Recent posts by synapticon on Kongregate

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Topic: Global Assault / [Dev] Scorched Earth

Originally posted by Alamand:

meh, 10 free scrap is 10 free scrap, though the 500+ dominance requirement doesn’t make much sense, partly because we can’t see opponents dominance anymore and partly because it’s hard to actually be below 500.

It’ll make more sense as you climb.

 
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Topic: Global Assault / [Dev] Scorched Earth

The Scorched Earth event is up! Conquer your rivals while climbing the Dominance ladders to increase your squad’s power.

Feedback welcome!

 
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Topic: Global Assault / [Dev] Client update v13

Changes:
-The Scrap function has been separated out into a separate panel to avoid confusion. You now can drag units into a Scrapper machine. This will reduce the overall taps necessary to scrap a unit. This panel also lays the groundwork for adding the much requested Bulk Salvage button, which will be included in client v14.

-Unit tiers are now represented by color and a more clear vertical star representation. This should make it much more obvious which units are in various tiers. We’ve also made the Fusion Level more clear by adding an explicit fusion badge indicating whether the unit is dual or quad fused.

-We’ve added an in-game Codex. This will allow you to:
-view unit stats for all levels
-see most of the available in-game units
-view the fusion inputs and outputs for your units
-view all skills and descriptions
-view all equipment
To reach the Codex, tap the (i) button in the top left of Unit Info popup when viewing one of your units. Tapping Crate/Cache units in the store will also open these in the Codex.

-Squad Power is now displayed on the Squad Popup. This represents the approximate strength of your squad. It is the sum of your Unit Power, which is based on the rarity, fusion level, and unit level.

-The Map has been visually updated to provide more clear information. The Threat Meter is back, and now explicitly shows the enemy Squad Power. Expected threat is based on the relative score of your power and the enemy power. We now also clearly display the most relevant skills in your enemy’s squad as Havoc provides a bit of reconnaissance.

Please provide feedback! We are excited about these changes and hope that they all provide a big improvement in your gameplay.

 
Flag Post

Topic: Global Assault / [Dev] Daily Objectives

Daily Objectives are out! Every day you will receive 3 new objectives that will provide extra credits for PvP. Over time, we will add new objectives for players to complete.

Please give us your feedback!

 
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Topic: Global Assault / To the level 30 Player...

To clarify, SP gain goes up with the difficulty of the squad you’re facing. This strategy may not have the intended effect.

 
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Topic: Global Assault / [Dev] Daily Objective announcement

Originally posted by KageNoKyo:
Originally posted by Iarebaboon:

Please let us lose Points on PvP loss :( I cant win a single battle, makes no fun. Surging sucks

Here: http://www.kongregate.com/forums/2280-global-assault/topics/453277-to-the-level-30-player?page=1
Farm me all you want, since there aren’t any rules against giving the opponents an easy win and getting FREE SPs.
Yes, that’s right devs, I fixed your SP choke by being a punching bag for everyone else. What do you have to say to that?

That win rates are pretty high anyway, and that SP gain is dictated by the total power of the enemy force, so you’re actually reducing the SP gain from other players.

 
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Topic: Global Assault / [Dev] Daily Objective announcement

Originally posted by CyberSe7en:

One further point.

Daily PvP objectives giving out credits means opening more supply drops, and salvaging more units.

This further pushes the need for a “Salvage All 1*s” button. ;)

Yes, agreed!

 
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Topic: Global Assault / [Dev] Daily Objective announcement

Originally posted by KageNoKyo:
Originally posted by synapticon:
Originally posted by KageNoKyo:
Originally posted by synapticon:

We are currently working on a new Daily PvP Objective feature with the following goals:
-make PvP more interesting/fun
-add significant amount of credits to help progression

Every day, players will receive 3 new objectives that will last for 24 hours. These will be broken up into easy, medium, and hard objectives. Some examples:
Easy: Destroy 25 units. Reward: +200 credits.
Medium: Evade 30 enemy skills. Reward: +400 credits.
Hard: Win 10 battles while using units with Blitz. Reward: +600 credits.

