team with 20 hours left on the clock yesterday. At the time I submitted it, it acknowledged the submission. It now claims that we have no team.
The interface is awful, but being told that “ok, you’ve submitted a team” and then finding out the following day that it wasn’t accepted is especially annoying.
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LordBucket
564 posts
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Topic: Dungeon Rampage /
Exp after level 100
Alternately, having it convert to gold at a 1:1 rate would be appreciated.
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LordBucket
564 posts
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Topic: Dungeon Rampage /
Dungeon Rampage Request Thread
can get more gold and XP, and vice versa. so that high level players can get GOLD more faster.
I would like to see these too
help to get coins to open new chests
make coins easier to get
‘sale chest’ option
\i would like to suggest more gold from dungeons/
I’m ok with the prices of all keys except legendary. 50k would have been fair. 75k would have been painful. 125k is just nutty.
bonus for our gold
Less grinding, more gold, lower prices.
Back the Coin and Exp Boosters to 1 hour
more gold
Needs 1 more Dungeon that can get 1k-2k coins
It’s interesting that over half of every post in this thread is agreeing that there’s not enough coins and prices are too high…yet the devs are adding gold sinks like item boxes that suck gold out of the game and basically give you nothing.
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LordBucket
564 posts
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Topic: Legacy of Heroes /
Biggest hits and scores of LoH!
Originally posted by drfaust176:
Question- does LDE count as a “depletion effect” for records?
Yes. LDE has Survivor.
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LordBucket
564 posts
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Topic: Legacy of Heroes /
Biggest hits and scores of LoH!
Originally posted by the1templar:
I am sure his depletion pile shouldn’t be 75 when he starts with 45 cards.
75 falls rather short of the current record of 673.
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LordBucket
564 posts
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Topic: Dungeon Rampage /
Hey devs: you seriously overvalued powerups/boosters
What exactly is the purpose of the new booster system? Did you intend them as a goldsink? I’ve personally spent in the vicinity of 50-100k opening various itemboxes and I’ve yet to get anything useful. As described elsewhere all health potions, even the 100% ones are less useful than health bombs which all regular player have in limitless quantities. It’s completely ridiculous to value 4 100% health potions at 5000 coins when we already have free infinite access to health bombs that also restore you to 100% and restore your mana, and revive you from death, plus do AoE damage+knockback and have no carrying limit.
Most other boosters aren’t much better. Personally, seems like fully half the time I get these silly 50% speed boosts that last 30 seconds. Why would I care? What, do you expect us to spend tens of thousands of coins getting speed boosts in order to speed up our coin farming? For 30 seconds? Mana potions? So what? Is it really worthwhile to spend tens of thousands of coins to save myself a few seconds of regenertion? Or are they supposed to to “save us” in times of need when we have no mana? You remember that health bombs do this too, right? Armor boosts are supposed to what, help keep us alive so we once again don’t use our free infinite health bombs? The various damage boosts are the only powerups that actually drop regularly that are useful, and they’re just not that useful.
Just ask yourselves, if any of these items were available for the same coin costs you’d pay to open the boxes that contain them, would you buy them? Even with the benefit of getting to choose which you get rather than depending on the RNG? I wouldn’t.
Itemboxes were like playing the lottery. The vast mjority of items you might get are pretty much worthless, but we kept opening the things on the offchance we might get lucky and get a gold multuplier.
…so you nerfed the duration on those? Seriously? They were already so rare that you might have to spend 100k on itemboxes to stand much chance of getting even one, and now they dont’ last long enough to even recoup that cost.
What purpose do boosters serve?
Did you introduce them as a gold sink? To trick players into opening boxes just to spend coins? Because that’s all I’m seeing here.
Positive suggestion:
Remove the cost for opening item boxes. The basic idea is fine…but you’ve just seriously overestimated the actual gameplay value for the drops. I wouldn’t pay for most of these things even if they were available in the store for the cost to open the boxes. Health boosts are already free. Remove the cost to open itemboxes. They’re not worth what you thought they were.
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LordBucket
564 posts
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Topic: Dungeon Rampage /
suggestions
Originally posted by mojares45:
they should really fix the item boxes: do i had to pay 750 gold for it just open it… should it be for free i don’t get that
Agreed. I’ve yet to see anything from an item box that was worth paying to open for. Most of boosters are not as good as free health bombs and we only open the things because of the terribly rare gold and xp boosters that I keep hearing about but have yet to see from an itembox.
I don’t play flash games for slot-machine style game play, and yet that exactly what they are. Put in your money dozens or hundreds of times hoping for a jackpot, and be disappointed time and time again.
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LordBucket
564 posts
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Topic: Legacy of Heroes /
Biggest hits and scores of LoH!
87 points with Some say, displacing bonobo’s previous record of 72 for most damage with a non wc/deplete fueled card.

