Recent posts by NarfiNarf on Kongregate

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Topic: Mini Heroes / Items disappearing from storage

posting this here aswell to make sure the devs sees it (and hopefully fixes it asap)
during my play session yesterday i stored alot of items in my Item Storage, but every now and then i noticed that some space did free up, so i actually wrote down what materials i had in there, and about 30 minutes later i checked again and some of those materials disappeared. I dont even wanna think about all the stuff i lost due to this, but i realy hope this gets fixed soon cuz at this point i dont dare putting any materials into my storage while i run around with 2-3 times my weight limit making my play experience rather bad due to perma slow speed.

 
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Topic: Kongregate Multiplayer Games / [Lucadian Chronicles] Campaign Review of new patch

could be that i was just super lucky then.
There are a few fights that depend alot on luck.

 
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Topic: Kongregate Multiplayer Games / [Lucadian Chronicles] Campaign Review of new patch

i did it about 6 hours ago, so after the patch.

 
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Topic: Kongregate Multiplayer Games / [Lucadian Chronicles] Campaign Review of new patch

so u mean the mission befor the golem fight (im pretty sure the golem card unlocks on the mission where u kill 3 of them)
the cost 5 or under mission i did with:
Empty, Empty, Rob , Falcon, empty

 
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Topic: Kongregate Multiplayer Games / [Lucadian Chronicles] Campaign Review of new patch

i just completed the whole Act 1 Chapter 1 with 100% without buying a pack.
The Golem unlock was the 2nd extra battle right? with the extra mission to play it with 3 cards i think.
I went with Mounted, Flacon, Rob from left to right, the 2 slots on the right empty.

 
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Topic: Kongregate Multiplayer Games / [Lucadian Chronicles] Bug Report Thread

iv played 2 flash drafts today and even though i won, i only got 2 cards in each of them.
I thought flash draft was supposed to have 3 cards for the winner or was something changed?

 
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Topic: Kongregate Multiplayer Games / [Lucadian Chronicles] It feels like there's a missing game mode

the daily challange is also something that could be worked on.

Right now its just fun for a few minutes a day, but i would find it realy intresting to see those challanges as the main way to farm new cards instead of repeating the campaign over and over (it does get boring) while the challanges do offer changing challanges where u can actually use ur upgraded cards.

It could be bigger (even the tutorial for them shows 5 matches instead of 3) and instead of daily, just make it repeatable. The issue might be that theres not enough diffrent challanges build already, but im sure the community would love to help building some challanges if u give some guidelines :)

As a sideeffect it would reduce the danger of ppl leaving due to getting stuck in the campaign if they had the challange to repeat to farm silver or cards.

 
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Topic: Kongregate Multiplayer Games / [Lucadian Chronicles] screen and cards mainly black

has there been any progress on this?
i like the game, but its starting to feel a bit stupid to play the game with most backrounds and cards just black.

 
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Topic: Kongregate Multiplayer Games / [Blue Moon] Balance changes - Wizard/Vampire

these changes should have been made:

Wiz Auto Attack getting splash dmg (small if full dmg, bigger if reduced dmg on nearby targets)

Blood Storm should have been a channeling ability (able to move or not would depend on the dmg in the end)
Blood storm should require x% of current mana to be casted, with the used up mana beeing used in a multiplier formula to increase the otherwise small ammount of dmg it gains from the magic atk.
Channeling should start with dmg instantly like many other AoE spells (like Magic Swords spining blade) and then continue dmg every second, while draining mana every second.
Formula example could be: 50% Matk x (Used up mana / 1000) (example numbers to show the idea, dont take the numbers as suggestion.

Bloody Armor buff should have a secondary effect like x% dmg taken gets absorbed by mana for example.

All skills should have had cast/animation speed based on mag atk speed and Crit based on mag crit rating for all classes, giving wiz a unique edge but allowing other classes to build for it aswell. (a 2h ww going for mass str and mag crit rating for skills for example)

just so much wrong with these wiz changes that i could go on for another hour.

 
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Topic: Kongregate Multiplayer Games / [Blue Moon] Balance changes - Wizard/Vampire

very disappointed

Blizz as useable AoE gets nerfed, unuseable AoE gets a dmg buff, but will remain unuseable in tough enviroments due to long cast time/wait till the dmg finally hits.

Ice Arrow that was weak befor, gets even weaker.

Dps will be nerfed for no reason. Wiz already has weak crit, so the skill crit will be to unreliable to realy use it for much.

was hoping for mechanic changes rather then some boring number changes that have no real effect.
guess i need a new main char.