We also hope this will partially address concerns about a lack of SP.

And what guarantee we can even finish an easy objective when PvP is STILL BROKEN?

Can you clarify what you mean by broken? Are you unable to fight any PvP battles or are you facing hard opponents?

Matchmaking isn’t fair. Dominance is based off PVP victories rather than on the level of the cards available. This means that a level 10 who spent significant money on this game will beat a level 30 who didn’t.

Scanning is flawed. More often than not, you will be paired against someone several levels higher than you or has a higher dominance, rather than facing us off against enemies within your level. This isn’t a good balance.

The attacker is at a disadvantage. The enemy starts ahead of you and for most premium cards, being a first drop is already an automatic victory. If you made PvP so that the 1st drops between both armies are at the same time, then neither side has any advantage or disadvantage.

Dominance doesn’t drop with your loss. This alone means that players will hit a wall. The higher they go, the more difficult players they will meet, and any losses which will deny them SP, which will deny them the progress required to advance against harder opponents. Its a cycle of futility. And with the SP choke you so arbitrarily setup for the sake of short-sighted profits, and the feeble silver we gain from generators, I’ll expect this problem to exacerbate.

So yes, PvP is broken because your devs designed it to be.

PvP matchmaking is not based on level or on dominance. In fact, win rates are quite high (80%+) right now, so it seems like the daily objectives should help quite a bit. We’ll monitor completion rates for sure.

 
Flag Post

Topic: Global Assault / [Dev] Daily Objective announcement

Originally posted by KageNoKyo:
Originally posted by synapticon:

We are currently working on a new Daily PvP Objective feature with the following goals:
-make PvP more interesting/fun
-add significant amount of credits to help progression

Every day, players will receive 3 new objectives that will last for 24 hours. These will be broken up into easy, medium, and hard objectives. Some examples:
Easy: Destroy 25 units. Reward: +200 credits.
Medium: Evade 30 enemy skills. Reward: +400 credits.
Hard: Win 10 battles while using units with Blitz. Reward: +600 credits.

We also hope this will partially address concerns about a lack of SP.

And what guarantee we can even finish an easy objective when PvP is STILL BROKEN?

Can you clarify what you mean by broken? Are you unable to fight any PvP battles or are you facing hard opponents?

 
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Topic: Tyrant Unleashed: General / [Dev] Poll about next Guild War

Originally posted by DyingStarr:

I unfortunately have way to much to say, so I’ll condense it down to its TL:DR form……..

Less like GWs = Garbage Rewards < No profits from GWs + Dedicated Resources = Goodbye GW (or game)

Somewhat feels like part of the master plan. Servers had no problems with GWs (beside “MM”) prior to this months. Moving the date seems suffice to me (push back 2 weeks), but i did find GWs the part of this game.

Long Live Guild Wars

We aren’t removing Guild Wars at all. We are simply pushing it back a couple weeks to occur early January instead.

 
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Topic: Tyrant Unleashed: General / [Dev] Poll about next Guild War

We won’t be able to do another raid instead this month, but we’ll likely have some other event (such as an Extra Gold weekend). We still plan on two Brawls.

 
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Topic: Tyrant Unleashed: General / [Dev] Poll about next Guild War

We’re finalizing the rest of the roadmap and wanted to get feedback from the community:

Do you want to skip the Guild War this month?

We’ve been working on several optimizations and are pretty confident that the same scaling issues from last war won’t be a problem again. However, it’s a busy month for holidays anyway and we’d be happy to replace this month’s Guild War event with something much more casual friendly. Thoughts?

 
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Topic: Global Assault / [Dev] Daily Objective announcement

Originally posted by PierreL56:

Sounds Good, I hoped for something like " + 500 / 1000 / 1500 " , or " 400/800/1200 " :)

And please, could you fix this bug about guild’s message if you have some time to do it ? :)

Yes, the guild message bug is something we can work on for the next client release. Thanks for the feedback!

