Recent posts by SadCookieCat on Kongregate

Flag Post

Topic: Monsters & Dungeons / Frequently Asked Questions.

Originally posted by Lamatiel:

Kittens (at the bottom) rarely appear in Daily Dungeons (not the Rune Dungeons!) and can drop Hatchlings. Evolve them, then fuse it with a monster of the same color to increase skill level by 1.

Oh you are kidding…. I had two of these and had no idea what they were, and as they looked rubbish I burned them for xp.
Maybe they should be marked as special to prevent players from derping like that.

 
Flag Post

Topic: KingsRoad / Suggestions to Developers!

Why must you pay twice to obtain dungeon loot?
First you pay coins to enter the dungeon, then you pay gems to open the chest at the end.

Good grief. I want to like this game, I really do. But that is just…. Spiteful, is the only way I can describe that without resorting to profanity.

 
Flag Post

Topic: KingsRoad / Suggestions to Developers!

Originally posted by PickPacket:

This game is an exercise in frustration.

Same opinion, different cause.

The inventory “system” is just awful.
You get a tiny amount of space to play with, which for the moment anyway is unupgradable due to the rather steep cost.
In that space sits a ton of consumable items which stack at absurdly low numbers taking up over half the space.
Leaving very few spaces for loot and forging, which is just plain frustrating.

To add insult to injury there is nowhere to store things you want for later meaning to have to haul those round with you even if you can’t use them, giving even less space.

As it stands I have a grand total of 6 space I can use to pick up loot. 6. If this deliberately imposed frustration is what this game is going to be like, then I’ll not bother.

 
Flag Post

Topic: Redshift / Fleet raids and bases generally being much stronger than my current rating

Yes. Excluding players from 50% of the content on the basis of “you just weren’t lucky enough to roll skill A or ship B” is some completely sensible game design.

50% win/loss? Ha! The last match I won had a single grey ship and 3 fighters, after that it’s been endless fleets of red & purple.

Maybe it wouldn’t be such a huge thing if all the skills/abilities had some actually useful effect, but as it happens most of them are either lacklustre or pointless. For instance, I only have access to a single useful ability which just happens to be attached to something with the armour equivalent of wet tissue paper – fleet DPS.
Not that it makes a whole lot of difference because it doesn’t matter how much you boost the DPS of something which has a lifespan measured in fractions of a second.

This game has a lot of fun features and tons of potential. But this artificial “working as intended” brick wall has completely killed my interest.
I don’t have a lot of time to play games so things which aren’t fun/enjoyable tend to put me off quite a bit, and apparently I chose incorrectly this time.

 
Flag Post

Topic: Redshift / Fleet raids and bases generally being much stronger than my current rating

Originally posted by 808daman:

Because of the fact you can place your own fleet down in a more strategic pattern and use actives… you have an advantage. Depending on your actives and build… you can have anywhere from 40%-150% additional fp power

None of which makes the tiniest difference when your opponent has:

a). more ships than you, and
b). all of which are higher level than anything you have.

Seriously, this game would be amazing if the matchmaking system wasn’t completely hopeless.
My fleet is 230k and I’m regularly getting pitched against 450k+ opponents, and I’m not going to jump through arbitrary hoops to make some system work because it just isn’t fun. Also because systems like this should work without the player having to cajole and wheedle it along.

Honestly, at this point just displaying a list of other players with similar FP to your own and letting the player pick which to attack would probably work better.

 
Flag Post

Topic: Redshift / Planetary raids issue

Base raids are pretty much all I’m doing right now.
Fleets and planets are “off limits” due to some mixup – the matchmaker seems to think I’m Kraz.
Sectors are pointless because I only want the matter from them, and every sector which can be farmed is now entirely empty.

So yeah, base raids. And spinny wheel thing.
I suppose it’s helpful really, making sure all you wonderful people have lots of nanos. :)

 
Flag Post

Topic: Redshift / Least important bug of all time

That’s quite an irritating non-important bug.
I can think of one better though….

After every battle the background image for the base screen creeps a couple of pixels in some direction, and after several dozen battles the image is half off the screen and looks utterly terrible.
If you play long enough you can get it to go entirely off screen leaving you with a featureless black expanse with your base floating merrily along with itself.
This looks less terrible.

 
Flag Post

Topic: Redshift / First thoughts on 2.5 (FEEDBACK)

There’s some amount of weirdness going on with repairs since 2.5.

Sometimes ships get damaged and get taken out of action only to appear in the next battle as if nothing happened.
Conversely, sometimes all ships survive but one gets flagged as damaged and put on cooldown even though it was not destroyed.

The former seems to be more common than the latter.

 
Flag Post

Topic: Redshift / butthole crew ability combos

Re-rolling is not really an option for most people.

And movement speed is an utterly pointless boost as ships don’t really need to move all that much, and when they do it’s more than fast enough.

My last purp was a movement guy and I was less than impressed although I can’t quite bring myself to get rid of him, so I suppose he’ll sit taking up space in my inventory until we can either burn crew for xp or I get sick of the sight of him.
Triple disappointment really as he also has the same lacklustre active as my current captain, plus the exact same face (because all the crew I roll always look the same).

