Recent posts by Praktyss on Kongregate

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Topic: Coraabia / Auction Manipulation

While

Originally posted by Luminarion:
Originally posted by CptChapaev:

Deduct tax from the player as soon as a card is listed. Does it fix all problems? No. It is a partial solution worth considering. Maybe it would reduce the number of cards being offered, which would be bad. But it would also will force players to reconsider before listing commons for 40,000 trin or other cards for 6 million. At best, that’s a player advertising he/she has a card, not someone making a serious offer. If the change is implemented, I think tax should be refunded if the card does not sell, but that’s something up for debate.


It would definitely reduce the number of cards listed and since many cards are rare finds already or only offered by very few people and the number of potential buyers is quite low, I think this would hurt more than help with the current state of the game. We would need a much bigger player base for this to make sense.


I like the idea of a sales history. Don’t see any drawback to it either.


I’m sure these is no group of players systematically trying to fix the prices, just people who buy xot, got some duplicates and try to get the maximum possible amount of trin for those, even if the prices are unreasonable in the eyes of veterans.
Sometimes they sell anyways and that’s reason enough to try.


Nothing wrong with a sales history to address this issue and help new players get a good grasp of the value of cards on the market. It would stabilize the prices and make value shifts take place at a much slower pace. Which is good in my book.

Deducting tax for the privilege of listing is a very aggressive stance. It tends to slow down an economy, too, rather than make it more fluid. But it would certainly deter people from arbitrarily purchasing and inflating the prices.
I agree with Luminarion, though— with such a small player base, it would likely be too harsh a measure.

I think I may have misrepresented myself— I don’t believe there is a small circle of people controlling the market. I was referencing the general practice of buying out a rare card, and them re-listing it for 2x or sometimes 3x it’s value or more. It’s not difficult to spot— pick any random half-dozen cards with only a couple lists. Invariably, one of the auctions will drop or sell, and the card will relist for a truly baffling mark-up.
In some markets, this is totally reasonable. But the lack of a “prior sales” log makes this a “lower risk, high reward” act, rather than the other way around.
Unfortunately, when this is the case, new players are the ones that suffer for it.

 
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Topic: Coraabia / Auction Manipulation

Devil’s Advocacy is fine. I don’t mind debate. But it feels like you’re being inflammatory for no reason. Which… I don’t understand how this is productive.
Fact; my evidence is still greater than your theory.
You are not inaccurate— I don’t have screenshots of names, or a circle of admins who can clarify whether or not my estimation is accurate, or whatever hard-and-fast proof you want me to produce in order to satisfy your rather strange needs. (although, I’ve noticed ‘mcrism’ as as recurring name across my exampled cards, thus lending some credence to my theory. But I’m sure you’ll chalk that up as irrelevant happenstance.)

I still— STILL— notice that you haven’t addressed my points regarding new players. Which, judging from your reticence to have productive conversation about it, speaks pretty strongly.
Silence is concession.
Instead of offering solutions, you are adamant about trying to disprove a very feasible theory (that you admit happens all the time.)

It comes with some assumptions, sure. But still fewer than the fantastic scenario of coincidences you are touting. Which include a literal exponent more assumptions than my straightforward theory.
You’ve made your unwillingness (or inability) to understand my stance clear.
I think you and I are done here, since you have nothing productive to offer the discussion.

 
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Topic: Coraabia / Auction Manipulation

I think Iblort’s purchase prices are based on rarity? I.E; 100 for commons, 2000 for rares, etc.
I’d be open to any idea that would help keep prices down and the economy more new-player friendly and fluid, though.

 
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Topic: Coraabia / Auction Manipulation

I can’t tell if you’re just dense, or using argumentation of convenience. But I’ll assume your argument is presented in good faith.
You seem to be bringing two separate refutations to the table; the first of which agrees with me (“this always happens, deal with it”) and the second of which is a feasible— but unlikely— explanation. In fact, your second theory only serves to validate my point.
New players DON’T have 50k. Veteran players do. You realize this game has been in beta a long time, right? Which would indicate that there are players who not only have the Trin on-hand to buy cards up, but also who might inherently know the values of said cards in order to flip them quickly for profit.
Meanwhile, new players are left looking at card prices whose goalposts are being continually moved back.
“Inherent absurdity”? I didn’t say new players would pay 50k (though you can accrue close to 30k as a new player in 3-4 days). You extrapolated incorrectly and created a strawman argument.

