Recent posts by Santa367 on Kongregate

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Topic: Rise of Champions / Inventory ideas

(i’ve posted this already in suggestion’s thread, but reposting it’s here just to make more ppl see it and say their opinion)

1st of all, great thx for last update, it’s awesome, especially matchmaking and tier reward!

The most desirable change, I and probably every single RoC player would like to see next is the inventory update. So here’re few thoughts about our inventory.

1.Inventory slots
All new players only have 70 slots, so they are basicly “forced” to spend some money on inventory. I, personally have no problems with it and ready to support developers, but there’re people, who can’t pay, so there should be a way for them to gain at least few additional inventory slots for free. For example (as was suggested earlier) bank building should provide few slots each level.

2.Inventory sorting
I steal following idea from Monster’s den, Chronicles, cause this game has indeed awesome inventory sytem.
There should be so called “invetory bags”. Let’s say we get 10 bags, every bag can be renamed by the player and we can sort items in these bags, however we want. For example bag “brawl war” would contain all the brawling gear for wars or a bag “melding mage” all items, I want to meld for my mage…etc. Also there could be the option to choose, which items(rarity/type/class) go automatically in which bag upon looting: e.g i want all supreme+ mage items automatically be looted into my “melding mage” bag, etc.

3.Autosell option
IMHO everyone deserves autosell feature, because we are already paying for inventory space, so we could get autosell for free or at least for lower VIP lvl. VIP5 is way too much for this feature imo, because feature is already there and doesn’t need coding. Make the game comfortable for all and people will enjoy it more and pay more. Also, if thinking about the bag idea, there could be “loot to sell bag” and thus we could use a “sell all” and “salvage all” buttons.

4.Auto-equip feature
Feature, that allows us to memorize a particular item set for a champion and reequip it with one click. Also, buttons “remove all gems” and “attach highest gems on all gear”. ATM reequipping for brawl takes round 5-10 minutes: we need to search for particaular items, then reattach all the gems. After brawl we have to search again for pvp itmes and remember which items we use for every character: really confusing and time waisting. With suggested auto-equip feature, all those processes would take like 10 seconds and no annoying searching.

 
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Topic: Rise of Champions / First and second gear

+1
also look at my suggestion about inventory in suggestions thread

 
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Topic: Rise of Champions / Suggestions

1st of all, great thx for last update, it’s awesome, especially matchmaking and tier reward!

The most desirable change, I and probably every single RoC player would like to see next is the inventory update. So here’re few thoughts about our inventory.

1.Inventory slots
All new players only have 70 slots, so they are basicly “forced” to spend some money on inventory. I, personally have no problems with it and ready to support developers, but there’re people, who can’t pay, so there should be a way for them to gain at least few additional inventory slots for free. For example (as was suggested earlier) bank building should provide few slots each level.

2.Inventory sorting
I steal following idea from Monster’s den, Chronicles, cause this game has indeed awesome inventory sytem.
There should be so called “invetory bags”. Let’s say we get 10 bags, every bag can be renamed by the player and we can sort items in these bags, however we want. For example bag “brawl war” would contain all the brawling gear for wars or a bag “melding mage” all items, I want to meld for my mage…etc. Also there could be the option to choose, which items(rarity/type/class) go automatically in which bag upon looting: e.g i want all supreme+ mage items automatically be looted into my “melding mage” bag, etc.

3.Autosell option
IMHO everyone deserves autosell feature, because we are already paying for inventory space, so we could get autosell for free or at least for lower VIP lvl. VIP5 is way too much for this feature imo, because feature is already there and doesn’t need coding. Make the game comfortable for all and people will enjoy it more and pay more. Also, if thinking about the bag idea, there could be “loot to sell bag” and thus we could use a “sell all” and “salvage all” buttons.

4.Auto-equip feature
Feature, that allows us to memorize a particular item set for a champion and reequip it with one click. Also, buttons “remove all gems” and “attach highest gems on all gear”. ATM reequipping for brawl takes round 5-10 minutes: we need to search for particaular items, then reattach all the gems. After brawl we have to search again for pvp itmes and remember which items we use for every character: really confusing and time waisting. With suggested auto-equip feature, all those processes would take like 10 seconds and no annoying searching.

