Recent posts by Weatherbeard on Kongregate

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Topic: Little Bandits / Bugs

A bug I’ve encountered twice now. I’ve left stages after running out of water, and closed the game while doing other things. Upon returning I can go back to my progress, but all chests I’ve collected are removed and don’t show up upon completing the stage. This is a minor deterrent to grinding stages when I’m likely to run out of water.

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Topic: Little Bandits / Game Suggestions

1) The “newbie pack” feels like it’s being handled wrong. I started, and after only about a 24-hour period (playing a total of three times), I was out of the level limit for the pack. That’s an awfully short period of time to decided if you want to drop $20 on an obstinately “free to play” game, especially since my 3 visit combined play time was probably less than 2 hours.

I’d suggest cutting the Gold bonus, and instead keeping just the Rubies/hero and making it a bonus for your first $20 spent (not even in one lump sum, if folks want to spread it out). It keeps the “fee” the same, while offering slightly more value (200 Kreds nets 2500 Gold, 500 more than the Newbie Pack offers by itself), and removes the time constraint.

2) Units’ stats. I can presume that Attack affects damage, as does Defense (though in a reverse fashion). Speed PROBABLY affects how soon a unit gets to act? Though it seems ineffable if it does; a Speed 24 unit does not act twice as often as a Speed 11 unit. Aim… Crits? Damage variance? Some damage multiplier? I can’t tell. Not being able to tell is bad, since I’m asked to spend a PvP token on raising the Aim stat on my units for an easier time. I’m not asking the tutorial to go over the stats (it’s already a little heavy handed by forcing you to do so much), but a mouse over on the stats for what they do would help.

Stats also seem non-consistent with performance: I had a Sentry doing more damage every attack than an Officer with equivalent Attack. The only differences were a few point of extra Aim on the Sentry, and her having 1 more level.

3) PvP. At the lowest levels, it’s goofy and kinda fun. It’s rather easy, too, especially if you get a lucky hero early. Then it gets tougher, which is fine on paper, but frustrating in practice. The problem isn’t in the system, but in the way teams work: low leveled heroes are useless for PvP. Therefore, if you want any flexibility in teams, you need to level many teams equally… which is a huge chore and turn-off with the limited energy system and inability to realistically “powerlevel” a new hero.

4) Energy. It’s been said, it bears repeating. I’m a bit mystified by the decision to change it from 10 min/1 water to 12 min/1 water, but whatever. But you only get 10 to start? And sometimes while campaigning you get… nothing for your 1 water? The heck? After playing a bit, when I came back I had 15 max for no reason I can fathom. Appreciated, but nothing I can figure out. The Fountain is also really misleading; I feel like I wasted time building it for a measly +1 max water. The concept of it being a waste is more because having the fountain on build meant I couldn’t build the bank; I needed the bank to upgrade the town hall, but prioritized being able to play for more time per go than that upgrade.

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Topic: Kongregate Multiplayer Games / [Besieged 2 Infinite] Wont load

I initially had no loading, then I enabled the scripts on the page. Then I was stuck on loading profile. Seeing that there were still more scripts that got added via the enabled scripts, I re-enabled all scripts. Worked after that.

I’ve had this sort of problem with script-blocking on games that log me to an outside server, so the problem might lie on a blocked script or site off of Kong.

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Topic: Kongregate Multiplayer Games / [Monsters & Dungeons} Frequently Asked Questions

Total Team cost is equal to Level + 20. Stamina is much more mysterious and magical. Seriously, I don’t know if there’s a concrete formula for it. About 1 point per 2 levels is a good estimate, though there’s some levels where it jumps by 5 points or so.

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Topic: Kongregate Multiplayer Games / [Monsters & Dungeons} The Monster Lab (and why it's bad)

I’m sorry, but I don’t see your argument. I gave clear and concise reasons as to why the things that the monster lab does, it does badly. Should I have also included in that dissection that farming the traditional ways can also be done more cheaply by buying Stamina refills? The lab could be said to technically save time since you don’t have to wait for the proper day of the week, but that’s a weak argument in light of the fact that what you get is random.

Yes, people will use it, because it offers marginally more value than the old “fuse for XP/sell for coins” choice. A value that barely approaches 1 gem in the best of cases, let alone 5 (or even 3-4, if you want to consider depreciation). So, to your suggestion that “It gives people another avenue to acquire evolution mats on top of the normal way”, I agree. If someone were to actually try to use it for that, that person would have more money than sense. Anyone who gets something they wanted (or could use) is just LUCKY.

