Recent posts by multifails on Kongregate

Flag Post

Topic: Kongregate / Problems in todays Kong

As for rinky999, I agree that I should simply explain to him in detail why he is wrong, but considering all his arguments are strawmen to the OP, my trolldar is going off on him and I don’t think he really wants to have a discussion about it, just troll, so I’m not wasting time on it. Call it my human failing.

Originally posted by player_03:
Originally posted by multifails:

I would expect them to be “moderated” by players ‘flagging’ or ‘reporting’ them in the event of gross violation

I guess that could work.

Except… didn’t you say that not very many players check back? If they don’t come back and rate it down, would they really come back and flag it?

Or if the system requires only a few flags, what’s to keep players from abusing the feature? I wouldn’t be surprised if a small group of players went through the Idle games list and flagged everything there.

Not in every case no, just as with any other flagging function in kong it may be left unused in some cases due to human conditions, but not every case would be as important to catch either – the important part is to catch gross violations like with magic barrage or s&p 2 [both which made all kinds of promises to players in order to keep them playing and paying (as far as i know, both succeeded in that regard) while not delivering on them[in s&p 2’s defense, it DID come come through after about 5 months or so, but still the initial promises on it as a ‘coming soon’ feature was a huge lie clearly made with profits in mind all the while deleting people’s accounts after being gone from the game for a few months].

As for people going around flagging games for nothing:
I think the same can be said about any function that kong (or should I say internet) has where a user can do something that has an effect on other users and while there will most definetly be stupid people doing stupid things with them, I don’t think that’s a reason not to do it; I can come up with similar scenarios for any function from the rating system to the forums and while there are certainly trolls running around doing all kinds of things and not enough mods to moderate everything, things still mostly work.

Also, it would be very quick to ‘unflag’ games which were flagged but where the developer did not make promises in (hence why we would need the third tab containing said promises and updates in non-editable form), which would further make it harder for people to go around trolling games, though the flagging function should probably have a way for the user to include a message with the flagging to explain why the game was flagged that way (which in turn would both increase the efficiency of the system and the ways that trolls could abuse it).


If a game is in your playlist, you’ll receive update notifications from that game.

I did not know this, not even after thorough searching for how the playlist works before posting the above (and for a feature reminding a user about being notified on game updates too). No proper information but I did get people going “WTF games I have removed from my playlist popping back in there”, so I would say kong failed in introducing its inner workings to most of the users – this would need to be rectified.

Edit: What do you think of the proposals you didn’t comment on?

 
Flag Post

Topic: Kongregate / Problems in todays Kong

Originally posted by player_03:

Meta commentary: This thread contains too much meta commentary.

On topic: Kongregate is already short on moderators. How do you expect them to moderate games too?

By the way, there already is a “remind me to play this game later” button: the Playlist button.

I would expect them to be “moderated” by players ‘flagging’ or ‘reporting’ them in the event of gross violation (eg. Magic Barrage – Bitferno would fall into this category where the dev made alot of promises of updates in order to keep people playing and paying, yet as far as I know, to this day the dev hasn’t delivered on them).

As for the playlist, I don’t think it shows you wether or not said game got any updates or not, which was the whole point.

 
Flag Post

Topic: Kongregate / Problems in todays Kong

I must admit, I was wrong.

The problem with kong is that the players are idiots (amazingly good at trolling though); See above (eg. rinky999 thinking he is above basic human psychology).

 
Flag Post

Topic: Kongregate / Problems in todays Kong

Originally posted by Tetsuo_Shima:

Well, you want to keep on going, lets keep on going. :D

No, I want you to decide wether you want to discuss it or not. If not, then just go away.

 
Flag Post

Topic: Kongregate / Problems in todays Kong

Originally posted by Tetsuo_Shima:

Erm, I never claimed that if a game was not fun to play from the start, that it couldn’t be made such. I simply said that it shouldn’t have been released yet if it wasn’t really finished and that I wouldn’t bother visiting it again if it bothered me that much from the start. There are plenty of alternative options, there is no point hoping against hope a game becomes what you want it to become.

