Recent posts by Quizer on Kongregate

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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: Tyrant / 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.

 
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Topic: Anti-Idle: The Game / Ascension Trees

It’s true, I wanted Shinki’s trolling out of this thread. Or ‘never in this thread in the first place’ would be a better description. That it makes him look more innocent is just an unfortunate side effect (since he doesn’t have the courtesy to substitute it for something like [Troll rant deleted] or whatever).

I’m also a bit miffed about you grabbing the second post, Aurian, but I think I’ll live. Though I see your point, Yart and I are committed to this thread.

EDIT: If this thread could now get back on the topic of ascension trees and their implications, or sensible solutions towards removing them, I would be much obliged.

 
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Topic: Anti-Idle: The Game / Ascension Trees

Sorry about that, rockstip – but I suspect most other free and registration-free image hosting sites would also be banned by your school network. Nothing I can do about that.

 
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Topic: Anti-Idle: The Game / Ascension Trees

While yartrebo is responsible for much of the math involved, including the prediction of resources necessary to accomplish this feat in a real save file, I have done the actual testing. After about half a day’s work in the Secret Save File, I returned with the result that yes, it’s actually possible to do this – there is no cap on applying wizards to trees, tree value progresses exponentially, and EXP from harvest remains 10% of YC value no matter how high said YC value becomes.



http://s1.postimage.org/i6tthlvyz/AITG_Ascension_Garden.png


Even though this is not a typical exploit in that it uses the game mechanics as intended and would involve hours if not days of hard work and the investment of significant resources, were this to be done on a real file; yartrebo and I still feel it breaks the spirit of the game. Ascension is the ultimate goal – if you can do it many times in a row at will, what remains to be accomplished?


However, I nonetheless hope that the nerf required to prevent Ascension Trees from working will not negatively impact anything short of them. The exponential growth of the trees remains surprisingly balanced until just before reaching levels required for instant ascension.




Quizer

 
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Topic: Anti-Idle: The Game / Stat Survey (now with graphs!)

Play Time: 93d 0h 41m

Level: 7323

Battle Arena Rank: 416

Percentage of Anti-Idle Rewards: 16.0%

 
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Topic: Anti-Idle: The Game / Awesome Update: Sneak Peek

Wow, this looks way more epic than I expected! I’m especially looking forward to the crafting system! Critical Enhancers? HELL YES!

Awesome work Tukkun, hope you can get this out at the projected date! Keep it up!

Quizer

 
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Topic: Anti-Idle: The Game / Adventure Reminder: Worth it?

2700 BC will eventually become a not-so-significant amount. If you don’t see the point, delay buying it until it doesn’t hurt your BC total anymore.

Personally, I find it useful, and I don’t regret buying it when I could. Upgrades are for buying – what else are you going to spend BC on, anyway?

Quizer

 
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Topic: Anti-Idle: The Game / MEGATHREAD: Battle Arena

I’d get OM NOM NOM first… it’s useful against non-boss gems and pokeballs and ghost triangles and the like.

 
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Topic: Anti-Idle: The Game / MEGATHREAD: Battle Arena

Is 999 attack the maximum attack that can go on a weapon? Or did it just randomly work out that way? How often does the Dark Mage Wand level up?

And DeadFury, Slime Island has no password by virtue of not existing, as bobertlyer rightfully pointed out. If you are talking about Smiley Island, however, why didn’t you say so in the first place? For that, it tells you what the password is in the same screen that asks for it.

Quizer