Recent posts by gargathkeep on Kongregate

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Topic: Swords & Potions 2 / Suggestions for names for S&P2 successor

Spend Alot or Grind = SAG
Expensive Grinding Game = EGG

 
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Topic: Swords & Potions 2 / Suggestions for names for S&P2 successor

Drums to make Bagpipes

 
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Topic: Swords & Potions 2 / Mid-game development advice please (and a salient tale of warning to newcomers)

40% customers are disappointed is no problem at all. Heck, even 100% customers are disappointed is ok. They still come to your shop no matter what, thus if you’ve something you can sell, you recover their affinity.

A simpler way to earn lots of money is to calculate by Speed/Gold. If an item is “green” speed, that’s 1, if it’s “pink”, that’s 5. Enchanter has a 5700 speed 1 & a 7400 speed 1. Thus a speed 5 item will need to be 28K & 37K respectively inorder to earn as much base on crafting speed.

If you’ve lots of customers coming in every shop day, you don’t have too much problem selling them off as you’re selling most items thru “suggestions”.

 
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Topic: Swords & Potions 2 / new richest player, no cheat

just keep playing for free. that’s the best against all kinds of devs

 
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Topic: Swords & Potions 2 / 10 Million Gold in Sales

Crossed the 10 Million gold mark today. Started Feb 18, ~ 42 days of playing.
Wonder how fast a player can make 10 Million if played more efficiently.

 
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Topic: Swords & Potions 2 / Beginner's Guide on Fast Lving, Money Making, and Best Workers

My bad, didn’t check all my recipes, it belongs to enchanter & unlocked by my carpenter.
If those customers keep asking for the highest leveled items you’ve & unlocked, you’ll find yourself having a town full of raged customers. Since you most likely can’t supply them with whatever they need over such a short period.

 
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Topic: Swords & Potions 2 / Beginner's Guide on Fast Lving, Money Making, and Best Workers

Originally posted by ishu_bagaria:
Originally posted by gargathkeep:

They will still ask for those items regardless, they won’t stop asking just because you stop selling it for a long time. I run my shop 40-50X when I play, I’m playing close to 1 1/2 months now. Customers will ask for items belonging to their level & down even if you’ve only sell it once. It’s all a matter of the rng of the game engine plus something about items crafted with rare resources (they tend to pop up more often).

Leveling up 1 level cannot be compared to leveling up 50 improvements. Don’t make this type of lousy comparison. Games nowadays tend to guide a player thru almost entire content of what game has to offer, thus if you follow the game tutorial part of a game fully, you usually have played the whole game. The rest is just how much grind or wait you can stand before looking for a new game.

Games with a story line (or limited no. of stages) will end at some point & you can finish it, games without one will end only if you can’t stand it anymore. MMO tends to be the latter type, more so if developer wants to make money out of it.

I have also been playing for the same time and my customers hardly ever ask me for items that I don’t make. Even when I change workers, the customers start asking for items from the new worker after playing 20-30 in-game days.
Besides, this discussion started because you claimed that moving earlier in the game to a city with high level customers unlocked was a bad idea because they would ask for high level items which you cannot make yet; to which I pointed out that they don’t ask for those items because their level is high, low cap customers can do that too thus moving to a high pop city earlier is not a bad idea.

Also, it is not a lousy comparison. Comparing 50 upgrades against hundreds is same as comparing one level up against tens. Especially when you don’t even have access to all the items by that time and you can’t afford to make half of what you already have access to.

Customer will ask for items you can’t craft. Confirmed today, a soldier came in looking for Spider Shield which I’ve never brought before. Recipe belongs to Enchanter whom I havn’t hired as well. Probability seems to be very low if you calculate the amount of customers I’ve served so far. Not sure if this will go up if you moved to a city with high leveled customers.

You’re talking about repeating the same old things over & over again after that initial 50. Thus it still come to how much you can bear to repeat over & over again for a game. Bringing a character from lvl 1 to 10 is easy, hell some games nowaday even garantee you can level to 50 within a single day but again, once you reached that 50 level, you played the whole game already.