 
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Topic: Rise of Champions / Pls, don't go afk!

Ok, anyway, i ask everyone nicely not to afk on purpose. It would make me, and, maybe some other people somewhat happier.
Thanks in advance.

 
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Topic: Rise of Champions / Pls, don't go afk!

Lecohj, the afker i see most often is pajarulo and ofc i talked to him. in battle he never responds, cause he is, well, afk. but i managed to talk to him in brawl:

me: “paj, pls, stop afking, it’s annoying”
paj: " why is it annoying?"
me: " cause u’re waisting my time, it’s disrepectfull"
paj: " it’s the same if i would ask u to change meele into gc, so i can beat u faster"

he either don’t get it or just trolling me…
……………………

qwerdi, who cares aboout the win? i talk about the farm. the afk fight is long and is really slow farm. but even if u surrender, u’ve lost 1 minute for battle searching and loading already…
………..

jedi, i understand, that it won’t help, i just wanna see, if other ppl would agree and flame afkers together ;)

 
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Topic: Rise of Champions / Pls, don't go afk!

Afkers are annoying, cause they slow down grind for their opponents and those battles are really long and boring.
They should have some respect and stop that.
+1 if you agree, -1, if not

 
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Topic: Rise of Champions / Is this game Pay2Win ?

Just pay to me…and you will win……my love ;P

Now, seriously: as mentioned above, most things, u can pay for, are achieveable(not too hard) with grinding, basicly it’s extremly hard to get significant advantage over other players due to money investment. Even if u pay huge ammount of money and get some serious advantage u will soon be “forced” to pvp vs other stronger players, so it’s all balanced.
On the other hand, there’re few features in that game that can only be purchased with rm, and they also should be purchased, but those features rather not directly improve ur strength. Those are inventory slots(as u progress it’s a must have), cosmetics(if u want to look cool), and cm(skills) refresh/redistribution. All that features require 1 time payment and u get them forever, the prices of them are also ok, no rip off.

Summing up this game is definitely not p2w. Although most people, who play quite long are paying some ammount of money.

 
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Topic: Rise of Champions / Possible way to re-distribute players within current tier structure

Originally posted by roland35311:

I guess I am missing the point to this and the same topic from one the other day. Why is there a problem if people are stalling? Apparently I am not in a tier that this is happening, and for those that are, are you having to fight the stallers or their AI consistently? I rarely have to fight the same person in a short amount of time, and if you do have to fight them, they have to lose at least twice as much as they win to stay in tier so again where is the problem? I don’t see the point of stalling, losing in this tier or next accomplishes same thing, so why intentionally lose that often to stay in lower tier, but if a lot of people are doing this, it still sounds like you would beat them most of the time due to their tanking fights, and you will move beyond their tier. If that’s not what is happening maybe you can explain your issue with those doing it. The tier system now seems to work fine, if any problem with tiers existed I only see it during brawls, which apparently has far fewer tiers.

roland, stalling isn’t problem indeed, u’re right(see my explanation in post above).
But the tier system is not quite fine and has problems, that u haven’t faced yet, cause you’re probably in lower tiers.
Those problems are lack of any reward for tiering up and matchmaking in higher tiers(8-11), where very strong vet players get matched vs newer ones.

 
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Topic: Rise of Champions / Suggestions

edditting my previous suggestion about matching upon powerrating, it could be made much easier.
Besides the tier range we could use cm tiers. Number of combat mastery points of a player indirectly represents his power, cause this number corresponds with how long this player is in RoC, thus it also indirectly saying how good is his gear and buildings, etc.

Than we implemend “cm tiers”, for example:
0-50, 51-100, 101-200, 201-350, 351- 550, 551- 800 etc.

For example i’m tier 10 with 400 cms. So i can meet ppl from tiers 9-11, just like usuall .But my cm tier would be 351-550 so i can only be matched with players of tiers 9-11 with 351-550 cms. Pretty easy and fair system IMHO

 
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Topic: Rise of Champions / Suggestions

+1, samikki
some kind of a ingame miniforum would be very helpfull.

