Recent posts by Falos on Kongregate

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Topic: Realm Grinder / Haven't found a Research build superior to Merc yet (R18)

Greater-thans denoted excerpts since newsgroups.

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Topic: Crusaders of the Lost Idols / Werewolf vs Hermit

Originally posted by Falos:

These are actually close values, and will be decided by your gear/EP.

“will be determined”? “will be tie broken”? 10-20% is a joke in a multipliers context and collaborates my claim of napkin math accurately modeling the best-dump selection.

Originally posted by kruchbaum:
if you try it out in game Hermit is

I did. And giving hermit equal gear (200/200) would’ve put him at 146.6s, which would’ve been basically equal to my wolf. A hair under, since my hermit has a bit less EP.

But those EPs are in my sheet and project the advantage. Not to absolute numeric perfection, but the intents’n’purposes is priority ranking for choosing the anchor, and that’s accurately deduced.

If my hermit gets 200/200 and enough EP to overtake wolf, I’ll know when.

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Topic: Crusaders of the Lost Idols / Werewolf vs Hermit

*Note that this is with 200/200 wolf gear and 100/200 hermit gear; if my hermit had the same gear and EP he’d be ahead.

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Topic: Crusaders of the Lost Idols / Werewolf vs Hermit

Guess it must be their negligibility that makes my results line up with my sheets. After hundreds of negligible filler levels, of course.

Like, right now my sheet (using my gear/EP plugged in) reports as post-formation final mults:

Wolf: 1,052,494%
Hermit: 555,717%
Delta: 1.90x

Fueling them at the same price (Lv675, 625) outputs these formation DPS, live:

Wolf in anchor: 158s DPS
Hermit in anchor: 73.3s DPS
Delta: 2.15x

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Topic: Crusaders of the Lost Idols / Werewolf vs Hermit

Collector: 5000%
Hermit: 4800%
Wolf: 6000%

After a Lumberjack+Shield+Clown+Lion+Coffee formation:
Collector: 35,083%
Hermit: 33,680%
Wolf: 31,185% (no coffee)

These are actually close values, and will be decided by your gear/EP. I have 200%/200% on wolf, who gets >1M% after gear/EP, so he’s my dump.

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Topic: Heroes of Glory / Black Screen of Death

No workarounds? Sad panda. Guess I’ll play something else.

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Topic: Realm Grinder / Auto Clicker Cap at 30 :(

>_Enjoy the repetitive strain injury_
5. Or +. Or both.

I actually use it to reduce strain outside clickers too.

I do have an autoclicker that I occasionally use. I’d just mod the .sol or export if I wanted the effects of leaving it on though. But at that point I might as well just put set.CookieTotal(=everycookie) into the console. “Yay, I won…. now what?”

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Topic: Realm Grinder / Possible new end game mechanic

Balancing becomes extremely important if price commitment is measured in weeks. The wrong selection means a huge penalty.

That’s especially painful if it’s a bad selection for bad reasons: Poorly written tooltip, mechanics don’t actually yield/scale/etc in actual code outcome as intended, post-selection buffing/nerfing.

The good news is I see a decent enough grasp of math in the mechanics, which likely extends to engaging play. Design and implementation is already delicate, being locked into decisions magnifies this.

Consider the boost in starting cash. The Gem Power upgrade pretty much delivers this already, instantly putting you at e# (gems pending) and plateauing quickly. If you meant faction coins, consider the Faceless upgrades, which reward every alignment event. Is the following step obvious? It might even seem appealing at first.

Instant alignments would mean players have to spam events to a plateau of, oh, maybe 300%. Others would script/bot, but the curve would still force them under 500-1000%.

Is it still an appealing feature after a deadpan summary? It would be equally appealing to have a neoprestige upgrade that says “Immediately boosts your Faceless hivemind/heritage by 1000 events.” – and better design because no one has to dick around for the hour or two to harness it.

I’m just trying to illustrate how fiddly design can be. I’m not actually worried much about weird loops or bad scaling being in too long. Excavation kind of breaks the idlegame rule on “No baseline penalty”, but it’s insignificant and now hides behind prompts. We’re in okay hands. As written the proposed prestige can be pretty neutered by something like “Reset Supergems” ala carebear talent trees.