 
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Topic: Kongregate Multiplayer Games / [Blue Moon] Balance changes - Crossbow man/Human

Stuns and Slows do sound intresting, but have to see how rapid fire turns out,
A Random stun effect that is unreliable could make the skill no better then befor cuz it forces u to stay on the spot for to long to kite a boss if it doesnt have a 100% chance to stun.

xbows primary weakness (atleast for my little xbow) is the new room/mob spawn mechanic. Having to step far into the room to make the spawn trigger can be realy deadly in dungeons that hurt u quite a bit if the xbow doesnt have the +move speed costume. Best fix for that would be to make the mob spawn trigger based on the door opening, not reaching a certain point inisde the room.

 
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Topic: Kongregate Multiplayer Games / [Blue Moon] Thoughts about the Wizard Class

heya 109Studio and everyone else.

Iv been playing my little wizard for a bit now and got alot of things on my mind that id like to mention.
Lots of this is without any thoughts about balance etc. Just how i see a wizard class in general.

As of now, the wizard does alot of his Damage with his standart attacks, boosted up with a blizzard now and then. This is definatly NOT how i see a Spellcaster class.
I have so much mana, but even on the longest dungeons in a 3 player party, i barely use it up, let alone getting to a point where i would seriosly need mana potions.
I want to see a Wizard that does mainly spells and much much less normal attacks.

-Cooldowns need a general reduction, why do i have to wait 24 sec to recast my AoE spells as a wizard while a 2h werewolf for example has not only more AoE skills, he also has a lower cooldown on 2 of them.

-Cast time on many spells/spell animations is to long.
lets take the lvl 20 AoE skill Blood Storm as example, if i intent to use it i have to run into the middle of the enemys, and if that wasnt enough, it feels like forever untill the dmg actually hits the enemys. The only time i can use it effectivly is when i know where a group of enemys will spawn and are able to precast it like half a second befor they spawn. (Blizzard is slightly better on that)
The Magic Attack Speed attribute could be used here.

-AoE spells only around the wizard itself.
The wizard is one of the most vulnerable classes ingame (not sure if xbow is even worse) Low Defense and rather low HP, yet to fully use its AoE spells, shes expected to run into the middle of everything and hope she survives. Shes got some tools to help, especially the Bloody mirror, and a Defense buff (which i dont think any dmg spec wiz can afford to skill)
But personally i picked the Wizard class to be a range dps glass cannon, i dont want to run into the middle of everthing, but i have to to work efficiently. So as i suggested on the Chat befor, please find a decent way to let the wiz cast its AoE spells on range.
Selecting an Area to hit would be perfect, but having the area of effect around a target mob would be acceptable aswell.

- Weak lvl 20 Skill (i know some other classes have similar issues)
Blood Storm as a lvl 20 skill is rather lackluster in its current form.
.Blizzard lvl 1 = 160% Dmg +15% per lvl = 445% at lvl 20. And Hits multiple times (initially and once per second, up to 4 seconds duration + slow effect)
.Blood Storm lvl 1 = 230% Dmg +10% per lvl = 420% at lvl 20.
Hits only once, but has 8m range instead of 5.
There are several ways to improve Blood Storm. (not all together)
-Add a buff or Debuff on it. Damage over time on targets or some other buffs for the wizard upon using it.
-Make it an instant cast, no cast time whatsoever with a slight dmg boost.
-Increase dmg alot with a decent cooldown decrease.

-Single Target Spells hardly worth skilling over passives that improve auto attack.
Bloody arrow is close to be useful, but not quite due to the 6 seconds cooldown. It would be intresting to see a Damage over time or increased dmg taken debuff on the target. The Debuff especially would make it intresting for party play against tough bosses.
Ice Arrow on the other hand is vey weak. It COULD be useful for kiting bigger targets, if the cast time wouldnt waste the slow effect already and the dmg gain is simply not worth skilling it. And Completly useless during party play.
Make its slow affect attack speed aswell and increase its dmg a fair bit and i could see myself using it again.

Both arrows could also use a little accuracy buff in the sort of a slight homing onto the target. Iv stopped counting how many times iv missed the target due to a little side step.
And especially in the Abandomed mine i had alot of issues hitting with the Bloody arrow even when i was standing still and the little spiders comming straight at me.

And Finally, i realy miss an “oh shit” spell. Something that can get me out of a tricky situation. I was primarly thinking of a standart Blink/teleport skill to get away from a boss/mob group.
But seeing the Blood/Ice theme it could be intresting to play around with those and basicly leave a shadow image of myself out of blood or Ice in my place that the boss/mobs would target while i could run away for a few seconds.

alright thats it, thanks for reading if u went through it all. Hope to see the game become popular soon :)

regards.

