Recent posts by synapticon on Kongregate

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Topic: Tyrant Unleashed: General / [Dev] VAT Price increase

A previous thread discussed a gradual increase in prices on the Google store based on VAT taxes required by changes to the Google Play policy. The first increase will be rolling out later today – a 5% increase in countries that require the VAT tax. The next increase will occur around November 3rd.

Thanks for your understanding.

 
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Topic: Tyrant Unleashed: General / [DEV] Reaping the Battlefield Tomorrow

The stamina cap increase is coming, but will be up to a week away. We are packaging it with some additional changes.

 
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Topic: Tyrant Unleashed: General / this is why Synapticon fails

Critical feedback is great. Saying “f*** this game the devs are awful” is not great.
http://www.kongregate.com/forums/2468-general/topics/436886-dev-forum-etiquette

Thanks!

 
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Topic: Tyrant Unleashed: General / [Dev] Guild War matchmaking update

Originally posted by nodrules:
Originally posted by synapticon:
Originally posted by Zolyx:

LOL to the Devs, the more changes you do to the war format the worse it gets. Keep them coming I am sure we will see another row after the war, LOL. Oh boy we will never see the end of it. Devs should have taken the offer of some of the players here and spend some time in their chat during the war. Then, perhaps, they will understand the full implications of what they are proposing.

Or, you know, feel free to explain it on the thread where the devs are interacting with the community looking for feedback.

So you can ignore everything we tell you as usual? Ok

Read a few posts up to see player feedback in action.

 
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Topic: Tyrant Unleashed: General / [Dev] Guild War matchmaking update

Fair enough. I’ll discuss again with the team tomorrow about removing the start war button and see if there are any remaining issues with it. Either way, we certainly won’t be able to get it out for this war (as it will require a client change and a more significant patch) so we will still be going through with the queue as described in the first post. However, this is something we’ll be discussing for a future war. Thanks again for the feedback!

 
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Topic: Tyrant Unleashed: General / [Dev] Guild War matchmaking update

Originally posted by Zolyx:

@synapticon, please see Froggy post, and by the way I have no idea who the guys is. It is spelled there what we are going to have the coming war. you don’t have to think hard what is going to happen next war: everyone will not fight till the last minutes then go go go, rush on auto. LOL, where is the fun in that? The main issue is the 20 attacks, get it back to 10 and it might work out till you guys come up with a better way of addressing this.

The only good thing that was improved last war was the two days wars. But thinking back and considering the new changes, I would prefer now to go to the old format.

But if everyone spams 20 attacks in the last war, you won’t have attacks for the next war. Guilds should expect to manage their attack usage to win the necessary wars.

 
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Topic: Tyrant Unleashed: General / [Dev] Guild War matchmaking update

Originally posted by warrior28:
Originally posted by synapticon:
Originally posted by WARGa5m:

Hey synap. Question regarding this change then….

So with matchmaking being changed like this, is it automatic start of war and into the matchmaking or is there still the “start war” button you have to press for each matchmaking process to start?

There is still a start war button. We do this to prevent guilds from being forced to engage in war even if all players are offline/recharging attacks.

But there is no downside to losing a war right?

No top guild sits out more than the .2 seconds it takes to hit the button.

This is a great counterpoint and is something we’ve discussed internally. There’s a concern that less active players/guilds will find it offputting to see a bunch of losses overnight from wars they didn’t initiate, even if there’s no real “rank loss” associated with it.

 
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Topic: Tyrant Unleashed: General / [Dev] Guild War matchmaking update

Originally posted by Zolyx:

LOL to the Devs, the more changes you do to the war format the worse it gets. Keep them coming I am sure we will see another row after the war, LOL. Oh boy we will never see the end of it. Devs should have taken the offer of some of the players here and spend some time in their chat during the war. Then, perhaps, they will understand the full implications of what they are proposing.

Or, you know, feel free to explain it on the thread where the devs are interacting with the community looking for feedback.

 
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Topic: Tyrant Unleashed: General / [Dev] Guild War matchmaking update

Originally posted by WARGa5m:

Hey synap. Question regarding this change then….

So with matchmaking being changed like this, is it automatic start of war and into the matchmaking or is there still the “start war” button you have to press for each matchmaking process to start?

There is still a start war button. We do this to prevent guilds from being forced to engage in war even if all players are offline/recharging attacks.

 
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Topic: Tyrant Unleashed: General / [Dev] Guild War matchmaking update

Originally posted by the_froggy:

Ok. let me rephrase my msg.

