Recent posts by AzureTW on Kongregate

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Topic: Little Alchemist Mobile / Prices price prices.(Debate)

Same price means different to different people.
Some thinks $20 is a lot, some feels nothing about $100.
IMO debate on the price is pointless.
You debate here because it means something to you.
Will you still debate if the price is USD $0.05 or $0.04?
Probably not. You don’t spend time for that USD $0.01.

Actually most big spenders I’ve known rarely/never spend their time on forums. They spend money.
They pay app developers’ bill, so many others can play games for free/minimum cost.

I don’t think app developers gonna do anything to reduce their income.
This is a game to you, a business to them.
They will set the price to where their profit is maxed, not people pleased is maxed.

 
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Topic: Little Alchemist Mobile / Two pack questions on Android

There is Little Town Pack, 60 gems each, same price as Little Isles Pack.
I’m on Android.
The Little Town Pack showed up after the Valentine’s update.
Not sure it’s because of the update or just a coincident.

I had Little Isles Pack in my shoppe before the update, no Little Town Pack.
Now I have both packs in the shoppe.

 
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Topic: Little Alchemist Mobile / Valentine's Pack is Here!

Originally posted by TheMahavishnu:

All the cards are really well done. The illustrations are schweet. I also like how Chin assigned the fusion abilities. It’s hard to pick a favorite.

Agreed on the abilities. Hard to choose = well balanced. If everyone knows which one is the best, it’s overpowered.

 
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Topic: Little Alchemist Mobile / 1.28.07 Update Notes

Bug:
Science + Love = No Combo
Love + Science = Combo Learned

 
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Topic: Little Alchemist Mobile / Valentine's Pack is Here!

Originally posted by psygrrl:

LOL…sorry about that. Here’s what I got total and their upgrade stats:

Diamond Ring 28/27 Critical Strike
Green Eyed Monster 34/21 – Curse
Hug O Tron – 31/36 – Crushing Blow
Love Potion – 30/23 – Critical Strike
Sparkling Vampire – 29/27 – Critical Strike
Cold Hearted – 19/22 – Protection
Zombie Romeo -25/19 – Curse

Hug O Tron should be 31/26, not 31/36.

 
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Topic: Little Alchemist Mobile / Chinzilla, I report a bug

About the internet bug, I have another bug report. I figured that the game doesn’t detect the connection status change after you started the game. If you have no internet connection at the moment the game started, it assumes you have no internet even you connected to the internet after the game started.

While the problem is not fixed yet, I have a workaround. Press the home key during the game, so the game is paused and you’re back to the desktop; then start the game again. You should go back to where you were without seeing Kongregate logo and other initial scene. The game now knows your latest network status.

To devs: the game should check the network status every time the player is about to enter some area that requires internet, and do the necessary internet jobs(if any) during the loading screen. This bug may also lead to some potential exploits because playing PVP/events without internet is possible.

BTW I’m on Android, no idea if this problem exists on iOS too. The workaround works for Android.

 
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Topic: Little Alchemist Mobile / PVP on android device

Originally posted by ChinzillaInc:

Currently we don’t have that feature available yet on Android. Looking into it, just had to delay it to get the Android release out sooner than later.

This solved the mystery why I’ve never met any human in the random quick match. I’m on android. Awaiting the feature.

 
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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.

 
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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?

 
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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.

 
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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.

 
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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.

 
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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.