Recent posts by synapticon on Kongregate

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Topic: Tyrant Unleashed: General / i should be permanently banned from the forums... forever

wat

 
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Topic: Global Assault / [Dev] Incoming patch

Originally posted by tehaaron:

These updates all seem great to me…but when am I going to be able to do cross unit fusions? Not having this is literally causing me not to play and thus not provide useful feedback on these other changes..

Hopefully also this week! :)

 
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Topic: Global Assault / [Dev] Incoming patch

Originally posted by mgfloy03:

My current squad is delta – so I’ve lost my alpha squad. Is delta just the renamed alpha?

Setting all active squads to Alpha Squad now. Refresh shortly

 
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Topic: Tyrant Unleashed: General / [MK][To Devs] Please Unlock the "I should be banned" thread

To maintain balance in the world, I will lock this thread.

 
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Topic: Tyrant Unleashed: General / [MK][To Devs] Please Unlock the "I should be banned" thread

Your zombies are my command

 
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Topic: Tyrant Unleashed: General / i should be permanently banned from the forums... forever

bad necro, back to the dirt with you

 
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Topic: Global Assault / [Dev] Incoming patch

Originally posted by Medeia:

About the multiple squad removal:

The reasoning makes sense but there is one important aspect that cant be overlooked, which is:

Right now, I, and i think just about everyone, uses one or more of the spare squads to put there units for upgrade. With them being removed, and as it seems, the interface for unit selection, will not be changed, upgrading units will now become a nightmare, esp the low tier ones. As people have in reserve most of the 2 star they get from the regular supply drop, it can take a very long time to browse through everything and get to your desired unit.

So even though it makes sense not to have more than 1 squad, for the reasons you present, the result will make the game less user friendly.

Thumbs up for the reduced upgrade times! :D

Great point. We will also likely be adding a sort functionality to the reserves panel.

 
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Topic: Global Assault / [Dev] Incoming patch

Later today or tomorrow we will be releasing a patch with several major changes.

-Repairs will be changed significantly. Rather than a loss resulting in an immediate repair delay, we have added a “Damage Meter”. As you take damage over time (from wins and losses), the damage will accumulate. You can launch attacks with partial damage. However, if your damage accumulates enough, you will no longer be able to attack. This “Squad Health” can be increased with upgrades to the existing Squad Bay.

-We are removing multiple squads (for now). There is currently little reason to have more than one squad, and it is simply overcomplicating the UI. All units in squads will be automatically removed (and sent to the reserves), and all players will automatically be switched to their primary Squad.

-Retreating will cause a % of damage to your squad based on its total health. Retreating should be used sparingly rather than as a system to repeatedly attack the same battle waiting for a “perfect start”.

-Unit upgrade times for levels 6+ have been reduced significantly.

-Multiple other bug fixes.

 
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Topic: Tyrant Unleashed: General / To Daniel Montinegro....Please stop with the Necro Threads

Seriously agreed. Random thread necros hurt the forums.

 
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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!