Recent posts by ProspectorSam on Kongregate

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Topic: The Tower Heroes / UI need more infos

The icon for moving my hero (which takes minutes) is the same as the icon for viewing an area (which takes seconds). These functions should have different icons.

 
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Topic: The Tower Heroes / Bug Reports

I always use Firefox, v. 28.0 being the only browser I’ve used for this game.

 
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Topic: The Tower Heroes / Bug Reports

Several times I’ve been hit with a weird bug where all the numbers across the top appear to go to maximum amounts (i.e. 99999999999) and other things are glitched too, and the game just locks up. It happens when I’m trying to pull up my standard island view; maybe at other times. Refresh clears it up, but takes up time.

In the tutorial it says to go to another island (no details) but I didn’t get credit for doing that until I went to another island that wasn’t in the outer ring. That restriction should be stated in the instructions.

 
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Topic: The Tower Heroes / Fatal error

Originally posted by mortalfutball:

Fatal error

Can’t play the game :(

Chrome, java, wikileaks all updated

lolwut

 
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Topic: Kongregate Multiplayer Games / A Simple MMO - Chat/Bugs/Gossip

My globes seem to reflect the numbers shown in my stats, below them, always. However, those numbers jump around bizarrely sometimes. I can hit the train button and have one or more of my shown stats suddenly plummet. Then I hit the train button again and the stats return to normal. Once I had my strength go from hundreds to 5 (not a typo: five!). I considered panicking, but I was used to the stats going weird and then returning to normal, so I just trained again and strength returned to normal (phew).

Also, lrn2spellcheck. Holy teribrle dyselxia, Batman!!!

More later after I play long enough to get the gist of things better.

ETA: What do ranks do?

The monsters in a given area are apparently in random order, other than the hardest one being last. If you’re going to have a lineup, it would make more sense to put them in order. Otherwise it seems pointless to arrange them at all. The drops seem kind of random too; it took me a long time to convince myself that the hardest monster actually does have a higher average drop amount, due to the massive spread of the RNG for each drop.

The regen stat of my home no longer matches the number displayed below the home, after a certain level of home (somewhere around the $3900 one, I think).

What do I do when I’ve moved onto the capital square of one of the other areas around me? I don’t see any new option, like “capture this region” or whatever.

 
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Topic: BloodRealm / Pack Rarity Distributions

OK, that I understand. Thanks.

 
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Topic: BloodRealm / Pack Rarity Distributions

Thanks. I’d already read — or at least skimmed — that thread, but the numbers made my eyes glaze over. TMI, I suppose. If I get what you’re saying here, you bought new card packs to use their contents to replace existing cards with higher-level ones. Right? I’ve been doing some of that, but I’ve also been forging with my unused cards as fodder. Should I hold off on that until I get better cards to enhance? That seems difficult since it means getting there with under-leveled cards….

 
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Topic: BloodRealm / Sondre's FAQ

Hmmm… so what does this mean, then?

“Yes, you may re-use any card in decks of different champions, simultaneously (i.e. you only ever need two copies of a card, since those two copies may be used in both a Majus and Darlok deck at the same time).”

Is this meaning that we can have 2 copies of the same spell in the same deck?

 
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Topic: BloodRealm / Pack Rarity Distributions

I’ve got all 3 starter champions, and have bought a bunch of packs already and forged many cards up a ways. Are you suggesting I don’t buy any more packs at all until I hit (player) level 45? If I do that, I will only (until then) get a few cards from rewards…

 
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Topic: BloodRealm / Pack Rarity Distributions

So, in simple English instead of tables full of stats… what does this mean for us as far as how to spend our silver most efficiently?

 
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Topic: BloodRealm / Sondre's FAQ

Originally posted by kanojar:

Yes, you may re-use any card in decks of different champions, simultaneously (i.e. you only ever need two copies of a card, since those two copies may be used in both a Majus and Darlok deck at the same time). Though that doesn’t mean you should get rid of excesses of 2. The game may be getting a “Fusion system” in the future, so saving rare cards at least, could prove to be a good idea.

Originally posted by ichypa:

What about spells? I don’t know if you can get multiple copies of those, so what if I want to use Rage in multiple decks?

