Recent posts by Quizer on Kongregate

Flag Post

Topic: NovaLode / Suggestions

Alternate loadouts would be nice. It would be cool to be able to equip a second set of gear – say, for example, one optimized for killing gem rocks – and, once in the mine, to be able to switch between these sets with a single hotkey, then switch back to a set optimized for regular mining. What do you think? Is this doable?

Maybe you could do something like this with the slots for the ‘Brawler’ and ‘Jumper’ job classes that are still going unused for now, while we wait for you to introduce those classes. Are we going to be able to switch between those while in the mine?

 
Flag Post

Topic: NovaLode / Bugs


Found a cave near the western storage that clearly violates Boomtown’s zoning regulations, as well as Health & Safety rules. For the sake of all the inhabitants of Boomtown, please close off access to this hazard.

 
Flag Post

Topic: NovaLode / Game Update #12

Pretty cool work on the revised maze! I like it, except for that bit where you can’t walk along the northeastern side anymore. It takes a lot longer to pick up those curio now, too…

 
Flag Post

Topic: NovaLode / Bugs


The fabrication tip opens only opens when clicked on the right portion of the label. If you click left of the red line, it doesn’t open.

Of course, the real problem is, the bloody thing keeps coming back! It doesn’t matter how often I click through it, every time I log in, it’s back. Please fix it so I can make it stay gone; I know how fabrication works by now, I promise!


If a trade window is opened while the bank is open, both the inventory and bank windows are closed. Could you fix it so the inventory stays open if it is already open?

 
Flag Post

Topic: NovaLode / Event Feedback


The event reward buff(s) are a little underwhelming. I would complain more / would have complained about it earlier, except that the +20% movement speed portion of it really saves it from being a complete waste of a reward. That movement speed increase is so damn useful and convenient to have, I’m going to hate to give it up after this week is over. Other than that, though, the reward buff is nothing to write home about. It certainly doesn’t justify the many millions of credits and dozens of kilograms of minerals people have sunk into the event.

You should consider adding +20% movement speed to the PRO subscription – I imagine that could actually tempt people into paying for it. I really hope you can get that mount system you claim to be planning / working on delivered soon – there is a great demand for being able to move around faster, especially in town.

 
Flag Post

Topic: NovaLode / ideas for the game anyone?


I agree about introducing an intermediate tier of gear, which has more durability than the basic gear, but can still be bought for credits. One of the main annoyances with the basic gear is how often it needs to be replaced. I’d like to have access to gear with more durability just so I spend less time on switching it out and buying replacements. The price per durability could be the same, a little bit higher to pay for the extra convenience, or a little bit lower as a bulk discount.


Also agreed about the fullscreen key. Since the in-game patch notes and punch-in system have been added, going fullscreen is even less convenient since the button is now located between two others and can’t be clicked as carelessly as before.


The suggestion about epic quest chains that can be completed once for some permanent upgrade to your character is interesting. If this meets with your approval, I would look forward to things like that in the game.

 
Flag Post

Topic: NovaLode / Bugs


The scoreboards in town cannot be opened with spacebar.

Also, the scoreboards do not close after walking away from them. Both of these things should be changed to make collecting the reward buff more expedient.


Found another of these graphical glitches down in the mine. Dunno how helpful just this screenshot is – let me know if there is anything else I can do to help with tracking down the cause of these.


Gem rocks have this graphical artifact in the corner that appears as a speck of light when the gem rock is highlighted. This speck is visible through all its states except maximum health, from nearly full HP to nearly dead.

Typos: In the ‘Wild Beasts’ collection completion text, it says “creators” when it should say “creator’s”. It also says ‘bread’ where it should say ‘bred’.

Typo: In the ‘HO! Cards’ collection completion text, the word “requires” should be lower-case, since this is not the start of a sentence.

Typo: In the item description for ‘HUD Chroma Loupe’, it should say “your visor” instead of “you visor”.

The Cracker Mod level 0 proc (the innate item proc) makes the wrong sound effect. The level 1 to level 3 procs all make a nice, splintering sound effect, but the level 0 proc makes the same sound as a Grit proc.


The timer for the event reward buff does not display the ‘m’ for minutes at certain amounts of time leftover, such as 30 or 40 minutes left. Presumably this is due to the length of the letters / numbers exceeding the allocated space.

