Recent posts by Praktyss on Kongregate

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Topic: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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)

 
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Topic: General Tyrant Discussion / Intelligent analysis of The Change

Originally posted by Kazecuden:
Originally posted by bafodalho:

this will be harder for newer players, since the learning curve of the game will be stepper…because before, attacker had an advantage and new players didn’t have to make an effort to win, against a new player, but winning against a older player was hard because he had alot of end-game cards, and wb ones too..but now new players can get acceptable parts for a def deck, that will wreck havoc on those poorly differentiated decks

and, has we (hopefully) know, when we cut off the new player supply, the games is heading for a slow and painful death…old players will get bored sometime, and new players wont feel like the game is fair to them…

thats what i get from the OP and i agree with him

^This. This is my biggest concern. I love this new update, I honestly do. It challenges me in ways that this game never did before, and I"m the one that wrote a guide on building effective auto decks. >.> But seriously, if the new players stop coming, and the older players stop playing, it’ll just die.

This is essentially a crystalized version of a couple of my points. Very much a legitimate concern, really, by anyone who enjoys this game.

 
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Topic: General Tyrant Discussion / Intelligent analysis of The Change

Dust—
Yes, I’ve played Magic a long time (probably longer than you, I’m embarrassed to admit). I’m intimately familiar with the deckbuilding mechanics. But that’s my point— even just 2 cards in a 10 card deck is … %20. The same rule in Magic would be, at maxing out cards, <%10. It’s only roughly comparable. And that’s my point— redundancy isn’t fun (but it IS efficient. But that efficiency is much harsher when you have so fewer slots). Not to mention a 1-of in Magic is random “sometimes” tech, but in Tyrant, you will VERY OFTEN see that card.
Swapping cards is expected during faction wars, depending on the spread of decks you’d be playing against. But I’m not sure how that is relevant to the point. XD
2.) Oh, I’m sure the metagame will stabilize— I’m really not espousing the End of Tyrant (is that why everyone is so hostile? Christ). But see my earlier refutation with Amber, and maybe you’ll see my concern— for every 2, maybe 3 options that have opened up for efficient deckbuilding (and you better make damn well sure, you’re building your deck efficiency, or you’re feeder-fish), you’ve constricted the meta by removing 5 or more previous options.
3.) Your argument seems to be at odds with other people in this very thread. One set of voices say “It’s mostly the same”, but another says “It will be quite different”. Which is it?
4.) I disagree. Again, I think “accessibility to endgame content” (as much as it pains me to write something like a Blizzard patch note) becomes more limited with this change; new players are now not encouraged, they are REQUIRED. That is discouraging to a lot of people. Which is to say, a lot of people enjoy playing for free (as an aside of little to no relevance, I’m not one of them. I’m happy to support Synapt by paying him for the entertainment of thisgame).
5.) Hmm. Well, we’ll have to agree to disagree, then.

 
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Topic: General Tyrant Discussion / Intelligent analysis of The Change

Amber,
As you appear to be the only person who can communicate like an adult (and I found your post constructive), I’ll respond to yours~! 8D

1.) You don’t find that limiting yourself to only 1 or 2 answers- to what will be prevalent archetypes- hurts you when you don’t see them in your opening draw? I agree that careful consideration of the cards in your deck has been magnified— and that’s a great thing! But it seems partially invalidated when you open into your opponent making play A, and you don’t have counter Z in your opening, or the first draw, and thus, you have a good chance of losing.

2.) I agree— the metagame beforehand was likely worse than this. However, this presents it’s own set of problems, which I think may be more malignant than the first. Out of genuine curiosity— have you had firsthand experience playing against the new defense deck change?
Hm. It still seems that being FORCED to run option x, y, or z (armor/flying/counter) vastly limits your deckbuilding options. And while I do agree that a revitalization of the metagame was badly needed, this seems unduly excessive.

3.) I’m interested that you think the 1-turn tempo shift doesn’t make for a rather large discrepancy. While Cycle Mech does seem to have become (for lack of another word) amazing at stopping rush dead, what you gain in the playability of Cycle Mech/Obsidian/Hydra/whatever, you lose at least 3 times as many options. It makes the metagame tighter, for certain- less room for error and personal experimentation…. but at this stage for Tyrant, I don’t know if it’s the “appropriate” choice. Many, many people don’t like being told “This is how you have to play”.