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LordBucket
564 posts
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Topic: Dungeon Rampage /
New Power-Ups System is here!
Originally posted by LordBucket:
Health booster basically serve no purpose.
And I just opened up my first “royal” item box for 5000 gold and received 4 completely worthless health potions.
Why?
Do you understand how useless these are when we have free infinite health bombs that not only restore you to 100% but also revive you from death?
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LordBucket
564 posts
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Topic: Dungeon Rampage /
New Power-Ups System is here!
I think you guys might have overestimated the value of some of the boosters. Just as one possible example…
Why would anyone choose a health booster over a health bomb?
Health boosters heal 25% (text says 10%, but from testing they seem to really heal 25%) They have a carrying limit of 8, they have to be used preventatively and they’re susceptible to overheal. You have to use them before you die, but if you use one and then stumble on healing food five seconds later you’ve basically wasted it.
Whereas health bombs revive you from unconsciousess and heal you ll the way to 100%, plus provide AoE damage and knockback effects to give you a chance to run away from whatever killed you. They heal four times as much, they do damage, they have no carrying limit and there’s never any guesswork involved with using them because you can wait until you die…and even then you can keep waiting to see if your companions will revive you.
Health booster basically serve no purpose. Even if they were 100% heal, health bombs would still be better. And in fact, there are 100% heal boosters, and they’re something that we have to pay for to open item boxes…but even if they were free they still wouldn’t be as good as health bombs. Paying 750 coins to open a box and getting some 100% heals is a complete waste when we have effectively infinite free health bombs.
So I haven’t tried all of the boosters yet. I haven’t come across one of these apparently super-rare gold bonuses boosters I keep hearing about, for example. But most of the boosters I have found have pretty much left me wondering what purpose they’re supposed to serve.
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LordBucket
564 posts
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Topic: Legacy of Heroes /
Biggest hits and scores of LoH!
Originally posted by Bafla:
http://prntscr.com/nwvg0
Xovar has more prolly ;o
“Most copies of any single card” updated
Originally posted by fwrento:
Lucky upset never to repeat itself :O
http://i.imgur.com/tORON.jpg
“Biggest arena level difference in which lower beats higher” updated
Originally posted by ShalakoPain:
I’ve got one for Win with lowest amount of cards in Deck.
http://awesomescreenshot.com/0daul437a
Plenty of people have beat you to this, and more impressively. For example, here’s a sunderground megabrawl victory from august of last year in which everyone in the entire group has zero cards left:
http://i.imgur.com/wJd73.png
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LordBucket
564 posts
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Topic: Dungeon Rampage /
[BUG] Double Xp boosters are not working
The double xp booster effect is not being applied to end-of-level xp or to crew bonuses.
Beginning xp: 209,611

Confirm that double xp booster is activated:

Do Papa yeti dungeon solo so I can take screenshots without being interupted:

Kill boss. Xp before opening the end-of-dungeon chest is now: 209,661

Open chest and loot. Xp is now 209,711

Receive a completion bonus of +125 and a crew bonus of +45

Close the screen and check the tavern to see if xp is being “secretly” added and that it might just be a display bug. See that it isn’t, and my xp total is still 209,881