 
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Topic: Global Assault / [Dev] Daily Objective announcement

Originally posted by Gabgore:

I think credit is a better option, as it gives potentials to get strong units and not just scraps. Good job, and thanks for listening to our concerns

Yeah, we’re going with Credits because players do have chances for everything up to T5 units. Credits can also help with some of the bigger Research costs.

 
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Topic: Global Assault / [Dev] Daily Objective announcement

Originally posted by CyberSe7en:

Cool, sounds good.

Thanks for the update! :)

How does this fit in w/ your updated calculations? Does this feel like a good win? It seems like this should help considerably for all players, even those that login just a couple of times a day. We’re trying to give a big boost without requiring all-day participation – something we’ve been learning from Tyrant :)

 
Flag Post

Topic: Global Assault / [Dev] Daily Objective announcement

We are currently working on a new Daily PvP Objective feature with the following goals:
-make PvP more interesting/fun
-add significant amount of credits to help progression

Every day, players will receive 3 new objectives that will last for 24 hours. These will be broken up into easy, medium, and hard objectives. Some examples:
Easy: Destroy 25 units. Reward: +200 credits.
Medium: Evade 30 enemy skills. Reward: +400 credits.
Hard: Win 10 battles while using units with Blitz. Reward: +600 credits.

We also hope this will partially address concerns about a lack of SP.

 
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Topic: Global Assault / Boycotting GloAss

NOT OUR YELP RATING! I’m about to pull a full Amy’s Baking Company.

But for realsies we are working on this.

 
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Topic: Global Assault / Don't put money in this damn game!!!

I reviewed the tickets and it was a failed purchase, Mastertek. We cannot issue refunds on iOS; only Apple can.

 
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Topic: Tyrant Unleashed: General / Fraudulent charges from tu

Originally posted by Wineaux:

This happened to me as well. Synapse was either unable or unwilling to provide me a detailed listing of all my purchases across all platforms. Their exact response was to completely ignore my request. Apple quickly fixed it by reversing all charges made by Synapse. Do NOT mess with my money without my permission!

Did you submit a ticket that was unanswered?

Also for clarity, we cannot charge players and we have absolutely no access to players payment systems. We are given callbacks when players make payments through platform payment systems. If you are getting invalid payments, it is on the platform’s side, not ours. This is why it’s necessary for the platforms to handle this kind of issue.

 
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Topic: Tyrant Unleashed: General / Fraudulent charges from tu

Contact your platform (Google or Apple) if you saw invalid transactions.

 
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Topic: Tyrant Unleashed: General / servers down THANKS DEVS

Now my guild can’t raid Highmaul :(

 
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Topic: Global Assault / Don't put money in this damn game!!!

Originally posted by Mastertek:

I purchased the overpriced New Recruit pack more than 4 days ago for $4.99 to support this game, but I was charged $5.99 and still haven’t got the damn pack by now no matter how many times I filed a claim. I’m not some newbie or stranger here to just defame synapticon on purpose. I’m pissed! Nuff said, don’t fucking spend your money!!!

Have you contacted our support team yet? They’ll take care of this for you.

 
Flag Post

Topic: Global Assault / [Dev] December roadmap

Originally posted by CyberSe7en:
Originally posted by synapticon:

Win rates were absolutely not 99% prior to the patch. In fact, win rates have gone up since last patch, so these calculations are incorrect.

Fair enough. Personally, my win rates from fresh scans in PvP felt close to 99% prior to this past patch, but in retrospect (even if that # does happen to be accurate for me as a beta player) you’re right, that number isn’t representative of the community.

I assume you won’t be able to share how much win rates have increased by since the previous patch, so I’ll edit my post and redo those numbers with (hopefully) more reasonable win rate assumptions.

Anyway, I have a feeling that the conclusion I arrived at – regardless of faulty numbers and assumptions – won’t change much as a result of recalculations.

The loss rate change was a huge factor in your original calculations, so I’m not sure why you don’t think it’d change your calcs much.