Originally posted by Urshak:

As indicated by kanojar you can use and re-use any card in different champion’s decks. This includes spells of course. 2 copies of each card is all you need to play any deck.

I think some clarification is in order here.

IIUC, a given card instance can only be used in one deck at a time. It can be moved between decks (that is, between champions), but cannot be simultaneously equipped in more than one deck. As for the number of instances of a card you would need, it seems you might need more than 2 if you want to have that type of card in more than 2 decks. With only 3 champions available to start out (due to scarcity of gold early on), and no overlap of spell schools (or whatever they’re called here) between them, each card will only be usable on one champion until you start hitting god status and adding a third school per champion. Eventually, though, you could have the same spell school on any number of champions.

Correct this, please, if I’ve gotten it wrong.

 
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Topic: BloodRealm / Savage Lands bug

This event has more bugs than a swamp full of dead fish.

 
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Topic: BloodRealm / What the heck happened in Arena?

I read the whole thread (phew). A lot of info. I guess that, taking it all into consideration, my only major complaint is that if you’re going to keep throwing me into a wood chipper, at least change the wood chipper each time so I can have some hope that the next matchup might be winnable. I hate clicking “surrender” only to get the EXACT SAME wood chipper again.

 
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Topic: Kongregate / Suggestions

PLEASE allow me to “stick” my choice of chat channel and do not throw it away every time I open a game. I play multiple games at once basically all the time, and I rotate them. EVERY TIME I go to a new game page or reload an existing one, my current chat is thrown away. Come on.

Also, nice site. :-D (aside from that)

 
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Topic: Brave Tales / Ideas/Update plans

For whatever my grouchy opinion is worth, I also like the look of the old map, though I don’t care a lot about this.

 
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Topic: Brave Tales / level scaling??

Well, it is one of them. There’s no place for a player to go to just slash away at some easy prey when we feel like doing so. That keeps the game from feeling immersive. It’s just a portal that we can access sometimes, and the rest of the time we can only do a few limited things. Perhaps the supply quests will be that, eventually, but not right now.

As for the supply quests, some are pretty easy, but I’m curious how you did the animalist level 10 — or is it 12? I forgot — supply quest. The NPC healer runs away just as multiple bogeys appear, and doesn’t return until the very last second. I can’t just potion to keep my animalist alive because the potion has a cooldown timer and he gets killed off too soon. The quest doesn’t allow anyone else with him, so he has to do it alone. (Yes, I’m still playing, a little, hoping that the game will be adjusted.)

 
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Topic: KingsRoad / KingsRoad Release Notes 3/4/14 -- “Minor Updates Edition”

No fix for the level scaling. Any idea when you guys might get around to that?

 
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Topic: Brave Tales / level scaling??

Which part of your post didn’t make sense? Maybe you should edit it to make it make more sense. ;-)

Re: crafting level, what you said is false. The crafting interface does not display what character level will be required for the resulting item. That requirement only becomes visible once the crafted item is complete. At that point, obviously, the two items used to make the new item are gone, so it’s too late for my animalist to use the nice uncommon item he was using. That item no longer exists.

As for unequipping to make a quest easier, I don’t know if that works, but that’s the kind of bad game design I’m talking about. Do not put that into a game. A given fight should get easier, not harder, when I become more skilled and better equipped. The harder fight should be a new fight against tougher enemies, not the same fight against the same enemies. This is RPG design 101 here; I’m dismayed that it’s mysterious to anybody.

 
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Topic: Brave Tales / level scaling??

I appreciate the effort of your post. Thanks. However, you only “got it” with the bit about redoing story missions. Yes, that would be a simple way of fixing the problem. The supply missions should be more like that, as it is, IMO. Isn’t that the point of supply missions? Something not too hard to do so you can, as you say, “just gear up” for the next story mission challenge? Without that, the game is not appealing. I’ll play something better designed instead, where I always get to choose what level of difficulty — and reward — I feel like going for at any given moment.

As for “just gear up” — gear up with what? They are wearing the best stuff they can, that I have. Rare items cost 2000 supplies each to craft, which is a lot when the supply missions have become very hard (for me, right now, anyway) and keep getting harder as I do them.