You cannot equip clothes or gear items from your bank. Please change it so you can double-click an item in your bank and equip it, switching it out with the item already equipped if needed.

When leveling up using your special attack, Energy does not recharge to full. Instead it ends up at 6/8 energy. I assume this is because the level up is somehow processed before the deduction of energy for the special attack, and one energy instantly recharges from natural regeneration. Please fix it so the energy deduction and level up are applied in the proper order.

Typo: In the item description of “Maester’s Link”, the apostrophe in “Maester’s” in the description itself should be removed, because an apostrophe should not be used to indicate plural. For further instruction on the subject of apostrophes, see Bob the Angry Flower’s Guide to the Apostrophe, available anywhere there’s internet.

The ‘Unban Player’ button in the company management interface does not work. Unbanned players’ names return to the list at some point, perhaps after the next log-in, or when the next player joins or is kicked. Also, players can appear on the list more than once, which seems redundant.



This is at the northwestern item and mineral storage. The structure in this picture blocks the view of of the player’s avatar. If I move a step to the southwest, the entire avatar is concealed.



This is near the southern drillship terminal. The two squares of path in front of my character are blocked by that big lamp. It is my belief that even in Boomtown, the roads should be passable, so please consider making sure people can pass through behind that enormous lamp…

 
Flag Post

Topic: NovaLode / ideas for the game anyone?

Originally posted by KayKay:

A suggestion that would hopefully be simple to do: a hotkey to open our inventory directly onto minerals. N is not currently mapped, and it’d be easy to remember.

I wholly support this idea. I have been thinking the exact same thing. Please add a hotkey to open the inventory directly to the minerals tab. When the inventory tab is already open, the new hotkey should switch to the minerals tab, and vice versa.
 
Flag Post

Topic: NovaLode / Suggestions

Shouldn’t the Nanite Field Emitter from the event get a gear proficiency skill like all the other gear items? This would be an opportunity to add at least a few points to the total spendable certification points while you work on deciding which if any of the earlier suggestions you want to implement.

 
Flag Post

Topic: NovaLode / Event Feedback

Hello Prosponauts and Nautilus Co. management!

I thought I’d leave my experiences and feedback about the just-concluded Nanova event here. It was a great deal of fun and definitely more involved than it appeared at first. Here are my thoughts:


Attacking was surprisingly strong. Perhaps even ridiculously so. For 1,000 bedrock nanites you could buy a MULTIVAC, which would award 100 points. Or you could buy 20 attack viruses from Stack for the same amount of bedrock nanites, which would destroy 3,000 points unless defended against.

Another aspect is that those attacks are basically free, requiring only modest effort and time investment in mining. On the other hand, the 30 defender drones needed to foil those attacks cost a not-insignificant amount of money and materials to produce.

I understand that the design decision was to favor attack over defense, and I would agree that it succeeded in making the event more interesting. However, even taking that into account, the ease of attacking versus defending was really, really lopsided. We (Trivial Enterprises) didn’t have to try very hard at all to nuke anyone we wanted to into oblivion. Almost everyone else who scored points in the event did so because we ignored them for various reasons, such as an agreement to do so or because they did not attract sufficient notice to make a target of themselves. I could imagine this event being very frustrating for a company with modest production capabilities, located between being able to compete for the top spot and total obscurity.


I also feel that as the strongest company, we had too much influence on who else placed in the top three. After cementing our position as first on the scoreboard, we should have been forced to shrug our shoulders and let the others fight it out between them for the other two spots, but instead we were in the position to pretty much choose who won that battle as well, just by determining who to attack and who to leave alone. I feel this is too much power for even an overwhelmingly strong contender to have.


The prizes should be available for longer after the competition part of the event ended. I think it is fair that all scoring items and related production items disappeared after the end of Round #10, but I really see no reason why the Nanova Prizes NPC could not hang around for a week or so after the main event so people have a chance to buy their prizes while they are not occupied worrying about the competition itself. If not this time, keep it in mind for next time, alright?


One question I saw a lot was how to remove the ‘Unstable Nanite’ debuff. The problem here is that it could only be removed by turning in an event quest with Influences Many Bodies (IMB). While people were still working on unlocking all the quests to be able to take them simultaneously, this could be quite difficult. People ended up having to wait out the timer instead of being able to talk to IMB to get rid of it early.

Reading the mission text of the Hidden Stash mission, it also seemed like the ‘Unstable Nanites’ debuff was originally meant to kill the player if it was allowed to run out. What’s up with that?