 
Flag Post

Topic: Redshift / I was raided 356 times in a matter of seconds?

Originally posted by dhatzster:

just farm 21 or 25 whenever it’s comparable to base farming.

Since you don’t get battle rewards, no. No it isn’t.

 
Flag Post

Topic: Redshift / Planetary raids issue

elo was reset as part of the 2.5 update.
Which meant fleet and planet raids were fine for all of 10 minutes until the brokeness manifested itself once again.

As far as balancing systems go, elo is really not working. (Except to exclude people from half of the game.)

 
Flag Post

Topic: Redshift / Repair menu

Alternatively move the repair menu away from missions and have an icon for fleet repairs stacked up with the four other icons in the bottom left of the base screen.
This could then pulse red or something if a host ship is damaged leading to the options for repairs.

 
Flag Post

Topic: Redshift / Sector Raids

Something has been bugging me about sector raids, specifically choosing which one to pick.
Currently it’s a matter of remembering which numbers are good for what vs. what your available ships are capable of.
And it’s a bit of a chore to be honest, and one of the bigger reasons I don’t play sectors all that much as I really don’t feel like opening a level and closing it again several dozen times until I find one I like to look of or doesn’t have massively depleted resources.

What I was wondering was if would be possible to have a mouseover/tooltip like thing for each sector button which states it’s type (fleet or base) along with the approx. opponent strength and the resources you’d gain from completing that level?
(Yes. This is not exactly a high priority I know….)

Would this sort of thing be helpful to anyone else?

 
Flag Post

Topic: Redshift / Planetary raids issue

Originally posted by donfilibuster:

Does surrendering count as a lose?

Not that it’d be worth the time to lose a thousand times just to make the game playable.
The elo might be WAI but the stall is still an issue.

I think it does.

Notwithstanding you shouldn’t have to spend any amount of time farting around trying to manipulate some hidden value in order to just play the game.
(And that doesn’t mean that if you display elo it suddenly becomes a good idea either….)

 
Flag Post

Topic: Redshift / Feedback on Pirates

“Pirates were too fast, we couldn’t escape”
“Pirates refuse to accept your surrender”

Really.
I am completely enthralled by being locked out of the game for any amount of time because I couldn’t complete an impossible task.

I really like this game, but I really really hate this ‘mechanic’ more and more every time it bites me.

 
Flag Post

Topic: Redshift / Ship's Speed affect DPS?

A speed stat doesn’t seem to be of much use given that ships don’t really move all that much.
Now if engines gave a ship a little bit of dodge ability, that might be worth looking at.

 
Flag Post

Topic: Redshift / Feedback on Pirates

I can (kind of) see why you’d put something like this this in. But to be honest all these pirates are currently to most average players is a super-harsh smackdown that basically shuts you out of the game for x amount of time.

If you have a limited amount of time to play and you’ve decided that this game fits the bill, and you get time stomped like this it’s going to leave a pretty negative impression of the whole thing.

For reference – my biggest meanest ship is a lv.30 cygnus, and that is far ahead of everything else I have (which is mostly mayflowers and centaurs), and I’ve just been bounced by a pirate fleet with half a dozen lv.100 reds plus escorts.
Retreat failed because that’s what it does, and in the resulting dogpile I don’t think I managed to even kill one pirate ship.

So planet raids are off limits. Fleet raids are off limits. And now base raids have some arbitrary instant loss mechanic.
Not looking like a terribly rosy future tbh.

 
Flag Post

Topic: Redshift / Planetary raids issue

Day three now, and it’s gotten worse.

Not only does the planet fleet have more ships than I do, but every last one of them is around 2-3x the level of mine.
It is absolutely impossible to win a fight like that.

The fleet battles are doing exactly the same now too, only with the ship levels being 5-6×. Something in this game is really not working very well (or transparently). :p

 
Flag Post

Topic: Redshift / Planetary raids issue

My extractor is lv.2 and already raids are just barely possible with a few tries.
What really bugs me though is that the rewards, both from the planet and the loot are no different than when a raid was a single ship and a few fighters. (which was yesterday fyi.)

This is also quite bad as those tiny planet raids gave you something to do while your fleet was repairing, which of course is now no longer possible – so less playing occurs.

 
Flag Post

Topic: Redshift / What I'd like to see

Things which feel as though they’re missing and/or unfinished.

