Recent posts by Quizer on Kongregate

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Topic: War of Omens / GM Campaign Ch. 3 without epic coins

Agreed. I found this deck vastly superior to Clarai’s solution. I had to retry the first battle, because the enemy managed to get a foothold and there really is no coming back from that with this deck, but after that it was smooth sailing, and I managed to reach and beat the bonus battle on the first subsequent attempt. Both thumbs up!

 
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Topic: War of Omens / Oak pack (and others) chances - come help

Here’s what I have so far:

Oak packs bought: 1186
Common: 800 (67.45%)
Uncommon: 312 (26.31%)
Scarce: 62 (5.23%)
Rare: 11 (0.93%)
Epic: 1 (0.08%)

Silver packs bought: 968
Uncommon: 684 (70.66%)
Scarce: 233 (24.07%)
Rare: 48 (4.96%)
Epic: 3 (0.31%)

Gold packs bought: 23
Scarce: 16 (69.57%)
Rare: 5 (21.74%)
Epic: 2 (8.70%)

Gem packs bought: 15
Rare: 11 (73.33%)
Epic: 4 (26.67%)

 
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Topic: Swords & Potions 2 / Bug Reports and Issues

Does any bug in this game actually get fixed, ever?

 
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Topic: EMP Game / Your Ideas and proposals

Something needs to be done about this snapback effect. While sending fleets, when I grab the scroll bar it keeps getting yanked out of my hand each time the list refreshes as it snaps back to the top. The same kind of thing happens when I give orders to the last few fleets and go to the next system. The list keeps snapping back to the previous system every 7 seconds when a ship reaches hyperdrive, until I manage to get in an order on a fleet in the new system.

Please do something about this.

 
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Topic: EMP Game / Your Ideas and proposals

  1. The pause after each click needs to go. See this thread for elaboration.
  2. When navigating from planet to planet via the left and right arrows at the top right of the planet view, I’d also like there to be a second set of arrows that will skip right to the next solar system. I like navigating using those arrows, but it does get a bit tedious as my collection of planets grows.
  3. I’m seconding the idea of listing stored resources / max resources in the empire view. Who cares about how much resources Planet Y generates every hour? If I want to know that, I can go to the planet and look it up. I’m much more interested in how much resources I have spread over my empire, so I can plan building things in the here and now.
  4. Why is it that when I go from a planet into space, I end up at the system where the planet is, but when I go from space back to the planet view, it goes to the last visited planet? I’d like it to be consistent and go to (the first planet of) the system where I am at the moment when I click that ‘planet view’ button.
  5. I’d like some space between the points of this numbered list – how the heck do I do that?
 
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Topic: EMP Game / Unresponsive interface is an atrocity

kkillerr, could you please stop whining about the game becoming more pay-to-win? It’s not very pay-to-win now, and well, if it is to become more so, I’ll bitch and moan about it when that happens, not before.

In the meantime, let’s stick to the topic at hand, which is the terrible input lag and what can be done about it. In the last couple of days, it seems the server responses are already getting slower and slower. Perhaps they are starting to feel the strain?

While we’re on UI stuff that needs to be changed: Can something please be done about the ‘Confirm’ buttons that pretend to be larger than they actually are? My clicking isn’t actually more precise than needed most of the time, so I often tend to hit a button only fairly close to the edge. This becomes a problem if said button sneakily pretends to have a larger hitbox than it actually does, whereas in reality you need to hit it fairly close to the middle in order for the click to register. This has really been annoying me as of late.

Also, that dropdown menu for planet target selection is finicky and needlessly hard to use. Half the time I get the wrong planet and need to correct my choice. That window needs to have planet icons like those in the solar system view at the bottom. You click the planet you want, it lights up (without +2 seconds, please), you click confirm. Simple and clean. Let’s not make the planet icons too tiny, either. The way they are in the solar system mouseovers is too small to be comfortable.

 
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Topic: EMP Game / Unresponsive interface is an atrocity

Let me preface this post saying that I really like this game and enjoy playing it. I initially checked it out thinking it would be just another empire builder, but I quickly became hooked. Unlike many other games, it’s not riddled with bugs, and the whole thing is extremely well designed and put together.

However, there is one thing that bothers me, and that is how unresponsive the interface is. The game has to communicate with the server after EVERY. SINGLE. CLICK. No matter what it is you are doing, after you click something, there’s a second or two of waiting time while the game chitchats and shoots the breeze with the server.