 
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Topic: Rise of Champions / Possible way to re-distribute players within current tier structure

Maamba, you suggestion’s purpose is to stop people from tier stalling, and even if it would meet this aim(which i doubt), it could also harm other players, who don’t try to stall. In order to make ppl tier up you need rather a motivational approach, than a restricting/nerfing.

Also i don’t think, that it would help much, because ppl still can stall tiers as they have same ammount of leg equips as ppl in their tier but overwhelm then due to cm’s.

On the other hand, I do not see any problem with ppl stalling tiers as IMHO it is rather worthless anyway. While you stall, you loose on purpose and thusly decrease loot ammount from batttles, so the fact you are strong in your tier range becomes worthless. The advantage if stalling is having better pvp advantage in next tier. Basicly it doesn’t matter if you loose on purpose now to win later more or u win more now and less in next tier. Actually not stalling allows you better farming speed, because your overall win% in long run is higher than if you stall. Although stalling tiers increase chances to win brawls, thus evening out decresead pvp loot. Summing up: stalling defintely doesn’t improve your game advacement speed, but rather slows it down.

Thus the actuall issue IMO are not the stier stallers, but lack of rewards for tiering up. Increasing daily reward for higher tiers is a good idea but it’s a minor change. Most approriate would be a large single reward uppon tiering up and slight permanent buffs.

 
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Topic: Rise of Champions / Tiering Balance Suggestion

u really suppose ppl to read that all? gl.

 
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Topic: Rise of Champions / Suggestions

I fully support jon, that matchmaking should be rebalanced, so that pvp becomes fairer. The Elo system sounds good for me and should be concidered.

Disclaimer: all the provided numbers are random and only serve as examples.

My own suggestion is rebalncing power rating in the way to be as representive for player’s strength(cm’s, building, gear, gems, muts,ascension) as possible and using it as the parameter for matchmaking. It could be used as the 2nd parameter after tier. Example: range of 1 tier and 20% powerrating: a player of tier 10 with 1000 power rating can only fight ppl of tiers 9-11 whose power rating is 800-1200, so if he is searching a pvp, while an another t11 player with 1500(1200-1800) power rating and a t9 player with 800(640-960) also looking for battle, he won’t fight neither of them, but get anoher match or ai. This system would decrease pvp rate in higher tiers, but on the other hand it doesn’t matter if you win against an ai or against a significantly weaker player, while this weaker player will be rather glad to see an ai, than an OP opponent. Thus stronger players don’t expirience any difference, while weaker players don’t see defeat screens so often and can farm ressourses and skulls more efficiently. Also it will make pvp more entertaining and challenging for everyone.

If my suggestion is not appliable for any reason, pls find another way to avoid matching players with significant difference in game progress. At the moment there’re 200 cms ppl in tiers 9-10 and they face vets with 1k cms(not talking about bildning and legs). Such matches are boring for vets and frustrating and time consuminig(low farm rate) for newer players. The current tier system does NOT separate strong and weak, they always still in the tier range.

Also i support hamburglar’s general idea of rewards on tiering up(ofc in case, we stick with current tier system). As Shadawn said punishing ppl uppon a defeat isn’t good idea though. Imo most apporiate tiering rewards would be a one time resources pack, for example 10*tier rp + 5k*tier gold, + etc(not that it would change smth, but it’s just nice to feel the achivement), and some permanent boosts, for example: +1% sell/salvage value, 2 inventory slots, 1 stat point for every char, etc per tier.

 
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Topic: Rise of Champions / Crafted items can no longer be used in melding???

Originally posted by FrozenTorch:

I didn’t read every post on this topic but the reason for the change was to quickly fix a loophole which was definitely being abused (whether you believe it or not). We will likely dial back the change to only allow a certain number of crafted items per meld, as well as adding a way to identify crafted items.

allowing at least 1 crafted item per meld would make me happy, good idea

 
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Topic: Rise of Champions / Crafted items can no longer be used in melding???

melding a leg by buying tons of slotted items and crafting them is anyway very expensive and i doubt, that somebody was doing this. the actuall problem is, that now we don’t have any use from slotted items, that drop from chests. also it was pretty convinient to buy and craft a single supreme(in case, u need 1 more to go) to finish the leg meld and free inventory.

