Recent posts by wurmspawn on Kongregate

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Topic: BattleCry / Territory Farming Idea

sure, if in your catalog of all the items you currently have there are say, 2 * Umenth’s plate. The first army you build to protect your capital uses both, along with Octopoids with Zamaroth’s swords. Pretty solid army.

Now, you set out to conquer your first NPC tile and start to create the army. Unlike PvP where you could make those Umenth, Octopoid, Zam dark spammers, those items have been used up in your capital’s army, so they cannot be used in the construction of any new armies in territory control.

So, let’s say you make an Orc Archer army, it beats the NPC army that was there (could even be copied from campaign or randomly selected low tier player’s army) and now those Orcs are used up too. They will continue to defend that tile on the map from any player that attacks and will stay unavailable in further army construction until they’re beaten.

As I was walking home I got an idea of how to address the extra time building armies. If when you are designing a unit you could save it under that name in a list, then you could select from a list with a lot more condensed information when building armies. But, this is a deviation from how it’s currently wired to make units with what’s available.

I’m full of ideas… hah ~: )

 
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Topic: BattleCry / Territory Farming Idea

concerns brought up in chat by those who choose not to post:
-it would be hard to balance
-people who have more of the better items would have an unfair advantage
-making armies every time would be time consuming

response:
-yeah, grinding seems to happen because it’s faster to get gold than the ladder due to search time. as much as i love making new armies and would enjoy this challenge, i can see how a quicker fix would still draw more players.
-having some players with larger collections having an unfair advantage seems to be something to drive the game economy, to fuel that long tail of needing lots of gold for more and more armies and legendary items.

 
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Topic: BattleCry / Territory Farming Idea

As an alternative to grinding through campaign missions or friendslist sacrificial armies, here’s a potential idea.

It’s a new game mode essentially, so I guess there’d be a fair amount of coding overhead.

Territory Farming:
-——————————————-
In addition to the PvP ladder, every player gets a kingdom, which corresponds to a starting hex on a world map. You can conquer adjacent cells against NPC armies, or PC armies and take control. Gold is received for winning, and time controlled. The longer a tile has been controlled by a PC, the higher the gains for someone to take it from them.

The big difference where this deviates from PvP is that each card in your catalog can only be used once. When you set out to conquer a tile, you enter the army design window and only have whatever isn’t currently holding another tile somewhere. If that army wins and takes the tile, all those cards/units are locked into that configuration until abandoned or defeated.

This will result in a larger variation of army types, since we’d all run out of our best army builds closest to our capital. Or, maybe you’d leap frog and send your best build after another player’s capital. A common question in chat is of course “How do I get more than 1k pts?”.

It’d be hella sweet if your capital build could have 1500 or 2k, mega army, hard to dethrone. A capital defeat wouldn’t have to relinquish control though. Maybe it could cause those players to teleport to another map location, as a way to compensate for player power imbalances (high ladder tier players dominating all the n00bs).

The mechanic of gold value increasing with time controlled gives incentive for intense PvP to shake up existing kingdoms.

Pros:
-provides a dynamic and ever-changing way to farm for gold
-gives us a use for all those extra items that we’ll generally ignore (or wish we could smelt down)
-another layer of tactical planning
-potentially bringing about more viable builds because of item scarcity

Cons:
-sounds like a lot of work to code
-how to distribute players on the map so that it’s fun and not oppressive
-potentially large storage and search issues due to the exponential increase of armies

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] tile conquest

i’m really liking the idea of energy-based tile conquest sans guilds. would totally up the PvP, which is what I hear wanted most in chat. especially if fame were the reward, and fame could be exchanged for ori cores.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Found some orb stats...

hopefully those of us who spent cores or stones on orbs previously will get some back

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Petition for Old Conquest

-1, i think this is headed in a good direction
the immersion of the world map is much higher too. despite constant whining the devs are attentive to the forums and constantly updating. imho this is just getting better and better, so i’ll happily put my trust that conquest is going good places.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Conquest

bbrday & manaco sitting in a….
winning the thread! hahaha

love the direction that the WM is heading syn. i like how you’ve mentioned many of the fun things about prior conquests are returning. i feel like the assets are a bit better balanced to pit even-levelled players against each other in contest.