I’ll also agree that it doesn’t negatively impact the game; it doesn’t positively impact the game, either. So why were resources spent to create it? That’s what makes it bad – instead of doing something that distinctly improves the game and the experience, time was spent to create something that obstinately performs a service that the game DOES need, but does it in a bad way that isn’t helpful. I hope you noticed that I gave some suggestions as to things that would have improved it in ways.

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Topic: Kongregate Multiplayer Games / [Monsters & Dungeons} The Monster Lab (and why it's bad)

Excess monsters are a problem. Already built in to the game were two ways to dispose of these monsters: sale and fusion. Arguably fusion isn’t intended as a way to dispose of excess monsters, as it’s the only way to level a monster, but it still stands as one of two ways to remove a monster you have no use for. With the monsters gathered through the course of play, this is enough. The issue is with gem-bought monsters, as gaining a few coins or XPs isn’t a particularly useful fate for your spent $ or your ever-decreasing pool of free gems. It’s enough to potentially drive off sales.

Enter the Monster Lab.

I was genuinely interested in the Monster Lab when I saw it teased. My mind envisioned a place where players removed excess and unwanted monsters, those purchased with hard-won or fairly-bought gems, and got exciting things for them. I avoided a cynical approach due to what has seemed to be the genuine interest and good nature of the developers on this game.

Currently, the Lab takes gem monsters and breaks them down, for a fee of 50k gold, and returns for you Masks, 5* Runes, and monsters from the Star Chamber. It does this… by what appears to be a random system, returning 2-3 items.

This seems to be done on the concept that excess monsters (in whatever quantity denotes an excess) are of zero worth. The items returned by the lab are of positive worth, therefore a good trade. The lab does what it’s designed to do – provide a better deal for those excess monsters.

The problem with this, as I see it, is the value of the return is still abysmal. At a certain point, Star Chamber monsters are of virtually zero value – they can be easily farmed if you need one in particular. Masks are slightly harder to get, though you’re sure to fight one (unlike the monsters from the Chamber) – still almost zero value. Runes are a better deal, 5* runes don’t just drop all the time; that’s 90k XP if color matched. 60 stamina is sure to get (at least) 3 4* ones (112500 XP) on the appropriate day of the week. 40 stamina on a Saturday will get you at least 4 4* ones (worth at least 100k XP if all off-color)

This problem is compounded in the fact that the rewards are completely random. Excuse me, but is it seriously being said that for my gems, I should not only get items I can otherwise farm, and added to that I should not even get to CHOOSE what those items are? Let me pick, say, 3 items (including picking duplicates), and we have at least a slightly better deal going on. People are sure to get something they want (or can even use, in the case of the Evo monsters). Also, Skillcats really need to be added to the mix. If that seems to overpowered of a trade, make monsters break down into points that are used to trade for the items.

Don’t mistake this suggestion for what I feel would make the Lab good – it would merely make it something other than an insult. It doesn’t help the underlying issue with buying monsters.

It was NEVER about duplicates (or worthless monsters) – it’s about getting the monsters you want (or useful ones, at least). The Lab does NOTHING to alleviate that problem. The Lab needs to be something that breaks down monsters into a resource that’s traded for other monsters. Not in a one-to-one fashion, but in a way that makes sure that someone can actually get a monster that they want. So that spent gems aren’t just lost for farmable in-game items, but instead are always building towards monsters.

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Topic: Kongregate Multiplayer Games / [Monsters & Dungeons} Halloween Event

Monster lab is moot, the event monsters can’t be used (apart from the purchased ones). Since all the monsters have “Change Heart to X” skills, that’s a useful thing to keep around… somewhat. I’m hanging on to one of each middle-class monster for that reason, but the tiny ones are getting the boot.

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Topic: Kongregate Multiplayer Games / [Monsters & Dungeons} Best Dungeons to Find Specific Monsters

I’m questioning the Dread Lord and Depthjaw drops because the Monster Book doesn’t list them as dropping anywhere. Corpsecarver is listed, however. Also, I’ve gotten Carvers from the Utopia Gardens Master several times, including 2 in a single run. Could be a statistical anomaly, but you fight more of the fully evolved monsters on Master, so the drop rate seems like it should be better than just fighting one of the 3 on Expert as the boss.

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Topic: Kongregate Multiplayer Games / [Monsters & Dungeons} Questions for our Design or Development teams? Post them here!