 
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Topic: Global Assault / [Dev] December roadmap

Originally posted by Arlasius:

Win rates were absolutely not 99% prior to the patch. In fact, win rates have gone up since last patch, so these calculations are incorrect.

you totally missed the point of his post… scraps gain reduction have hurt everyone very badly… of my 6 scans i’m very happy if i can win 2 of them… and i just can’t continue with pve until i can upgrade my squads but i need a minium of 120 scraps to upgrade one of my unit, 2 wins (if i am lucky) every 2 hours or so, 6 scraps + 2 scraps from the 1* with the creds…

8 scraps every 2 hours… wow awesome, i will be able to upgrade my unit in a day and a half (make that 2 days, i need to sleep sometimes).

The point of his post was a series of calculations, but it was based on false assumptions. Also, 8 scrap every 2 hours is on the very low end of current scrap gain rates.

 
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Topic: Global Assault / [Dev] December roadmap

Originally posted by CyberSe7en:
Originally posted by synapticon:

Credits can turn into scrap

Sure, but probably not at the rate you guys are considering.

Since the previous patch, with the following assumptions made, players would need a massive amount of credits from these daily quests to account for the recent losses.

Assuming:

  • Maxed scanner
  • Belong to a guild with 30+ active members for the credit bonus
  • 80% win rate (down from 99-100% prior to the Nov 24th patch)
  • All credits go toward supply drops, of which all drops are one stars, which are then salvaged (making this assumption to simplify things, with a further assumption that we don’t salvage two star and better units, otherwise the numbers below look even worse)

10 extra credits per win * 7 wins = 70 credits
2 losses = -150 credits (compared to prior patch with near 100% win rate)

-2 scrap per win * 7 wins = -18 scrap
-5 scrap * 2 losses = -10 scrap (compared to previous patch)

Let’s total these:
Credits: 70 – 150 = -80 credits

Round those credits to 100 (cost of a supply crate) and assume 1* from a supply crate we buy with those credits, which we salvage ≈ -2 scrap (worse if we consider salvaging a two star drop).

Scrap: -18 – 10 – 2 = approx. -30 scrap every 2h 15m compared to v11

Also, this doesn’t even account for excessive squad damage preventing a player from using all of their scans, which would take a further toll.


Now, let’s see how these changes affect players by daily activity (# of times they log on to a full scanner, and completely spend and fight all nine scans), and how many credits the daily quests would have to give players to retain the same level of scrap income from prior to the Nov. 24th patch.

For the sake of the following numbers, let’s now assume that we get 90% 1* drops and 10% 2* drops from supply crates, all of which we salvage.

i.e. 100 credits will now be treated as = 2 scrap * 0.90 + 10 scrap * 0.10 = 2.8 scrap

1 login / day: 30 scrap lost ≡ 30 scrap / 2.8 scrap * 100 credits ≈ 1071 credits
2 logins / day: 60 scrap lost ≡ 60 scrap / 2.8 scrap * 100 credits ≈ 2142 credits
3 logins / day: 90 scrap lost ≈ 3214 credits
4 logins / day: 120 scrap lost ≈ 4285 credits
5 logins / day: 150 scrap lost ≈ 5357 credits


The above numbers are all rough estimates using a number of assumptions and guesses.

The point here is to illustrate roughly how much the previous patch hurt the scrap economy, and provide a rough benchmark to compare the daily quest rewards against, relative to the v11 patch.

Granted, I realize that the Nov. 24th patch was intended to slow down scrap progression (and hence squad progression), but based on the above guesstimates, they strike me as quite a large difference.

Also, I feel that a few of my assumptions were generous (80% win rate, ability to complete all nine battles without squad health being destroyed, and credit → scrap exchange rate), meaning that some players will feel the dearth of scrap even more than detailed above.


tl;dr: I severely doubt the rewards for these upcoming daily PvP quests will make up for the scrap lost and tougher match-making, especially for active players.

Then again, I have no idea what rate of squad / unit upgrade progression the devs consider to be reasonable, so I guess we’ll have to wait and see.

Win rates were absolutely not 99% prior to the patch. In fact, win rates have gone up since last patch, so these calculations are incorrect.