Specialization usually dead ends into “Spec X forever, everything else sucks” but if you do it real careful, the gap is little enough that the small amount of user playstyle variation tips it. The main spectrum being heavily active < – > heavily idle.

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Topic: Realm Grinder / A little gift for the comunity I'm working on

Neat. Fan art is an honor.

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Topic: Realm Grinder / [Minor Feature Requests]

Do we have hotkeys to purchase buildings? That might be neat. Ctrl+QWERTY or something, I dunno.

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Topic: Kongregate / [New Feature] Introducing Kongpanions!

Originally posted by Lloyd_Majere:

totally not stealing the job

For those wondering, it’s a pun on the shortened Japanese word for cell phone, “Keitai” (Pronounced like the name of the Kongpanion, ‘Kay-Tie’).

Ha, adorable.

I guess I could use that word, ironically, but I just don’t get the “ironically” business in the first place.

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Topic: Anti-Idle: The Game / [Official] Crossover Rewards - Kana Warrior!

Reversing the hash to cheat? That actually sounds like more work than earning it, and it doesn’t look like the medal is game breaking or any
Dohoho. You so silly Tuk.

(“39” is sometimes used as an appreciation gag, since it can be pronounced “san kyu”)

Moving on, this is neat cross promotion, and even if I didn’t care for it I should appreciate the effort it took to implement. Has a bit of “extra mile” flavor to it.

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Topic: AdVenture Capitalist: General / Who Is The Number One Capitalist?

>_Who Is The Number One Capitalist?_
Some whale.


Or did you mean like Warren Buffet and Donald Trump?

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Topic: War of Omens / Speed League - or god give me patience but make it fast.

Sign me up for big boy mode, maybe then I won’t have to spend 90% of the “gameplay” staring and drooling.

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Topic: War of Omens / Usury - Pointless

When I saw it, I assumed it was meant to work along embargo/bureau. Cast it, feed the bure with six apples, and you’ve basically got an embezzle flowing, but I think it might work proactively on resource dumpers (incl AI)

This is the intended design, I’d hope, but I haven’t actually seen to its viability in testing.

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Topic: War of Omens / Constant Card Revisions

MtG does have power creep. Provided a database, you could probably put out charts with exact numerics on how the baseline has crept upwards; I’d like to see the one titled “Bears over time”.

In a centralized, “soft” CCG we can backtrack and do-over, and that’s a good thing. However, let’s not start Wild Ass Guess’ing and knee-jerking. We don’t have to be as polished as the developmental days where they obviously did a lot of analysis and playtesting to release a tuned balance, and I wouldn’t say we have a bad habit yet, but let’s not get too crazy. Rats up, back down, aurochs up, back down (calling it).

Again, we’re not in a bad place yet, and the timeframes are important. If card X gets overbuffed it’s much more acceptable to have the kneejerk correction in the same week, and not a month later when users are settled. Similarly, if a card has been left alone for a long time, it follows that tuning shouldn’t need to be strong (unless it’s overhauled mechanically and effectively a “new” card).

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Topic: The Last Stand: Dead Zone / Loading assets hangup

Required communications/script permissions include: → → →

Had to enable those before I could get in.

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Topic: Tyrant Unleashed: General / [Dev] Patch 1.8 Out 10/7/2013

Awesome. Spent hours and hours building up fusemats and you piss all over them at the last second, then tell me that shiny empty slot is not only at 0% completion, but it also makes the next one a derpgrind of 9000 hours (more if I take my time and turn auto off) by merely existing.

I’m trying to decide between “see you months from now” or “never again”.

It might be worth choosing the first one, so I can get screwed over good and truly when the point system is wiped and replaced by something else just as I get close.

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Topic: Anti-Idle: The Game / TFCG: In search of a faster Perma-Face

Originally posted by lackinglack1:

So is the time advantage enough to justify no streaks then?

When using mine? I don’t actually know. I only have three upgraded faces, so I don’t have a sense of pay rate for the steady streak decks. A highly reliable deck using +cash superpower will have bigger hauls, I get 200-230 (precard) from mine.