Neither did I say every player of every game would get reminded about every game they played now did I? Only those who chose to be. Why would you choose to argue from a hyperbolic point of view on the other hand implies you do not wish to actually discuss this as much as dismiss it.

Even AAAAAAAA and A rated game companies release poorly finished games all the time, in fact, I would argue that there are no games released at all that don’t have bigger and smaller bugs, balance issues and other oversights. Perhaps because player feedback is very valuable in pointing out the things that get caught in the way of players enjoyment.

I also never claimed to be speaking for anyone but me. I said I disagreed with your post. You decided that bothered you enough to attack me personally instead of commenting on my opinion if you wanted to. I don’t think you’re going to find anyone anywhere that speaks for everyone and the chance of finding anyone that can always speak for the majority is slim to none.</p

If this subject was only about things relating to you, then considering nothing but yourself is fine, but if you cannot comprehend anything outside of your own existance, then perhaps it is best you do not take part in public conversations. It is fine to bring out your opinions and your subjective view on things, but basing everything in your arguments on those alone is just being self-centered.

If you’re only looking for people to give you general remarks that apply to everyone and not have any opinion of their own or can’t have an opinion that doesn’t coincide with your own, this thread is going to die a lonely death. ;)

See above. Also, wether or not this thread will die a longely death means absolutely nothing to me, I’m simply bringing up my observations in hopes that those interested will converse on the subject (based on your argumentation style, you are not one of these people) and perhaps bring some changes that are helpful for both players and devs alike in the long run.

If anything kills it, it will be you with your dismissive style of convo and perhaps it is what you seek to do all along.

 
Flag Post

Topic: Kongregate / Problems in todays Kong

Originally posted by Tetsuo_Shima:

Do explain to me how a solution to a problem doesn’t use the problem as the basis for its argument. ;)

By not being the main problem? Even the little part you commented on shows how self-centered and small minded your argument is; Simply because you think all games are black-and-white, either playable and enjoyable or beyond-repair does not make it so, nor does it make everyone else not want to be able to re-visit a game where the dev has updated a game the player deemed good enough to re-visit with some changes. YOU don’t have to if you don’t want to, that button would clearly not be for you.

 
Flag Post

Topic: Kongregate / Problems in todays Kong

Originally posted by Tetsuo_Shima:
Originally posted by multifails:

I see you didn’t bother to read the part where the player of the game would have to press a button next to the rating buttons to be reminded if he wanted to be. But hey, why bother reading when you can just skip to the part where you throw whatever superficial thoughts you have at the moment in the air. Also, you replied to “1)” yet you only talk about a part 1/5 in lenght of the actual “1)”.

I’m not going to even answer the rest of your post until you read mine with thought and reply with it as well.

Actually, I did read the entire thing, however, since if a dev fails to develop a game that’s properly working from the start, I’m not interested in revisting it. Once that becomes clear the rest of your post becomes meaningless, so there’s no point in replying to every single one of your proposed solutions. ;)

Reading and understanding are two very different things, as we learned from your previous post. Also, your argument about rest of the post becoming meaningless is complete bullshit, as the proposals don’t use each other as a basis for the argument.

Why dont you take your own advice and stop talking about something you obviously dont want to talk about.

 
Flag Post

Topic: Kongregate / Problems in todays Kong

Originally posted by Tetsuo_Shima:

Hmm, I disagree with all three of your points really.

1. If a game is as poorly made as to require such significant updates to make it enjoyable and/or playable, it simply shouldn’t have been released yet and revisiting is not one of the things I’d do, there are plenty of alternatives available. I’d definitely wouldn’t want to be reminded about it by some automated message.

