Recent posts by PotatoEngineer on Kongregate

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Topic: Kongregate Multiplayer Games / [Clash: Rise of the Heroes] no more play

So don’t play it on a game-by-game basis. Play people to a best-of-five, or best-of-seven, or keep-playing-and-we’ll-work-out-the-win-ratio-later.

 
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Topic: Kongregate Multiplayer Games / [Clash: Rise of the Heroes] % chance mechanics

See, that’s the funny thing about RANDOM: every now and then, it means “screw you.” And that means it’s working properly. If you flipped a coin million times or so, you’d see streaks of 20 heads in a row from time to time. And that would be properly random. (In fact, that’s one way to tell the difference between “truly random” and “what some person thinks is random.” A truly random set of coin-flips will have some long streaks in it.)

So congratulations! You just found a moment when the coin turned up heads 78 times in a row!
(Dangit, now Rozencrantz And Guildenstern Are Dead is going through my head.)

Of course, people always complain about this sort of random, so some games actually make things less random. Some versions of Tetris don’t give random blocks: they give groups of the seven different kinds of Tetris blocks, randomly arranged. So you’re guaranteed to get, say, a line piece every 7 drops or so.

 
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Topic: General Tyrant Discussion / Post Active Raid Links Here

Arctis Vanguard: http://www.kongregate.com/games/synapticon/tyrant?kv_joinraid=57261

 
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Topic: General Gaming / Protector IV Discussion

On a mechanics note, I’ve never seen the point of +crit. The basic units get a progression along the lines of +5%, +5%, +10%, +15%, while the advanced units get +6%, +6%, +12%, +17%.

These are really, REALLY minor bonuses for the cost of a skill point. To wit: a +5% crit gives you (on average) +5% damage. (Math: 5% chance of +100% damage = 5% more damage.) Why bother, when the +damage skills routinely give you +40% or +20%? (I know, with the current upgrade system, you may be forced to take +crit to gain some other skill you want. But the question is, why bother making a crit specialist?)

 
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Topic: Technical Support / big bug on firefox when on kongregate

AHA! THAT DID IT!

I added “rt.legolas-media.com” to AdBlock, and now Kongregate loads just fine!

I’ve disabled the rest of AdBlock because, well, I’m a cheap bastard and Kongregate needs to make their money somehow, but Legolas Media was definitely causing the problem.

(As a side note, that little 1-pixel Legolas Media tracker widget is on EVERY page on the site; all of Kongregate is unusable if you have this problem.)

 
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Topic: Technical Support / big bug on firefox when on kongregate

Hm, here’s something interesting: I grabbed the page source just before it disappeared, and one of the last things to happen is that it loads up a script from Legolas Media. And that script calls document.write (to create a little 1-pixel image for tracking), which I believe blows away the current page the first time it’s called. (Forgive my Javascript, I’m not completely familiar with how document.write goes.)

 
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Topic: Technical Support / big bug on firefox when on kongregate

Argh, I wasn’t thinking. The problem’s still happening, by the way. Vital statistics:

Windows XP
Firefox 3.6.3
Flash version: WIN 10,0,45,2

 
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Topic: Technical Support / big bug on firefox when on kongregate

These ad networks: p.opt.fimserve.com, and googleads.g.doubleclick.net.

Curiously, when I install AdBlock (to block everything), it hangs on one of Kongregate’s widgets with one of these messages in the status bar: “waiting for www.kongregate.com” or “Transferring data from cdn3.kongregate.com”.

 
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Topic: Technical Support / big bug on firefox when on kongregate

I’m having the same problem. Clearing the cache doesn’t work, safe mode with all options checked doesn’t work.

The problem I’m seeing is that the page loads most of the way, then goes blank, and the status bar tells me I’m transferring data from one of the ad networks. Was there a change recently in how Kongregate serves ads?

