Recent posts by Tzoshirzup on Kongregate

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Topic: Kongregate Multiplayer Games / [Immortal Empire]Pure source/crystal

what do you mean?!?

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Shop Changes

I think it would be alot better for players to have a higher availability of items, given that they’re only availble in store; assuming you intend to ever get items above level 10 (15 if you grind Junji) so i’d like to suggest a reformat of the store.

Instead of having 1-10, 2-20 etc ‘tabs’ and then 50 random items of these ranges, separated into types.
Have a ‘tab’ for each type of item, separated into each level range. Then populate the ‘tabs’ with 100 random items from the full level range.

This way there’s always the item you want available and it increases the amount of items available to players.



:edit:
If you actually think about it, the very limited number of items in the store actually not only limits the likelyhood of finding a usable piece of equiment but also the number of active players the game can accommodate. As if there’s no gear in store there’s no gear for anyone, and if there’s only 1/2 usuable bits and they get bought then again, there’s nothing usuable left to accommodate more palyers.

I’ve heard almost every one comment on the active player base, there just isn’t really ever more than 20 people in the game, which is dissappointing as the game is good, and very enjoyable.

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Interface and Gameplay changes suggestions.

Originally posted by Dhanken:

7) It’s more vital to know the speed imo. Besides, being able to calculate your speed is an advantage over the opponent which i wouldn’t want to disapear. I see people doing mistakes in calculation so many times it makes me happy when i pvp against them.

8) I think it should show on the character screen, but not when u r in a region.

9) would be great as a turn on/off option

now a penny from me:

10) If in battle, make it unable to move THROUGH allies. I know that it’s grief protection, but as long as you are in battle it shouldnt be allowed.

7) I disagree because 5000/movespeed is alot harder to work out (and needs to be accurate) compared to MoveTimeUnits * x = 500 which will give you the movespeed accurate to the nearest 10 easily enough.
8) It should show in game, but be hidden to opponents so as not to change the current game-play. I believe this is what you’re worried about no?
9) yeah an on/off switch is do-able too, but i don’t believe it would intrude on the interface all too much, i only imagine that the destination square to attack the target is highlighted red.
10) I’d say this is more of a PVP problem? Which takes place on a different map so could be accommodated there without changing the campaign, which seems like a better idea.

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Interface and Gameplay changes suggestions.

I’m no games tester but i’d say these are all things that need fixing or changing. These arn’t gameplay changes, no buffs, no nerfs, there improvments to game interaction.


1) Skill’s cooldown timer. Change the text colour from ‘white’ to a different colour where the skill’s background colour is white. It’s pointless having it there if we can’t see it.


2) [Amended] ‘End Turn’ and ‘Wait 100’ hotkeys. Change the hotkeys for these buttons from ‘F1’ and ‘F2’ to ‘T’ and ‘G’. It’s too far and slow to reach these buttons, given the situation of skill hot-keys.


3) ‘Continue.’ conversation progression. Change the hotkey for ‘Continue.’ from ‘1’ to ‘Space’. Players who’ve completed the campaign already, don’t want to read the story again but also don’t want to miss out on conversation choices because of mashing ‘1’ to skip the story lining.


4) Wait function. Allow players to ‘wait’ an inputted amount of time; or add a wait function to skills on cooldown ie. l/r click to wait for cooldown to finish. Players don’t want to waste time because a skill has less that 100 time to cool down.


5) Chests. After all enemies have been killed on a map, highlight ‘chests’ on the mini map. This stops players having to backtrack accross the whole map potentially looking for a single missed chest.


6) Kianshen 1/6. Doesn’t give a survival bonus even if you clear the map without dieing. As players potentially use the survival bonus to know whether a map is cleared or not; not getting this bonus can be quite discouraging/ fraustrating as you spend alot of time looking for the missed enemy/chest.


7) Attack and Move Speed. Change the in-game move speed and attack speed values to equal the actual amount of time it takes to move or attack. Players don’t need to know their speeds once their in the game, they need to know how long it’s going to take to make the action.