I see you didn’t bother to read the part where the player of the game would have to press a button next to the rating buttons to be reminded if he wanted to be. But hey, why bother reading when you can just skip to the part where you throw whatever superficial thoughts you have at the moment in the air. Also, you replied to “1)” yet you only talk about a part 1/5 in lenght of the actual “1)”.

I’m not going to even answer the rest of your post until you read mine with thought and reply with it as well.

 
Flag Post

Topic: Kongregate / Problems in todays Kong

Tukkun, see the last section of my post. You nailed it.

 
Flag Post

Topic: Kongregate / Problems in todays Kong

1) Many games make big promises about bug fixes and future updates but never deliver their promises. These often-empty promises end up increasing the ‘hype -factor’ of a game, perhaps increasing ratings for the game at first, but in the long run simply frustrate and drive players away. Why are they made? first of all, most usually players rate a game once. If they rate a game poorly because of bugs / lack of content, or highly due to ‘hype -factor’ and initial impression, that rating is likely to stay that way unless the game manages to get on the first page of any of the commonly browsed lists. Secondly there is no ‘carrot’ for the dev to increase a games rating after the first month rather than concentrating on making another game unless the game is a very big hit.

Proposed solutions:
Make the devs responsible for their promises (ie. such promises should not be allowed to be made in instructions or description part of the game, should not be modifiable after been written and should be directly tied to the updates of the game – perhaps by adding one more tab along the previously mentioned; ‘updates’ which contained said promises and updates with dates on them).

Promising and not delivering should then be penalized by decreasing the profits a dev gets from their games (be that via monthly contest or advertisement) as far as kong is involved. Unless of course you would think that outright lying to the players is a good way to conduct business (it is the way of the world though, so I’m not surprised if kong wants to ride the same ship on the stream of shit).

Monthly contests should also be divided onto multiple months so that the devs have an additional ‘carrot’ to keep polishing & fixing their game after initial release. Making it so that if a game released the previous month that didn’t get a monthly prize raises their rating past the rating of the 10th game in the previous months ‘competition’, they are rewarded as if they got to the 10th place. This promotes the dev to spend more time polishing a game that is good but only lacking in polish or content and thus, we get better games.

The players should also get the chance to be reminded to check a game again after a period of time if they rate a game low because of bad polish or bugs – adding a small ‘remind me to check this game later’ button near the rating buttons is not a huge deal, games marked this way would then be shown to the player in a special list when they were updated. This also promotes devs to increase the effort put into polishing & fixing after release and thus, better games.

2) Monetization in many games comes at the cost of game quality (ie. spending money is not a luxury good or a game enhancer or prolonger, its a necessity and in many cases only speeds up the players progress through the game, not enhancing it in any way. Thus in many cases we don’t pay for extra content in a game we like, we pay to get to the end and stop playing quicker / not be annoyed by what can only be called “annoying the player by design to make them pay for the annoyment to stop”.

3) Website hit phishing is common in games (ie. placing links / link popups where player would click to play the game in order to get an accidental click on it). This goes almost hand in hand with the “annoy the player to make more money” that happens with 2) and it’s not a healthy business technique.

Kong should not take a stance of “dont hate game, hate the player” (game being kong, player being a dev), as the devs are human and do this for money, so as long as there’s nothing stopping them, they will use whatever means are at their disposal to get more of it.

 
Flag Post

Topic: Swords & Potions 2 / Where did my shop go?

You can see from your achievements where you approximately were before (I had 15,539 item sales, 18 adventures / 24 quests cleared, 598 furnitures (i assume that’s cellcount), 31,900,352 lifetime sales). These numbers could be very easily used to re-create an account – gold can be given straight up, sale numbers can be used to distribute compensation exp to workers [getting back even a fraction of exp go a long way in getting back players who won’t be coming back because of this, I might be one of them – as it currently stands, this game can go to hell], furniture cellcount can be used to approximate shop size.