 
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Topic: General Gaming / Valthirian Arc (WIP)

I agree entirely with Ace_Blue on every point. There’s no point in re-hashing his review, so here’s a list of possible suggestions, in no particular order. I realize that these suggestions are far easier to make than to implement, but I really would like to see this game improve—-it’s very nicely made, and it’s a shame that the poor interface and pacing are the main things holding this back from being a truly stellar game.

1) Improve the pathfinding. I speculate that your collision code doesn’t check the current location of the sprite, only the new location (or vice versa). Since your obstacles are square blocks, this suggests a trivial improvement: when a character is moving northwest and hits an obstacle, check to see if simply moving north or simply moving west would still be legal. This would allow a character to “slide” along an obstacle, rather than being stuck solid.

2) Auto-levelling. As the user arrives back on the Manage Students screen, have some simple animation show how many levels each character gained. (fade in/fade out a “+3” next to their current level, or something.)

3) Monsters should seek out the player in the Hunt missions. This would greatly increase the difficulty, so perhaps reducing the monster difficulty and increasing the speed of the principal’s intervention bar would make this easier to use. The only hard part of a mission is the initial rush of monsters, so make the entire mission like that. It’ll make it go faster, and cut the tedium of waiting for HP/mana to regenerate and hunt down the monsters. (To implement this quickly, you might need to remove all obstacles. If you don’t do this, then you’ll need a moderately intelligent pathfinding algorithm. I’d recommend the “brushfire” algorithm as a decent start; it’s occasionally slow, but it’s guaranteed to work, and you already have a map that’s easily decomposed into square cells.)

4) Show the current damage of a weapon on the student’s information screen. When I improve a student’s weapon, there’s no indication whatsoever that it helped, except for increased numbers on the battle map. And those battle-map numbers are hard to find when you have four students and five slimes all attacking each other. (For that matter, I’m not sure how much level/stats help damage, either.)

5) Information on what causes my income would be nice. Is it total fame? Students graduated? Simple time passing? Players like to get obvious feedback.

6) Information on how to pass an errand effectively would be good. I like how most errands suggest what stats/properties they want, but how do I know if my team of level 10 students is enough to take on a three-star errand effectively? Something simple like “a group of level 15 students should easily pass a three-star errand” would suffice, either in the tutorial information or in the mission description.

 
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Topic: General Gaming / Pirate Defense - Share your mazes!

A few interesting things about what a “combo” is, for those seeking points:

#It’s about damaging a single pirate multiple times in succession. Killing him isn’t necessary to get the combo bonus; you just need to hit him.
##Corollary: you don’t need to actually chain your traps together via trigger-linking. If some series of Swing→Fling→Swing→Roll isn’t firing with the right timing, you can put triggers in front of each item to make it fire at the right moment.

#Timing can be weird; a Swing→Pirahna Pond→explosives can be two successive 2x combos, or a single 3x combo, depending on exactly when what happens. In my experience (with the pond just one square away from the swing), setting off the explosives at the same time as the pond (rather than having the pond chain into the explosives) made a 3×.

#Control is important: the pirate should have very, very little time in control of itself (just 1-2 frames?) while going from one trap to the next. “Chains” of bees/coals are not a combo; tar is also useless for combos. You can combo with several explosives next to each other, but unless one of the traps flings the pirate somewhere else, you’ll only get about a 4x combo at best.
##Bees/coals are good for either damage or combos, but not both. If you fling a pirate through bees (taking almost no damage), they count as part of the combo; if they simply walk through (and take lots of damage), it’s not a combo.
##Due to the delay, tar, bees, pirahna pools, and pit traps will end a combo.

#You’re better off with two 2x combos than a single 3x combo, both in points and gold.

 
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Topic: Kongregate Multiplayer Games / [Kongai] Why does Kongai suck?

Kongai is a mix of strategy and luck. It’s not so strategic that The Best Strategy/Build will win every time, but it’s not so lucky that a bad build will get you a winning record. Don’t think about each individual game and how luck screwed you over; if you have a good grasp of the tactics involved, then you’ll have a good win/loss record. Keep in mind that luck likes to screw over your opponent, too. :)