Now, applying Occam’s Razor, it seems that my theory is the simplest and most likely. I.E; the “malignant price fixers”.
Of course, I cannot disprove your theory— it has merit— but implementing an auction history is precisely the point that this statement validates. It’d be NICE to see if it was a single person, or group of people. It’d be NICE to not have people foolishly undervalue their cards. It’d be NICE if prices didn’t have a backlog of fluidity due to price-fixing.

I’ve offered actual evidence— you’ve brought a theory.
And you’ve STILL not addressed the main thrust of my point, I can’t help but notice.
This kind of behavior is hostile to building a community. Especially a fledgling one.
Why are you arguing? Do you not want this game to succeed?
I am forced to conclude that you are one of the very players who is engaging in this behavior. Or just being contrarian?
The only people have an auction history would “hurt” are price-flippers.
Simple.

 
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Topic: Coraabia / Auction Manipulation

While I appreciate what you are saying, it doesn’t actually address the problem. Or my point.
Which leads me to believe you might not understand it fully? Or you’re just a price-fixing apologist.

New players don’t (won’t) have a strong grasp of stable market value of cards would be, and thus may end up “overpaying” an amount that veteran players would find laughably high. This is bad for new players. A facet which you totally failed to address in my original post.

Compounding this is the way it lends itself to a stilted in-game economy. Sales will slow, which means money will be exchanged less, which means less capital for people to purchase things, which means sales will slow. It’s a self-perpetuating cycle of market-fixing. Also? Boring, and it stifles creativity of deck-building.

I’m not sure how much more clear I can make this.

 
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Topic: Coraabia / Auction Manipulation

This game desperately needs an bazaar sales history.
In the 6 days I’ve been here, I’ve seen many characters purchased, and relisted for triple (or more) their previous cost.

Ex: Slaqua Nocta: listed multiples at 10k. Now listed for 55k
Bukella: Listed multiples at 8k. Now selling for 30k
Beya Al-Tonnra: 30k. Now 110k.

These are just the handful I managed to see. I’m sure it’s rampant.

These mark-ups are extraordinarily discouraging for new players saving up for a character they want.
It creates a toxic economy filled with finance sharks.
And I absolutely gaurantee that your playerbase will be deterred, or abandon the game entirely if you allow this practice to continue.

A “previously sold at $” list will prevent outrageous mark-ups, since players will be able to see the “going rate” for cards, rather than being grifted by ignorance.

 
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Topic: Tyrant Unleashed: General / [Dev] Frenzy Brawl

I realize that I am significantly behind the curve, on average deck strength, but I don’t think that negates my feedback.

My record after the full run of 25 matches was 3-22. That seems unfortunately low. I realize that Surging makes this significantly harder, but that also doesn’t negate my win-loss ratio. Like….. really?

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

Just played a Jorma defense deck that Furious Revival’ed a Lightning Blitz token, and cascaded into a Swiftshot ranger.

Come on guys, seriously?

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

Just received this error multiple times when trying to fight the topmost war (vs. oub8chcrew):

“Uncaught Error

An error has occured that has been logged for quality assurance:

o. Server Error: Command w.a in client WarClient result: War has completed (errorId: b03)"

Any time I hit “refresh”, it brings me back to the lobby just fine, and I can still play campaign, arena, access the market, and even fight guild war battles against other guilds, etc.

Time remaining in my current wars is 10 hours.
So, I guess I’m just locked out of that one particular war for no reason?
Will I (and my guild) receive some sort of compensation?

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

Maelstrom Phoenix only procs Firestorm Shaman for a single point of damage, instead of 2.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

Possibly a known bug?
Recently achieved Jorma star “Win an arena battle by turn 3”. Got the little pop-up message at the bottom.
Went to go allocate star— not available/unlocked.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Bug Reports

I believe that Wonder and Gift of the Mystics are not properly interacting together/stacking cost reduction if you cast Wonder first, and then Gift.

Also, I’m almost certain that an Alisten AI will try and use Summon Whelp, but consistently fail (in that way that the AI sometimes does when it tries to play something).

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] New Player Critique: Who Decided Pricing?!

Some people enjoy grinding. This includes sitting on Kong and breaking down beginner/campaign/PvP over and over until you farm up the gold.
And “easy 4-6 hours”…. is an interesting viewpoint. I could work my real-life job and earn enough money to purchase significantly more than “25k gold” would get me. I wouldn’t… and that’s the primary deterrent for me spending that much time. I just have better things to do than grind out this game.