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Topic: Anti-Idle: The Game / TFCG: In search of a faster Perma-Face

PvP / Deck Load Code:

Deck List:
3 (Upgraded) Instant Red
9 (Upgraded) Instant Yellow
2 (Upgraded) Perma-Monster
7 (Upgraded) Time Warp
2 (Rare/Upgraded) Dream Book
2 (Rare/Upgraded) Awesome Face

Most boiled variant. 32 attack by turn 3, even t2. Can kill Lv6 by t4. While a more reliable deck spends time clawing out a win, you can win two here.

Expect no streaks; if you have two non-yellow cards in OP don’t waste time, scoop. Get a fresh hand in half a second, then hit the results screen in no time. Uphill battles are a waste of clock.

Note: You can float a face before you dreambook if you know favorable odds are in place.

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Topic: Tyrant Unleashed: General / Your thoughts on being able to trade cards

Freemiums don’t do economies. Isolate players, be the exclusive market, dev101.

Even if only garbage is allowed in the trade system, it’s a lot of work to implement.

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Topic: Tyrant Unleashed: General / Devs: Do You Want My Money?

The PPT leak showed that some games had 40% of revenue comes from 2% of players or something, I’ll look it up later. Prices may drop someday, since they’re kinda ****ed up compared to directly/nearby related industries, but not till the early adopter derps have been milked.

The library cap is actually a poor business move, the rule is that you don’t put a roof on whales, don’t stop the derp with $10,000. You’ve already made the game pay-to-win, why stop now?

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Topic: Anti-Idle: The Game / [Petition] Arcade balance changes

Originally posted by SoStacieFan:consistently get the par scores for each of the games every day

That’s not something you can promise everyone. Now I’m not sure everyone’s reading the par generation posts. As I read it, par is coded to become out of reach for “everyone” as a simultaneous event, except Whack-a-Greg.

The par isn’t an average. It’s not the mean, median, or mode. It’s based on the maximum, with little respect to the curve or actual bulk of the playerbase.

Yesterday I would have been delighted by increased popularity and recognition for A:TG. Today it occurs to me that it would cause “par” to be based more deeply, perhaps entirely, on the weird flukes and outliers. Y’know, the things that cause retesting? Or are thrown out entirely? Because they poison data? The reasoning and justifications being brought up may be sound here, as theory, yet the results say “Somewhere, a piece of this setup is odd.”

But if that’s how the arcade junkies want it, let them have cake. I’m not here because of the 30 min/week I spend in the arcade. If there was an arcade card my stack would be bigger than the stadium pile. My stance would be placated by alternate routes to the necessary score/100kMs, and hey, we already have those. Plus Tukkun may deliver: “other things are being done to help with achieving par scores”.

BTW I’m not claiming alt routes are superior, they may or may not be, I can’t give a solid claim since I don’t bother in arcade. But as a per-time question, the alts provide one-second results. They’re small, but I can wait, I’m an idler.

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Topic: Anti-Idle: The Game / [Petition] Arcade balance changes

I regularly beat par on Ulti Avoid, Whack, Balance, Mindsweep, and Tri Count. Yet for all my efforts, Math Master spikes 30% at best and Pong never hits 20.

The discrepancy speaks for itself. I don’t have a specific diagnosis or solution, but it’s easy to see that either something’s fishy or something’s in need of fixing.

While less indicative of said conclusion, it may be worth noting that during the first days of Challenge #1 I was able to walk in and scoop up like 400% par for the day, but still without fazing Pong or MM. Even if I assume I simply suck at Pong, that reasons a gap, not a chasm of disproportion.

I don’t care about the quests, I’ll ride this Arcade Business into 2014 if need be, but investigation/correction is still good for my and everyone’s sake.

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Topic: Kongregate Multiplayer Games / [Clash of the Dragons] There should be more uses for gold

Fixed gold amounts for useful “tokens”/epics/packs is really not going to happen, the suggestion will shut down whatever little thought 5PG gives this, sending them back to watching the money printer spin.

I notice some posts in this thread addressing a player-to-player AH. It’s pretty basic cashwhoring to always isolate player economies, but you can still do a system-to-player AH with a few cards per day and let people burn up millions of gold on a single card. Value becomes a little closer to being measured in hours, the baseline for resource generation in game design. Yes, it’s not exquisitely balanced, but a somewhat-useful idea is better than no idea. As it is gold isn’t worth wiping your ass with after your character outgrows diapers.