Recent posts by Takumashii on Kongregate

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Topic: Mech Conquest / Suggestions Thread.

I’ve largely stopped playing this due to frustration at the lack of updates, but one thing that desperately needs attention is the mech priority. The short/med/long system seems to be designed to be a rock/paper/scissors thing, but right now, long legs always go first – which is absurd. Since short mechs are designed to beat long mechs, long to beat medium, medium to beat short, the leg priority should reflect that. That way, it forces users to use the mechs they’re supposed to use against the different types.

In a nutshell – short legs should always go before long legs, long legs should always go before medium legs, medium legs should always go before short legs.

 
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Topic: Mech Conquest / Suggestions Thread.

Hmm, ongoing problem that I’ve heard of from many people – sometimes when you hit exactly 0 fuel, it stops regenerating. Sometimes, that can be fixed by refreshing the page, but sometimes it doesn’t. I’ve used 4 diamonds to recharge my fuel twice, and it still seems to be frozen.

This is definitely something you guys need to take a look at, since it significantly impacts wars. Some sort of reimbursement/consolation would be nice, too.

 
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Topic: Mech Conquest / Suggestions Thread.

It seems to be that 50k is definitely too slow – maybe somewhere in the middle? 30-35k?

Also, I’d like to see some sort of notification system for the teams so we can designate a target. Too often I see teams splitting their attack between two planets and then losing completely as a result.

 
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Topic: Mech Conquest / Suggestions Thread.

I notice you’ve upped the requirement to capture planets to 50k, from 25k. You haven’t increased the rewards, though, or made it so the losers get rewards?

Not sure what the goal is, here.

 
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Topic: Mech Conquest / Suggestions Thread.

Glad to hear you’re thinking about some of these things.

Two more things to add to the list; one specific, and one general:

Specific first: Add a prompt when you try to merge something that has been upgraded – I’ve been hearing about people mistakenly merging something they were using or had swapped. That’s a silly mistake, and shouldn’t cost people a very powerful and rare weapon.

General: Please, please, please gives us more detailed info about what everything does. Also, it would be nice to be able to see basic info, like fuel in each screen. Not to mention being able to see our current equipped mechs in the battle screen just like we can see the enemy’s. I know we can see them once we’ve started the fight, but it would be nice to make the comparison beforehand.

 
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Topic: Mech Conquest / Suggestions Thread.

Oh, another addendum – you should really be able to reset research points, since your early points are going to go into things that you might not end up wanting.

 
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Topic: Mech Conquest / Speed

Correct!

 
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Topic: Mech Conquest / Problems loading

I’ve heard this from a few people – what browser are you using? I’d try a different one or an updated version.

 
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Topic: Mech Conquest / Suggestions Thread.

There definitely needs to be some work done on matchmaking, but the problems there may be due to the playerbase, as the game is still in beta. I do have a few comments so far on what could be changed to make things a bit more enjoyable.

In order of importance -

1) Rewards for the losing side in planetary battles – just as it would be hugely unfair if there were no rewards for the losing side in wars, the fact that losers don’t get points for lost planetary battles provides almost zero incentive for competition in any of the planet fights. Once one side is ~5k ahead, the other side might as well just give up, because they can’t expect to get anything for their fuel expenditure. Which leads me to…

Addendum – 1.5) Rewards for planetary battles that are cut off due to a victory that makes the contest planet no longer available. Your no-reward-for-losing system encourages races in adjacent systems rather than direct competition, and have no rewards for losing that race is counterintuitive to actually encouraging any sort of competition.

2) Fuel costs for multi-mech battles. Assuming you need to use 2 or 3 mechs in one battle, the fuel costs for skirmishes and base assaults are too high. 20 fuel per fight when you have 80 max fuel means you’re committing 25% of your fuel to one fight. That price is too high to pay for a fight you ultimately have little control over. Yes, I understand that if you use only one mech, it just costs you 10, but how many people want to use one mech in a game that allows you to use multiple, range advantages notwithstanding.

Finally, 3) The prohibitively-increasing cost of shuffle makes it not really worth your while to use it, at least at lower levels. With battles costing 20-30 fuel per fight, I find myself shuffling once (and usually finding someone in the top 50 with mechs that are a million times too strong) and then withdrawing from the fight rather than waste my money rolling the dice on a decent matchup.

 
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Topic: Mech Conquest / Add Me

HBG-G91L8

 
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Topic: Kongregate / First Game You've Played On Kongregate...

Tactics 100 Live. My first badge, earned four years and about 49 weeks ago.

