Recent posts by synapticon on Kongregate

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Topic: Global Assault: General / (To Devs) issue with battleground effect.?.

Originally posted by LFire2312:

Bump… please address this issue.

If this is happening it’s definitely a bug. We’ll fix this ASAP tomorrow morning if we can reproduce the issue. Thanks for the report!

 
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Topic: Global Assault: General / [To Devs] WOW! REALLY? P2W T9 UNITS? WTF? GG DEVS GG!

Bah :p

 
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Topic: Global Assault: General / [Dev] World on Fire event

Originally posted by lol0lo:

Can we expect more PvE missions (permanent and limited time ones like this one) given that PvP will no loger cause health to play and raid is the only PvE content for end game players?

We’ll probably focus on additional Raid content, at least for now. However if this event goes well we can do more of these too!

 
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Topic: Global Assault: General / [Dev] World on Fire event

Originally posted by mnblkjgg:
Originally posted by 4variel:

wow incendiary +50% sounds awefull. Would not a +2, basically, be preferable? +50% seems really crazy strong.

Better start upgrading that ember firefly of yours.

Question @synapticon:
incendiary math: 5 × 1.5 = 8?
(rounding)

We are currently rounding up on the playtesting internally. These numbers may change.

 
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Topic: Tyrant Unleashed: General / [Dev] Bans for Botting & Account Sharing

Originally posted by validname1:

That was an earlier statement. Wasn’t the recent one on Thursday and a three day ban (from Brawl)?

This was more recent: http://www.kongregate.com/forums/2468-general/topics/494641-dev-botting-account-sharing

I don’t think we should hold Devs to the letter for everything they said, or they’ll stop communicating with us in fear of causing an uproar by the slightest deviation. I’d rather they communicate more, generally follow a path, and roll with it.

The weeklong bans will most likely come after the three day bans rolling out this weekend. You were right – yesterday’s wave was basically a warning shot. The followup waves will not be.

 
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Topic: Global Assault: General / [Dev] World on Fire event

-We’re currently playtesting Incendiary +50% as the battleground effect.
-The new campaign will have some easier stages and some very difficult stages. We’re looking to make this event exciting for a wide range of players.

 
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Topic: Global Assault: General / [Dev] World on Fire event

Starting this Friday May 15th through Friday May 29th, we will be running a new, two-week long event – the World on Fire!

Throughout the duration of the event, the “World on Fire” battleground effect will be active, which enhances the effects of the Incendiary skill. This battleground effect will affect missions, Raids, AND rival battles! This event will also introduce a new limited time PvE campaign with exclusive new equipment and special rewards!

More details will follow shortly. Prepare for your world to be set on fire!

 
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Topic: Global Assault: General / [To Devs] wtf... only 2 people stay in ember?

This looks like a bug. We’ll check it out.

 
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Topic: Global Assault: General / [Dev] Matchmaking changes and Upcoming PvP update

Originally posted by spiderman7777:

1 scan per hour sounds like a slowdown of an already slow game i know my vote dont count but i vote no

Yep, it sounds like many players are hoping for ~30 minute rival respawns. This sounds pretty reasonable – we’re considering this right now.

 
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Topic: Global Assault: General / [Dev] Upcoming League Changes

Originally posted by candy7man747:

Wondering the same thing.

After reading through numerous posts indicating concerns, we have decided to postpone this update. While we think that these will be significant improvements, we also think that these changes will be most effective coinciding with PvP changes we’ve outlined here:
http://www.kongregate.com/forums/4496-general/topics/494626-dev-matchmaking-changes-and-upcoming-pvp-update

We anticipate these changes to go up with the release of Client v19, which should be in approximately two weeks.

 
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Topic: Global Assault: General / [Dev] Matchmaking changes and Upcoming PvP update

Originally posted by snr3:

Personally i dont see why would u reduce ammount of spawns at all. If u want to remove HP loss from pvp do it but no mather if we do 96 or 24 or 200 fights the outcome will still stay same since u said u will change the ammount of credits/scraps to give us same reward for pvp…

96 battles a day just feels like way too much for a daily requirement. We will consider changing the spawn rate to 30 minutes rather than 60 minutes.

