Recent posts by yoshifuzz on Kongregate

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Topic: Kongregate / who else besides me got all 62 shiny kongpanions


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Topic: Kongregate / [New Feature] Introducing Kongpanions!

RIP, elephancy

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Topic: Kongregate Multiplayer Games / [Ninja Time Pirates] Feedback

The main issues that I’ve had with the game fall into three aspects – controls, pricing, and weapon balance.

The most important thing to change is the way the game controls – the little player input that exists during a firefight is extremely unresponsive and does not allow for basic mechanics in similar games such as leading shots or switching targets effectively. If the controls were simplified to arrows for movement and mouse to aim/fire, the whole experience would be a lot more enjoyable.

The pricing is strange, to say the least. Reviving a teammate costs far too much – considering you may only get a few thousand dark matter in a raid, why would you ever revive a teammate for 5k? Once you get buildings producing dark matter and coins, most prices become a non-issue anyways. It may make sense to increase the amount of money you gain from single player missions, as you hardly get anything for actually playing the game compared to just waiting around for buildings to produce money. Weapon/character upgrades are priced reasonably, though.

Some weapons are extremely powerful, while others are nearly useless. The dragon breath premium weapon dishes out absurd damage (which I suppose is to be expected for a gun that costs $5), whereas the other premium weapon deals almost no damage and is only useful for stunning organic enemies, yet costs the same. If the clouds made by the weapon did a damage over time effect, the gun wouldn’t be useless against machines. As it stands, the higher end non-premium weapons are just more useful than the sniper rifle in many situations. The way damage is balanced seems to favor weapons that fire out multiple projectiles, which doesn’t work too well with the current control system’s poor accuracy either.

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Topic: Tiny Dice Dungeon / Things to take note while playing TDD

Here are answers to a few more questions that have been very frequently asked on the chat.

Are there any ways to lower how many 1s I roll? – Early on in the game you’ll unlock the PVP area. There you can unlock rewards for earning trophy dice, and some of the left column rewards reduce the chance of you rolling a 1. Get them ASAP!

When do I get to use items? – You’ll get the item NPC about halfway through the main game. After that, you can equip items freely.

Why can’t I capture monsters? – To capture a monster, it must be the last one alive. You’ll need to deal exactly as much damage as it has health – you can take as many turns as you want to weaken the monster down, but if you overroll even once then you will no longer be able to capture the monster. The trick is to rent a monster catcher, put at least one heal die on all but one of your party members so that they can skip their turns without doing damage, and equip items that lower your damage on one of your party members, preferably a party member with only a 1x core die (your adventurer is a great choice for this!). If you lower your damage to 10 or 20%, you’ll have no problem avoiding an overroll.

Can you capture bosses? – You can’t catch bosses when they appear as a boss, although almost all bosses appear later in the game as normal enemies and can be captured then. The remaining bosses can be obtained through the monster hunter.

Does my storage need to be full to get DNA from catching monsters? – You normally get DNA instead of a monster from catching a monster when you are out of storage space, but you can also get a captured monster’s DNA by releasing it. It is strongly recommended that you get DNA by releasing monsters rather than having a full party, as you may get items, phoenix ups, or dice shards as an added bonus.

Wiki? – Wiki.

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Topic: Tiny Dice Dungeon / Suggestion Superthread

At very least, the rare monsters need to have some benefit. Right now, rare monsters are just boring roadblocks with too much health. Adding exclusive items that only drop from rares or placing double the overkill coin cap on rare monsters would at least give some purpose to them existing.

Core dice have a huge impact on how useful a character is – a monster with a quad core die and 3 multiplier dice stacked on will always be more useful than a main hero stuck with a 1x core die and the same multiplier dice. Giving the option for players to swap a hero’s core die with other risky dice (anything except health, multiplier, or >1 dice) would make the heroes useful later in the game where monsters are currently doing most of the damage.