Then, too, the game sucker-punched me as follows: I crafted a rare item for my warrior and it gave him a char level requirement of 12 to equip it. So I leveled him to 12 and now he’s wearing it. I then crafted a rare item for my animalist using an uncommon item which he was wearing. I waited until he was level 12 to do this, to avoid depriving him of using the uncommon item. The rare item came out with a char level requirement of 17. WTF?? This is the kind of thing which should be explained better IG.

Somewhat parenthetically, it seems like there’s an expectation that everybody has these super-duper items recently handed out in the system event. Again, I don’t have one of those. That lack doesn’t bother me per se, but if the game is too hard without those items, then that is a design flaw which will cripple all new players from here on out. The normal game play needs to include everything necessary for a player to proceed.

 
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Topic: Brave Tales / level scaling??

This entire concept is bogus. Just have each area be its own difficulty. The easy parts are for starting out, and the harder parts are for later. The rewards correspond to the (FIXED) difficulty.

There is nothing wrong with how all normal RPGs handle this (which is the way I just explained). Level scaling is a “solution” in need of a problem. The only time it makes sense is when you don’t have a diversity of content and all you can do is apply a multiplier to the PvE content as a temporary means of keeping the game challenging. Once the additional content is there, the justification for level scaling goes away and it becomes a negative within your game.

It should always become easy to smash the level 1 kobolds/imps/cellar rats/whatever as you level up. That’s half the point of leveling up!

Now, I do have a dearth of IG buddies, so that is one thing I can work on. (I did message those of my Kong friends whom I recognize and tell them about this game — prior to quitting, that is! — so I have done that much to try to alleviate that.) No doubt that would help on some tough parts. But I’m still left with no easy content to play under normal circumstances, and that’s terrible. Also, I didn’t get any of those +17 superdupermajigs, so that doesn’t help me, nor will it help anyone who started after I did.

 
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Topic: Glean 2 / Build info for components

Indeed. Now, what can you do about that? Hmmm………. :-)

 
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Topic: Glean 2 / Frustrated. Can't figure out how to upgrade.

FTR, I played and loved the first Glean, but still found the upgrading system in Glean 2 confusing. Maybe it would have been worse had I not played the first one, but it did have me shaking my head many times as I tried to find the right screen to do whatever it was I was trying to do. I still say there should be fewer screens in there. Some consolidation of functionality would help a lot.

 
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Topic: Brave Tales / level scaling??

Jeeeeeeeeeeeeeeez. Why is this suddenly mysterious to developers?

Listen:

THE HARD MONSTERS GO AT THE END OF THE GAME. LEAVE THE STARTING STUFF EASY.

If you scale everything with us, it takes the fun out of leveling up.

DUH!!!

Re-rating game to 1 and ceasing play until this is fixed.

 
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Topic: Brave Tales / level scaling??

Please tell me it’s my imagination that the enemies are all being scaled up to match my growth. I just quit playing one game due to that; I don’t want to have to leave another.

 
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Topic: Brave Tales / Bugs/Suggestions

I like the explanations given in the game. However, there are some which are missing. For example, the opening of chests contains a “for character” list at the top, showing which characters can get gear now. There is a button to reroll that list, but there’s no indication of when the list will be rerolled if we don’t click that button, so new players have no way to know what their choice is. There’s a counter shown, but it’s a counter of how many of the current batch of 12 chests have been opened. Unless there are people playing who are severely math-impaired, that is a totally useless counter. And even if you are severely math-impaired, you can just close the screen and reopen it and the whole batch is reset to 12 more unopened ones anyway. So the only function of that counter, really, is to confuse the new player into thinking they have to open 12 chests to reroll the target char list. This should definitely be changed!

The boss fight warning is vague; how do we know when we’re ready? However, I think it might be best like that, since the boss HP are shown when he enters the fight, and it costs nothing to try it, so we really can’t complain much about that. It just made me frown when I first read the warning. LOL.

Another explanation would be, why am I able to remove certain runes but not others? I think it’s the ones I encrusted, but I don’t see an explanation of that. It would be nice to have some visible indicator of removability, like a different background color in their icon’s square, or a little glow, or something. As it is I have to click each one just to see if I can remove it.