Some devs do recreate accounts of players when they are lost due to an oversight of the dev (take Tiny Dice Dungeon for example, they would recreate your account if you told them what you approximately had), but LazyBee is not one to think about customers, so none of the above can be expected to happen even when they could easily give back certain things we can see we had from achievements.

Welcome to the world people, this is how business is done.

 
Flag Post

Topic: Swords & Potions 2 / Where did my shop go?

Way to fück people in the a$$, GreedyBee.

Originally posted by notwillard:

They probably did this to make the servers run faster:

less data—>faster look-ups

IDK if that makes you feel better tho…

No. Even if every kong user played the game, you would not have a noticeable speed-down from this – database programs are extremely well optimizied and unless the user is a total idiot, most common queries in games will execute at O(1) or in some cases O(log n), there should be very little or no O(n) or O(n^2) queries in normal game play.

This was done to ‘keep the house clean’, an oversight by someone who is bad at positioning themself in the position of a player and seeing the effects of the decisions one makes.

PS. I lost my progress too, sucks.

 
Flag Post

Topic: Magic Barrage - Bitferno / how much time now?

Originally posted by heff420:

Empty promises of content + gullible players = $$

This is how all business works in the world. Hype your product to raise its value and sell it, the better you do this, the more money you make.

No-one really thought that anyone who makes alot of money actually does something to produce anything of equal value did they?

 
Flag Post

Topic: Magic Barrage - Bitferno / how much time now?

Originally posted by Tons_of_fun:

What’s the reasoning in decided to really slowly implement small stuff and wait longer to implement larger stuff simply because you don’t want to take the servers down for a bit? I’d rather the game be down and be patched completely than have to continue to wait and wait on things that should have been fixed ages ago.

Let me translate his last message for you:

“We overestimated our skill and motivation towards continued developement of this game. We will fix things and implement them immediately as they are done. Creating new content is a pain in the ass and we will do it when we do it – the louder you whine the more it annoys us and the longer you will have to wait for it (as nobody works faster if the customer is yelling at you and calling you names).

Enjoy the game – if you need a new tier of items and a dungeon every day to be content, get a life or at least go fck yourself, playing that much is not healthy for you."

 
Flag Post

Topic: Tiny Dice Dungeon / It seems like Poison Dice miss more often than other dice.

Sure, more damage but it takes a crapload of time for that damage to get done. Later on you’ll just go “why the hell bother when I can just cannon them down in 1 go anyway?”

 
Flag Post

Topic: Epic Arena / Suggestions / etc whine.

1) Combat needs speed changing options badly, nobody wants to waste time watching the computer do its slow turns.
2) This game is not tactical or strategy, its puzzle.
3) This game is very bad at being a CCG too, there’s literally nothing you can do about the regular cards you have, they’re always the same and the levels I’ve played so far gave me zero opportunity to use the powercards i got from the shop – the tiny, tiny, tiny speck of change you can make in your available actions.

Visually pleasing but as a game, this one requires alot more work before it will even begin to entertain – it feels like a visually polished pre-alpha release.

 
Flag Post

Topic: Tiny Dice Dungeon / Stealin Dice Back... does it work for you?

Seen the button just fine, but never been able to find the opponent, even if they stole my dice 30 seconds ago.

 
Flag Post

Topic: Tiny Dice Dungeon / why difficult is auto-increase?

Originally posted by Misaky:

I just unlocked the mage and hunter, and its very hard to train them at start <_<
they start at lvl 0 and the monsters arent shared(so.. 0 monsters at start).
even on the tutorial maps appears rare monsters that make me fail the map.

Items dude, items :) Get items from the Adventurer (your first character) and you’ll be crazy litte mage/hunter :P

 
Flag Post

Topic: Tiny Dice Dungeon / The way to the top

A fairly easy way to progress through the game:

At first, almost any monsters will do (poison sucks, the flying bats rock). Your first objective is to gather alot of dice shards (dont break uncut dice for that unless you buy them with kreds though) so that you can raise your capture dice amounts quickly and gather enough items to have 1-2 really hard hitting party members – you should always have at least 1 member that doesn’t hit very hard [no dice combos that would create doubles or triples or multiply the attack by very much] for easier capture.