Poison dice are just too weak without multiplier dice right now, but would be too strong if just given normal multiplier dice. Instead, why not have poison multiplier dice but give them a 0 side. If the 0 is rolled, all poison damage on that roll is set to 0 but the turn would not end. There would still be risk attached, but not severe enough to be unviable.

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Topic: Sandbox Hero / Feature Requests (not multiplayer)

Originally posted by Behemoth542:

A mute button would be appreciated too. Also the ability to add music ourselves to the game

There are already two mute buttons in the game. One is at the title screen, and another is on the options panel at the bottom left during any level.

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Topic: Kongregate Multiplayer Games / [Ember Strike] Feedback Thread

Good to hear you’re all still alive! Other than mobile, where do you plan to release the game? It’d be nice to get back into it once there’s a playerbase built up again.

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Topic: Kongregate Multiplayer Games / [Lunaria Story] New Server

Originally posted by InVasNox:

Blue VIP is VIP6

Vip 6 is $250+
Green vip is Vip5

Vip 5 is $100

Wow… you obviously have not a clue what you’re talking about. Green VIP is 1-3, which ranges from $5-45. Blue VIP is 4-6, which begins at $50. Also, VIP 6 isn’t even at $250.

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Topic: Kongregate Multiplayer Games / [Ember Strike] Is the game pay to win? Experiment time!

Glad I was able to help you, and thanks for the kind words =)

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Topic: Kongregate Multiplayer Games / [Ember Strike] Is the game pay to win? Experiment time!

Originally posted by skullhead51:

So at the 2100 rating range the AIs are really easy? Well new bots are coming so that might change.

It’s not that the AIs are easy – they do keep getting more difficult. What changes is that you start losing more rank on a loss and gaining less on a win to the point where you’ll need multiple wins to make up for a loss. If your skill is staying the same, so should your rating, and that means you’re winning more often than you’re losing.

I’ll give a quick example – let’s say your skill maximum is about 2250 and your current rating is 2230. You might need to win a few times to get to 2250, at which point you’ll lose because the bots will be better than you. Losing will drop you back to 2230, and so you’ll win a few times more before hitting that 2250 mark.


Win: 2230-2235 ranking. Gain 40000 nuggets.
Win: 2235-2240 ranking. Gain 40000 nuggets, giving you a total of 80000 gain.
Win: 2240-2245 ranking. Gain 40000 nuggets, giving you a total of 120000 gain.
Win: 2245-2250 ranking. Gain 40000 nuggets, giving you a total of 160000 gain.
Lose: 2250-2230 ranking. Lose 50000 nuggets, giving you a total of 110000 gain but setting you back to where you began. Every time you repeat that cycle, you’re gaining a large amount of money.

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Topic: Kongregate Multiplayer Games / [Ember Strike] Is the game pay to win? Experiment time!

I’ve seen a lot of people complaining that the game is about buying new items before you can gain rank, or that skill is less important than gear. In order to prove that mindset wrong, I made an account named NotPayToWin to start fresh with 1500 rating and no items, and set some ground rules:

1. I could not buy anything with kreds on that account

2. The only power I was allowed to buy would be the slingshot. The slingshot is the one power that I would say is vastly superior to its alternative, the cannon. Anyone who doesn’t yet have this unlocked should really invest in it as it hits harder and can be fired faster than the cannon.

3. I would not be allowed to use any lucky mystery box finds (gear that would give a large stat advantage), nor would I be allowed to even buy mystery boxes with earned currency.

4. If I got more than one loss before reaching 2100 rating, I would automatically give up and no longer argue against anyone who claims that the game is p2w. This would give me a safety net in case of any stupid mistakes while playing, but would still keep things strict enough that it would be a true challenge to prove my viewpoint that the game can be played without spending any real money.

(Note that once you reach around the 2100 rating range, you can simply farm inferno for nuggets and get a maxed set of legendary gear within 5-7 hours assuming you maintain your rating for that time, so no kreds are required to unlock everything quickly and get your desired item sets. If able to make it to that point without spending a cent and without trouble, I would have proof that the game is not pay to win.)