 
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Topic: Swords & Potions 2 / Beginner's Guide on Fast Lving, Money Making, and Best Workers

Originally posted by ishu_bagaria:
Originally posted by Pagani400:

There are items I cannot make that my customers prefer. In my case, heat gloves, ring of might, fitting top, scholar’s mark, and 3-4 guns.

Originally posted by gargathkeep:

As pointed out below, customers coming in does ask for items which you can’t craft yet. I’ve bards, engineers & thieves coming in asking for thrown weapons & range weapons I’ve yet to unlock. Thus this is not something which can’t happen. It might be some kind of game engine which remembers what you’ve sold to customers. Thus when you brought stuffs from your customers & sold them or keep it yourself, somehow the game takes it that you can make the item & whatever previous items that leads to it.

Yes it is the fact that you sold that item in the past which is making your customers ask for them even if you can’t make them. But as you keep playing and not sell that item anymore (or only once or twice compared to several others items you do make and sell repeatedly), your customers will stop asking for it. The game engine records your sales details including the amount of items you sold, the money you made and which item you sold. This is explained in another thread which I can’t find at the moment (could be from the edgebee forums) but it shows that it is not a relevant factor. Your customers are not asking for those items because their level is high, your low cap customers can also ask for any item that you have sold but don’t make.

Originally posted by gargathkeep:

You did played the entire game once you’ve achieved the 2nd Kong badge. What else is there to offer? Event quests, dungeon quests, city quests – you only miss out the city quest if you don’t upgrade customer based city buildings. Upgrading your shop? Upgrade the city? Contribute? Do the game achievements? Unlock recipes? Sell your wares? Hire workers? Make your customers happy or mad?

Game is simple, make things to sell, unlock recipes, upgrade buildings & shop, get resources, level up your customers. Your customers’ mood don’t even make too much difference. Feel free to add if I miss anything else.

Upgrading your shop furniture is only the beginning of what the game has to offer. You have listed a lot of those things and answered your question in itself. If you think that upgrading 50 things in your shop means you have played the whole game then the same things can be applied to all games belonging to this genre which is ‘Upgrades’, ‘Manager’, ‘Sim’, ‘Tycoon’ etc.

Even RPG games are a repetition of do quests, kill monsters, gain xp, level up your character and repeat. So by that logic you have played everything an RPG game has to offer if your character levels up once.

They will still ask for those items regardless, they won’t stop asking just because you stop selling it for a long time. I run my shop 40-50X when I play, I’m playing close to 1 1/2 months now. Customers will ask for items belonging to their level & down even if you’ve only sell it once. It’s all a matter of the rng of the game engine plus something about items crafted with rare resources (they tend to pop up more often).

Leveling up 1 level cannot be compared to leveling up 50 improvements. Don’t make this type of lousy comparison. Games nowadays tend to guide a player thru almost entire content of what game has to offer, thus if you follow the game tutorial part of a game fully, you usually have played the whole game. The rest is just how much grind or wait you can stand before looking for a new game.

Games with a story line (or limited no. of stages) will end at some point & you can finish it, games without one will end only if you can’t stand it anymore. MMO tends to be the latter type, more so if developer wants to make money out of it.

 
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Topic: Swords & Potions 2 / Beginner's Guide on Fast Lving, Money Making, and Best Workers

Originally posted by ishu_bagaria:
Originally posted by gargathkeep:

Can the same player get all those rares to make those expensive items to sell? Can the player level their hired workers to unlock those high level expensive items in 3 days? Can the player even hire those 25K workers when they can’t even make enough due to 0 sales because customers coming in are looking for items they can’t make?

Just because the customer level is high, it doesn’t mean that you will have to make high level items, nor does it mean that they will ask for high level items only. Customers will only ask for highest level items they can buy but only from the items that you can already make or have the recipe for, not the ones that you haven’t unlocked yet. For example, if you don’t have a tinkerer and a level 15 thief comes in looking for a throwing item, he will ask for shock darts, or some other thrown item which you already have/can make. Thus there is no question of making 0 sales and you can still play a slow game with high level customers.