209,711 + 125 + 45 = 209,881
The double xp is NOT working. Also note that the old +10% boosters gave a visible popup during the post-dungeon-tally and showed the xp bonus incrementing in bold. The new boosters are not doing that either.
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LordBucket
564 posts
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Topic: Dungeon Rampage /
Compiled community feature and bugfix requests
Feature and bugfix requests:
Implemented by the devs as per request. Thanks!
- Increase the size of the chatlog and allow us to position it and adjust its size on the screen. 36 characters isn’t enough.
Remaining to be done
- Allow players to press a key to immediately skip the “Victory shield” screen and press a second time to skip the “slowly watching xp scroll by” screen
- Include “gold earned” on the post-dungeon stats screen
- Include total damage done by a player on the post-dungeon stats screen. For example, the frostgaard troll dungeon has only one monster in it. We’d like to know not only who got the killing blow, but how much actual damage each person contributed.
- Include also on the post-dungeon stats screen the total number of deaths for each player, and total number of times they revived somebody.
- Trophies need to do something. For example, they could provide a gold bonus similar to the crew xp bonus. Or they could be used to unlock dungeons. Or both. Whatever it is, they do need to do something.
- Add a “select all” checkbox to the give gifts screen.
- Something desperately needs to be done about leechers. This is the number one complaint about the game in chat, and the current blocking system is inadequate. Proposed solutions: 1) any time a player with a character who is not unconscious provides no keyboard input for 30 seconds, immediately boot them from the dungeon. 2) Any player who finishes a level of a dungeon with zero damage receives no xp and no gold for that level. Either of these two changes a alone might be inadequate. For example, a leech might simply put a weight on a keyboard key to bypass the first, or do one kill at the beginning of a level then walk away. However, by implementing them both together it should greatly reduce the leeching problem.
- The victory screen always shows two empty spots for chests whether or no chests exist in the dungeon. Change this to reflect the number and type of chests that were ctually present so that we know not only what we got, but also what we missed, if anything.
- There’s a two-fold problem with the vampire hunter that needs fixing. First, her auto-targetting does not behave as intelligently as it does for the ranger. There’s a fairly wide set of angles near each of her 45 degree corners in which monsters can stand that the vampire hunter can’t auto-target. She will shoot horizontally or vertically even though there’s a monster within range at 45 degrees. Second, unlike the ranger, with some ranged weapons the vampire hunter will creep forward if directional arrowsa re pressed while firing. Consequently it often happens that the vampire hunter needs to constantly reposition herself or else hold arrow keys and walk into attacks while firing.
- Have the game remember the previous area visited for each character. For example, if I’m playing with a chracter that has reached grindhouse, and I want to grind the frostgaard troll, I have to press to the left twice every single time I select a battle. If I just did the frostgaard troll, odds are fairly good that the next battle I do will also be the frostgaard troll. So when I click “battle” from the town, have the game remember this and default to the gladiator league instead of always defaulting to the highest level zone I’ve visited.
- Add shots per second data to weapon descriptions. At present it’s very difficult to compare weapons to each other.
- Related: please review weapon dps rates. At present it sometimes happens that even weapons 20 levels higher don’t appear to be any better than weapons 20 levels lower. A level 50 bow should not do less damage than a level 30 bow, but I’ve seen this happen a number of times. At present we kind of just assume that the level 50 weapon with a smaller damage number has a higher firing rate, and therefore should probably have a higher overall damage over time but even by equipping both and testing…very often they don’t appear to.
- Add a new “armor” equipment type usable by all characters. Armor items will take up an equipment slow just like weapons, and provide damage reduction effects to attacks received. Add new equipment mods for armor items, for example: reduce melee damage, reduce ranged damage, reduce spell damage, damage reflect, increase threat generation, etc.
- Include more detailed information about what class stats actually do. For example, what excatly is my mana regeneration rate, what is my attack rate, what do the stars in each class description actually mean, etc.