Within 45 minutes, the account had 2227 rating and no losses, putting it at 3rd place on the rankings. If that isn’t proof enough that items aren’t the main factor, I don’t know what is.

The game is not pay to win, it’s simply pay to get content faster. Once you get a solid grasp on the mechanics, you’ll have no trouble rising up the ranks regardless of if you’re able to spend money to help out the devs or not.
Best of luck!

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Topic: Kongregate Multiplayer Games / [Ember Strike] Launched!

Originally posted by CallOfDuty213:

But still, the matchmaking is very bad. I was starting my 5th round and was matched with someone who spent atleast 20 kreds on this game, which shows this is practicly a pay-to-win game…

The thing is, the characters are balanced yet play very differently. Kaitsu has a lot more utility yet less damage, while bao does more damage but over a fairly large amount of time, giving you a chance to ko your opponent even if he ults you when you are low. The characters are not pay to win, although I can’t say as much about the items, but skill is always the most important factor at the end of the day since stats do nothing for your opponent if you don’t let them make a move.

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Topic: Outernauts / Breeding, Trials and Trivulations

Originally posted by Adehaines:

Just bred 70x Electria (Flying/Lightning) + Bobongo (Ghost/Primal) : I got mostly feral eggs with a lot of rare (~20 more or less lost count and only Bisoo ), some fiery ( with a 7hours one = Electrifoal ) and a few Mossy. Where does the mossy come from ?

Good question, and thanks for bringing it up. Looks like the double-type part may be wrong, I’ll test some more things, but I guess there are two likely explanations. One would be that they do have a hidden type after all, and the ones I tested with just happened to have the same hidden type as an egg that already existed in their combination. Another, simpler possibility is that mossy eggs can come from flying, since I hadn’t found where flying types fit in.

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Topic: Outernauts / Breeding, Trials and Trivulations

Originally posted by skullhead51:
Originally posted by yoshifuzz:
Originally posted by skullhead51:

What is considered “normal”? Do you mean common?

Normal element, which includes beasts such as angroo and hortabud

Isn’t that common element?

Edit: Bred moltovo(terra+fire) with jirumph(lightning) and came up with a stony egg.

Oh, did not realize it was actually called “common”. I think I’ll still call it normal because of the possible confusion between the element/rarity, though.

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Topic: Outernauts / Breeding, Trials and Trivulations

Originally posted by skullhead51:

What is considered “normal”? Do you mean common?

Normal element, which includes beasts such as angroo and hortabud

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Topic: Outernauts / Breeding, Trials and Trivulations

Let’s try mixing an Angrin (normal) with a Pann (primal), though. You might be surprised that in 4 breeding attempts, the results were two frosty eggs, a feral egg, and a mossy egg. In this case, the feral egg was either from Pann’s primal type or Angrin’s hidden element, not Angrin’s normal type, but I’ll get more into that later. The mossy egg is probably from Pann’s hidden breeding element, which likely created the mossy eggs in the previous example, and the frosty eggs likely came from Angrin’s hidden breeding element.

What if I told you that breeding an Alpha-Mantix (Tech) with the Angrin 30 times resulted in not one stone egg? As it turns out, tech types’ stone egg quality seemingly cannot result in a terra monster, only tech, and all tech beasts are rare or higher, meaning that only a tech’s hidden element will affect non-rare eggs, and you don’t have to worry about getting stone eggs unless it turns out to be a rare. This phenomenon only seems to occur for breeding involving techs; a fiery egg resulting from only lightning and no fire hidden element can still give a fire type, for example.

Back to the Angrin+Pann case, normal types also seem to have a strange exception to our conventional breeding rules. Instead of giving an egg from either feral or their hidden element’s type, they seem to simply have two hidden elements, meaning that it’s possible to breed two normal type beasts and end up with a combination of four different egg types assuming the monsters used for breeding do not share any hidden elements.