 
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Topic: Tyrant Unleashed: General / [Dev] Botting/account sharing

The first step of our policing system is ready. We’ll be monitoring activity during this weekend, including the Conquest event.

-On Monday May 11th, we’ll be issuing a wave of 24-hour bans for any players using scripts or botting as a warning.
-Any continued violation of these rules will result in a wave of 72 hour bans on Thursday, May 14th, which will last for the majority of the Brawl event.

 
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Topic: Global Assault: General / [Dev] Matchmaking changes and Upcoming PvP update

We will be rolling back the matchmaking changes during the next server update in about 5-15 minutes.

 
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Topic: Global Assault: General / [Dev] Matchmaking changes and Upcoming PvP update

Originally posted by abider74:

So youre cutting pvp rate to 1/4… thats where the majority of scrap cred income comes from, so are you multiplying payout x 4????

From the post:
“-PvP battle resources (credits/sp) will be increased slightly. We are still working out the numbers, but our goal is that the credits/SP daily income will remain approximately the same.”

Note that this will almost certainly be less than a 4x multiplier, because players will be engaging in a lot more PvP without any squad damage.

 
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Topic: Global Assault: General / [Dev] Guilds API

We will be releasing an update within an hour or so that will enable Kongregate’s awesome Guild API, adding on-site forums and chat for the Guilds.

Please let us know if you encounter any problems. Feedback would be great!

 
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Topic: Global Assault: General / [Dev] Matchmaking changes and Upcoming PvP update

Originally posted by mnblkjgg:

Thank you! This is fantastic to hear. One thing I’m slightly worried about is decreased gaming time, I’m assuming even with increased PvE missions that overall playtime will decrease with 25% the pvp battles now. Some people (like me), like to have battles a couple times an hour.

One other thing is, v18 is constantly crashing on mobile, is there a plan to look into that?

During events the # of PvP battles will approximately double. If things feel too sluggish, we can revisit adding additional content at that time.

Which device are you seeing crashes on? We did not notice a big uptick in crashes but will work on this ASAP with any details you provide. Thanks!

 
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Topic: Global Assault: General / [To Devs] Everyone Hates This New Matchmaking

Thanks for the feedback! Please view our response and continue feedback here:
http://www.kongregate.com/forums/4496-general/topics/494626-dev-matchmaking-changes-and-upcoming-pvp-update

 
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Topic: Global Assault: General / [Dev] Matchmaking changes and Upcoming PvP update

We are currently testing matchmaking changes as part of a broader sweeping set of changes that we’re hoping will improve the PvP experience considerably. Several players have responded negatively, saying that the latest rivals are quite a bit harder than before. Interestingly, we’ve seen a dramatic increase in win rates over the last day for players Level 1-30, meaning that early game PvP is easier than it was before. Win rates for players Level 31-35, however, have gone down (though still hovering around 70%).

We will be making a change within the next few minutes that should drop difficulty for these top level players. Please give us feedback throughout the day on whether this drop seems to be helping.

Beyond the matchmaking changes, we have several points that we will be working to improve for the next client update, with a major focus on PvP. Currently, the squad damage mechanic is very taxing, especially when fighting harder other players. We want challenging battles to be potentially fun, but they are currently not fun because of the huge amount of squad damage (and thus repair time) that a loss can cost. This also prevents players from being able to engage in both PvE (missions/raids) if they are staying engaged in PvP (which is needed for Leagues). Additionally, with recharge rates of a new rival every 15 minutes, players are in some ways expected to do 96 battles per day, which is extremely high.

We are proposing the following set of changes within two or three weeks (depending on the client review times):
-PvP battles will not cause squad damage. PvE battles will still cause squad damage.
-PvP battle spawn times will slow down from 15 minutes to 60 minutes. The cap will remain the same. This means that with a scan cap of 20 and one battle every hour, players will be able to maximally login every 20 hours (up from the current 5).
-PvP battle resources (credits/sp) will be increased slightly. We are still working out the numbers, but our goal is that the credits/SP daily income will remain approximately the same.