Right now, after a hard war with it’s rival (and all out war), it takes a guld around 6 wars to regenarate the 20 attacks.
This means 3 scenarios of any war:
1. you only spend 5 attacks you would normaly regen and you take a win/loss.
2. you spend all 20 and hope for a severly weaker guild, so you can regenarate. (but you usually take a loss in that period as it takes you 6 wars to fully regen, and enemies know that so they try to take advantage of you)
3. You try to rush at the end so you avoid spening all, but you get a chance at winning.

With this change, you are basically eliminating the scenario #2, because we know that after an all out war we will not get severly weaker enemy that will allow us to regenarate. Which means that all game play will come down to scenario #3 aka rushing.

Let me remind you that we already had siege rushing in the past, and that all top competitive players were not happy with that, and that many of them burned out, just because of ludacris time consumption it required.

If you are going to make tighter matchmaking based on rank, and not only based on the 20% rule, you should lower back the attack limit to 10 (or give us all some fixed attacks at start of every war).

Attack management is symmetrical and strategically important.

 
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Topic: Tyrant Unleashed: General / [Dev] Guild War matchmaking update

Originally posted by the_froggy:

So, after my guild has a close war with a rival, and we have to spend more than 5 attacks we would regenerate (and since we are crippled for the next 5+ wars because of the 20 attacks increase that most of the players dislike), you will try to FORCE my crippled guild to fight against a stronger enemy?

Not sure I understand. If you go up in the ranks, you fight stronger enemies – yeah.

 
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Topic: Tyrant Unleashed: General / [Dev] Guild War matchmaking update

This weekend’s Guild War will feature one key addition to the matchmaking system which we hope will improve the quality of matches. Rather than trying to create an instant match, we have a queue that will take upwards of ~5 minutes to find the best match.

Pros:
-Closer matches based on rank, especially later on
-No 40m+ delays reported by some guilds

Cons:
-1-5 minute delay between wars. However, this is going to be spread across all guilds now, so it should be a “fair” delay.

We’ll be monitoring!

 
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Topic: Tyrant Unleashed: General / [Dev] PvP/Artifact revamp proposal

One of the goals is to give players more incentive to try new decks and skills. This coincides with the additional SP rewards to help level up those cards more quickly.

 
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Topic: Tyrant Unleashed: General / [Dev] PvP/Artifact revamp proposal

Originally posted by FrOzEnSoLiD:

Also, what will the missions drop? Maybe keep reinforcment out of pvp and make them only missions?

Then you can finly do tier 3 reinforcments and have legendaries be a low % drop!!!

Artifacts would also be removed from missions.

 
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Topic: Tyrant Unleashed: General / [Dev] PvP/Artifact revamp proposal

The initial concern about losing reinforcement epics is valid, but in practice the data shows that’s not actually helping players all that much. Only ~7% of people do reinforcement with artifacts per day (that’s down from the last time we took a look at the artifact system) and from them the majority only do 1-2. Beyond that, most players able to collect all the necessary artifacts already have high level/rarity cards due to the difficulty of PvP and tend to salvage the drops. This was the main motivation for simplifying to SP for the rewards.

 
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Topic: Tyrant Unleashed: General / [Dev] PvP/Artifact revamp proposal

We have a PvP/Artifact revamp system we’d like to propose.

Issues with the current system:
-players frustrated by low stamina recharge cap (must play every 25 minutes for max benefit)
-players frustrated by losing artifacts immediately after gaining them
-players confused by the artifact system

Goals for the new system:
-Be more fun, and simpler to understand
-Decrease the frequency of sessions required for “maximum PvP”
-Provide a bigger SP source

The proposed fix is actually two separate updates: one quick fix (~3-4 days) and one more sweeping revamp a bit further in (that will require a client update, so up to 2-3 weeks).

Phase 1:
-Increase the Stamina cap for everyone by +5 (total of 10). This reduces the frequency that players must log in to do their battles.
-Add a hidden 5 minute shield when a player gains an artifact. This buys the player enough time to move to the reinforcement screen and prevents artifacts from getting sniped last minute.
-Make a couple tweaks to Battle Rating (BR):
-Players never lose BR. Originally this was meant to be a competitive stat, but it is now much more a measure of activity, and is closer to an Experience Point (XP) system. This will also help prevent the purposeful drop in BR that some players use.
-Increase the minimum BR gained on a victory. This will help new players advance through the ranks more quickly.

Phase 2:
-Add PvP Daily Quests (three per day).
-Remove artifacts and reinforcement.
-Reduce the number of available rivals from 18 to 6. After the BR changes and removal of artifacts, there won’t be a need to have so many different players. Instead, we can focus on improving the matchmaking here to give higher quality matches.
-Daily quests give SP.
-Daily quests are cycled randomly from a set of achievements that encourage varied deck behavior. These only apply to PvP battles:
Examples:
-Beat 30 players
-Destroy 50 enemy cards
-Deal 50 Strike damage
-Poison 15 enemy cards
-Protect 10 damage
-Evade 25 enemy skills
-Win a battle without any of your cards destroyed

As always, feedback is welcome. Thanks!