That time quickly piles up. Sending out 20 engineer fleets quickly turns from a two minute job into a nightmare, as does sorting out your mail folder full of reports. Let me illustrate the procedure here:

1. Click ‘send’ icon of fleet you want to launch.
2. WAIT for blue range area to light up. (+2 seconds)
3. Click on the system you want to send the fleet.
4. WAIT for the popup window to appear. (+2 seconds)
5. Choose planet and click ‘confirm’.
6. WAIT for the popup window to disappear (+2 seconds)

Or:

1. Click the ‘mail’ button to open the mail interface.
2. WAIT while the game fetches the first page of notifications (+2 seconds)
3. Click the ‘details’ button of a report of a system or anomaly you attacked.
4. WAIT while the game fetches the content of the notification. (+2 seconds)
5. Read (this only takes a split second if you know what to expect).
6. Click the ‘Notifications’ tab to go back to the list view.
7. WAIT while the game fetches the first page of notifications. AGAIN. (+2 seconds)
8. Repeat steps 3 through 7 until the page is clear.
9. Click the ‘all’ checkbox and then the ‘delete’ button.
10. Confirm that you really want to delete all the mails.
11. WAIT while the game deletes the mail and fetches the next page of notifications. (+2 seconds)
12. Repeat steps 8 through 11 until all notifications have been dealt with.

Most if not all of these two second wait periods should not be there. Why can’t the game tell the server in the background what orders I have just issued to Engineer Fleet 01 while I am already busy giving Engineer Fleet 02 its orders? Why can’t the game fetch the whole bundle of notifications at once and cache them so that going in and outside of mails takes only a split-second? Why can’t the game ‘know’ what the numbers on the ‘more information’ page of a building look like so it doesn’t have to query the server for them? I could come up with more examples.

Dear developers, this is not sustainable. Right now, I’ve just settled my third system, and already sending out fleets takes a solid 15 minutes when it should take at most five. Dealing with the reports all this activity generates will soon turn into a true nightmare. Even if I decide that I don’t care enough to look into every notification, just deleting page upon page of mails already takes longer than it should.

The same goes for your servers. A friend of mine looked at what happens with the game when you try to launch a fleet, and it appears that with each click, the entirety of the player’s status is sent back and / or forth. Resources, buildings, fleets, everything. What do you think will happen once this game attracts more players while the existing players’ empires grow ever larger?

I am calling for a more responsive interface where server communication is handled in the background while the player can continue to issue commands. Sending out fleets and dealing with their activity reports are the two areas of the game where I notice this problem the most, but I’m sure it applies to other areas as well. This two second delay after each click has to go.

 
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Topic: EMP Game / Your Ideas and proposals

Originally posted by agapedragon:

what if instead of fleets, we are able to specify how many of each ship to send at a time – and so negate the need for having groups?

That would be even clumsier, having to enter numbers each time you want to send out a fleet. It would make engineer fleets, which you don’t normally change, hell to use.
 
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Topic: Clash of the Dragons / Energy lost after levelling up

Today (August 13, ~21:12 (19:12 server time), I (in-game name ‘Quizer’ as well) disconnected after participating in a Werewolf Snow-Stalker brawl and winning, leveling up in the process. When I reconnected, I had leveled up and gained experience (and I think I got the loot from the brawl), but didn’t gain the energy. Now I’m sitting at almost empty energy when I should be full. Can you reimburse this?

Some details:
– When I reconnected after the brawl, I had 40 energy.
– I had 7 EXP to level up before the brawl.

If you need additional data, let me know where to collect it, and I will.
Also, if you think it’s fair, please reimburse with potions, since chances are the energy will be wasted depending on when you get around to reimbursing this (I only have a few times per day when I can log on and play). If I had gotten my level up when I was supposed to, I would have been able to use all of it.

Quizer

PS: Here’s a screenshot of my energy bar and timer about 20 minutes after the brawl (I had to figure out where to take this problem, and retake the screenshot when I saw the energy bar and timer didn’t both fit on the screen at the same time unless I freed up some extra space, which is why it is so late):

 
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Topic: Anti-Idle: The Game / Boy has it been fun(Inb4 NOT ANOTHER ONE!)

Originally posted by shinki12345:


Quizer(RIP)

What you you mean, RIP?! I’m not completely dead yet… only mostly dead. So I have to object to that RIP.
Sad to hear that you’re leaving, but as I haven’t found much time to spend on this game lately, I can’t really throw any stones. Right now, I’m still running it and occasionally I actually spend time doing something, but even with how much I’ve already accomplished, there are still a lot of time sinks left in the game, which I can’t seem to afford at the moment.