A big problem I found out mostly afterwards by hearing about other people’s experiences was that the PRO event mission and the crafting supplies shop were on the same NPC. The non-PRO players which constitute the majority of the player base had to click away that mission every time they talked to that NPC. The fact that this mission was there made the fact that the NPC also had a shop much less obvious. Several people I talked to were under the mistaken impression that defensive AI drones were only available to PRO players. Next time, you should have an extra NPC who hands out the PRO mission, so the shop NPC doesn’t have to pull double duty.


Finally some oddities / potential bugs I noticed during the event: First, at one point while there was heavy lag, I put a batch of defensive AI drone blueprints in the fabricator. The interface reacted very slowly to my clicks, and I don’t recall exactly what I did, but somehow I ended up with one more blueprint than I bought in the fabricator. It seems likely that this could also happen with regular blueprints. It’s not a game-breaking exploit since the blueprints would still require materials and the install fee, but this should nevertheless be looked at.


Another potential bug I observed during the event were inconsistencies in attacker and defender numbers. During one round, one of my company members added 125 defenders, while I myself added 100 defenders, with the rest of our members presumably contributing at least a few more. But at the end of the round we ended up with a total of 204 defenders displayed in the after-round report. Also, the total amount of defenders was never divisible by 5, despite them being only handed out by the game in multiples of 5. The attacker numbers were likewise screwy, often seeming lower than they ought to be and also never in multiples of 5, though this says less in this case since they could be distributed between different targets, unlike the defenders.

My theory is that clicking too fast when adding defenders or attackers to the scoreboard would ‘swallow’ some contributions. Please look into this so this can be fixed for the next event.



On the whole, I think this event was a big success, and I’m looking forward to seeing what else you guys come up with for the future. Keep up the good work, LitmusGames!

 
Flag Post

Topic: NovaLode / Suggestions

Agreed. I would also prefer to be able to put these items in my personal storage, but this quasi-exploit of abusing the fabricator as storage is the only way of doing things right now. Hopefully this issue will be addressed soon.

I’m not sure I agree about making the interface sort jobs alphabetically the default behavior. The chronological list has its uses, too. I think both behaviors should be accessible.

 
Flag Post

Topic: NovaLode / The Singularity Is Here + Game Update #11

Yeah, if this is the case, then this was terribly worded. If you have not already clarified the wording in the in-game patch notes, I suggest you do so when you can.

 
Flag Post

Topic: NovaLode / ideas for the game anyone?


The symptoms are definitely still occurring. Multiple times during the event itself we had trouble getting the trade window to stay open. If you are saying the specific case of the ‘Fabrication Job Finished’ announcement was fixed, that’s probably true. Most of the time, I can’t tell why the window closes – not even whether it was the other player doing something or the game itself. But when asking the other player about it, it almost never turns out to be their fault.

It would be useful if you could rig up a system message that appears when it is the other player’s fault, either by walking away, directly closing the trade window, or by opening another window like the bank or the uplink that forces the trade window to close. I think these behaviors are reasonable, but there seem to be a lot of similar events that cause the trade window to close without the player’s wishes, control or consent.

The first thing you should look at are other popup messages in the same vein as ‘Fabrication Job Completed’. There are quite a few of those, and some of them were event-specific. Don’t forget the ‘Shard Shutdown’ one, either; I think that one may have been responsible one time I tried to trade with someone. Other game events that might or might not be responsible:

  1. An active contract being completed / partially completed / contract display changing.
  2. A fabrication job that is waiting for materials expiring.
  3. Someone contributing to your fabrication job.
  4. A buff on the player running out.
  5. Rollover between in-game days / refreshing of the daily mission pool and daily by-product mission.
  6. A third player trying to open trade with you.
  7. ???


Basically, I suspect anything and everything of being capable of disrupting a trade in progress. Knowing more about how the game window interface works than I do, you might get the people in charge of that aspect of the game to try and come up with ideas of what else might inappropriately disrupt open trades.

 
Flag Post

Topic: NovaLode / Bugs


My bag inventory is 50 squares. As you can see, it is now large enough to prevent me from opening trade while it is open, which is something I have gotten used to and would like to continue doing. Could you fix it so the popup menu appears on top of the inventory window, or just move it upwards sufficiently? Maybe to the left?