But some people enjoy doing it! I think the gold rewards are just fine, honestly.

I do somewhat agree with the people who think the “real money” cost is a bit high. $5 for a single rare for this game seems a tad steep, and just over $10 for an epic seems the same. If the cost were cut somewhere between %30-50, I would have already pulled out the credit card to make a purchase, just to support the devs.

However.

In light of the recent patch, I would be hard-pressed to justify that purchase, now. Retroactively nerfing some items that I didn’t feel were particularly overpowered (Fae’s Charm? Mana Sprite? Were these things really degenerately overpowered?) makes me leery of investing money into the this game beyond a compulsory “Nice game, devs— here’s an initial purchase”.

Just my $0.02

Also, OP— while I agree with a fair amount of your logic, the constant asterisk and BOLD use of your wording kind of undermines the strength of your argument by making your rational explanations sound like emotional ones. Just saying. <3

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Suggestions Thread

Dear Devs,
While patching heroes, please change Flightless Fae to have Resist 2 to bring them in line with their cost.
Currently, the aren’t really a very viable play with 1 toughness.
2 Resist would at least make them resistant to Flash Fire and Fire Bolt, which would make them legitimately niche viable.

Please consider!

_

 
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Topic: Tyrant: General Tyrant Discussion / [DEV] Addressing Bugs 1.8.46

Wow… so. My opponent plays a turn 1 Dreadship against my Razorhawk.

For 2 turns in a row, my Razorhawk did nothing against it. There was no weaken effect, he played no action.
As the match is continuing, I’m watching my Razorhawk essentially fill in the slot, but not attack anything. Anything my opponent plays hits me directly.

Wow.

 
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Topic: Tyrant: General Tyrant Discussion / Victory!

I’m not much into faction politics, and rarely comment on self-congratulatory threads, but in this case…:

Congrats. Definitely a well-earned victory. And a great post, to boot.

Well played.

 
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Topic: Tyrant: General Tyrant Discussion / Post Active Raid Links Here

http://www.kongregate.com/games/synapticon/tyrant?kv_joinraid=2151658

Active Miasma, 14/25 slots.
Majority of players doing solid damage, 3+ hours left.
Come squeeze in some damage and pick up some easy honor~! No problem.

 
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Topic: Tyrant: General Tyrant Discussion / Factions: Defense-First

Originally posted by tomisbangin:

I agree with what you guys are saying there are many ways to kill one tiamet or an II spam.
I was agreeing with masterluke it is terribly unfair due to the current structure of the game.

But whatever offensive deck you construct will have the disadvantage because a diverse well put together faction with multiple defenses you cannot beat them all and btw you have not commented on that at all.

We don’t need to comment on it— there’s already countless threads addressing it.
Faction wars are a different game, and no 1 offense deck is supposed to “beat them all”.
Adapt or die.

 
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Topic: Tyrant: General Tyrant Discussion / Factions: Defense-First

Originally posted by tomisbangin:
Originally posted by Praktyss:
Originally posted by masterluke:

There are only 4 physically possible ways to kill a Hatchet/Tiamat, both very strong, played first without letting it activate. Either an airstrike, an impulse walker with a rally 1 commander or EMP with Petrisis/Atlas. This is terribly unfair.

Mind Controller
Chaos Wave (Tiamat)
Cannon Walker
Neocyte Guard
Vaporwing

Just some others.

You sound like a whiner.

I dont have a single Mind Controller.
Chaos Wave would kill it but again your back to no cards so its a wash.
Neocyte Guard will die though and then it is a wash.
Cannon Walker would kill a tiamat but it would have 1 hp left if you used a rally 1 or atlas as commander so second card would prob kill it
Vaporwing is possible if it evades both shots.

Right, you ARE at a wash. You didn’t say “leave me at an advantage”— frankly, neutralizing their field position with a soft-reset by eliminating their UNIQUE card sounds like a totally reasonable play.
That isn’t to say there aren’t more plays that WILL net you a gain, but, come on…
I think you need to understand card valuation a little better.

 
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Topic: Tyrant: General Tyrant Discussion / Factions: Defense-First

Originally posted by masterluke:

There are only 4 physically possible ways to kill a Hatchet/Tiamat, both very strong, played first without letting it activate. Either an airstrike, an impulse walker with a rally 1 commander or EMP with Petrisis/Atlas. This is terribly unfair.

Mind Controller
Chaos Wave (Tiamat)
Cannon Walker
Neocyte Guard
Vaporwing

Just some others.