So, farewell, Shinki, it’s been fun (except when it hasn’t been, but bleh, who cares about that now, right??).

Quizer

 
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Topic: General Tyrant Discussion / Evaluate Decks (game simulator)

This thing needs a better way to reorder cards in the deck for in-order evaluations. Either via “move up” / “move down” buttons, or via drag-and-drop. It seems like it can’t be done at all in the visual mode, and in minimalistic, it’s very cumbersome to have to select them in the right order in the drop down menu.

Other than that, pretty awesome work!

 
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Topic: Anti-Idle: The Game / Is it even worth it to spend blue coins?

Having (and spending) blue coins is always worth it. I think they are best spent on legendary boxes, a portion of which will give you Double EXP cards. If that’s not your cup of tea, you can start stockpiling progress boxes, but I believe 2x EXP cards are more effective if you make good use of them, like using them for corruption and megaboss.

 
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Topic: Anti-Idle: The Game / Bonus rock nerf? [Resolved]

Thank you, Tukkun, for showing you listen to your players. [+5] is a lot more reasonable; I think people can live with that (I know I can).


Also, thank you for taking up my suggestion for the split bonus rocks; however, I imagined those as cheaper, non-100% versions when I thought of the idea. The prohibitive price makes their use very inconvenient. If I ever find myself wanting to use the expensive 100% random bonus rocks, I know I will be using these rather than the ones that combine green and orange bonus, but to date, I have found no reason to want to use those, as the price is too high and there is no guarantee of getting what you need within just a few tries.


I never quite understood why these bonus rocks are that expensively priced, considering there are not one, but two random hoops to jump through – getting the correct bonus(es) and successfully applying the enhancer. You might want to consider the average number of tries someone has to make to get a specific pair of bonuses, or even just a desired bonus that is either green or orange, when choosing the price for these enhancers.

 
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Topic: Anti-Idle: The Game / Bonus rock nerf? [Resolved]

Another suggestion I’m not mentioning for the first time here is random bonus rocks with only either type of bonus on it – orange or green. What about that?

 
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Topic: Anti-Idle: The Game / Bonus rock nerf? [Resolved]

EDIT: The issue this thread was created for has been resolved, and this thread’s main purpose served. Thank you for your support, everyone, and thank you, Tukkun, for listening with an open mind. The rest of this post is the original post at the time of thread creation.



So, starting in version 1,431, Bonus rocks, presumably from any source, will be pre-enhanced to [+7], making it more difficult to enhance their success chance and apply them.

So I have to ask, what the heck, Tukkun? Where did you get this sick idea that bonuses should be difficult and inconvenient to switch on pieces of gear?


I’ve heard people complain that it is already plenty inconvenient to switch bonuses on gear pieces, and I can kind of understand where they are coming from. It’s either the secret shop Elite Bonus Rocks that are ludicrously expensive and don’t even have all the types of bonuses, or enhancing a random bonus rock with success, or you have to worry about breaking your gear. And you just made the second option extremely difficult.


If people had enough inventory space to keep different sets of armor for every occasion, I could kind of understand this move. But you won’t give us the inventory space we need. Something about save file size growing too large, apparently.


But until we get the inventory space we need to make permanent sets with the bonuses we need, you cannot afford to make applying bonus rocks as inconvenient as this update makes it. [+7] is too harsh. You need to reduce it to, say, [+4] or [+5], and/or make looted bonus rocks exempt from this penalty. Looted bonus rocks are a joke anyway. Give them some use again by making them easier to apply than crafted bonus rocks.


(I feel [+9] for life rocks is kind of harsh as well. Should you really need to make a success relic to apply more life to your timed item? If you play your cards right, you only need to do it every couple of months for each item, but it still seems unreasonable on the face of it…)


This thread is to protest the change that makes bonus rocks pre-enhanced to [+7]. Feel free to ignore or argue against my personal suggestions and add your own, but if you are dissatisfied with this change, please add your support to this thread.


Quizer

 
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Topic: Anti-Idle: The Game / New BA Button colors

Both the colors and the font on these buttons are awful. What the hell was wrong with the old ones?

For the love of all that is holy, please give us our old buttons back, Tukkun. I’m begging you.


Quizer

 
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Topic: Anti-Idle: The Game / Suggestions!