One thing I’m curious about is drop rates. Not hard numbers (unless you really want to give those), more in a comparative sense. An example is the Star Chamber, which has the same monsters in Expert and Master, save the boss. If I don’t NEED any of the mask, does it really behoove me to do Master? Should I expect more drops that way? Currently, Expert would allow me to fight an additional normal monster, as well as use less stamina – it seems a no-brainer to select Expert, ESPECIALLY since I don’t have to grind though the boss at the end.

Secondly, are things in development (beyond the “wouldn’t it be cool” stage) to take this game to unique territory, away from it’s obvious inspiration? I confess I’ve never played Puzzles & Dragons (I don’t use a mobile device), nor had I heard of it prior to trying this. Thus I have no concrete information about how similar these products are. While this game seems interesting and fun, though at times frustrating, it also seems largely lifted in function from P&D. That’s not strictly a BAD thing, it’s a solid system on which to build the game. But while only glancing at the P&D Wiki pages for 30-60 minutes, I noticed several things present there that don’t exist here – dual-element monsters, passives that don’t require leadership to help, ways to improve monsters from otherwise “stock” values. I’m not asking for more features to be lifted from P&D (though some of those would obviously be nice), I’m asking what – if anything – you guys are working on that ISN’T in P&D; stuff that would make MaD its own entity.

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Topic: Kongregate Multiplayer Games / [Monsters & Dungeons} Master Daily Dungeons Spreadsheet

The DEF for the Monday monsters is quite absurd. Using the Dread Lord activate (50k Fire damage to earth monsters), he can kill the Nutrinut though I couldn’t see a final damage value. That puts armor high, but under 100000. With a 50% armor break, he can kill the Harvespore with damage of 12500. If I’m doing math right, that means they have 175000 Armor. It’s silly, but I find it fun to know the actual value.

I also feel I should mention that according to the monster book ONLY Corpsecarver of the 4* Destiny monsters can drop regardless of difficulty of on Utopia Gardens. If you need/want Dread Lord or Torrent Depthjaw, you need to build one yourself.

EDIT: Tuesday’s monsters have 200,000+ Defense, I only managed 1 damage even with a 50% armor reduction.

EDIT2: So I found out that though it says 50k Fire damage, it’s still just 50k to earth targets. Meh, disappointing. So that makes Harvespore have 75k Armor, Nutrinut sub 50k, and Tuesday monsters and Friday’s Corpsecarver have over 100k.

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Topic: Kongregate Multiplayer Games / [Monsters & Dungeons} Suggestions & Ideas

My largest complaint currently is the “sucker deal” in the buying gems page. Gems should get cheaper as you buy in bulk, no exception; yet the 565 Kred package stands in stark contrast to that. At 6.80 Kreds-per-gem, they’re more expensive than the next option down, 30 Gems for 200 Kreds or 6.67 Kred-per-gem, and up, 6.39 Kred-per-gem. While the profit margins aren’t huge, the existence of an option that counts on the customer to not do math suggests at best a disrespect for that customer or something akin to total arbitration regarding your pricing structure.

My second largest complaint is the friend system, namely the friend code. I have no clue what the point of it is… all it seems to serve is to make it harder for people to get friends, which is a potential money maker since there’s a limit to the friend list size that’s expandable via gems. Yes, the community has stepped up to provide a workaround, but it’s extra legwork on the part of the player just to find someone labeled as a “friend” whose primary purpose is providing 10 FP a day and potentially a useful monster to help in a harder dungeon.

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Topic: Kongregate Multiplayer Games / [Monsters & Dungeons} Elementress' Drop Rate?

Probably somewhere in the region of 20-30 Expert, possibly more. No more than 10 novice. No drop.

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Topic: Clicker Heroes / Late-game hero power

Originally posted by eternel:

Is it actually better to alternate heroes, such as 1500 to treebeast, then 1500 to ivan, then 1500 to britanny. I pumped everything onto 1 hero, which is treebeast. Getting him to the next 4x multiplier seems better than waiting and spending the gold elsewhere. Maybe it because my treebeast is 3x gilded?

Also, I applied equivalent level rule value instead of equivalent gold rule. And because of that, treebeast is roughly around 13.5% more valuable than ivan if both are the same level. Since the only thing that matter is every 25 levels, tree beast get there faster with less gold.