 
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Topic: Redshift / Balance and Player Retainment Suggestions- Please read this thread.

What the game realy needs is some realy challanging ways with a very good chance to get the best rewards, while everything thats farmable within seconds should only be used to prepare urself for that.

Like lets say we farm Sectors, Bases, Spins etc. only for legendary Drops while there would be some massive Co-op Boss/wave like fleet fight that would take a long time but would reward the immortals.
(or make it diffrent difficultys for diffrent rarity drops)
classic mmorpg system basicly.

Obviosly adding this to the current game would screw over the newer players a bit, so i guess it would be best to add another new top rarity that would be dropped in the new challanging stuff and the old stuff could stay as is with a little increase in droprate maybe.

 
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Topic: Redshift / How to beat Sector 76 (Guide In Thread)

Many ppl struggle with this Sector, and maybe this small guide can help them a bit to sneak in a 1 star victory.
First an Overview over the Fleet i used for this:
FP: 152.418
Crew: http://i.imgur.com/h5zSUYH.jpg
Fleet: http://i.imgur.com/z2KEtvj.jpg

The Important parts are the Axiom Buff (helpful but not essential) for the extra Damage and that all the other hosts have a slow firerate, which makes them Focus on the highest plating ship within range (usually hosts)

Best approach for me seems to be to deploy ur first squad on the top, a bit away from the enemys to target the solo Axiom. This squad should be storng enough to kill the axiom on its own.
http://i.imgur.com/hF2IQ2Y.jpg

Ur next Targets are the 3 Titan hosts in the middle, they are Immortal ships but have the weakest plating.
http://i.imgur.com/qNaHujr.jpg
Spread ur fleet around those 3 titans while trying to hit each of them equally.
Be careful that u do not drop ur fleet to close to the 2 Liberator hosts ontop and to the right of the titans, as those have more Plating which could make some of ur squads to target the wrong ships.

If everything worked out as planned, the battle will now be very chaotic, but ur ships should be close to finish of the 4 hosts that u need to get a 1 star victory.
Chaos: http://i.imgur.com/n5QdIM2.jpg
1 Star Win: http://i.imgur.com/j1wBSJl.jpg

This might not always work on first try, but once u get the feel for it, u should be able to reproduce a 1 star victory in most trys.

Hope this is helps atleast a few ppl.

regards.

 
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Topic: Redshift / The Possible Reason to Base Raid after a Base Buff (idea)

sounds awesome. I know things take time to implement, so no worries.
Just thought it would be good to put the idea out here as i thought the combination of weaponry dropped from base raids would kinda make sense.

And i just thought about it now, the armory could work as a tech center aswell, if u would go with a prefix/suffix system, to allow u to research towards better chances for certain weaponry drops if u defend succesful.
Ah so many ideas, to bad i have no idea about coding lol.

 
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Topic: Redshift / The Possible Reason to Base Raid after a Base Buff (idea)

Hey there once again Clip :)

A few Days ago u said that ur current progress on the Base Raid overhaul wasnt as satisfying as u hoped, and i had an Idea in my head for a while now (and talked about it a few times) but not sure if u were around at any of those Times.

Obviosly i do not know what u already planned/changed, but for me a big Reason to Base Raid, even if they are insanely hard would be if the Bases could drop higher rarity Weaponry.
We have Ships, Inters and Crew all in diffrent raritys, the Weaponry, even though its strong compared to the Ship Stats, just feels lackluster on that part.

So a few short points about the idea first:
-Rare-Immortal Weaponry Drop only in Base Raids
-Possibility of a Prefix/Suffix System on those
-A new Base Building called Armory with the chance to drop Weaponry
-Chances that the change could motivate ppl to only hit the strongest bases they can handle.
-Inventory system and possible salvage system for weaponry.

-Weaponry itself
One way is ofcourse to just add the higher raritys with better stats, and potentially new forms of weaponry currently not available.
Another would be to add a classic Prefix/Suffix system to the dropped weaponry ala Diablo 2 etc. Which would be realy cool, but i cant imagine how much extra work that would be for u.

-What decides the chance of Weaponry Drops
Just adding Weaponry drops to Base Raids would be short sighted.
Best Way i can think of would be to create a new Building called Armory or so, which would only be available at higher Command Center Levels (like 7+) with more Armory buildings available with each extra level.
If an Attacker Destroy the new Building, he would have a Chance to get a Drop (or a guaranteed grey) but if the defender does protect it succesfully, he would have a chance for a drop instead.
The Chances to get a loot/higher rarity could increase the better ur Armory is leveled.
Giving a reaosn to attack the best Bases u can find aswell as a reason/reward for Defending.

