Recent posts by AzureTW on Kongregate

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Topic: Technical Support / Malware?

This is happening again.
I was trying to play
http://www.kongregate.com/games/TogeProductions/relic-of-war
and got the same warning from chrome.

 
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Topic: Time World / Feedback and Suggestions

Add some filter or tabs in the mailbox like those in galaxy message board. Right now mails already have different types, but the types aren’t used anywhere.

Also it would be better if the server time could be moved to somewhere more visible. Maybe below the credits ?

 
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Topic: Time World / Feedback and Suggestions

add previous owner of each pillar

 
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Topic: Time World / damage cap needed on pillars

I don’t understand your “this game is at the most basic level a source of revenue”. If playmage says it I believe, what do you mean by saying that and where did you get this info ?

The balanced-point should also consider the feeling of paid players of course, I’m sure playmage and his team know this perfectly since they’re running a business already. If 120% would frustrate the stronger paid players too much, so much that those encouraged new paid players can’t compensate the loss, then 120% is a bad number. Simple.

And I don’t agree with you on “Time is the only factor”, I’d say money is equally, if not more, important. Free to play, pay to own. I’m perfectly fine with getting beat by a guy just started playing for one day and already spent 1,000 dollar on it, no matter how long I’ve been playing if I paid far less than him. Free players are necessary to paid players, and paid players are necessary to playmage.

Finally, this “balanced” thing is not up to you, nor me, we’re all just suggesting, discussing here. It’s up to playmage/devs and probably need some time to see how the market react. You seems to persist that there is no better balanced point other than current situation, which is funny. Even playmage doesn’t know it now, otherwise it’s released, not beta.

 
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Topic: Time World / damage cap needed on pillars

This game is in beta. The fact that many senior players went through in a much harder way doesn’t necessarily mean all new players should experience the same difficulty. It should be tuned to a well-balanced point, even it means it’s much easier, but not staying as it is now forever simply because some had a hard time.

 
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Topic: Time World / damage cap needed on pillars

In my suggestion, the stronger are still being stronger than the weaker.
And for the weaker, if they want to enjoy more, they still need to become stronger.

I don’t like the attitude that a lot of the stronger don’t want to lose anything they’ve already held in hand, not even a little.
“Since I’m 200% stronger than you, and NOW I’m getting 200% more fun than you, it’s wrong to make that 200% become 120%, not even 199%!”

That’s what I’m seeing here.

It’s not that you deserve that 200% but nothing less, it’s all about the game design.
Apparently the pillar feature is still not well-balanced, yet many of those being benefited most are already refusing some changes that could reduce their current advantage. How good is that?

 
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Topic: Time World / damage cap needed on pillars

Somebody explain my point to him .. obviously I can’t talk to a noob well

 
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Topic: Time World / damage cap needed on pillars

Originally posted by MatrimKK:

Damage was higher because of low losses. Pillars always dropped that fast when people wanted them to Azure.

I understand that, and that’s why I suggested the scaling solution.

As for the pillar lifespan, it actually depends on how playmage want it to be.
If the 5-min games now is intended, fine, forget about it.

 
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Topic: Time World / damage cap needed on pillars

Without money, everyone’s AP regenerates by 1 every 15 minutes.
Without money, it takes days or more than a week to increase the building’s level by 1 for ‘advanced’ players.

What I was talking about is this game is not something that time-intense,
everything should be on a slow pace.
Shouldn’t be “oh I gotta pee” and then you missed the pillar raids.

 
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Topic: Time World / damage cap needed on pillars

After the Feb 15 patch which they claimed that bug was fixed,
Nitemare still downed in about 5 mins, and G8 wasn’t even on it.

Each AP costs 15mins, building takes days or even a week,
and now the pillar raid is what, 5-min games?

 
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Topic: Time World / damage cap needed on pillars

Originally posted by SporoS:
Originally posted by AzureTW:

If the pillar’s attack and defense can be adjusted automatically to match the raid team, this problem might be solved.

Say, if the total power of the team is <400M, you’re fighting the pillar as it is now.
For every 10M power increment, the pillar will have 1% more attack and defense.

The point is to make stronger team do less damage while taking more casualties.
The “10M/1%” need to be balanced to some point that,
the stronger are still doing more than the weaker, but not as much as it is.
Say, team A is the weak one, and B is 200% stronger A.
Make it so that B can still make more damage, faster strike, but only 120% to A.

Opinions?