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] Why this game failed on Kongregate

Oh, I’m taking that into account. Keep in mind that LOTS of popular and terrible games on this site have premium content. It’s all about what you can do without that content.

The failure of the kred model in this game was that it totally stunted the only real appeal of Thunderstone, which is the near-infinite variety of game setups.

I know that you can play with later packs without having them by joining a game – that was a wonderful (if necessary) decision.

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] Why this game failed on Kongregate

This is sort of an open letter to Zabu. I feel obligated to post about this, because I don’t know how much feedback you’ve received about the game. I’m sitting in Thunderstone right now with only one other person on the entire site playing the game, and that’s a crying shame. I want to point out a few things that could be changed or updated that would make this game much much more popular.

To preface my statements, I’d like to say that I own a physical copy of Thunderstone (along with the expansions up to Dragonspire) and have played it quite a bit. I’ve also played several other deck-building games to and beyond the point of reason (Dominion, for example). Having introduced these games to dozens of new players (in most cases, successfully) and also being a regular of many years here on Kongregate, I think I know where you went wrong.

1. The Campaigns

- Number of players: I don’t know how often you’ve played Thunderstone in real life, but five-player games are absolutely grueling. Playing a fun five-player game of Thunderstone is like finding a unicorn in your backyard. There are WAY WAY too many five-player games in the campaign, and they would turn any new player off of Thunderstone. Even four-player games are pushing it, as they become so random as to be almost entirely luck-based. I personally enjoy two-player games more than anything else, but there’s a reason that the 68% of raters on boardgamegeek voted it best with three-players, and 65% of them rated five-player as “not recommended”.

My recommendation: Take out 95% of the five-player matches, and knock most of the fours down to threes, and the number of players will be golden.

- Variety of set-ups: Playing five games while only changing one card in the village/hero/monster set-up each time is grossly misrepresenting the single biggest strength of this game – the near-infinite variety of possible card combinations that make it replayable until the cows come home. The way the campaign is set up right now, it almost seems like you’re playing the same strategy for ten games in a row, which is pretty mind-numbing.

My recommendation: I understand the desire not to inundate new players with too many new cards at once, but instead of just having that one basic set-up in the campaign that you then build from, how about two? With two basic set-ups (three more monsters, four more heroes, maybe four more village cards) in the first few campaign games, players would see the strength of the deck-building game mechanic right away.

- Opponent AI: The opponent AI in the campaign seems a bit off. They tend to focus on strange purchases sometimes (buying all of the Lanterns or Feasts before doing anything else, for instance) and seem to almost always buy something when they go to the Village, even if it’s clearly not in their best interest (purchasing extra Torches or Iron Rations or Arcane Energies, for example). In some set-ups, this means that in a two- or three-player game, if you have even a ghost of an idea what you’re doing, beating the AI is pitifully easy. Also, it would be nice to see the AI hesitate a bit before buying the last Level 1 or Level 2 hero in a stack, instead of always depleting them as fast as they can. In real games (in my experience, anyway) buying the final Level of a hero is usually an agonizing decision that is rarely made easily, since it allows your opponent the chance to buy a more powerful version.

2. Skirmish Mode

- Now, you might say “But wait! if people want that variety right away, they have Skirmish Mode!”, and that is entirely true. Unfortunately, nobody is going to dive into Skirmish Mode right away; they need the Campaign Mode to teach them how things work, first. Otherwise, Skirmish Mode is lovely.

3. Multiplayer

- Turn-time: I understand the concept of setting an option for a long turn-timer so people can have games on their own time, like with a Facebook-style Scrabble or Chess game or something, but it seemed a bit rough in this game. There are a lot of turns in Thunderstone. I played two games against people who were on Facebook or something (I assume, since they weren’t in the game room on Kongregate). One took a month. A month. The other took two weeks before the opponent quit and the CPU took over.

My recommendation: I’m not sure, to be honest. I’d just remove the option of cross-platform games. The average person would lose interest LONG before they ever completed a game.

- Communication breakdown: Having no way to communicate with your opponent is a pain. This is especially the case in this game, since it’s effectively too small to play outside of full-screen mode. Having to switch back and forth to see what people are saying in the public game room is unwieldy, and would be prohibitively irritating if there were multiple games going on.

My recommendation: Self-evident, I think. Needs an in-game multiplayer chat.