The difference being, you won’t have to sell your low level items to low cap customers and then keep refusing them when you make items higher than their level. You can sell your low level items to the high level customers themselves and keep their mood happy.

So please don’t make suggestions based on incorrect facts.

Originally posted by gargathkeep:

If you don’t pay to play, why the hurry to play then? Why bother if you need a year or 2 to be able to contribute 500K – 1m per day? How much will you be making a day if you can contribute this much to your city every day?

It doesn’t take you year or 2 to get this far. You can start donating 500k to 1m gold after 2 months of playing this game as a f2p player. I too fall under this category.

Originally posted by gargathkeep:

If you don’t play it slow & get the best of the game from start to mid to end, why do you even bother to rush to get to end-game? If you can get both the Kongregate badges for this game, you practically played everything this game has to offer.

I got the 2nd Kongregate badge on my 2nd day of playing, which asks you to get 50 shop upgrades in total. Do you really believe you’ve played everything the game has to offer by the time you have made 50 upgrades?

As pointed out below, customers coming in does ask for items which you can’t craft yet. I’ve bards, engineers & thieves coming in asking for thrown weapons & range weapons I’ve yet to unlock. Thus this is not something which can’t happen. It might be some kind of game engine which remembers what you’ve sold to customers. Thus when you brought stuffs from your customers & sold them or keep it yourself, somehow the game takes it that you can make the item & whatever previous items that leads to it.

Every sale you don’t make, you lose out. Customers whom are unhappy with you will still keep coming in regardless. These are all happenings which I’ve been encountering so far since I start speeding up my game play.

You did played the entire game once you’ve achieved the 2nd Kong badge. What else is there to offer? Event quests, dungeon quests, city quests – you only miss out the city quest if you don’t upgrade customer based city buildings. Upgrading your shop? Upgrade the city? Contribute? Do the game achievements? Unlock recipes? Sell your wares? Hire workers? Make your customers happy or mad?

Game is simple, make things to sell, unlock recipes, upgrade buildings & shop, get resources, level up your customers. Your customers’ mood don’t even make too much difference. Feel free to add if I miss anything else.

 
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Topic: Swords & Potions 2 / Beginner's Guide on Fast Lving, Money Making, and Best Workers

Originally posted by seesites:

Lol! Now it’s rage against pay players? Seems like you have a lot of misunderstandings. 1. None of the tips in the game indicate that you need to pay, you don’t! 2. You don’t need rares to make steady income. 3. Why would you have 0 sales just because you’re going for high profit item “type”?

You need gold, yes. That’s why you specialize in best money-making item types. How else to make better gold?

Everything that’s made will be sold. Maybe not always right away, but soon enough. Why should you be making items that’s worth 1/2 or less the price?

If you can contribute 500k-1m a day, that’s the prime time of the game, not when the game’s over. You can say that’s where the End-Game content begins. And End-Game content is usually where the fun is. You aim to become pro, to do end-game stuff, not to quit your game when you get to it. And not to take a year or 2 to get there.

With upgraded Counter, every sale you made, you’re making gold. Every sale you don’t make, you lose gold. Whether expensive or cheap, this holds true. If you can open your shop 40X-50X every day you play, how much can you generate just by making them all successful sales?

If you don’t pay to play, why the hurry to play then? Why bother if you need a year or 2 to be able to contribute 500K – 1m per day? How much will you be making a day if you can contribute this much to your city every day?

If you don’t play it slow & get the best of the game from start to mid to end, why do you even bother to rush to get to end-game? If you can get both the Kongregate badges for this game, you practically played everything this game has to offer.

Pro is not gunning for end-game stuffs, Pro is watching your city grow from nothing to everything & you’re part of the team that contributes to this growth. I go slow because most of my stuffs are going into building my town. I can watch my town grow & also watch my hired workers grow, I don’t have to rush & can enjoy the game all the way. This is what gaming is all about. Enjoying the fun, not rushing to beat someone or prove you’re the best or whatever.