-Weaponry Inventory/salvage system
Ofcourse with all the increased attention for Weaponry, it would be a realy bad thing if they would be fixed on 1 ship and destroyed when removed as it is in the current system.
To realy enjoy a fully fledged out weaponry system, we need to be able to try out, and move around weaponry at will without loosing them.
They could simply work like the other cards, maybe a slightly increased inventory in return.
A possible Salvage system where we could get half the invested prime back/some for the weaponry itself would be a bonus ontop, but since inters dont have one, its not essential.

Well, i hope u like this one aswell, although im afraid that its probably to late to consider it for the base overhaul.

 
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Topic: Redshift / Alternative Pirate Idea

glad u like it. :)

as i said alot of details are left to figure out, but if done right i could even see Speed and Range buffs beeing useful (maybe if buffed) here.
A pirate squad that can rush in with high speed, or shoot the transport from afar could be tricky to defend against :)

 
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Topic: Redshift / Alternative Pirate Idea

With the Base Buff happening sooner or later, i keept thinking that the Pirates after a Base raid might not work anymore.
If Bases would be as hard as Fleet raids against a strong opponent, getting another strong Fleet after it would be overkill.
So here my idea to keep the idea of pirates, but in a completly diffrent System. (potentially intresting for alliances)

Some Short infos first.
-Seperated game mode with Pirate theme.
-Kind of an escort mission
-Every Player can set single squads into pirate mode.
-Rewards for both sides possible.
-Could be part of Alliance Warfare

-The Gamemode:
Instead of Pirats appearing randomly after a Fight, this one wold focus on the idea of Space pirates, but less as a full organized Fleet and more about random Squads trying to hit a weak Target.
The Player initiating the Fight would have to Escort some sort of Ressource Transport from the Bottom Corner to the Top Corner for example. (could be random)
This Transport would move rather slow ofcourse.
The Pirates would spawn 1 after 1 Squad all around and the Player would have to stop them from reaching the Transport (not sure how this could work with the current targeting system though)
Pirates would get more then 8 Squads in total, to make up for there splitted appearance.

-Who and What would be pirates.
Every Player would be able to set some of his Squads into Pirate mode, making them unable to be used for other stuff in the meantime.
In return, the Squads could get rewards for the player sending them onto a Pirate Mission. Such as if they manage to kill a Host or even the Transport during the Pirate Mission.
Pirates in a Game would randomly pick the Squads available, potentially factoring in the Fleet raid elo of all the Players.

-How it could be used in Alliances.
I do not know the plan u guys have for Alliances, so maybe it wouldnt make sense. But if the Alliance System will include some sort of Ressource donating System, this would be where the Pirate System could make sense.
Players Transporting Ressources to there Alliance, and the Pirate Squads from other Players trying to stop this.
If a Player is succesful the Alliance gets the Ressources and maybe a Bonus based on how secure the Transport was.
If a Pirate destroys the Transport, the Player(s) sending in the Pirates would get the Rewards either for themself or there Alliances directly.
Possibly a Player could order his Pirate Squads to focus only on a certain Alliance.

Ofcourse there would be alot more details to figure out, but maybe u like the idea :)

 
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Topic: Redshift / V2.71 RELEASE NOTES

found a little bug.

Upgrading a Tower With nanos is supposd to be 50 Immortalis reward now, but it still rewards a green EXP card.

 
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Topic: Redshift / Attack priorities (base assault)

just place them. with the new patch they auto target turrets anyways :)

 
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Topic: Redshift / Attack priorities (base assault)

slow fire rate ships should focus higher plating targets first, and for the most part turrets are the targets with the highest plating in a base.

 
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Topic: Redshift / Why Titan is broken

when u use the titan, or any other epic+ ship as escort they add a passive bonus to host, or squad or in the case of the titan, adds a fleetwide bonus for inters.

 
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Topic: Redshift / Does anyone know ____?

leveling my Argo active did cost me around 190k to reach lvl 50, then another 140-150k to finish at lvl 60.

 
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Topic: Redshift / Why bases are broken

Iv played othe rgames alike, that had bases drop special stuff, making base raiding realy intresting.

Obviosly i agree with u that bases need a reason to be attacks, and need both a reward for defending aswell as a penalty for loosing.

As an idea for the Attacking player reward:
Why not add Rare weaponry that one can only find in base raids, and only on certain higher rank buildings and such. Like a Singularity Tower could have a chance to drop Rare cannons and make it so that the Level of the building increases ur chances for loot/better rarity loot.

 
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Topic: Redshift / Why Titan is broken

not much to add other then i agree once again with u Kraz.

Im currently running 7 Titan escorts at lvl 60+, and its scary to watch those inters go wild at times.