8) Mana & Life steal. Add these values to ingame information screen. It’s relevant to a players actions and not knowing can be debilitating to the point of dieing because you’ve over/under estimated your return.


9) Attacking units. When selecting an enemy to attack, highlight the square the character will move to, to attack the enemy the cursor is over. This stops a player expecting a ranged character to attack when they can’t actually reach the enemy in their current position, It also stop players losing time unexpectedly because of pathing.


I may add more if i come to think of any, and i’d reccommend anyone else who’s got improvements for the interface or has had problems with it, put there feedback here so it’s all in one place.

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Crystals, the colourful gems of joy . . .

Well the mana crystal is gone and i’m going to have blame people who can’t work out the numbers for themselves as aparently people have been buying the attribute gems, which should’ve been removed instead . . .

Using mean averages for all the gems and the now current (lowered) radiance prices.



Strength Crystals | 20 str | effectively | 200 HP | 2 hp regen | 10 dmg | 1200 radiance
or in other crystals | 2 purple, 200hp | 1 green, 5.5 hp regen | 1 black, 12.5 dmg | 1040 radiance | only uses 4 crystal slots


Agility Crystals | 20 agi | effectively | 2 atk speed | 1 move speed | 10 dmg | 1000 radiance
or in other crystals | 1 black , 12.5dmg (62.5dmg/turn) | see note about MS | 1 black crystal, 12.5dmg | 720 radiance | only uses 2 crystal slots

The atk speed equates to 0.2 attacks/turn which depending on your damage/atk (~100-312.5-600) equals ~20-62.5-120 dmg/turn. Damage on the other hand is multiplied by your number of attacks (assumed to be 5 for the calculation above).

Note 1) The movespeed admittadly can’t be bought from other gems but 1 more movespeed when it takes 10 for 1 extra move/turn means even with all items with full agi crystals you still wouldn’t get an extra move/turn from just the crystals so…



Inteligence Crystals | 20 int | effectively | 200 mana | 2 mana regen | 10 dmg | 4% spell power | 800 radiance
or in other crystals | 2 (old yellow crystals), 200mana | 1 white crystal, 5.5 mana regen | 1 black crystal, 12.5dmg | 1 red crystal 3.5% sp | 760 radiance | only uses 3 crystals, but you now can’t get the mana crystals so you lose out there)

This shows the Agi and Str crystals are in effect completely useless to buy and the Int crystals are aswell if you have enough max mana already.

I’m not saying Spell Power crystals shouldn’t have been added cause they should’ve, people have asked for them, there logical and balance-able, what i’m trying to say is that mana crystals shouldn’t have been removed.
While after a certain level you really don’t need them any more and you likely lament getting them when farming at 50, i say they’re integral on the road to getting level 50.
Many of my characters struggled with maximum mana cap especially after level 10 when you got an ultimate spell if you chose to, because using this would puke your whole mana cap in one turn, and that doesn’t change until 15-20 levels later (probably more now there’s no mana crystals) meaning you couldn’t cast anything else that turn and depending on your mana regen for many turns after.
Also as you level your spells up to rank 4/5 some of them end up taking large amounts of mana aswell which can mean your cap can’t accommodate two spells in one turn or in quick succession, not because you mana doesn’t recharge fast enough but because you just don’t have the mana to start with.



While no one probably ever bought Mana Crystals with radiance they did drop and they will have undoubtly been used, either on crappy temp items you only hold onto until your natural mana cap gets high enough or thrown in with 3/4 more useful crystals (3/4 regen, 1/2 mana, i’ve done this a few times) and whether you realise the magnitude of the difference it makes or not. Its effect needs to be stated here, 80-120 mana (100 mana) when you have a base mana pool of 550 and your spells all take 300+ mana is a huge difference in down time between spells.

