Recent posts by judic on Kongregate

Flag Post

Topic: Sky Ocean / Crew Invites

- quit game -

 
Flag Post

Topic: Sky Ocean / Referral Code for New Players + Tips!

There is already a wiki which should still apply to this game mostly: http://battlestationsfb.wikia.com
It has nice sections for new players.

 
Flag Post

Topic: Rise of Champions / Bug Topic

Hi, my account is completely frozen. Refreshing the game doesn’t help me. It is only showing a message that a bug has been reported and then there is a black screen.

This issue occurred after I used a ticket to start an event (necromancer). I observed that my rouge’s skills don’t do anything. I pressed the skill, nothing happened and the game moved on. That happened every time it was that single character’s turn. After the fourth time the game froze (mouse over infos were still popping up, though). After waiting for 5 mins, I refreshed and then I had the issue I am still having currently: A frozen account, possibly due to my party still stuck in that event battle.

EDIT: This is the log I see every time I try to refresh the game:
[18:7:7] [MMOe] engineDebug: Sending Top Guilds…
[18:7:7] [MMOe] engineDebug: step 1
[18:7:7] [MMOe] engineDebug: step 2
[18:7:7] [MMOe] engineTopGuilds: 10 10
[18:7:7] [MMOe] engineDebug: sent
[18:7:7] [MMOe] engineSelectParty: kong4943740
[18:7:7] [PartyInfo] judic kong4943740 kong4943740
[18:7:7] [PartyInfo] Load Characters: 4
[18:7:7] [PartyInfo] GOLD: 1947
[18:7:7] [PartyInfo] RESOURCES: 10990
[18:7:7] [PartyInfo] LEVEL: 10
[18:7:7] [PartyInfo] CURRENTXP: 4664
[18:7:7] [PartyInfo] TOTALXP: 30414
[18:7:7] [PartyInfo] NEXTXP: 16000
[18:7:7] [PartyInfo] BOOST XP: 63573
[18:7:7] [PartyInfo] Load Inventory: 33
[18:7:7] [PartyInfo] Load Customizations: 0
[18:7:7] [PartyInfo] Load Gems: 0
[18:7:7] [PartyInfo] Load GemTimers: 0
[18:7:7] [PartyInfo] Load Daily
[18:7:7] [PartyInfo] Load Chapter
[18:7:8] [MMOe] reportError
[18:7:8] = ERROR =
[18:7:8] = ERROR =
[18:7:8] = ERROR =

 
Flag Post

Topic: War of Omens / [Guide] Everything that is often asked about this game

Originally posted by SirSebstar:

I could use some help with the following.

You can upgrade every card wtice.
I am looking for advice, is it better to upgrade every cards first to the first upgrade before moving the rest to the second?

1. I am first prioritizing heroes (especially those of a colour I don’t yet have)
2. I am then prioritizing cards that I don’t have.
3. Then I am focusing on getting every card upgraded once (prioritizing cards I use).
4. Last, I am upgrading the card with the shortest upgrade progress bar. I do this in order to try and get all commons upgraded to the max at around the same time to be able to switch to buying silver packs from now on. Otherwise I would be forced to keep buying oak packs only because five or so cards are missing 10 copies of themselves for the maximum upgrade. The odds of drawing those cards that many times will be terrible and it would slow down your overall progression, assuming you want those cards maxed, too. Since the devs constantly balance cards, it could always be that a bad card you neglect will become awesome at a future point in time.

That said, if you are having a main deck and you love playing it, it is no problem to focus on a few key cards and upgrade those fully first, while ignoring rules 3&4 above.

 
Flag Post

Topic: War of Omens / [Guide] Everything that is often asked about this game

Originally posted by mrbing:

It may be worth noting that the heroes you start with (Listrata and Liet) are technically in the uncommon rarity and that Sofocatro and Esra are in scarce.

Thanks, I corrected that part.