 
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Topic: Swords & Potions 2 / Beginner's Guide on Fast Lving, Money Making, and Best Workers

Can the same player get all those rares to make those expensive items to sell? Can the player level their hired workers to unlock those high level expensive items in 3 days? Can the player even hire those 25K workers when they can’t even make enough due to 0 sales because customers coming in are looking for items they can’t make?

How much real money should the player invest to get what you’re proposing? I don’t pay to play btw. Every thing cost gold in the game & to get those rares, you may even need real money.

We need to start somewhere first & build from there. If you don’t want to pay to play, it would be better to start slow rather then fast.

BTW some level 5 items can sell for quite a good price & you don’t need to invest too much to get them either.

If you can contribute 500k-1m a day, you don’t need low level customers, you also don’t need to play anymore either as you’ll be spending all your time waiting for improvements/upgrades to be completed, quests to be done & most likely your items on world trade to get sold. Where’s the fun? Spend real money to speed them up?

 
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Topic: Swords & Potions 2 / Can't Access Server?

Game is always unplayable lately starting from Beijing time around 12:00 noon till maybe 4 pm or 5 pm. Not sure what’s wrong.

Can’t seems to get onto the Server – always showing “Waiting for Server… Get Static Dump” & then timeout after “11 Get Static Dump”.

 
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Topic: Swords & Potions 2 / Platinum Hammers

Any suggestion on what to use them for especially for those that aren’t paying to get an advantage?

So far, I’ve used them to buy an extra resource bin for some of the resources which also help in designing my shop layout but not sure if it’s worth it to buy those higher tier resource bins as they start out with such a low amount…

 
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Topic: Swords & Potions 2 / Town recruitment thread

Aypunhurst will be the ideal town for any players whom wants to take it slow & steady.

We’re currently gunning to unlock all resources & leveling them up before anything else. This will allow all to have a good & steady stock of resources to make your items.

No obligations to contribute. Just play as you like. Send me a mail in game if you like what you read here.

gargathkeep = name in game.

 
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Topic: Swords & Potions 2 / Beginner's Guide on Fast Lving, Money Making, and Best Workers

That’s the price you pay for trying to be too specialized & going fast.

This game is to be taken slowly. You have quite a number of workers you can hire & each needs time to be “leveled” till you can create items which won’t be asked by your normal customers. The cycling & leveling meant you need time & not rush things.

Going to a greatly upgraded town doesn’t help as well. The game itself is a cycle which you need to plan out for & if taken slowly & properly, you’ll find it’s quite an enjoyable process with at least 80% of your customers coming in & getting what they want.

In a town which has already been upgraded alot especially in customer’s levels, you will need to play catchup which is pretty frustrating as you won’t be having items which these customers want.

If you take it slow & plan ahead, you’ll find yourself having the leveled workers & resources slightly ahead of your customer levels & you’ll be leveling up your customers to catch up your crafting items instead of the other way round.

This allows you more time to make more expensive items which you can sell to your lower level customers & also lets you upgrade your workers at the same time. Allows you more time for lower level dungeon quests to yield the slower re-generating resources, get rare items etc…

Unlocking resources & having them all first before trying to unlock more customers is a key strategy to have a better gaming experience for this game.

For those with time to play, I suggest trying to unlock all the resources & leveling up your workers first & upgrading your shop till you’ve a good amount of starting resource before getting too many customers a day & leveling them up.

 
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Topic: Swords & Potions 2 / Suggestions and Ideas

Originally posted by downstage:

That’s quite a different approach, though. The current system – while imperfect – takes into account that players have different levels, may be at different stages of the game, have different profits etc. Your system would assume that everybody, regardless of their level etc, should be expected to contribute the same amount. It would also mean your rating changing every time you moved town, and since once of the main advantages of even showing a rating is in recruitment, that would really disrupt things.

Don’t forget that players also have stats for gold, item, and customer contributions. When it comes to recruitment, a city may well look at those stats rather than the overall rank.

Well, this rating is just a record for the player’s previous town. When player moved to a new town, if no contributions, then it’s definitely 0 right? If player start contributing, then it’s definitely calculated against all current contributions, otherwise it won’t be fair to the current members of this town whom have been here from day 1 & contributing.