4.) factions should be end-game content, for the most part (although, the extra exp-and-gold boost while leveling a new account is nice, from what I understand, if you join early). But this new shift in defense/offense significantly widens the gap of entry, no? Obviously, expanding your card-pool to it’s reasonably capacity is basically mandatory for success… but the degree of said success has shrunk intensively. You don’t find this to be a flagrant money-grab for “newer” faction players? (and possibly more later, when guidelines for “the right deck” and “acceptable builds” become defined with harsher lines?)

5.) A good answer, and hard for me to refute. I mean, I’d like to THINK that factions can be helpful institutions for players for collaboration in the new metagame, the concept of a helpful environment will often be the exception, not the rule (although, this will obviously make for the strongest factions being on top not from sheer Stamina dumps, but from a superior infrastructure as well, thus making their high-level status well-deserved).
Nonetheless, unless you’re operating solely off the premise that new players should only join pre-existing factions, and that it is endgame content, new faction wars (and the creation of new factions, in general), will just be a disappointing Siren’s Call and an exercise in frustration for newbies.

 
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Topic: General Tyrant Discussion / Intelligent analysis of The Change

The “worse” is all posted, clearly for you to read.
I don’t find this change %100 “bad”— but it feels likely an unhealthy lateral shift, instead of a solid improvement.

 
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Topic: General Tyrant Discussion / Intelligent analysis of The Change

Munch-

1.) Your reponse to 1 > see 3.
2.) Already on the forums, discussion is thus. The two decks are: Rush, and Wall. Those are literally the only options right now. Rock-Paper-Scissors (read, 3 deck archtypes), is homogenization.
3.) So don’t use “my card ranking ability”. Substitute yours and some critical analysis.
4.) So you agree.
5.) Discouraging new players is a bad marketing tactic, and NOT what Synapticon (or even the community) should want. Your elitism is already festering- nice work!

But in seriousness, I’m judging from your hostile response that you’re a fan of the changes. That’s cool— how about you be an adult and not project your frustration with the whiners onto my post, because I’m not whining. I’m constructively pointing out what I feel may be detrimental effects of this change.

Or you can act 15. That’s fine, too.

 
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Topic: General Tyrant Discussion / Intelligent analysis of The Change

3.) Card balance is now going to be grossly out of whack. -—-
And this is huge. The entire game, heretofore, and the power threshold of the cards, has been balanced upon the player taking the first action. Now wad up the majority of everything you thought was good before, and flush it down the toilet, because it doesn’t work the same any more. Cards that may have had niche playability are now likely garbage, and stronger cards got stronger. You know of the cards that got the biggest boosts this change? Atlas. He was already one of the (if not THE) best commanders in the game— now HE IS, HANDS DOWN, because he becomes IMMEDIATELY relevant, as soon as you play your first card(except against a wall deck, which a whole other thread).
Slow-roll decks are no longer viable unless you’re packing a number of Pandemics. Actions take a huge hit. Anything with a long wait has to be re-evaluated, because now, for intents and purposes, it’s +1 turn later.
In fact, 0-wait cards are looking much more attractive, now….

4.) Card obtainability has become mandatory.—-
Hope you new players like grinding! Because, man, you’re going to be doing a lot of it!
Faction rewards, arena wins, gold for packs, and more. You need a very deep card pool to adjust quickly in this new format. And then, oh, hey! Look! a 400 pound gorilla is here in the room! You know what else will fix your card pool? WAR BONDS.

5.) Faction warring will grind to a halt. Stagnation incoming.——
This is the part that makes me the most sad; new players will now be staring up an even steeper incline to get into "PvP’. Not only will low-level factions see very little growth (because winning faction wars is significantly harder to do without a strong card pool), higher level factions will see much less war-starting. Everyone is going to wait for the top factions to make the first moves, and copy their winning techniques… and in the meantime, everyone will be twiddling their thumbs.
New players, too, are going to be facing seriously increasingly hostile attitudes from factions. Why would you invite someone who is just going to dump points away to a rival faction? And if they aren’t going to use their precious stamina to win wars, Why the Eff are they even IN your faction!?
Get used to a whole new level of elitism from the community.

That all said, it’s an interesting change. It could have had a great deal of potential, if abilities were more flexible, and cards were easier to get for newer players. But I have a hard time envisioning this change doing anything other than turning away new players. They will finish their missions, and look at the mess which is faction wars, and wash their hands of this game.

I could be Chicken Littling, here. I would be interested in intelligent refutation of my points, and perhaps we can all discuss/predict the impact of this change, and how we as Tyrant players can ride this wave.