To clarify: our goal with these changes is to keep a similar level of progression while requiring less fanatic activity and giving players more ability to participate in Raids without hurting their League involvement.

Feedback very welcome!

 
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Topic: Global Assault: General / [Dev] Upcoming League Changes

To both posts above – we are tightening up the matchmaking system here and have planned changes to the repair system for PvP. These changes should improve the League experience when combined with the scoring changes listed in the original post.

 
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Topic: Global Assault: General / [To Devs] About upcoming tweak to LSA

Originally posted by pipsss:

High dominance gives nothig else but braging rights. So if you dont care about your rating, you can easily retreat 10 easy battles a day and secrifice 500 health for -100 dominance, which then result in easy matchmaking after a week. At the moment high dominance just drags you down.

Agreed. We are working to fix that.

 
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Topic: Global Assault: General / [Dev] Upcoming League Changes

Originally posted by crazyeye2011:
Originally posted by synapticon:
Originally posted by rageatm79:

So you did it, you destroyed the only event/competition/anything where non-whales players could actually have a chance in acquiring something. Now they have to wait to have 450+ SP in order to have a chance to fight for anything in these leagues.

There are a lot of players of all types with high-end squads. Does it really make sense for a competitive League system to encourage weaker squads? I just do not understand feedback like this regarding these competitive events. Can you please go into more detail to help me understand?

Here you go… more detail!

Most of the issues brought up in that thread have been answered or will have related announcements shortly.

 
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Topic: Global Assault: General / [To Devs] About upcoming tweak to LSA

Originally posted by crazyeye2011:

Dom is majorly reflecting players’ activities, not the strength of their squads, hence using dom as a factor in mm or scoring isn’t a good idea, it should only be treated as a potential intel in enemy’s info, not a parameter like exzcat suggested.

This is related to the post made here:
http://www.kongregate.com/forums/4496-general/topics/494371-dev-upcoming-league-changes
We are testing tweaks to the matchmaking system.

 
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Topic: Global Assault: General / [To Devs] About upcoming tweak to LSA

Originally posted by 4variel:

Best way to go ?
Remove the health system for pvp, and offer X battles a day to all players, without sleep deprivation necessity. Thos battles thus could be challenging as hell, it will be fun, and we will not be scared loosing 400+ health on a fight.

We have somewhat similar plans in the works. Announcements soon :)

 
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Topic: Global Assault: General / [Dev] Upcoming League Changes

Originally posted by rageatm79:

So you did it, you destroyed the only event/competition/anything where non-whales players could actually have a chance in acquiring something. Now they have to wait to have 450+ SP in order to have a chance to fight for anything in these leagues.

There are a lot of players of all types with high-end squads. Does it really make sense for a competitive League system to encourage weaker squads? I just do not understand feedback like this regarding these competitive events. Can you please go into more detail to help me understand?

 
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Topic: Global Assault: General / [Dev] Upcoming League Changes

Originally posted by taguchi13:

Oh Rud…

Win Points = 100 + (Enemy Squad Power * .25). So a 400 sp fight gives 200 pts, a 500 sp fight gives… 225 points. However, fighting a 400 sp opponent means taking ~90-100 dmg for a short f2p squad with quads, fighting a 500 opponent means a whole lot more, especially since a loss is an actual possibility in this case. If you can’t refill you need to make sure you fight lower power opponents in order to compete and this update does nothing to change this.

Just turn leagues into a quasi permanent bounty event. One opponent per hour+, picked from within your league bracket (this is the whole point of being in a league, your opponents are in the same league!), tagged with LEAGUE. Activity is solved, short squads dominating is solved, lowbies getting as many points as endgame players while fighting lesser opponents is solved.

We will have more announcements shortly that address the issues you bring up regarding damage taken (and should make you happy!)