How much a player have contributed is already recorded, thus it won’t affect if a town will recruit a player or not if they really care about how much contribution player will make. A view of this record will show them if this player is actively contributing or not.

 
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Topic: Swords & Potions 2 / Secrets of the Shopkeeper's Trade (Bob's guide to the game)

Power of suggestion.

Don’t forget to use this even though it’s only 75% chance at “Great” affinity. You can sell your dead end items (no asterisk, not needed as pre-craft) faster this way.

If you don’t have an item customer wants, suggest dead-end first, shopkeeper low level crafts second. Shopkeeper low level crafts can be refilled fast & with an upgraded Counter, you still can pull in a few hundreds at least per sale.

 
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Topic: Swords & Potions 2 / Secrets of the Shopkeeper's Trade (Bob's guide to the game)

An efficient shop layout would be to place resource bins close to your chest so that when workers finished their crafting & deposit it into the chest, they can collect whatever they need for the next crafting within the shortest time & get back to their work station again.

Key resources (elf wood & leather for example) that are used by multiple workers can be placed as close to the chest as possible, other resources can go closer to their related workstation – metal near to anvil, herb near to cauldron etc…

For “fast” crafting items, you should be able to finish 4 of them within a single shop “day” (1 or 2 resources needed) if the placement are done nicely.

You can put the Shopkeeper’s table further away as he’s always around. If you need to bring in a Tinker & has 2 workstations, both still can be further away as tinker recipes are kind of resource heavy.

 
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Topic: Swords & Potions 2 / Secrets of the Shopkeeper's Trade (Bob's guide to the game)

Originally posted by SachinSankalp:

how can i become mayor of city [making city private]
i have public city

You need to have an “A” in contribution, click the “City War…” icon at the top right corner (with the PVP) & you can lodge a claim to privatize & become Mayor of town after 24 hrs if no one from the same town disagrees.

 
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Topic: Swords & Potions 2 / Suggestions and Ideas

Actually counting contribution can be done more easily.
Depending on what kind of buildings or improvement a city have, the different contributions will already has a base number each. Thus how much each player contributes can already be captured compared against this base number.
Example, all level 1 buildings needing 25K for contribution, if 7 buildings, then the base number will be 25K X 7. Thus if we’ve a town of 7 players each contributing 25K, then everyone will have 1/7 of contribution rate. Same goes for items or character contributions.

 
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Topic: Swords & Potions 2 / 40K Town Aypunhurst

I’ll send you an invite as soon as I can. 1st time doing it so might take a bit of testing…

Trying to send you an invite but game is saying it can’t find your name…

 
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Topic: Swords & Potions 2 / 40K Town Aypunhurst

Welcome to our little growing town. We’ve 9 slots available, no pressure to contribute, just play as you like. We like to take it slow & steady.

 
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Topic: Swords & Potions 2 / Suggestions and Ideas

The Chest should be made accessible from all 4 sides. When depositing finished items, workers tend to crowd around the only side for depositing & block each other.

Like I suggested before certain type of furnitures should be designed to be accessible from all sides instead of 1 fixed direction. Bins & chest definitely belong to such furnitures.

I blocked off my lower level work tabe & worker still managed to go to it & make his assigned item. If this can happen, then the above shouldn’t be too hard to implement at all.

 
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Topic: Swords & Potions 2 / Suggestions and Ideas

Daily Spin improvement:
Make it reset after 1 day of server time & count down from there for a missing spin. Give us a clock to see when the Daily Spin will reset so we won’t miss out a spin.
Right now I’ve absolutely no idea when I can do a spin. I used to spin around 8-9 am in the morning of China Beijing Time but now I can’t seem to spin during that time anymore which I find rather weird. It should be a page by itself for us to check so that we don’t have to relog into the game just so we can do a spin.

 
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Topic: Swords & Potions 2 / Beginner's Guide on Fast Lving, Money Making, and Best Workers

I thought you can hire every worker as long as you’ve got the money? I have carpenter, black smith, druid, tailor & leather worker. I just swap them out each time I need something from one of them …