Last raid i make we was a group with 530m power . this mean 13% more dmg / defence .. even if we are super strong we still lose 30 ms every attack we make this will increase the size of the loses dramatically .. i prefer bruna option , dmg cap . cause we still play and loses ships right now but it also balance the game .

As I mentioned, the actually number can always be tuned.
If 13% is really too much (which is not proved yet), it’s easy to make it less.

The damage cap OBVIOUSLY didn’t change ANYTHING. 3 pillars died within 5 minutes.
It’s supposed to be making the pillars live longer, but it didn’t pan out.
I still go for my previous suggestion.
Cap will be obsolete eventually, while scaling can last forever as long as it’s well-designed.

As for the increased HP, let’s not guess, just sit and see how it works.

 
Flag Post

Topic: Time World / damage cap needed on pillars

If the pillar’s attack and defense can be adjusted automatically to match the raid team, this problem might be solved.

Say, if the total power of the team is <400M, you’re fighting the pillar as it is now.
For every 10M power increment, the pillar will have 1% more attack and defense.

The point is to make stronger team do less damage while taking more casualties.
The “10M/1%” need to be balanced to some point that,
the stronger are still doing more than the weaker, but not as much as it is.
Say, team A is the weak one, and B is 200% stronger A.
Make it so that B can still make more damage, faster strike, but only 120% to A.

Opinions?

 
Flag Post

Topic: Time World / What the...? (Otis pillar)

How about adding a limit of gaining new pillars ? (either by claiming free ones or swapping to a new one)
Like twice per week, reset at Sunday, or once per 100hrs, something like that.
Then people need to plan in advance what pillar they want/aim for, it’s a strategy game after all.
Also give some motivation to donate ores because you might want to keep it until you can get another one.
This too could solve the protection forever by swapping pillars constantly problem (although it probably will be solved by reduced CD according to playmage).

Maybe there are some drawbacks I don’t see, open to discussion.

 
Flag Post

Topic: Time World / Feedback and Suggestions

Adjust the protection time and/or the attacks before entering protection to favor more PvP chances.

For now it’s 2+CH = 16hrs, many are complaining that everyone is under protection. Either shortening the protection time, or increasing the attacks threshold would help. Maybe 1+CH = 12hrs, more often triggered protection with shorter time, or 2+2CH = 24hr, less protection with longer time. I personally prefer 1+CH = 12hrs because it has less time zone issue.

Maybe even have both implemented and trigger them alternatively. So first protection time would be 12hrs, next protection time is 24 hrs, then 12hrs again. Should be interesting for both attackers and defenders.

 
Flag Post

Topic: Time World / Command Hero

That’s why there is a promotion.
If they gonna change it back, no one will pay for anything like this in the future because all you need to do is shout in the forum.

 
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Topic: Time World / Command Hero

If they make another change to make war heroes less powerful,
what happens to those just paid to reset their heroes?
Can they ask a refund?

I don’t think devs would/should make a promotion first then do something to piss off those who just paid.

 
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Topic: Time World / New Army rule

Lethality defense does absolutely NO HELP in battle.
All it does is to reduce the ship loss after the battle.
For the defender it’s even worthless because:
with one more device that is actually doing something in battle,
I can win some battles that I’ll lose with lethality defense on.
And lethality defense is doing ABSOLUTELY NOTHING if I can win.

If they put a patch that requires players to have lethality defense in order to survive,
it’s a fail patch.
This is a strategy game, no single factor should be a must.
Fail to understand this is hilarious.

 
Flag Post

Topic: Time World / New Army rule

One defending battle I had against someone from g8,
156 MS down, 138 repair + 18 damaged, with no lethality defense.
The attacker was using laser.
Another defending battle against g8, 126 repair + 19 damaged,
the attacker was using bio.
So 20+ MS loss per battle seems very possible to me.

 
Flag Post

Topic: Time World / Mall Lottery Question

How about just taking away blue/purple equips from the mall ?
No matter what playmage does, people complain.
Bule/purple equips WERE NOT suppose to be available in the mall,
they changed it to award people a bit.
People don’t appreciate it, at least I saw nobody said thank you playmage,
they take it as a matter of course and ask for more, more, and more.

Maybe it’s just me but I think having the chance to get blue/purple from the mall FOR FREE as a charity. Most likely they should be as rare as purple heroes which mainly are available through cash only.

You pay, you get. No pay, you pray.

 
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Topic: Time World / New Army rule

Originally posted by lolhoofd:

how about ppl thet use less then 30% of thier army dont get revange ataks? (plus spy option for storage if u feel needed)

but pleas give us safe ship storeage back :(

I like this idea. Playmage should seriouly consider this.