Also worth saying, leveling 10-30 say, you don’t exactly have shed loads of cash to spend on items that are level requ equal to your character level, leaving you shopping in the 1-10 section where your unlikely to see high +mana values and even more unlikely to see them high enough to make the same difference a single mana crystal does.

In the end all i can say is, please bring mana crystals back quickly, I can see their not being in game dettering people from playing purely because they can’t use there characters properly and can’t do anything about it.

TL:DNR
Bring back mana crystals.
Everyone stop buying attribute crystals.

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]1v1 Level 50 deathmatch Tournament

ahh sorry, i did it at work. I work nights at a hotel :/ and saturday is busy untill about 3am so thought sunday better.
i don’t really have much organiseation outside of work so wouldn’t want to commit to running something i may then have to cancel.

You can pretty much see everything i did thou, between here and the wiki. So it wouldn’t be immpossible to run your own :)

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Conversation Paths, mildly better formatting

Just spent 2 hours trying to get this in a half decent format on here . . . and or on the wiki . . . no luck (knew there was a reason i never learned html at school, it’s fucknig pathetic)

So i’ve put how i format my convo paths and the first 5 areas (4 attribute points) onto a page here
http://www.facebook.com/events/253215624784120/

Sorry it’s fb again but it does only take 10 minutes to make a smurf hotmail then smurf fb and it was the only place i could get it to just copy/paste with mild tweeking from my notepad.

My suggestion would be to copy and paste the actual important info (the convo paths) into a .txt file for using it. Once you understand how to use it from my description there :P it’s pretty simple thou imo, logical even maybe.

Let me know if i can improve it and please add to it either here or there if your inclined to get the full convo paths public as i’m unlikely to release any more on them myself.

Tzo out! o/
 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]1v1 Level 50 deathmatch Tournament

ok mate

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Suggestions

Can we get an ‘end turn’ option that ends the turn when we have 0 moves and 0 attacks left, assuming it’s not being made 0 by some sort of slowing effect. Something like:

check if (‘number of attacks’ == 0) then
check if (‘number of moves’ == 0) then
check if (‘current atkspeed’ >= ‘base atkspeed’) then
check if (‘current movespeed’ >= ‘base movespeed’) then
end turn()

sudo code, obviously optimise that so it doesn’t check everything after every move but you get the idea

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]1v1 Level 50 deathmatch Tournament

yeah sure i’d don’t mind doing two tournaments concurrently, if we have the players to do so.
so everyone who wants in, just post what you’ve got and i’ll do what i can to work out :)

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Vote for next major feature!

2. storyline
1. gauntlet
3. arena

I’m sure we’d all really appreciate if we could see how long our ‘spells’, ‘buffs’ and ‘de-buffs’ last; irrespective of which patch is chosen :)

Also how long a spell’s cooldown is before we cast it.

And for some spells u can’t actually see how long the cooldown is after you’ve cast it because the background and timer are the same colour :S (Valk has at least 2 spells where this is a problem)

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]1v1 Level 50 deathmatch Tournament

Tzoshirzup lvl 50 dryad, forgot to enter myself before :P lol

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]1v1 Level 50 deathmatch Tournament

i was thinking solo chars as that seems to be the majority and the fairest in terms of blance. But i havn’t PVP’d extensively if teams with group level equal to 50 fight on even terms with 1 level 50 then i’m game for letting teams play as well, but if a team is just going to ‘ROFLSTOMP’ most single chars then it seems unfair.
Also this being just the first tournament (of hopefully many to come) i think just using single chars will be better to see how feasible it is running tournaments like this :)

TL:DNR
solo chars for now

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]1v1 Level 50 deathmatch Tournament

In the end myself and karma spectated and ejudicated the matchs and used the wiki as the forum for the infomation exchange as kong doesn’t support tables :/ Wanna check out the results head over the wiki and take a peek

http://immortalempire.site50.net/wiki/index.php/Tournament_1_%2810/6/12%29


Yeah should’ve said after someone asked me about it but if you don’t have FB or don’t want to use it for this, if you can get a picture of your results up on the net anywhere you can pass to link to me and i’ll put it on FB for archiving while i check it for the winner :)



Hey peeps, wanna keep things interesting for myself anyone else who’s interested. So this Sunday (10/06/12) at 23:00 hours GMT time i’d like to run a tournament. A simple deathmatch 1 kill knockout tournament.