 
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Topic: Rise of Champions / RoC Build Guide Thread

bump!

 
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Topic: Rise of Champions / Guild Warfare

further, lets make bets. i bet 5 bucks on nightfall and another 5 on cc

 
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Topic: Rise of Champions / New update (thoughts?)

i fully agree, that the guild wars is a good idea as such, but the fact that 90% of guild fights are gonna be pvai takes away the entertaining part. i was also upset about the high price for the guild warfare, but thx god(or thx blake) it’s back to 10 skulls as we always had it. ofc all players will now get more loot out of guild brawls, but i’d prefer rather matched guild pvp brawls then more loot due to ai fights.

the ascending is imho a very unfair implemendment, because only those few ultraactive vets and few payers (majority of vets are payers as well) can enjoy ascending. ofc these vets deserve to get this, cause now they have smth to spend their resources on, but i feel a bit dicriminated cause this very tiny part of players has gotten a nice new feature, while the overwhelming majority of others players didn’t.

 
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Topic: Rise of Champions / Epic brawls ... post here if you think you can beat them

haha, masq, do u have spare eyes and hands to play three accounts simultaneously? or u have hired some gastarbeiter to help? lmao, awesome brawl…

 
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Topic: Rise of Champions / Hellbound beaten by new upstart guild shock !!!

lmao, maamba…we just got lucky to meet their newer(weaker) members of guild…there is nothing to brag about…

 
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Topic: Rise of Champions / [Work In Progress] Damage calculations:

Alusio, in my second post u see my warr’s stats, which are alredy including the whole range of different bonusses. at the same post i described my 1st test and formula worked. At my 3rd post u can see data from my 2nd test, which has even wider range of different bonuses and my 2nd test’s result are pefrectly suiting with the formula. I’m already 99% sure, that this formula is right and not gonna do anymore tests to proove it(too lazy). On the other hand I would appriciate if smbd else would do some tests so i can be 100% sure about the formula.

 
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Topic: Rise of Champions / [Work In Progress] Damage calculations:

aluisio, thx for patricipating in our discussion.

1)u probably haven’t read all my posts, because in the last one, where i give the final(atm) formula, i’ve already corrected “(1-meele res – phys res)” to “(1- mr) * (1 – pr)” – shadawn was right, those are two separate multipliers. also this formula already contains the full version of my “y”.

2)well, u say that the elemental bonus is being calculated over base dmg. i disagree with this, but u could try to make an expirement and proove ur point of view.

3)shadawn, i tried ur data with the formula mentioned above and it gave 316 instead of 313. i think it’s because those little elemental bonuses from cms are calculated separately and being rounded down, eg if those 4 % consist of 1,25, 1,25 , 1,25, and 0,25, its actually 3%. another example: if its 4 elements 1% each, their y value would be 2,327 dmg in this case and they rounded down to 2 dmg, while if calculating just 4% u get 9,3 dmg instead of 8 dmg

 
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Topic: Rise of Champions / [Work In Progress] Damage calculations:

ok, i made a different test with bit more complicated calculations on someone with significant additional physical res from equipment and many cm in phys res, meele res, magic res and different elemental res. I tried basic attack, basic on slashface and basic on intimidate, used same warr as in previous test(same base dmg and all bonuses) and i finally got a complete final formula, which worked perfectly for all cases. i put all effort to make this formula easy to understand:


ttl dmg = x + y (x=physical, y=elemental)

x = base dmg * (1+meele dmg+dmg) * (1-phys res) * (1-meele res)

y = x * (1 – magic res) * (n + a + l + f+ i)
(n=nehter dmg * (1-nehter res) etc)

this is th light version of “y”, in reality all the elemental bonuses are not being added but they are being calculated separetly into dmg, then rounded and only then added.