The first monsters to aim for are:
Jubokko @ Trees of Loneliness, Lost to the Forest, The Trolls Enclave, 26pts capture, Single Forest Core Dice, Gets another Attack dice and 1-3 multiplier early on and Forest damage is very good at killing the things at Unforgiving Mangrove)
Burning Cuboid @ Sulphur Geysir, 132dice capture, Double Fire Core Dice)
Gravity Hook @ Abandoned Aquaduct, Dried Up Riverbed , 220pts capture, Double Water Core Dice).

Once you have at least some of these monsters (feel free to substitute any of them with any other of them, depending on how many capture dice you were able to get by the time Unforgiving Mangrove becomes available to you).

Do not be afraid to spend dice shards on your lowbie monsters to quickly up your capture dice in order to capture the higher level monster, or to spend burning feathers to finish a run where you managed to capture one.

In general items should be divided to the same same damage type monsters as the item boosts, as that makes those monsters not only huge cannon against the type they are strong against, but also against the type they themselves are.

The final ‘grinding’ spots you will aim for are:
Unforgiving Mangrove
Retinohypothalam (Triple Water Core Dice, 264pts capture)
Eggburgenejal (Quadruple Forest Core Dice, 252pts capture)
Ancient Lava Field
Hoggly (Triple Fire Core Dice, 400pts capture, appears at hero level 24)
Ancient Waterway
Finless Shark (Triple Water Core Dice, 320pts capture, appears at hero level 24, NOT AS GOOD AS RETINOHYPOTHALAM)

The monsters above are ridicilously strong in comparison to how easy they are to get (when you get ‘lucky’ on their turn, that usually meant 1k+ damage on any target for me). Do not be afraid to burn phoenix feathers on a run where you capture one, but also do not burn feathers on a run where the first monsters in the first fight get lucky and whack you or your monsters out of the game – there’s nothing wrong with dying and trying again after getting unlucky.

If you find the above levels too hard you can go to these places to find a Sodium Cloud (252pts capture, pretty rare, will have to do the levels alot)
Lair of the Oracle
Deserted Beach
Dried Up Riverbed
Sodium Cloud (Double Water Core Dice, gains 2 more Double Attack dice early on so it becomes a freaky cannon with a few + water damage items).

Gold Farming

Gold mostly comes from 2 sources: Chests and rolling ridicilously high number of dice. It is very easy to get say 10k gold by only putting risky dice on your peeps, going to a lower level dungeon and just spamming the dice until you hit on a higher dice combo (which can be anything between 9-20 dice, depending on your luck and how high you are willing to go). Keep an eye on the dices on the left, the golden ones are worth more gold and you should base your judgement on wether to roll more dice or not on those (a normal turn for any of your peeps would be: roll 7-9 dice, check how many golds you got and approximate your chances of rolling for more based on how many ones in a relatively rapid succession you saw in the past 2-3 turns, then either take what you got if you got a nice amount of gold dice or roll for more if you think you can chance it).

As for chests, always use gold to blow up all chests save for the last 2 you have to choose between, it’s worth it not only gold wise but item, dice shard and uncut dice wise as well.

 
Flag Post

Topic: Tiny Dice Dungeon / why difficult is auto-increase?

Number of monsters depend somewhat on the number of monsters you bring with you into the level and personally I did not notice any of the ‘hardening’ mentioned above – as you level up, some new, harder monsters appear at the earlier levels and there are always rares out there, but your power raises alot more than any of that affects the difficulty of a level (after a while, even single manning any level of the first 2 locations and most of the levels of the later levels is a piece of cake, it would only be hard if you brought 3 really shitty monsters / monsters with shitty dices with you into them with crappy items / poorly chosen items, otherwise bringing monsters with you makes it even easier).