- Something needs to be done about chests . It doesn’t make a lot of sense that rare and legendary chests are generally less desirable than common and uncommon chests because they’re so prohibitively expensive to open and so abundant. Two primary solutions have been proposed: 1) allow players to sell chests to reduce the frustration factor of simply throwing them away. 2) Adjust the drop rates to more heavily weight common and uncommon chests during rookie and gladiator leagues. Probably doing both would be helpful. We realize you’re hesitant to allow the selling of chests for monetization reasons, but if not this…then something needs to be done. Speaking for myself, I’ve personally been throwing away gold chests regularly, I have an entire page of inventory full of them…and I’ve yet to open a single one because there isn’t enough gold in the game to justify doing so, and paying 20,000 gold to open a chest that probably isn’t going to even give me something I can use is simply a recipe for player frustration.
- Allow us to specify which language(s) we speak and add a settings screen to filter the languages of players we’ll be grouped with. A lot of players in the game speak spanish, and us english speakers are regularly grouped with people we can’t talk to.
- Provide better early-vs-late game dungeon reward balancing. As it is, regardless of how far into the game you are there are only a very few dungeons that are very time-efficient to do. Even for a very high level character it would probably be more efficient to grind rookie or gladiator league bosses than anything in the grindhouse, and the high cost of rare and legendary keys combined with relative abundance of their chests simply make later levels not very rewarding.
- There is an inconvenient control delay between attacking and moving. It manifests most obviously for the ranger. To see an example of this, play a ranger, face up and press your attack key repeatedly, then after attacking, immediately try to move down. Very often even though you fired up and after letting go of the attack key moved down, you’ll actually fire a shot down. This control delay needs to be fixed.
- Make daily sales per player and adjust the RNG to give players useful options. Nobody is going to pay 300 gems for level 10 weapon for their level 50 character.
- The vampire hunter could probably use balance adjusting. She’s listed as a four star damage character vs three stars for the ranger, but she very obviously does not do more damage. She also seems to be more heavily dependent on getting specific crossbow drops that happen terribly rarely. Also, the value of traps seems to be overstated. Snare scrolls are much easier to use than garlic, and the burning damage effect appears to be insignificant.
- Change chests to always give items for the selected class. We realize that you deliberately made it semi-random. We don’t like it and it is immensely frustrating to spend half an hour grinding gold to open chests and get items usable only by classes we don’t even have.
- Add xp current/required mouseovers to the xp bar that appears when choosing a dungeon. At present it does not show one like it does while in the tavern or in a dungeon.
- Add an option to disable friend login/logoff notifications. None of these people are actually our friends. We’ve only friended them to get gifts.
- Related, add a “solo play” option when starting dungeons. Again, we pretty much have to friend people in order to get potions, and sometimes we really do want to do a dungeon solo.
- Fix the speed/gold/xp hacking issues
- The game behaves as if it is leaking memory, and requires browser refreshing every 5-10 dungeons or else it lags. Please fix this.
- It has been pointed out that pretty much universally, investing skillpoints in attack power is not very useful, because attack “power” doesn’t actually increase your power, it behaves as a straight damage bonus. So, if your weapon does 1000 damage, putting 25 points into attack power will result in attacks that do 1025 damage. This is both unhelpful and counterintuitive, since weapons list “power” and obviously do damage that doesn’t directly correlate to it. For example, testing right now my crossbow with 188 power will do 548 damage per hit to some targets. Either attack “power” skills are incorrectly named and should be called attack “damage” bonuses, or they are being applied incorrectly and should be a bonus to weapon power rather than weapon damage.
- It is possible for character corpse to be moved or bounce around from impact, but the location other players need to be to press space bar to revive them seems to fixed at the point of death rather than the visible location of the corpse. This occasionally results in characters who are very difficult to revive because you have to wander around looking for where you can revive them, sometimes several inches away from their corpse.
- Trap and burning damage kills are incorrectly not counted towards a players kill count
- Show which dungeon our friends are on so we don’t have to join them blindly
- Fix the bug that inverts the friends selections whether they’re in a dungeon or not
- Add a ‘checkpoint dungeon’ at each new zone that can only be completed solo. Purpose being to filter out completely incompetent players from advancing through the game hanging out afk and leeching off of others. If I see idiots in Rookie league, I can accept that. When people in grindhouse still don’t understand how repeating spike traps work, that’s problem.
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LordBucket
564 posts
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Topic: Dungeon Rampage /
Sell Chests... What is your opinion?
Relevant:

I have not reached grindhouse yet, and yet I have a full page of gold chests and I’ve long since lost count of how many blues and browns I’ve thrown away.
your model would take away pkb as a good farm spot but it would give every
lvl 100 character the best weapons available in a week.
I hesitate to say so…but the solution might be change the boss chests drops. Make “first time” rookie league boss kills drops common, gladiator league drop uncommon, and champion league drop rare. As it is, we end up swimming in chests we can’t open.
At the same time though…I suspect the piles of chests we’re buried in but can’t open is deliberate. The devs are, after all, hoping that players will buy gems.
Semi-related: devs, if you’re reading this…personally there’s no way I would ever pay for keys simply because chests so rarely drop anything useful. I typically have to open 5-6 chests to get a single item worth keeping. And I imagine that ratio will only get worse with time. Imagine if real life stores worked the way chests do. You want a sandwich so you go to the grocery store and buy a sealed, unlabeled container. You take it home to open it and it has laundry detergent. So you go back and buy another box. It has napkins.
Would you go back and buy more boxes from that store? Of course not. Why do you expect your players to?
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LordBucket
564 posts
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Topic: Dungeon Rampage /
Leaving early in game without bonus exp loss
Developer really should add a key to skip it. Nobody really wants to see VICTORY!!!! for 10 seconds followed by another 5 seconds of numbers scrolling by….hundreds of times.
It’s especially bad on levels like the frostgard troll that only take ~45 seconds to beat. You spend 45 seconds playing and 15 seconds waiting for the victory screen. Grind for an hour and you’ve spent 15 minutes staring at it.
Gets old very quickly.
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LordBucket
564 posts
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Topic: Legacy of Heroes /
There should be another option besides autoplay
Related, I’d propose that we also be able to activate items when it’s not our turn. For example, megabrawling is all done on auto while looking at another browser tab to make it not stupidly slow. It would be nice to be able to activate an item immediately after starting.
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LordBucket
564 posts
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Topic: Legacy of Heroes /
Doom Bunnies! Official thread.
Originally posted by killerponies:
why is this thread dead now?
Because
- Whenever we get an opening there are usually 2-3 people ready and waiting to fill it. Consequently we don’t need to bump the thread to advertise.
- Bunnies are always in chatroom 2, and it’s much easier to simply chat directly rather than leave messages for one another.
- Trolling and drama is surprisingly low in this game compared to, for example, Tyrant. So there’s isn’t a lot of arguing going on.
- LoH has no league competition or warfare of any kind, and leagues are really a fairly minor part of the game. So for the most part nobody really cares much about them enough to go posting in a league thread.
- The LoH forum here on kong is generally inactive anyway. Apart from the various bug and draft reports threads, it’s totally routine for this game to go days without getting any forum posts at all.
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LordBucket
564 posts
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Topic: Legacy of Heroes /
Biggest hits and scores of LoH!
Originally posted by plaplante89:
Is there a record for most shield?
Not at present. But if somebody submits something that looks good I’ll make a category for it.
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LordBucket
564 posts
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Topic: Legacy of Heroes /
Devs...you need to fix this.
This is what I see in between every two brawls I successfully join: full brawls that I can’t join, brawls that look available but give me errors when I try to join, brawls that think I got into them only to find that no, the timing was wrong and when I refresh it I get a bunch of dots instead of avatars, then back to yet more brawls I can’t join.
Many people have complained about this. Solutions have been proposed. Implement them.
This happens every event:

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LordBucket
564 posts
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Topic: Legacy of Heroes /
Suggestions
Implement a queue for brawls. Set up a list of checkboxes for brawls you’re interested in, and you click “go.” Then it puts you in the next available brawl of that type.
That will eliminate all this pointless click spamming and failing to get into brawls. It will probably decrease your bandwidth use as well since right now you have a few thousand of us spamming refresh every 4 seconds 10 times for every brawl we successfully get into.
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