 
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Topic: Tyrant Unleashed: General / [Dev] Roadmap+Brawls update

We have a couple adjustments to our roadmap this month:

1) Reward Packs delayed
Unfortunately, our new iOS build has been in review for two weeks now and is still not out, which has changes necessary for Reward Packs. Because we obviously want to maintain reward parity across our platforms, we unfortunately have to delay these to a future event – most likely until the end of October. As a result, we have updated this month’s reward tiers.

2) Raid and War timing swapped
We wanted our Raid this year to fall on/around Halloween (thematically) and also to move the more intense event (Wars) to a non-holiday. The new dates are:
Guild War: Oct 17th – Oct 19th
Raid: Oct 31st – Nov 2nd

We realize this is somewhat short notice and apologize. We needed some verification first that we were able to do this, but we are letting you know as soon as it was confirmed on our side.

3) War Matchmaking
Despite the short time, we are trying to sprint on some matchmaking changes that should help prevent delayed matches in Guild Wars. We hope to have this fully tested and ready for next weeks war.

 
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Topic: Tyrant Unleashed: General / [Dev] Exploit + Bans

Originally posted by Bongos222:

Synapticon. what do you do if you stumble upon an exploit, and see it happen in your client? say you received achievement 1, and unknowingly triggered the exploit? is there a way to do unknowingly trigger these exploits? or did these players actively Infringe on the game to create these exploits?

From what we can tell it required active exploitation, or else we wouldn’t have enacted the bans. We will continue the discussion directly and privately with the player claiming ignorance of the issue.

 
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Topic: Tyrant Unleashed: General / [Dev] Exploit + Bans

Originally posted by Stefi101:
Originally posted by synapticon:
Originally posted by Stefi101:

Hey, my friend got permanently banned, and he has no idea why. Is it possible that he could’ve accidently used this exploit?

Send a ticket and we will discuss with them.

What do you mean by ticket?

Sorry, a support request

 
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Topic: Tyrant Unleashed: General / [Dev] Exploit + Bans

Originally posted by Stefi101:

Hey, my friend got permanently banned, and he has no idea why. Is it possible that he could’ve accidently used this exploit?

Send a ticket and we will discuss with them.

 
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Topic: Tyrant Unleashed: General / [Dev] Exploit + Bans

Originally posted by XKyotosomoX:

Devs, what was this glitch, like woah, it was banable? Must have been able to be exploited for a lot of gold?

Yeah, it was like woah.

 
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Topic: Tyrant Unleashed: General / [Dev] Exploit + Bans

Originally posted by nis_stalker:

Ok, what about my PM and support ticket I sent about account sharing (which is prohibited by your rules).

I still see (face in PVP/GW) some players active even after I sent you screenshots from my personal LINE messenger. It happened more than a month ago!

Should I post my (own) screenshots on this forum to get bans going? Right now I feel like we have double standards. Some players are banned at once just for a forum post and some spenders continue to play no matter what…

Account sharing is an ongoing investigation on our part. Screenshots play a part in it, albeit a very small role relative to our own metrics. Posting screenshots on the forums will not “help you get your bans” faster.

 
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Topic: Tyrant Unleashed: General / [Dev] Exploit + Bans

Originally posted by YmJ1:

Show us banned lists!

No. It is our (oft repeated) policy that we will not discuss information about banned players or their guilds. This policy will never change.

 
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Topic: Tyrant Unleashed: General / [Dev] Exploit + Bans

We’ve uncovered an exploit that allowed players to claim achievements multiple times. It has been patched. A total of 46 players have used this exploit and have been permanently banned.

 
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Topic: Tyrant Unleashed: General / Crisis averted

Originally posted by OMGWTFFFS:
Originally posted by synapticon:

OMG – I ask that you change this thread title if you feel like your concerns have been answered. If your concerns haven’t been answered, please ask any questions.

Done, glad it has been resolved.

But please do keep players in the loop about stuff like this.

The game has seen no new content in so long, that you have to admit it is a bit shocking to suddenly see it released as a fully developed game under a different name.

It’s getting new content, but our primary focus (because it’s unreleased) is to polish the game, especially the early and mid-game experience, and fix all bugs. Once this is streamlined we will absolutely be pushing out tons of endgame content. It may take a while (~3-4 weeks) before we get to this stage.