 
Flag Post

Topic: War of Omens / [Guide] Everything that is often asked about this game

After taking a a break for around two months, I came back and consequently decided to update the guide to reflect the current state of the game.

 
Flag Post

Topic: Kings Of The Realm / Game gone from bad to worst and developers made it this way!

Well, I guess from an objective point of view, I can agree with what Fhara and Tiruin said, and especially the change to how shields work, worsened the situation considerably.

 
Flag Post

Topic: Kings Of The Realm / Release notes 22/05/2014

Originally posted by DharKhosis:

Afaik, you can remove wounded commanders from defence. But you cannot do this, if you started the healing while the commander is still in defence slot.

Yep, that was something I wanted confirmed, thanks.

Originally posted by michalet:
Originally posted by DharKhosis:

The problem with an 8h shield (or any long fixed time), independend on percentages of raided resources and on-/offline status is the well-established practice to get bubbled by a friend/ally (e.g. just before you go off).

This could be easily “fixed” by giving no/short shield if there’re eg. <5% resources stolen & less than 2h healing inflicted. As for attacking within alliance, no shield & xp for this would be a solution as well.

I like that suggestion.

While we are at it, switch off friendly fire for alliance members entirely during tournaments. Also, attacks on the keep by an alliance member should give no shield. Plus, make it impossible to leave and rejoin an alliance in a short time. You could even make it a few days delay before being able to rejoin the same alliance again, plus make it impossible for people to get kicked/leave during a running tournament. This will help as soon as alliances have sizes of 100+ members (feudalism) and there is consequently no more sense in creating child alliances. You could still get friends outside the alliance to “play shady”, but it’s a start.

 
Flag Post

Topic: Kings Of The Realm / Release notes 22/05/2014

Well, I still think orc camps gave too much ress before, so the orc camp ress change is something I can understand. Yet on the other hand, a unique factor of this game has always been that there is a PVE aspect. You shouldn’t forget that there are players who don’t like to attack other players for ress, but only want to get ress via mines and orc camps. Forcing them to do PvP for progressing will probably make them quit and saying the generic argument “this is a war game after all” means nothing to them.

One question before I go into the shield part: When your commander defending the keep is killed you are a free farm as soon as the bubble is gone, right? Now when you log on after maybe 6 hours, your commander is dead and you need to initiate the healing process, right? So let’s say this commander has a healing time of 24 hours. You can’t switch out this wounded commander with a fresh one to defend your keep while the old defender heals, right? So that means your keep is undefended and a free farm for another 24 hours until the old defender is fully healed again???

The shield change is quite bad to be honest. It takes no skill to not take any ress in the first attack and then just set a stopwatch every two hours. Most humans sleep 4 to 8 hours each day, so as soon as you find out their sleeping habits, it is easy to send wagons two or three times during a night and steal a lot of ress. It is way too easy now and will keep the victims from progressing.

Ress are not created out of thin air. You have to collect them from your buildings (not very much to collect there) or farm them from orcs and mines (or buy them). Now if you farm orcs for 8 hours and then over night most of that is stolen, you will probably go towards stealing from weaker players yourself instead, which puts them in the same bad spot. And as soon as many players are mainly stealing ress, the economy might become a bit drained and the overall slow progression might lead to players quitting. But in that regard, you guys at digitgames should have all the data available to see if that is a concern or not.

Thoughts: Increase the lowest shield timer to 8 hours (the skill in this game should be to take as much ress as possible with the last attack, which bubbles the keep!). Maybe make mines more lucrative instead of orcs. I mean honestly, pretty much nobody bothers with level 1 or 2 mines !!!! They are spamming the map without ever being cleared (they should at least automatically despawn after being ignored by players for a day). At a certain point level 3 is also useless.

 
Flag Post

Topic: Kings Of The Realm / [Guide] Killing Gryphons aka Interrealmal Independence Day

A job well done, good sir!

 
Flag Post

Topic: Kings Of The Realm / BUGS - Official Thread

From my experience, it is currently working fine again. Thanks.

