Recent posts by lwatt on Kongregate

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Topic: Berserk: The Cataclysm / Your suggestions

you don’t fight your own deck in koth. you do fight your own deck in dragon, though.

 
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Topic: Berserk: The Cataclysm / New Ideas

It’s also strange when equipment has a worse ability than the creature ability, and it supersedes the creature ability. For example, Magic Crystal (Back Off) on Butcher (Killer) – the back off effect takes place, not the killer effect, when it should be the other way around. Haven’t checked to see if killer equipment supersedes back off creature ability – but it should.

 
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Topic: Berserk: The Cataclysm / Feedback on Mini-Set Collection

I am one of the players who only started to play a month or two ago – didn’t get the chance to get anything pre army of darkness. It’s still too expensive for a fixed set with too many cards I don’t want. If you rereleased swamp ferocity, I might buy multiple sets of that, but there’re a lot of sets I wouldn’t pay money for – which is the problem here.

 
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Topic: Berserk: The Cataclysm / Feedback on Mini-Set Collection

it’s weird that Bytex is using “last chance” in scare quotes – does this mean that it isn’t really the final opportunity for players to get these cards? I hope so – at 750 ounces you’ve priced them out of what I’m willing to pay for them. Just offer one past monthly pack each month as a “legacy pack” alongside the new monthly pack – an easy solution that makes Bytex money, makes the game better, and pleases the fanbase.

 
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Topic: Berserk: The Cataclysm / Your suggestions

Clan wars:
In order to make clan wars more fun for all players, you should reward active clans beyond the top three. A lot of players have suggested this in the forums and chat.
It’s not healthy for the game to have the same top 3 or 4 clans competing for the same places again and again. Forcing the top clans to enter into conflict with one another by map placement would be a good way of ensuring that they compete against players with decks on approximately the same level, rather than just racking up influence points by declaring whenever possible and beating bots and much weaker clans. Of course, if a top clan drops to a lower position because of this, then next round they’ll be in a better position to get influence points, and a top three placing.

Dragon:
You changed dragon because people who farmed it made a lot of imps initially if they had good decks – though eventually the dragon started using a player’s own deck against them, so the odds of victory would drop to 50/50. The fix to require players spend ounces on dragon has resulted in a huge decline in the number of players doing it. A better solution would be to make the dragon into a daily campaign, so that players can only beat each dragon X number of times per day. You should set X based on how many imps you want entering the economy – but after you set an X of, say, 1-3, you should be able to adjust it easily afterwards based on the data.

Portals:
Many players have requested a way to change their portal changeover times from the time they were first opened. You could implement this via one-off payment or tower improvement.

Cards from previous sets that are no longer available:
You should make cards from previous sets available somehow, as they represent a unique advantage for the players who have them. I suggest that one should be made available each moenth as a legacy pack in the store alongside the new monthly pack.

The lab:
Players who have researched all lab cards have nothing to do with the elemental xp at present. Introducing new cards to the lab would be a stop-gap solution at best. Allowing players to convert element xp to imps would be a huge rush of imps into the economy. So, I suggest that you should solve the “inaccesible old sets” problem at the same time as this one – require that players spend elemental xp to access the current “legacy pack” monthly set. For example, when the current “masters of the sands” pack becomes available as a legacy pack, you should spend X plains elemental xp to unlock its purchase for imps or ounces.

 
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Topic: Berserk: The Cataclysm / Portal refresh - island already overrun

Yes – everyone’s portal times are different, depending on when they first opened them. So some other players got to the island before you – it happens. The only thing to do in that situation is check on the island periodically – once all the outer ring disappears you can start on the next ring. That takes 18 or 15 hours from the time of the last conquest on the outer ring – which you have no way of finding out apart from watching it happen or asking in chat.

 
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Topic: Berserk: The Cataclysm / Clan wars: fixed starting positions

It would be nice for Bytex to actually explain what their game decisions are and the reasons for them – rather than just announcing a “little” change. That said, I’m in favour of anything that weakens the top three clans cos I’m not in any of them. It would be interesting if grouping the top three together was a new mechanic so that you get high risk in this round when you got a high reward in the last round – encouraging some turnover in the top three places in clan wars. Hopefully rewards are distributed to more clans too this round – that’s the fix that every laar player wants.

 
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Topic: Berserk: The Cataclysm / Fixing the Berserk Economy - Good Job Bytex

Hopefully Bytex’s solution to team-farming koth isn’t the same one they had to “fix” dragon – making koth cost ounces.

 
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Topic: Berserk: The Cataclysm / laar 5k reward

It would be nice for the laar experience to be lowered – rapid xp gain through laar has made it quite hard to get new lands through portals for me.

 
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Topic: Berserk: The Cataclysm / laar 5k reward

Bytex, you should learn from the other, higher rated ccgs on kongregate and communicate meaningfully with your player base about upcoming changes. There must be some reason why you think that practically removing laar and dragon as gameplay elements, by making them not worthwhile for players, is a good thing for beserk. Players will be sympathetic if you’re facing problems balancing the imp economy with the ounce economy if you’re trying to find solutions that benefit them – even if your “solutions” turn out to be short-sighted and wrong – and they may even be patient for you to get it right. But misleading update description and vague promises about future fixes just annoy players when the facts on the ground are that your changes have made parts of the game they enjoyed cease to be worthwhile.

I personally think that you should revert your change to laar and dragon – there should be a viable regular alternative to island income. 4 k imps per day from daily campaigns isn’t enough to keep the game fun.

 
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Topic: Berserk: The Cataclysm / Are you serious Bytex?