1. Longer breeding time is better, hatching times will always be 3 hours.

2. Eggs are affected by monster types, but single element monsters count as having their element + a randomly selected element when breeding.

3. Dual-type monsters do not have said randomly selected element when breeding, so you will be able to predict the possible egg types from breeding two dual-type monsters simply based off of their types.

4. Tech types will not give stone eggs with terra monsters unless terra is their randomly selected breeding element.

5. Normal types count as having two randomly selected elements when breeding (normal type monsters do not automatically make feral eggs even though they can be hatched from ferals), so they’re more of an elemental grab bag.

Hope this helps a bit.

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Topic: Outernauts / Breeding, Trials and Trivulations

Outernauts has a rather complicated breeding system, and you may be surprised when you get a fiery egg from two ice types or a stone egg from a pair of primals, but these type mix-ups can be explained.

The first thing that we need to get out of the way is that the types of your breeding monsters DO affect the type of the egg. If you breed a dual-type with another dual-type, say a P-Rex (primal/lightning) with an Equiflora (water/nature), you will either get a feral egg (due to primal), fiery egg (due to lightning) or mossy egg (due to water/nature).

Things start to get a bit strange when we decide to mix a Bokkrawr (Primal) with a Pann (Also Primal). In 3 breeding attempts, we end up with a feral egg and two mossy eggs. The feral egg came from the fact that both breeding parents were primal types, but what made the mossy eggs? Any monster that has a single element has a hidden breeding element as well. In this case, one or both of our breeding parents had either water/nature as a hidden breeding element, which caused us to get these mossy eggs. As far as I know, there’s no sure-shot way to tell what your beasts’ hidden breeding elements are, you just have to go through trial and error.

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Topic: Outernauts / Breeding, Trials and Trivulations

After breeding about 500 times, I took the liberty to at least make a breeding type guide. From each type of egg, you can get any beast out of the corresponding element/rarity other than starters.

Elemental Breeding Guide

Egg types –

Frosty = Ice/Ghost

Fiery = Fire/Lightning

Stone = Terra/Tech

Mossy = Nature/Water

Feral = Primal/Venom/Normal

Shiny = Random epic/legendary

Breeding times –

2 Hours = Common/uncommon

4 Hours = Rare

5/6 Hours = Elite

7+Hours (Shiny egg) = Epic/Legendary

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Topic: Outernauts / "Add me" topic


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Topic: ShellShock Live 2 / ..WTH KChamp

Originally posted by Slyeye89:

this is fixed now…

Where do you see that?

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Topic: Crazy Fairies / Suggestion Thread

I think the problem with this idea is that it’d make the game impossible for lower level players – the levels are made for a reason, which is to stop inexperienced players from getting stomped by the higher leveled ones.

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Topic: Kongregate Multiplayer Games / [BigHeadBash] Torch Laser

I just bought the torch laser, and was wondering if there was any certain way it’s supposed to be used or if it’s just absolute crap in general. The thing only hits 5 damage at max when I use it, and doesn’t even deal damage as frequently as the smg. If the thing really is just terrible, is there any way at all to get a refund? It’d be one pitiful waste of 8 bucks otherwise.

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Topic: Kongregate Multiplayer Games / [Clash: Rise of the Heroes] UPDATE 5/10/12

I got a legendary (Critical Shot) from infuse, so the higher price is probably for a reason.

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Topic: Clash of the Dragons / Sunderer: Is it never to work?

Sunderer started working for me, did they fix it? Hopefully it’s working properly for everyone :D

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Topic: Clash of the Dragons / Dragon Coins?

I’d strongly suggest using them on draft. I’ve only had 1 epic from 3 diamond packs, but have had 6 epics and 1 legendary from 10 times drafting. Draft also gives you a chance to earn more draft packs, so you can keep earning great cards.