You sound like a whiner.

 
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Topic: Tyrant: General Tyrant Discussion / Tech Discussion (and compilation)

Apex — See above: if it goes live, can take down most, of not all, rushes that are lacking rally sources.

Blood Wall — with Dalia or Dracorex, this will basically auto-win against non-rally rush.

Aegis — this card surprises me with how often it’ll muck me up. Not an anti-rush by any stretch, but i find it consistently annoying to face with defensive advantage.

The single card I have the most trouble with is Trident— it’s big enough to turn rushes into an exercise of futility, and still comes online with a big enough attack and annoying enough ability to make slow-rolling over the top of it really hard.
Discuss?

 
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Topic: Tyrant: General Tyrant Discussion / Tech Discussion (and compilation)

Cards I have found (or have been discussed) to be Value Town so far:

Chaos Wave — as a soft reset against first turn Pred, Tiamat, Hunter if you don’t have an answer in your hand. Often a 2-4-1 with its strike + mimicking something else on the table. The heal (though random) can often help you beat through a wall of counter-wither. Probably my favorite card that has received a “buff” since the change.

Cannon Walker — It’s high defense + anti-air make it a solid pick against Tiamat, Hatchet (!) Xeno flying, and it can soak up some extra strikes from Atlas. The siege is your ace in the hole against Asylums and wall stall decks.

Draconian Queen — I know, no brainer much? But if she goes active, she can often go all the way just by herself, against strike, poison, and even most anti-air. Leech is retarded. Flying is ridic.

 
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Topic: Tyrant: General Tyrant Discussion / What exactly is wrong with the new changes?

First, Amber, great OP. I agree heavily with by-and-large your post.

I posted (accurately) about 3 days after release regarding the incoming state of the game, and after having tested with the new nature of the beast, I can honestly say this is a positive improvement. Overall.

Turkay and Munch are right— 10 experienced players with a solid defense-spread and tight offensive decks should, with a reasonable amount of energy expenditure, be able to beat 20+ new players HANDILY. That is as it should be. Anyone here who has been conditioned to think that just showing up to a Faction war and pressing “Fight” over and over should result in victory is wrong. Wrong.

I logged into Tyrant today to find my faction was under attack.
With none of my members having logged on, we were up by 200 points. This was with a 2 hour head-start.
The system is working correctly.
The flaw is that “higher ranked” factions shouldn’t be able to assault MUCH lower ones. Keep the skill ceiling level.
If 20 “scrubs” attack a guild 2 or more ranks higher and get scraped… guess you shouldn’t attacked those guys, eh?

My main (and legitimate) gripe, is that some cards really are just too powerful. Trident, Tiamat, Predator, etc really are just beastly amounts of strong, and could benefit from some tweaks. That isn’t to say I think they need straight nerfs (maybe make Trident limit 2 per deck?), but balance does need to be addressed. A tiny bit. Too much tinkering will lead to a stale situation again like before. But the playable card pool HAS shrunk, and needs to be re-expanded.

For those of you arguing that this new system isn’t “fun”, I would recommend Elements. Maybe WoW. Or wait until some offensive decks see mass exposure.
If you don’t want to put critical thinking into effect right now for your wins, don’t. But don’t bitch about it.

That isn’t to say that I think new-player accessibility needs to be addressed, because it does. The transitional curve right now is pretty harsh.

 
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Topic: Tyrant: General Tyrant Discussion / Intelligent analysis of The Change

Munch-

I disagree. The missions teach you the basics of gameplay…. but the basics of gameplay in missions have you playing first.

That is a huuuuuuuuuuuuuge change of what is essentially a core mechanic. You are making players who have learned one thing, now turn everything they have learned around and learn something else.
It’s NOT a good transition, and will be very discouraging for some people when they realize their “awesome Bloodthirsty deck!” will get blown out because they play 2nd.

I think there is a lot of depth and potential with the figurative applications of this change. I’m just uncertain it will work out well in execution.

While I agree with the “take your lumps as you learn” methodology you describe, it still seems like it will be a bitter pill for some players to swallow. Enough to turn some away.

 
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Topic: Tyrant: General Tyrant Discussion / Intelligent analysis of The Change

(Slightly off-topic, I want to applaud Synapticon for being such a communicative part of his community. Many other games don’t have the luxury of timely and reassuring feedback.)

I, also, would be interested to know what the “additional Faction features” may have been (but it’s unlikely they’re going to tell us, Kaze. XD)