Gilding certainly throws out the normal values. 3x gilding would give him 250% normal power, making him far better than everyone else. It might be enough that no one else is really worth the money, though “only” 3x doesn’t sound like enough to toss it all out. More than likely Treebeast would be worth a healthy 50-75% of your DPS, but since it would cost a fraction of the cost of upgrading him to the next 25-level point to up the lower heroes, it’s probably still worth it.

I don’t bother keeping levels level, though. I get Beast, Ivan and Samurai (since they’re all equally gilded) up in 25 level blocks together (focusing on one at a time, of course), but not to the same level. Beast is 25 levels above Ivan and 125 above the Samurai. Only time it’s worth breaking that habit is approaching a 1000-level marker, since the 10x is so strong.

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Topic: Clicker Heroes / Late-game hero power

I’d ask for a recheck on the math on Frostleaf… he has only 2 +100% skills, and his base DPS is about 550 times that of Grant, while his base cost is something like 500 times. He seems like he should have a number close to Grant’s.

I get that he needs to get to high levels (well over 200 to start getting the multiplier boosts), but it feels REALLY off right now.

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Topic: Clicker Heroes / Best gilded Hero?

As a rule of thumb, the further down the list, the worse DPS/gold. The very early heroes seem to violate this, however.

I have a gilded Frostleaf, Treebeast, and Ivan, and here’s what I find. Frostleaf allows for a meaty start, since he’s responsible for so much DPS when you first get him, and continues to be good until about level 100, then his gain for cost becomes prohibitive for growth as he has no multipliers anywhere near his level. The earlier guys start to come into their own when I can afford them to around level 950+.

When Treebeast is 25 levels higher than Ivan, they have similar costs and similar DPS. Example, at 1025 Treebeast is 65 N and Ivan is about 60 N at level 1000. Treebeast gives 72 O DPS and Ivan about 78 O.

I also did a cost comparison with Ivan and Brittany, though I don’t have a gilded Brittany. At 1000, Brittany would give 261O for a 241N cost. Ivan at 1025 gives 318O for a 328N cost. The cost ratio holds though 10x and 100x raises, so Brittany gives 81% of Ivan’s DPS at 73% of his cost. She has a slight edge over him. Since the next 2000% hero is the Samurai, most likely Brittany is the overall most cost effective hero. However, I can’t afford to level him to 1000 at this point, so he may edge them both. I DO know that he’s leagues ahead of Aphrodite, a much more expensive hero. At level 925 he offers 50% more DPS than her, at 75% of the cost. Even if Aphrodite had her Kiss of Death changed to 150%, she would still be worse as it would grant an overall 25% boost to her DPS.

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Topic: Clicker Heroes / Woah. My first gilded hero is...

First was Aphrodite, then Ivan, Broyle, Samurai, Frostleaf, Abaddon, Treebeast. I can say without question that Ivan is better than Treebeast. At Beast with 1025 and Ivan with 1000 levels, Ivan gives more DPS and costs less to level. The only tipping point is that Treebeast gets each 1000 level mark earlier than Ivan, so for that short time until Ivan catches up he’s better.

Brittany might be really useful, too, though her cost isn’t as easily comparable for me at a glance.

It’s easy to see why the “450%” heroes are the best… it’s not 450%. It’s 100%, then another 100% compounded (400% power), then again (800%), then 150% at the end, which is a 2000% boost overall.

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Topic: Tiny Dice Dungeon / Suggestion Superthread

Suggestion: Realize that browser people are not mobile people, and adjust the game accordingly. Since there’s (currently) no thought to merge the mobile and browser versions of the game, relaxation on the stamina constraints seems logical. I think that this game has interesting concepts going for it, and something that’s fun and a bit different, even while being random and sometimes frustration inducing. However, I’ll likely never come back since it takes all of 5-10 minutes to use up my 5 “blocks” of stamina, while taking an hour to recharge. This might be fine on a mobile game that I carry with me and can reasonably fire up every few hours but I’m not stopping what I’m doing on a computer and rushing back to TDD just to play for maybe 10 minutes.

Also, dungeon rewards seem totally out of whack. The tutorial zone gave me 300+ coins, then the next zones… 30-50? Or an item I can’t use yet? The heck? And what’s with the multiple boxes at the end of dungeons? False choice nonsense? The number went up as I dungeoned, going from 2 to 3 to 4 then… 8? 10? Some large number I didn’t count. Thinking that it might be some sort of representation of unique zone rewards for replaying zones, I went back to the training ground (which had 2 boxes at first). Nope. A whole line of boxes, and over 450 coins as my reward for the zone intended for level 1 folks. Oh, and plenty of XP, meaning that wasn’t tied to zone difficulty either.