there is an example: warr with 100 base dmg, +30% meele dmg, 50% nether and 20% arcane attacks a warr with 10% phys res, 10% meele res, intimidate on it(-40% meele res and -20% phys res), 15 % mage res, and 10% nether res and 0% arc res:

x = 100 * (1+0,3) * (1-0,1-(-0,2)) * (1-0,1-(-0,4))= 100 * 1,3 * 1,1 * 1,3 = 185,9 ~ 186

y = 186 * (1-0,15) * (0,5 * (1-0,1) + 0,2) = 186 * 0,85 * (0,5 * 0,9 + 0,2) = 102,756 ~ 103

ttl dmg = 186 + 103 = 289

(resists of the warr i’ve hit in 2nd test were following: 15% meele res(cm+perm), 21,43% phys res(cm+equip+perm), 19% mag res(cm +perm), another cms res: nether 6,25%, arc 0,5%, ice 0,75%, light 0,25%, fire 0%…basic attack 191, with slashface 287, with intimidate 354)

now, pls prove me wrong or right…and where is my cookie?
almost forgot: big thx to Dblader and Lecohj for being my labratory rabbits ;)

 
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Topic: Rise of Champions / [Work In Progress] Damage calculations:

i’ll show u my test with it’s calcuation, maybe i did smth wrong and it’s just happy coincidence, need ur opinion…

i used a basic attack of my warr on another naked(0 armor) warr and got 233 dmg without crit.
my warr’s base dmg is 146 (maybe it’s rounded up, dunno, but imo not very relevant).
my warr’s physical dmg bonus contains 30% perm, 10% barracks, 1% dmg(cm), 1,25% meele dmg(cm), which gives the totall multiplier of 1,4225
opponent’s warr has 10% meele and 10% phys res from perm and 0,5%(cm), which gives the multiplier of 0,9 and 0,895
my warr’s elemental bonuses: 26,76% nether, 18,87% light, 1,25% arcane, 1% ice and 0,75% fire, which gives a totall multipier of 1,4863 or 0,4863
magic resist on opponent’s war is 15 %, so multiplier is 0,85
my warr’s mutation is gigantism, so it’s str bonus is already within base dmg
i forgot to ask the guy, i tested about his elemental/magic res(cm), but they should be round 0, cause he is new player

now according to the original formula:

ttl dmg = 146 * 1,4225 * 0,9 * 0,895 * (1,4863 * 0,85) = 211,34=/=233

those last brackets are obviosly redundant, so if u look preciesly, u see that according to this formula the mag res multiplier applies to the whole term, though it shouldn’t. with this thought i changed the last part of formula in the way, i described in my post above (this + is important) and made a following calculation:

ttl dmg = x + y

x = physical part of damge = 146 * 1,4225 * 0,9 * 0,895 = 167,29 dmg (just as 1st part of originall formula)
y = elemental part of damage = 167,29 * 0,4863 * 0,85 = 69,15

ttl dmg = 167,29 +69,15 = 236,44 ~ 233

it is probably slightly higher, beacuse i added elemental bonuses together but actually they should be calculated and rounded separatly or cause the basic dmg of 146 is actually a bit higher, as u supposed…

 
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Topic: Rise of Champions / [Work In Progress] Damage calculations:

ok, shadawn, i’ve tested ur formula and played around with it a little bit. 1st: it didn’t work quite correctly according to my test and calculation(i can assure, i have concidered all the bonuses/resistenses with their exact values).
2nd: i’ve tried to improve ur formula:

ttl dmg = x + y, where

x = base dmg * (1+physical dmg) * (1- physical res) * (1- meele res) and

y = x * elemental dmg * (1- mage res)

example: base dmg 100, physical bonus 50%, meele res 10%, phys res 10%, nether bonus 40%, mage res 15%

ttl dmg = 100*1,5*0,8 + 100*1,5*0,8*0,4*0,85 = 120 + 120*0,4*0,85 = 161

I’m still not sure if it’s (1 – meele res – phys res) or (1 – meele res)*(1 – phys res) cause the difference between 0,8 and 0,81 isn’t that big;), but need a testing on a char with more physical res than the permanent.

Also it looks like different elemental bonuses are being calculated separetly, then rounded up and added