Grinding is not a matter of how many levels you beat btw, I’ll leave you to think on that based on what you’re actually grinding and where that said something comes from.

 
Flag Post

Topic: Tiny Dice Dungeon / Reloaded game and save is gone

As the title says, reloaded the game (browser refresh) and poof suddenly I’m at the very beginning of the game with nothing.

I’m assuming the game uses a local save since it has a cloud save option.

Considering you try to sell people stuff with kreds, I’d recommend not doing that because a) this kind of shit happens and b) people can just cheat by altering the save files (which I would do at this point if I wanted to continue playing the game).

 
Flag Post

Topic: Tiny Dice Dungeon / Things to take note while playing TDD

What’s the deal with this game?

The deal is, alot of things in the game require uncut dies which are next to impossible to amass without paying ridicilous amounts of kreds (1 dice is 2 kreds, 1 dice on the other hand is pretty much equal to one clip of ammo in your average fps in terms of how many of them you’ll end up needing and I’m being generous here).

Edit: Other than that, it could be a great game but if you dont pay, the game is nigh unplayable after a while.

 
Flag Post

Topic: League of Angels / [Forum Event] Fireside Tales: As Told by You

(S4 Cellie)
The mage starts to weave his tale:
“It all started when I was getting my pointy hat repaired at the local tailor…”

 
Flag Post

Topic: Swords & Potions 2 / Suggestions and Ideas

Uhhh, one more!

3. Personal buildings
======

You have a city you build buildings around and it provides bonuses for everyone in the city. Expand the same form of building to personal level – players shop has thingies outside of it and around it that can be built and upgraded the same way that you build the city – except that these bonuses follow you around wherever you are! Obviously they are smaller than any bonuses you get in a city, but it adds another personal-benefit -layer to the game and also allows players to again have more choises!

Edit: These bonuses would not be like they are in things we build inside the shop, but like on the ones outside, giving more resources per hour (in a lot smaller amount) or bringing in special kind of customers.

 
Flag Post

Topic: Swords & Potions 2 / Suggestions and Ideas

1. Repeat button for crafting!
======
In other words: a box you check that makes a worker automatically repeat the last-built receipe for as long as you have materials for it.

Very easy to implement:
1. Add checkbox + bind it to vars
2. 4 variables for each active worker + setting it to false between days if worker was changed
3. When worker drops item into bin, check if auto has been set on, if so, repeat last receipe unless player issued a new one (though variable would be set to false by this time anyway, but just in case the functions are run in parallel as sometimes is with flash/silverlight platforms).

Very nice to have because many-a-times we just wanna repeatedly craft the same thing a kazillion times %p

Edit: Another way to deal with this would be to add a small repeat icon next to the worker icon that allowed you to start crafting the same receipe again.

2. Involvement in quests for bonus-something!
=======

The characters are from Sorcery Quest. The items are from Sorcery Quest. Let us get involved in the quests like in Sorcery Quest! A small simplified SQ -like minigame where you run around with the chosen customers in the same way you do in SQ and they have certain customer -based unique skillset (also level based) somewhat based or similar to SQ with the items we gave them giving them certain kinds of bonuses, skills or whatever.

Altough the coding work for this would be a bit more work, you could use the SQ engine so it wouldn’t have to be made out of nothing.

This would be even nicer if there were quests that had “?” -slots for adventurers that could have any class you wanted to put in there.

This could be completely optional for players – it would be like a tradeoff’ish challenge of sorts; If you chose manual involvement in quest and succeeded to do it, you could get some bonus from it (ie. bonus materials / better chances at getting the items / shorter duration of the quest. Then again, the player uses some shop-time to do the quest so its also a choise – some players want to quest more and shop less while others want to do it the other way around, everyone is happy!