i do like the idea of resource donation and levelling up forts etc. that was definitely a strategic component that lead to interesting escalations. not sure any of the systems mentioned here would be ideal

re: infinite map. don’t think this is necessarily a problem. toroid recursion at edges is common in many games, but then removes the ability to hole up your armies in australia or south america. because there’s too many players to make a solid start in asia… oh wait, wrong game. but, there are some insane clumps on the map. it’ll be really interesting to see how this influence map works out, and whether there’s any strategic advantage to the patterns as a result of where guildies got placed randomly

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] "Quick army select"

i like the idea of a building that can save army configs. but i think many of us like to vary our army slightly based upon what the base we’re attacking looks like. therefore i think the insta-attack not only takes away from the experience of spending time on the WM, but also discourages customisation of armies. i think if the buttons were at the army select window, and then just filled your deployment with as many of the units you had available from the config, then it would just be a few clicks to customize from there while still retaining the convenience of templates.
good thinking del ~: )

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Current roadmap

coming back after a break, it occurs to me that hero selection/training could be streamlined. clicking on HoH or the portrait takes you to the same place. it would be nice if one just shortcut straight to the hero selection window. and in that window, it’d be so nice if you could double click a hero to select. too many wasted motions in something that gets used constantly.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

does anyone even use swordsmen anymore? what about having them get a bonus % from hero buffs at higher levels? like maybe 5% additional from a buff at lvl10 or something, might make them worth deploying again

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

with the daily bonus, it would be nice to be able to select any of the boxes that already have green checkmarks on them instead of the highest tier. that way we can focus on getting something that we’re after, without having to skip days

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

make conquest map more intuitive:
dunno if this will be rendered null by the upcoming changes, but a different colour of occupied gem on a tile would be nice whether or not a hero is deployed on it. saves searching around when you just want to check in and drop them when you have a break. on that note, a little halo coloured to the orbs could be useful too.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Conquest - few ideas to improve current situation

Originally posted by Stark_:

I’d prefer having multiple conquest areas in which a guild is limited to participating in one at a time. A guild is considered to be participating when it captures a single tile. So if a guild is wiped from one conquest, or a conquest seems to difficult, the guild simply chooses another conquest area.[…]

i’ve also thought multiple maps would be a good solution for balancing the challenge. but, with your suggestion, it’ll just be each map dominated by one major guild. i would almost suggest that they are tiered with different levels of reward, based upon the total level of players. if these tiers were pretty wide in range of sum, and the highest really high, it might encourage long term play in addition to pitting the strongest against each other.

 
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Topic: The Arts / Techno, Post-Dubstep and other electronic - DJ forage

oh yeah, since i’m bumping this thread anyways. the extinctioninaction mix has been taken off soundcloud to make room for other things, but it’s still available on this excellent blog: http://bigamericannight.com/mixlist/

 
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Topic: The Arts / Techno, Post-Dubstep and other electronic - DJ forage

Thanks for checking out my page DragonArcherZ. I think we have different opinions in style, as that mix is definitely not trance. Techno, and minimal for that matter, focus on smaller variations over time in loops. If you’re interested in different rhythms like breakbeats or actual trance, have a look at my other mixes. Specifically, there are a couple of tribal/prog/techtrance mixes up on the soundcloud page, or if you search for my symmetree 06 mix on the web you’ll find a mix that travels through ambient, postrock, breakbeat to tech house.
cheers

 
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Topic: The Arts / Techno, Post-Dubstep and other electronic - DJ forage

Hey everyone. Since I’m on Kong a fair bunch while waiting for code to finish I figured I’d check out the forums.

I make electronic music and have been DJing for a long while. Kinda two sides, one dark and minimal, the other housey with breakbeats.

http://soundcloud.com/1nfinitezer0
If you like it, you could do me no greater honour than giving my facebook DJ page a like!
Cheers