 
Flag Post

Topic: Kings Of The Realm / BUGS - Official Thread

Originally posted by hyperheat:

Have been seeing question marks instead of players’ levels on the map for the whole day, and I can’t click on them. Tried refreshing many times, reinstalled unity player, tried two different browsers, and the problem persists. Some other players have the same problem too.

I can confirm this. I also can’t get it away. Tried on different computers & browsers. It is especially annoying since you see only “?” in the ranking lists, too. It seems you can only see players that have recently chatted in global/realm/alliance chat and sometimes the players in your current realm. Everything else doesn’t load and only shows “?”. It was still working 24 hours ago. I mean, I have seen this behaviour in the past, but there, a single refresh always solved it. Not now, though.

 
Flag Post

Topic: Kings Of The Realm / Killing Gryphons Discussion

I also had that bug you can see on Fhara’s screens before that the report shows you killing a Gryphon but next round it is actually still kicking ass.

 
Flag Post

Topic: Kings Of The Realm / Killing Gryphons Discussion

The problem here is that an army with 4 Gryphons backed by an overwhelming number of shrines make Gryphons a nut not too many players can even dream to crack.

While normal troops lose numbers and therefore attack power every round, Gryphons never lose atk power over all 5 rounds unless they get one-shotted in rare cases. So they deal extreme amounts of damage and come out with 0 healing time (or a little bit for decoy troops).

While they are not unbeatable and have a very high healing time, a combination of Gryphon armies and many shrines is something most players can’t beat, which will surely create a lot of frustration at some point in time. One example would be the scenario of mid-level alliances trying to take on a high level player, which is something that works except against full Gryphon armies.

So three problems (assuming the likely scenario of all Gryphons surviving):
1. Very hard to even take down one.
2. No healing time.
3. ATK doesn’t decrease over all 5 rounds.

While they are not overpowered on a level playing field, the shrines can make specifically Gryphons into an unbalanced unit when we look at the game on a whole.
Plus, if you put a 4 Gryphon army behind a level 20 wall they can without a doubt finally be called broken.

 
Flag Post

Topic: Kings Of The Realm / BUGS - Official Thread

Very annoying bug

Let’s say you own a tower-gate and you get attacked. Often, your army status doesn’t update for minutes. You can’t see what is happening, the army tab shows your army undamaged and you also get no report, even when you already see the flag on the tower changing after 10 sec. or so. Many times, you actually have to F5 the game in order to ever get the report. In a game where seconds are critical for decision making this is a very annoying bug. Sometimes you also don’t see armies attacking you on the map when tower and keep are only short distances apart. They never show on the map even when you look at the map the whole time. And then suddenly you are dead with no chance of retreating.

 
Flag Post

Topic: Kings Of The Realm / BUGS - Official Thread

Originally posted by Fharajy:

http://s27.postimg.org/lfecnglfn/Report_bug_1.jpg

very confusing report also dose not show any of the gryphons die last round all gryphons attack even tho my troops stop attacking after first shining lance had 3 stacks remaining unless a hobbilan killed a gryphon in last round i don’t see how that could happen

pls remove gryphons till fixed ^^

Sometimes the icon for Gryphons also doesn’t show on the summary overview or the report, even though they are mentioned in the detailed text-based report.

You can kill Gryphons with enough damage at once, but this “remnants” stuff really smells fishy and is very disheartening.

 
Flag Post

Topic: Kings Of The Realm / BUGS - Official Thread

My Hord got attacked on a mine and then I started to have weird GUI bugs. when I tried recalling him he got stucked. Maybe someone can look if he is really stuck and if freeing him will solve my GUI bugs? Thanks.

Here are screens of the GUI bugs:

EDIT: Hord got free, visual bugs are gone. Thanks.

 
Flag Post

Topic: Kings Of The Realm / COMBAT TIPS(28/02)

Tested for Martyrs:

5 Martyrs = 69 sec → 22 = 5min~

 
Flag Post

Topic: Kings Of The Realm / COMBAT TIPS(28/02)

Tested for Shining Lance:

5 Shining Lances = 170 sec → 9 = 5min~

 
Flag Post

Topic: Kings Of The Realm / Suggestions

Token shop for doing PVE and PVP.