An inventory indicator. This could be just as simple as overlaying x/20 on top of the icon so you don’t have to click several times just to see how full your box is.
(cosmetic / anti-repetitive)

Crew skills. It would be nice if there were some means of showing the player which skills a character might be able to get for any given level/colour/rarity. As it is now it is entirely guesswork and the player has zero clue what to expect, or even if there are any other skills available.
(moderate importance / information)

Fighter/Interceptor attributes. Some fighters charge forward and soak up hits while some hide behind your ships, yet there is no indication anywhere as to which fighters have which behaviour.
(moderate importance / information)

Blue ships are mixed up. The Centaur and the Aeria (sp?) need to either swap weapons or specials, because currently the Centaur has the better weapon and the better ability which to my mind makes the other ship redundant.
(low importance / cosmetic)

The background planet graphic for the base screen gets mis-aligned with the view and ends up entirely off the screen after several battles have been fought.
(low importance / cosmetic)

Ship equipment does not appear to alter the stats of the ship as the info panel suggests. However fleet power does rise with each upgrade. If this is intended, the equipment info panels need altering to state exactly what it does.
(uncertain / game function / information)

For the love of sanity, there needs to be additional build slots/queues. A lot of these base upgrades take over a day to complete, during which time you can do effectively nothing else. Even if it’s one build slot and one upgrade slot it would feel a lot less restrictive.
Yes. I know it’s there as an incentive to use the cash option, but sadly that is vastly overpriced and as such is a very firm disincentive.
(important / encouraging player activity)

The ability to repeat battles the same way you can repeat sector missions would remove a lot of needless clicking.
(important / anti-repetitive)

Why does the Thunderbolt have an extra “t” on the end of it’s name? Why? Whenever I see it, think “A 5 year old did this”. Stuff like this makes your game look shoddy, no matter how polished the rest of it is.
(irritant / cosmetic)

Overall: Pretty decent. Just needs some attention. (And is at least 500x better than the other game of the same name.)

 
Flag Post

Topic: NovaLode / Suggestions

^^ Tabs. Or another drone. Either would be very welcome at this point.

That contracts station though….

Granted I have really rotten luck with these kind of things and a very limited amount of time to play with… But I’ve not been able to contribute to a contract for nearly a week now (frustrating!) as the items requested are not available without certain company standings, which in themselves are not available until you complete contracts. And the “easy” contracts vanish sometimes in seconds of being posted – seriously, yesterday there was a posting for minerals (which I have lots of) so I filled up and ran for the station. It was completed before I’d gotten halfway there. So now I have a load of manufactured goods that never get asked for, and a pile of components and minerals taking up space but virtually zero cash.

Seeing as you absolutely need to complete contracts to get access to a whole load of items, it might be worth having lesser “personal” contracts which would still let you build your standing etc. with those last few companies without being dependent on blind luck and online time.

 
Flag Post

Topic: NovaLode / Suggestions

Some of the storage issues could be reduced by increasing the stacking limits a little, and/or allowing finished goods to stack.
Personally I feel like the whole using fabricators as infinite storage seems a little like an exploit, but given that you need to manually remove completed items from the fabricator I don’t think it will be going anywhere.

Maybe…. Since your inventory has three separate tabs, perhaps we could do something similar for the item storage?
Start with two tabs, one for finished goods and one for everything else. Anything the fabricator makes gets dropped into your storage automatically and it’s up to you to ensure there’s enough space for everything – not enough space, items are lost etc.

Upgrading the capacity for each tab would be the same, 100k for an extra row. Adding a new tab could be something like 500k or some suitably large yet not completely out of reach figure.

#possiblyusefulideasthatprobablyrequiretoomuchchangetoimplement

 
Flag Post

Topic: NovaLode / Gameplay Tips

^^

Those first two skills are really important. Which to get first depends on personal taste really.
(edit – I am wrong. You can’t get the max pick skill without having the max loadout skill….)
The final loadout skill eliminates the cooldown for your swing, and boosts the damage from 200 to 900. While the last pick skill increases the area of your swing from 3×3 to 5×5.
Together you get a 3×3 of 900 damage with 200 for the rest. You really really want both. It makes things a lot easier.

However…. The cavern licenses are also pretty high up on the list of things to get. So probably go for these after you get at least one of the above, preferably both. (I did the licenses first and I wish now I’d done it the other way about :P )

If you have a lot of free space in your mineral storage, keep a stock of aggregate and rock salt in there. With this you can easily complete a number of quests from the resource drone in one go.

Caches are your friends. Seriously, it’s worth it just for the chance of getting grenades or boomers. You can toss pretty much everything else though. (This is a ton easier with the last loadout skill….)

Grenades and boomers are awesome. Save them until you can get to one of the lower levels though, then throw them around with wild abandon for maximum rare mineral harvest before the cavern collapses.

 
Flag Post

Topic: NovaLode / Suggestions

More random observations based upon my dislike for needless clicking.

When transferring minerals as part of a split batch, the default pre-entered amount to transfer is 100 units. I find myself having to manually zero this before actually setting a transfer amount more often than not.

When interacting with item npcs the “process all” button only works on the items of that specific type. As I cannot think of an instance where I would only want to cut certain gems or identify certain curios, I would much rather the “all” button processed everything in your inventory which can be (by that npc).

When adding materials to a fabrication job each mineral must be added separately. I would very much like to see a single click to add all minerals at once (as far as your inventory allows).

When retrieving completed items from a fabricator you must click the entry, then click the item, then click accept. It would be far slicker if the middle step were not required.

 
Flag Post

Topic: NovaLode / Bugs

Don’t know whether this was latency doing funky things or something else…. But I just saw someone run clear through a load of bedrock and impassables on L1.

I’m no expert but I’m pretty sure that shouldn’t happen.