The controversial patch was intended to fix the “revenge trap”. I think this should work: If less then 30% ships are assigned, and there are ships in storage, which combined with assigned ships would exceed 30% of total potential army, then this attack won’t give the revenge button.

With this there is no need to have the 5% loss of ships in the storage when attacked. Everything can go back to where it used to be.

 
Flag Post

Topic: Time World / New Army rule

Originally posted by badbat111:

protection isnt 16 hours if you get hit a few hours before day change

Is that the case? o.0
Not sure about it .. can someone confirm this ?

 
Flag Post

Topic: Time World / New Army rule

Originally posted by nvillian1:

AzureTW: Assuming 8 hours, assuming 4 ship yards equally reducing that to 2 hours and assuming you haven’t lost your damage ship resources,, that’s still at best 2 hours before you can rebuild to the point you can function again.

I’m just saying that’s a hard sell.

Well 2 hours recover time seems good to me given the fact that I lost ten or more battles. Guess people have different views anyway. :)

Originally posted by ZioFeda:
Originally posted by AzureTW:

I’d like to give a proposal to playmage to solve the riot regarding the latest patch:

Make the ship lost(damaged) percentage of the defender MUCH less.

For example,
if the defender have 100MS (50M army) and got completely wiped out in a single pvp battle, at current system, based on my personal experience, the ship lost(damaged) could be as high as 25, so let’s say 25%. With this percentage, players will lose all ships by the time they get the protection. Make it so that only 5% at max can be damaged per pvp battle. So practically players can lose at most 50%(or something close) of their max potential army before going into protection. 50% is something, but not too heavy to recover.

For a player with 50M army, having 50MS in storage shouldn’t be too hard. Also the 5% can be adjusted to any numbers the devs see fit. Opinions?

I don’t like it. And it would practically make useless the lethality research. And it should be disabled in wars.

Lethality will still be good for the defenders though. But yeah you have the point. My suggestion obviously isn’t perfect so come up with some improvement/suggestion to make the game better please.

 
Flag Post

Topic: Time World / New Army rule

Originally posted by nvillian1:
Originally posted by AzureTW:

I’d like to give a proposal to playmage to solve the riot regarding the latest patch:

Make the ship lost(damaged) percentage of the defender MUCH less.

For example,
if the defender have 100MS (50M army) and got completely wipe out in a single pvp battle, at current system, based on my personal experience, the ship lost(damaged) could be as high as 25, so let’s say 25%. With this percentage, players will lose all ships by the time they get the protection. Make it so that only 5% at max can be damaged per pvp battle. So players can lose at most 50% of their max potential army before going into protection. 50% is something, but not too heavy to recover.

For a player with 50M army, having 50MS in storage shouldn’t be too hard. Also the 5% can be adjusted to any numbers the devs see fit. Opinions?

any idea how long 50MS would take to rebuild? That’s assuming your resources returned for those lost ships isn’t taken during the raids.

Less than 8 hours to me with only 1 shipyard working. You’ll have them by the time you wake up, and the protection is 16 hours. Not to mention if you’re using 2 or more shipyards.

And the resource you lose in raids seems reasonable to me comparing to MS’s cost. Even it’s 8K credts/ore and 4K energy with 10 battles, it’s 16 MS. It’s something but not too much.

 
Flag Post

Topic: Time World / New Army rule

I’d like to give a proposal to playmage to solve the riot regarding the latest patch:

Make the ship lost(damaged) percentage of the defender MUCH less.

For example,
if the defender have 100MS (50M army) and got completely wiped out in a single pvp battle, at current system, based on my personal experience, the ship lost(damaged) could be as high as 25, so let’s say 25%. With this percentage, players will lose all ships by the time they get the protection. Make it so that only 5% at max can be damaged per pvp battle. So practically players can lose at most 50%(or something close) of their max potential army before going into protection. 50% is something, but not too heavy to recover.

For a player with 50M army, having 50MS in storage shouldn’t be too hard. Also the 5% can be adjusted to any numbers the devs see fit. Opinions?

 
Flag Post

Topic: Time World / New Army rule

Originally posted by BalrogKnight:

I think Playmage would have been better off limiting revenge attacks power range to the same power range as player attacks.
This would have been a more elegant fix, for the problem they were trying to address.

This could lead to another issue.
People can drop their power intentionally and temporarily, attack you, then back to their normal power and appear red to you. Then you’d never have the chance to revenge.
I’d say just set a lower limit of the power range (like can’t revenge 85% or lower) but no upper bound.