Also, in the patch notes, it was said that the inventory has been expanded by two rows, but nothing seems to have changed, not even for my less fortunate contemporaries who are still working with 15 squares of bag space. If this was just meant to to expand the maximum expandable space, you need to be much more clear about that in the patch notes.


When removing a company member from your company, and your company had 15/15 members before doing this, the ‘invite player’ button does not immediately become available. I had to log out and back in for the company interface to acknowledge that I had space to invite a new member.

Also, one of my other members reported that a member who was still active and in the company was not shown on the player list after this, instead of the player who had actually been fired. A re-log fixed this as well; however, I would wish for the company window to properly reflect all changes immediately, not just after a re-log.

 
Flag Post

Topic: NovaLode / Suggestions


I noticed that the event quests have a much smaller ‘Quest completed!’ message than the usual daily quests, and this really helped reduce clutter on the right side of the screen. Could you perhaps change this so the usual daily quests also only take up one line if they are completed?

Maybe you could also make that icon next to the quest name (whatever that is) clickable, so that when you click it, it removes the quest from tracking to make more room for other quests, without opening up the quest log like it does when you click the name. That way, you could remove a quest from that list with just one click to make room for others further down the list to appear.

 
Flag Post

Topic: NovaLode / ideas for the game anyone?

Originally posted by yogomove:

I think he’s referring to the person-to-person trading… it is very often the trading would end abruptly, which may be the result of unstable connection

Yes, that is a huge problem, actually. All kinds of events close the trade window of a player-to-player trade without either player’s consent, such as for example a “fabrication job finished” announcement (like I mentioned before). But there are more causes, and not all of them are transparent to the players. I’ve had trouble getting the window to stay open long enough to finish a trade on multiple occasions. You should make fixing this issue a priority.
 
Flag Post

Topic: NovaLode / Suggestions

Originally posted by 12medallion:

We do actually have a blue highlight that appears over the targeted rocks, Quizer, were you thinking of something different to that?


Ah yes, I realized after returning to the game after writing this post that something not unlike what I described is actually in the game already. It is so unobtrusive that I forgot it was there. ;)


There are two things, though, that make it unlike what I imagined as I was writing that suggestion. The first is that it does not display anything if the square under the cursor is empty. The second is that if the targeted rock is surrounded by other rocks, most of the highlighted outline disappears. I was thinking that the outline might show through other rocks, and that it appears even over empty squares, so the player can get a feel for the ‘grid’ of the mine floor by mousing over it. I think that such a change might not meet with everyone’s approval, though, which is why I suggested it be optional through the settings menu.


One of the issues I have with the cursor I have is that at times, it doesn’t seem like targeting is independent of the shape of different rock types. I feel that for maximum predictability, the cursor should target floor squares equally easily no matter what rock occupies a square and what other rocks surround it (for example hitting an ore block / bedrock diagonally behind a gem rock seems inordinately tricky). Is this the case and it just seems otherwise to me?

 
Flag Post

Topic: NovaLode / Bugs


Agreed about the mission interface. As SlaTyr says, the feature as currently implemented is entirely useless. This bothered me shortly after I started playing, but since then I have simply kept my quest log trimmed down and eliminated uncompleteable missions by abandoning them. However, the real solution is indeed to make the quest log remember which quests you want displayed on the right side of the screen and which ones you don’t. Please make it so!


About the chat channels: The game already remembers which channel the player last used across game areas, but not in the way it is supposed to. The color of the ‘Region’/‘Company’/‘Team’ label stays the same when moving to a new area, even as the channel itself changes. I imagine this adds to many players’ confusion. Throughout the currently ongoing Nanova event, we’ve had multiple cases where potentially sensitive information ended up in the public channel because of this erroneous behavior of the chat feature. At least the good news is, since the game remembers the color of the last the chat channel, making it remember the actual chat channel should be simple, right?


While mining happily, I came acroos this curious sight. For some reason, there was a half-constructed copy of the launchpad a bit northeast of the actual launchpad.


Somehow, despite all our attempts to ensure the data chips containing Stack’s viruses were being handled responsibly, our security was infiltrated. Despite the attack button being greyed out for our own company, an anti-AI sympathizer within our ranks somehow managed to infect our own contributed stash of safe and entirely not grey-goo-like Nanova products. How could you let this happen?