Tukkun, I would like to see the “World” drop-down menu become non-scrolly. Maybe you could make a second column that overlaps the progress bar, or make the rectangles and font smaller, or something. But I’d like to not to have to scroll down anymore to reach Dragon, Boxes, Cards, etc.. Can anything be done there?

Quizer

 
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Topic: Anti-Idle: The Game / Button Machine Help

For browser zoom to work, the flash app can’t have focus, or you may need to be outside the AI game window with the cursor when using the CTRL-scroll method. At least that’s how it works for me with Firefox.

 
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Topic: Anti-Idle: The Game / Suggestions!

I think we should make it as easy to add new pokay areas as possible, which probably means leaving the old ones mostly as they are (though Pokay City as a hub might not be a bad idea. The (mostly) water pokaymon from the current area could be relocated appropriately.).

This discussion originally got started over adding more pokaymon, especially plant ones, because more green is needed in the game! Then I threw that Tall Grass idea out there and was surprised when it was actually well-received! I was wondering why we didn’t have a Tall Grass area already, since it seems kind of obvious. >_>

I think the Tall grass area should have those pokaydex trash pokaymon we all know and hate (like Ratatta, Pidtchy and their evolutions and so on), and plenty of grass pokaymon (bulbasaur, oddish, bellsprout and their evolution lines – I’ll let others figure out pokay names for these :P ).

If there are to be even other areas, that’s fine, too. I’m sure I’m not the only one who has clicked on that black single pixel cave entrance and was disappointed when it didn’t do anything…


Quizer



EDIT: I like the Meyou/Meyou2 idea. A monster that could only be hit by ranged weapons would be an awesome mechanic. Make it happen!

 
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Topic: Anti-Idle: The Game / Ascension Trees

Heh, figures Tukkun had the nerf in place shortly after, if not before, he actually posted on this thread, stating it was deferred. That’s how he rolls. >_>

A 2 bil limit seems a little conservative, but it’s nowhere close to what you would reach in normal gameplay, so I’ll be satisfied with it.

 
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Topic: Anti-Idle: The Game / Ascension Trees

Originally posted by stevebat:

I personally don’t think of this an abuse. The effort involved is almost worth an ascension in of itself. What it will do, however, is completely break the exp chart.

I would say it is probably worth an ascension, considering the effort involved. But certainly not a large number of them. Depending on how early you get those trees done, you could ascend 25 or more times. Personally, I think more than 2 harvests might be pushing it, but I haven’t actually tried doing that many adventures manually – the collection of wizards in the Secret Save File I automated.

(While adventuring manually with infinite energy, I found myself making lots of mistakes. My muscle memory for regular adventuring is still partially wrecked.)

 
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Topic: Anti-Idle: The Game / Ascension Trees

Also a ridiculous XP score, depending on how much you overshoot level 9001. EXP gain slows even further once you reach it, after all. No way that would not be taken down by the score bot.

 
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Topic: Anti-Idle: The Game / Ascension Trees

Originally posted by Aurian:

I think the simplest solution from Tukkuns side would be to kill trees when you ascend. Using up 200k rep to get one free ascension seems like quite a waste, anyone who saw that highscore would realize it’s not legit. I guess he could also set some cap of how many of the boosts can be applied on a tree. A combination of both would be best I suppose.

I dunno, I like the idea of trees carrying through ascension. I wouldn’t mind if tree value was just capped somewhere extremely high, before we get into insta-ascension territory. It’s not an unbalanced mechanic until you get to those very high numbers, and that way, it would not impact regular play at all, as for example changing the wizard boost to a flat boost would.

 
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Topic: Anti-Idle: The Game / Ascension Trees

Originally posted by BIGTIPPER:

would this “strategy” work on impossible ascensions? or just regular ones?

Once you have the harvest-ready trees, they remain as they are through ascensions. So if impossible ascensions do not empty out your garden, they would be possible to insta-complete with this strategy.

(Note that this is also a good strategy just for regular ascensions – trees carry over. So get some high value trees in there and let the EXP gain help you boost through the first couple thousand levels.)

 
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Topic: Anti-Idle: The Game / Ascension Trees

I haven’t done the resource calculations, but from what I get from Yart, you need to have a lot of resources stockpiled, mostly adventure rep. We’re talking about values in the 100k+ range here. It would probably take several natural ascensions to amass them.

After 100 days in this game and having reached level 7,500, I have only 20k adventure rep. If I attempted this right now, it would fizzle before getting anywhere and I’d use up all my rep and various sources of insta-progress in the process.