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Topic: Clicker Heroes / Most efficient Hero Buying Order?

With each hero providing less DPS/Gold than the one before, I find it’s generally good to gain 10 levels with any hero, then move on. Exceptions are heroes that don’t double their own DPS at level 10, they usually result in my getting the previous one to level 25. This is with about 40 souls

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Topic: Clicker Heroes / Suggestions for next Update

An ability like this is only useful provided there’s more heroes after him. 25% increased gold is in terms of G/s the same thing as 25% increased dps. If your hero proposal were treated like Frostleaf who accounts for 99.9999 percent of dps, a 25% gold increase would be horribly underpowered compared to the standard dps increase abilities. But as long as there’s other heroes beyond him it would be more beneficial. For the same reason the 25% dps increase on Frostleaf is currently terrible.

Seriously. Frostleaf is the last hero, has 4 upgrades, and two of them are piles of junk. So my only request is that any future “last” heroes not have so many stinking black holes in them. The previous one had the horrendous +10%, but at least she also had 3 +100%s and a skill.

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Topic: Clicker Heroes / Tips for the game

Strictly speaking, DPS per Gold goes DOWN with each new hero, all taken at level 1. Level 10 is always worth getting, and level 25 is often. You almost always gain more power per Gold spent, unless the hero in question has a support ability in one or both slots.

Super Clicks edges Deadly clicks in DPS if you use Super, Deadly, and Powersurge all at once, though the difference is slight.

The very highest DPS can be gotten by double Energizing: Use Energize then nothing else until Energize is cooled down. Pop a skill, Energize, then another skill. Use on Super Clicks and Deadly Clicks for the highest output, along with normal Powersurge; each click should be worth about 5.4x of your DPS value with all of them going.

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Topic: Clicker Heroes / Boss HP

Failure to defeat a Primal boss does not waste it, a new one spawns. Similarly, leaving also respawns the Primal when you come back. So it’s there until you kill it. Basically, there’s just a chance to have the bosses flagged “Primal” when a new world is made, which is only removed on killing the boss or on a new Ascension.

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Topic: AdVenture Capitalist: General / AdVenture Capitalist References

Holy Hockey Stick may be a reference to the deadly “Holy Hockey Stick of Terror +5” from D&D of old. Or it might just be a weird coincidence.

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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Stuck Again

About the busts/idols: Draft packs are the best use of them almost all of the time, but if you don’t want to spend money it’s not a bad idea to hold on to them until the moment you want to draft. If that means you have 3, or 5, or 20 of them, so be it. The reason is that every once in a while, there’s a promotion even better than the draft packs available for the LC you can obtain from busts. If you do turn them in for the Coins, try to do it with 4 at once. Drafts are wonderful, but the odds of getting an Epic+ rarity card (let alone more than one) seems to be about 1 in 4. You should be able to get some handy Rare cards, though, if nothing else.

Also, it’s generally a better deal to draft on a Monday during the Monday Night Heroes event if you can. You’ll see the Draft button be red and say “Draft Night!” while it’s going on. Your first draft gives you a free bust along with your normal rewards. If you can manage more than one draft, there’s also other prizes to be had as freebies, but the Bust is the best because it requires only a single draft, and is worth a free pack OR LC, your choice.

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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] Bug Reports - Official

Timewar, this probably is not an actual bug, but an effect related to the order of event processing this game has. It seems to go Badge Effects → Damage Calculation Effects → Reflection Effects → Other Card Effects → Apply Damage → Apply Shield. The Pointed Response example you gave sounds like the results of a Nonstop’s Reflex badge depleting cards. Or does it also work that way with Scoreboard (as the Boards deplete before the damage numbers appear)?

This order is important, however. Imagine a situation where you have up a Firewall or Helios Genesis buff and no Shield. Your opponent hits you with a Martial attack for 10 damage. They deplete 10 cards, one of which is Moxie. Now, should the attack hit for 10, or 20? The depletion suffered by your opponent happens before the damage, but in order to make certain that the correct amount of damage was taken from such reflection effects, the damage has to be calculated BEFORE the actual reflection happens. Decay is lumped in with reflection effects, so LDE is already calculated to not meet the Survivor requirement before the depletion.

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Topic: Kongregate Multiplayer Games / [Legacy of Heroes] How Many Free Drafts Have You Earned?

Make that 23 Epics (24.2%). I went back through what I had gotten out of curiosity.