I’ve made a FB page to upload screen shots of the score after you kill your opponent, these will then be used to dictate who moves on to the next round.

http://www.facebook.com/ImmortalEmpireTourneyGrounds

We’ll also likely find a nice empty chat room for all the players to converse in (Will be posted here on the night).

If you’d like to participate and get in on some good PVP and meet some of the other players that enjoy this game so much they actually got to level 50, just drop your Immortal name and Kong name in a comment below and be online Sunday at 11pm.
And I’ll use the names from the comments to set up the tournament brackets ready for the big day :D

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]XP(Pure Source) Level Requirements

cool, nicely done, but how’d you get those separators?!?

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Bugs

1) Paladin’s spell ‘Godly Wrath’ doesn’t hit targets in the fog of war, even if you know they’re there.
2) Also enemies are aggroing from the fog of war over terrain they shouldn’t be able to, eg. trees.

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]Suggestions

I dunno if this is feasible to implement but it’s an idea. It would be cool if we could set our own hotkeys. (Could be stored client side) So we can bind ‘End Turn’ and ‘Skip 100’ to extra mouse buttons.
Much love,
Tzo

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]XP(Pure Source) Level Requirements

Should’ve mentioned, these were confirmed/given by Karma so they should be accurate :)

 
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Topic: Kongregate Multiplayer Games / [Immortal Empire]XP(Pure Source) Level Requirements

1-(100) 2-(200) 3-(354) 4-(564) 5-(833) 6-(1163) 7-(1557) 8-(2017) 9-(2546) 10-(3146) 11-(3820) 12-(4570) 13-(5399) 14-(6309) 15-(7303) 16-(8383) 17-(9552) 18-(10812) 19-(12166) 20-(13616) 21-(15165) 22-(16815) 23-(18569) 24-(20429) 25-(22398) 26-(24478) 27-(26672) 28-(28982) 29-(31411) 30-(33961) 31-(36635) 32-(39435) 33-(42364) 34-(45424) 35-(48618) 36-(51948) 37-(55417) 38-(59027) 39-(62781) 40-(66681) 41-(70730) 42-(74930) 43-(79284) 44-(83794) 45-(88463) 46-(93293) 47-(98287) 48-(103447) 49-(108776) 50-(114276) 51-(119950) 52-(125800) 53-(131829) 54-(138039) 55-(144433) 56-(151013) 57-(157782) 58-(164742) 59-(171896) 60-(179246) Sorry about the formatting, aparently kongs forum posting is ment to be a ancient cryptic puzzle game intended to send the user into a frantic rage :/
 
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Topic: Dream World / Enchant Potions

do u know if the enchants stick when u restart your character?? also do u know if u keep all your rings or just the guild ring when you restart???

 
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Topic: Dream World / Enchant Potions

fair play :) i hadn’t seen it anywhere is the stuff i read, so when i had the idea i thought i’d share it, hoping it’d make it into one of the stickied threads

 
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Topic: Dream World / Enchant Potions

Hey peeps, been playing this game for a while and read a few guides and stuff but figured out something potentially handy that wasn’t mentioned in any of them.

If while your leveling you get any enchant potions (from killing the enchant potion seller, treasure maps, etc.) save them until you get a ring (guild ring is good or energy ring) and use them on the ring, as this will stay with you for an extremely long time, alot longer than your weapons and armor while leveling.

Especially good idea i think if u get into a guild at lvl 40 then suddenly decide u wanna be a different class, and are considering restarting, cause u keep the guild ring on restart. Thou i’m not 100% certain whether the enchants stick, but i’d assume they do :)

Much Love Tzo