 
Flag Post

Topic: NovaLode / WASD rant :)

I agree with this, at least as an option that can be added to the game cheaply. A checkbox could be added to the settings that turns the controls 45° in either direction. I, too, have been inconvenienced in the fashion described above. Especially Energy-Regen-fueled rampages should be much easier to control and get the most out of with this feature.

 
Flag Post

Topic: NovaLode / Suggestions

Originally posted by nonproffessional:

Please add a dig key, to dig in the direction I am facing. It would really reduce mouse-fatigue (if there is such a thing) or at least lay the groundwork for gamepads in case that is a future feature.


Dear devs, you can see that this issue is coming up again and again. Maybe you should look into the possibilities here despite the non-triviality of changes in this area that you claim.


Thinking about it seriously for a minute, I can see that there would be some challenges to fulfilling this request. Binding a ‘mine’ key to the interface would be simple, but it does not end there. The game would need to let you change the way your character is facing when pressed up against something; it would need to let you change the direction your character is facing without moving, period. I can appreciate that there would be some non-trivial coding involved in making this interface good enough to conform to the standards set by the rest of the game. But I’m still not sure it is a nigh-insurmountable challenge best left as a low priority while other things are being done. What other problems am I not seeing / thinking of? If you could go into a little more detail as to why this is not feasible, it would be appreciated.


One of my biggest issues with the mouse interface is that it’s so easy to get the cursor pointed at something that is not what you actually want to hit at that moment. Maybe a cheaper alternative to a keyboard-only option would be a highlight option that highlights the square your cursor is pointing at? It would make it easier to target blocks for destruction, I think, and for those who do not want such a highlight to clutter their graphics, there would be an option in the menu to turn the whole thing off. What do you think of this idea?

 
Flag Post

Topic: NovaLode / Bugs

Originally posted by 12medallion:
Originally posted by Quizer:

Today I was happily mining on floor 8, when suddenly the level started to collapse! I think “My frame rate isn’t looking so hot, and the screen shaking doesn’t help, so how about I log off real quick to flush lag before I make my way out?”. So I log off, and when I come back online 5 seconds later, I have mysteriously died, losing another valuable batch of minerals. What the hell, devs?

Hey Quizer, this is intended behaviour – logging out during a shift will always result in death to avoid granting a bypass to those unlucky prosponauts who can’t make it to the exit…

But I’m logging back in during the same Seismic Shift! Why can’t the game just put me back into the collapsing cave alive? I don’t get how this would be exploitable.

I feel that this is unfair. The game should only kill me if I logged out during the shift, then failed to log in again and make it to the exit in a normal fashion. Surely the game can track the times of log-ins and compare it to the actual collapse of the cave. The game will let you enter a floor that is currently shifting, so why not this?

 
Flag Post

Topic: NovaLode / Please do sth to make up for the prolonged maintenance

Agreed. These things happen; the world goes on when they do, but the players really need to know what is going on. Keeping us up to date should be one of your main priorities right after the main one of fixing the issue in question.

 
Flag Post

Topic: NovaLode / Bugs

Today I was happily mining on floor 8, when suddenly the level started to collapse! I think “My frame rate isn’t looking so hot, and the screen shaking doesn’t help, so how about I log off real quick to flush lag before I make my way out?”. So I log off, and when I come back online 5 seconds later, I have mysteriously died, losing another valuable batch of minerals. What the hell, devs?

 
Flag Post

Topic: NovaLode / Bugs


The items marked in these images have borders that are wrongly colored.

 
Flag Post

Topic: NovaLode / Bugs


Today I was happily mining on floor 8, when (as usual) the ceiling collapses after less than 5 minutes from the floor being opened. I think “Great, I’ll just keep mining and use my Storage Drone to put away the minerals before the ceiling falls down. I only need to mine 600g of octavium to make it worthwhile!”.


So I keep mining, and then with 20 seconds left on the clock, I call up my storage drone… But it doesn’t show up! I spend a few seconds frantically trying to figure out what is going on and die in the ensuing cave-in. When I wake up in my new clone in the medbay after paying about 5kg of octavium, as well as assorted other minerals, I see that the drone in my inventory has been consumed, but it never showed up!


My suspicion is that this happened because there was not much room near me when I used the drone. This is not acceptable, however. The drones that appear in the mine can be walked through, and they trail after you. So why don’t they just spawn on the square I’m standing on if there’s no room elsewhere? A drone that can fail to spawn is worthless. Please fix this. :(