On the other hand, laar battles are harder than a lot of the battles people can get 100 xp for, so perhaps you should get more xp for winning them. Also, if both players (the laar grinder and the 6 month active) are doing the same number of battles per day – it should take the laar grinder 3 months to reach the 6 month’s xp with double xp for laar. So your 3 week figure is also comparing very active players with less active players – for the laar grinder to reach that level in 3 weeks, they’re doing/did four times as many battles per day as the 6 month active. It makes sense for players who do more battles to get xp faster than those players who do fewer battles.

Why should laar grinding give less xp than barb grinding? At least laar is consistently hard – barbs range from easy to hard depending on their island’s players level.

Also – I did the math about archdemon clumping and the rng. If you have three archdemons in a single squad match, then 11% of the time you should draw three archdemons in a row. If you record 40 matches – and you get three archdemons in a row in 8 or more matches, then it’s statistically significant at the 5% level – there’s only a 3% chance of that happening if the chance really is 11%. I would be interested to know if the rng really is biased towards archdemons clumps based on the stats, but I don’t have three, so I can’t test it myself. If you have any suspicions about clumps of two archies being more common, or early/late draw being more common, or more complicated biases I can work out the stats for those too.

 
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Topic: Berserk: The Cataclysm / protector of laar for ounces?

I agree with infern0m. The only advantage for high experience is the ounce rewards you get every 10 levels. Sir V, in what way does having a high level break the game? From what I gather, higher lvls mean harder barbs on your island and higher lvl players in your portals, which makes growing your island more difficult.

Sir V, making imps harder to get has one effect; extending the time it takes to get good standard cards. As the cost for good prof cards hasn’t increased, this means that new f2p players will take a lot longer to be competitive with prof players. This will be good for free players who already have the good standard cards, in that f2p players with fewer good standard cards will take longer to catch up with them – which is your point about Adrelian and the Butcher. It makes the good standard promos rarer and so more valuable. It also makes getting promos a more valuable event for players who currently lack them. However, there is an optimum rarity for good cards – it isn’t always better to make cards harder to get. A lot of the fun in this game comes from grinding some imps then buying some packs for the chance at good cards. For me, doing laar to buy 3 plains packs, getting nothing, then doing it again for another 3 packs is a fun activity – even if I get nothing good (which is most of the time), grinding to get there builds my anticipation and makes the game fun. Logging on to defend my island, choose between getting one plains pack or saving up for a week to get a new level of my tower, and checking portals isn’t much fun.

If the problem is players grinding too many imps from laar – just make it a daily campaign. I don’t think 39k imps per day from laar would break anyone’s game.

 
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Topic: Berserk: The Cataclysm / Bytex does not heed advice ...

I would prefer if you could access past monthly packs – this might be an opportunity for Bytex to address the problem that research points become useless after a point. Perhaps past monthly packs could be unlocked for purchase through research points. Possibly the particular element shouldn’t matter – as otherwise players would have to have islands composed of all land types to qualify. Or the element could matter – so each card in the pack contributes X of its element in research points to the cost – and you could convert research points into different elements with some degree of inefficiency, possibly through a tower item.

 
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Topic: Berserk: The Cataclysm / Suggestions re existing and new tournament formats

Yeah – but the problem with the dragon using your own deck to prevent a player with a better deck from just farming it without too much risk is that when you have a 50/50 chance of winning, you break even in the long run. For example, you lose 1000 when you lose to the one squad young dragon, and if you beat it next time, you win 1000 net. Unless someone else beats the dragon before you get to recoup previous losses. But you’ve got the chance to get someone else’s loss to balance out that risk.

I suppose the answer to making dragon fights more fun is not to grind them for imps – maybe I should just wait longer between dragon fights so that my deck rotates out if its selection. Other options that occur to me like player/squad cooldowns – or making the dragon fight unavailable until another player beats it – seem like they would be more frustrating to players than the problem.

I would still be keen for the addition to koth and for more tournaments as per my OP though.

 
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Topic: Berserk: The Cataclysm / Suggestions re existing and new tournament formats

At the moment, the game has two semi-tournament features: dragon and king of the hill. Dragon is quite fun, but if you’re farming the dragon it gets annoying when the dragon starts using your own deck/squads against you – because as soon as that happens, you know that deckbuilding no longer has anything to do with the outcome.

Should the dragon be changed so that it doesn’t use your own deck against you?

King of the hill is fun – I just won my first single squad, no ultras matches today. However, it’s a pity that you only see the squad/s that beat you if you happen to be paying attention and challenge the hill again before it gets beaten by someone else. It would help for beginners to see recognize the strategies that the best people in their categories are using.

Should king of the hill be changed so that you get to view, optionally, the squads that you beat, and the squad that beat you?

Also – proper tournaments. Should bytex implement another type of tournament – for example, daily tournaments – where people submit their decks, pay their entry fees, and then they go into a direct elimination, possibly preceded by a round of pools seeded by player rankings. There’s no reason why with asynchronous multiplayer, you couldn’t come back the next day to watch how your deck did against the competition. A beginner would appreciate being able to see how their deck does against a wide range of player decks – rather than just the “currently the best”/“not the best” feedback offered by the current koth and dragon tournaments. Also, publishing all or some of the entries would help beginners to improve their deckbuilding.

I don’t know if there’s enough strategic depth in beserk to make proper tournaments attractive – I just started playing it recently – but there’s also the option of having draft tournaments (Sir Valimont mentioned this option to me in chat).

Is there any demand for making these changes to the existing tournaments, or for new forms of tournaments? Does anyone else have suggestions or comments on tournaments for the developers to take note of?