Currently, neither PvP nor PvE is very rewarding if your are at endgame and/or don’t care about the rankings or shrines/being king. The buffs the king tower and the shrines give are mostly good for the sake of doing more PvP aside them being also to a degree useful for orc farming until endgame. I think in the longer term there need to be more incentives for both PvP and PvE oriented players to keep them interested and offer them alternatives and incentives besides the current gameplay.

PvE: Some boss raids in a realm, where you get tokens based on the contributed damage.
PvP: Tokens based on certain achievements in PvP.

Token shop: The tokens can be used in the shop to gain special troop types you normally can’t get and that don’t necessarily are stronger but somehow different, so that you really want them. Alternatively you also can include something like alternative commander art or new commanders or items for commanders. There are a lot of possibilities. Balance is critical though.

 
Flag Post

Topic: Kings Of The Realm / Lag/latency issue

The server restart yesterday solved the 20 sec. attack desync problem for me. Now, I see the commander showing to return from an attack after 1 sec. instead of 20. Other people reported though, that for them not much changed. In any case, restarting the game once in a while on the server side might help in some way or another.

On the other hand the game seems more shaky and studdering overall, like the seconds on commanders counting down not linearly but in a laggy way (some seconds show longer than others). That is not a big deal for me though, since the desync problem was the biggest issue.

 
Flag Post

Topic: Kings Of The Realm / Lag/latency issue

Yeah, it is a rather mind boggling problem. While with the last patch the lag on a hero returning to your keep was fixed, the lag while attacking something is back and far worse than before last patch. The issue also seems to get worse over time. Before the last patch the lag was around 8 sec. Directly after the last patch there was no lag at all. A few days after it the lag was around 4 sec. Last week it was around 11 sec. And right now it is pretty much 20 sec.

An example: My Trellan needs 29 sec to the orc camp. When he arrives, he fights for 1 sec. and then returns again. But the browser doesn’t reflect this. For us players the hero has the status “Attacking” for 10 to 20 sec! Which means that after the status finally updates, the hero is already 10 sec away from the keep.

Now the problem there is that the new orc camp (or to be more precise the killed one hopping and respawning) doesn’t spawn immediately but only after the browser session syncs with the server. Which means that if you try to bounce a camp via two close piles of bones, instead of being able to do that every 30 sec you get one bounce every 40-50 sec due to the lag. This in turn decreases the exp gain significantly (on <5 min healing setups), which is already pretty low due to the various changes over the last patches (in later levels you need to chain attack orc camps for over 12 hours for a single level, which is not even boring any more, but just bothersome).

 
Flag Post

Topic: EMP Game / Updates discussions

I like both changes. Will be healthy for the overall game by enabling a larger number of players to stay at least somewhat competitive without playing 24/7. Not a big step, but a start.

But I agree with Masakarii that the max. amount of ress a planet can store has to be looked at and increased alongside the other changes.

 
Flag Post

Topic: Kings Of The Realm / COMBAT TIPS(28/02)

Tested for Order of the Bloody Cross:

5 Bloody Cross = 48 sec → 31 = 5min~

 
Flag Post

Topic: Kings Of The Realm / Release notes week of 24/02/2014

Originally posted by darkitay:

orc camps need xp boost, if u up the grinding lvl then at least give ways to boost it, as it now the patch will be like the first one, we dont want to see it once more, change the xp formula plz grinding past lvl 25 is hell… and u will make grinding from 17 to 25 hell also.

I think darkit is right. When watch offensive hp will be reduced, healing times (e.g. with militia) and/or grind efficency (e.g. with MAAs) will go down by maybe 50%, so doubling the XP gain from orc camps would probably still not be enough. Additionally, I would propose an increase in XP gain from PvP actions.