4. Kreds Model

- This is what most people on Kongregate would complain longest and hardest about, but that’s nothing new. People always complain games that incorporate Kreds in any way shape or form, and that’s not going to change. However, the relatively scanty variety of cards you start with makes people feel like they need to pay Kreds to get an even halfway-decent starting set.

My recommendation: This problem would be solved by increasing the set of cards you start with, like I mentioned above. This wouldn’t stop people from complaining about Kreds purchases being part of the game, but it would stop people from complaining that the game is only a demo.

Well, that’s about it, I think. I hope you plan on updating the game, because I really enjoy having the opportunity to play a well-designed Flash version of Thunderstone.

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] Network Error

This has happened to me once or twice, but each time it was when I left the game open and idle for a long time. I refreshed and it fixed it, for me.

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] Victory Points

Yeah, with the exception of a few 0-point mobs, I would never ever trash monsters. Sometimes it can be worth losing a 1-point mob, but only if it’s going to give you something brilliant in exchange.

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] i dont get it

Yeah you should be able to get it for ~40.

I’ve never played Advance, but the regular ones were mostly solid. There are some definite balancing issues that you can see in this game as well (some cards are way way way overpowered). My chief complaint about the physical game is that the rules are very dodgy on how certain cards work and interact.

I’m not sure I like the sounds of that “Prepare” addition to Advance.

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] [BUG] Amazon Huntress

You have no light – you’re losing two attack for each level.

You should not have 6 7 5, you should have 4 5 3 (minus two for no light, and you need more light as you go deeper).

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] Victory Points

Fair enough, although if you found a tournament that allowed tracking VPs (or the cards people buy, for instance) in a game where you are not allowed to look through your deck, I’d be pretty shocked.

In my opinion, it’s flat-out cheating. You’re meant to keep a general idea of the game-state in your head and by the cards you see coming up, not by writing it down. If you were, they’d have included a score track.

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] i dont get it

Well, this IS a deck-building game. It was made after Dominion, which is kind of the quintessential deck-building game. In both, all players start with a premade deck, and gameplay consists of purchasing cards that go into those decks.

The cards in the middle are supposed to be randomly-generated from a base set of about 60 cards, in the actual physical game you can buy in your local game store. This gives the game almost infinite replayability, which is the main selling point of all DBGs.

Unfortunately, the various levels within the campaigns differ only slightly in terms of the Village/Monster/Hero cards that are in the game, which makes it very difficult (almost impossible) to see the value of this type of game. There is, however, the Skirmish mode, which lets you randomize the cards as in the real game, albeit in a very limited way when you don’t at least have the first pack of cards you buy with Kreds. This is, in my opinion, the biggest failing of the flash incarnation (the second being the spotty AI).

The decks you unlock with Kreds are not pre-built decks; you always start with six Militia, two Torches, two Daggers, and two Iron Rations. This will never change. The additional card packs unlock different cards that will appear in the Dungeon deck and the Village.

Honestly, there’s is absolutely nothing else like this that exists in Flash form, to date. Unfortunately, the design implementation leaves something to be desired, and makes it really hard to see the true worth of the DBG format.

 
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Topic: Technical Support / Moderator Abuse and Insults

Thanks for clarifying, qazzaq, but he’ll blame this one on me too. ;D

 
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Topic: Technical Support / Moderator Takumashii cyber bullying

You’re cute, man.

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] Award Winning

Well, if it won one award, it’s award-winning. :p

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] Difficulty

Yeah, Dagbog is right. Deck-building games like this one are all about deck management. Not buying too many cards that don’t give benefits for the entire game, burning all the crappy starting cards, etc. This is my only real beef with the flash version so far – the AI isn’t very good. It hugely overvalues cards like Feast and Lantern, often buying 5-6 of them in a single game. If you’re not doing the same and have identified a reasonable strategy, it’s quite difficult to lose.

Resting is quite important, for the same reasons. Fewer crappy cards means you’ll get your good ones more often.

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] Victory Points

You can keep track of VPs on paper, but it’s against the spirit of the game. In a game against real players, it’s effectively cheating (although I did see someone do this at a minor Dominion tournament in Victoria, and nobody called him on it until he played against me).

 
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Topic: Kongregate Multiplayer Games / [Thunderstone] Victory Points

You may not have noticed this, but the monster cards go into your deck when you kill them. They will come up during play, but never all at the same time. In the card game, you cannot look through your deck and count your points until the very end. Also, it would be against the rules to keep track on paper.

I can see how you would be opposed to this concept if you were unfamiliar with real-life board/card gaming, but it’s a pretty key mechanic in dozens and dozens of games.