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avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Inaccurate IP Calculations.

2nd perspective is on FB, high-tier play… I have nothing specific, but notice wonkiness.

I don’t know how to best test it with a cit9 without dropping guild. Ideas?

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Inaccurate IP Calculations.

Just wonder if anyone else is testing IP distribution? I’m doing it from two perspectives and getting mixed results.

On a Cit 5 Alt, in his own guild, it appears to take 70-96 minutes for points to register. Tested by taking a mine (lv 20).
Furthermore, was granted 8 IP randomly once, 4 IP on the hour randomly on top of the 2 I was supposed to get, and it seems as though the misrepresented guild tags under the resource actually distributes that IP to that guild. I plan to further look into that, but I’ve not really had the time to get all scientific on it.

Which is why I’m curious who else is looking into this?

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Spire/Fort count.

9 on FB now.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Spire/Fort count.

Originally posted by Fergusongregg:

IT a need to know basis and you DONT NEED TO KNOW!! :)

You’re…..not quite certain how a game operates in BETA, huh?

If they need feedback, we need data.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Petition for Old Conquest

Originally posted by wurmspawn:

-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.

this. FoV makes a good point in antithesis. We don’t need to polish turds, but we don’t need to start calling this new system a turd yet.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Spire/Fort count.

I operated under the assumption FB and AG had equal amounts of these assets, since you told us here there were 6 Spires and 100 forts.

That being said, I’ve personally found 8 spires on FB. Is this obscurity intended?

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / [Dev] Conquest

^ that suggestion blows.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Found some orb stats...

Originally posted by del2674508:

Ah, that’s refreshing.

I don’t see any anti- keris orbs though.

I know — that was my biggest disappointment. D:

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / [Dev] Conquest

Dropping tiles after 4 attacks to grab them again still a tactic you think we should use? If not, the problem exists. Put a 5m prot bubble on tiles after they are manually abandoned?

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Found some orb stats...

I doubt it, seeing as buffs with symbols (alaric blades, gungar, berserk, etc.) do not stack with one another.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / [Dev] Conquest Update

I simply didn’t have a vehicle slot until I refreshed. That, or I somehow missed it. I thought it would apply to all my heroes, though. I can’t tell you why. Ha.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / [Dev] Conquest Update

I noticed my heroes did not move faster, despite finishing the 40% vehicle. I guess that’s incoming though, huh?

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / [Dev] Conquest

Originally posted by deathreapers:
Originally posted by SeanKraZe:

Y u 2 guys have the same profile pic?

default kong pics XD

Or that, but my explanation is just as true.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / [Dev] Conquest

Originally posted by SeanKraZe:

Y u 2 guys have the same profile pic?

undeniable sexual chemistry.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / [Dev] Conquest

Originally posted by Manaco:

I was thinking along the lines of making levels similar to raid levels. Despite upgrading an asset level, it appears identical, only with more hp and damage, like the way it is with Raid Beacon.

Well, if you tack on 50% damage and armor to a low lv citadel, a low level Hero has fewer tools to compensate for that than a higher one. Even chaining attacks, it’s more likely with low lvs to use all 3 to kill one defense building, let alone make progress for the next guy.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / [Dev] Conquest

Originally posted by Manaco:

from other thread,
I believe this new direction IS the old direction but in a 3D view with real travel time.

Make all Assets, Fortresses, and Spires defendable by ALL guild members, regardless of personal ownership. This includes assets. (see next section).

Add levels to Assets, Fortresses, Spires. Each level increases the tile’s defenses. The IP bonus remains same at all levels. Resources on each asset level increases by a percent. All asset resources now go directly into the guild fund with a small percent going to the owner. (For example, an asset of 10k arcana at a 10 percent means 9k goes to guild, 1k to player. Each asset level up would eventually bring that number back up, say level 4 or 5 it would become an asset of 100k, then 200k at level 8, 300k at level 10 max?) So while this is initially an nerf to personal player funds, it does increase guild cooperation and warfare. Eventually it becomes a bonus for a player to be in a guild, enjoying increased resources by claiming higher leveled assets and being able to defend assets.

Fortresses and Spires simply increase in difficulty at each level. IP remains same at all levels, though I am not opposed to an IP increase but only at a slight rate. (like level 10 would only be double the IP of level 1).

Bring old tile cap back. Old tile cap = Heroes + 1. Current tile cap = Heroes + 0. Add a guild level. Guild levels add to tile cap (Level 1 = +1 for all members, Level 2 = +2, and so on.)

Assets, Fortresses, and Spires cannot be defended if a hero is not on the tile. Your hero personally must be on the tile to defend it. This forces players to use every hero at their disposal, instead of relying on only one or two of their stronger heroes, if they are expected to defend at multiple fronts at once. This will increase guild cooperation and warfare because two guilds can work to overcome a stronger guild by having both guilds attack at once at opposite ends. This also increase an awareness of guild territories because a guild would want to have a strong area of presence near forts and spires by claiming all assets near said forts and spires.

With the already locked-out of lower leveled tiles for higher players, it already applies a guild presence lock by preventing guilds at top-tier (Agency, L7, Brutal, for example, because they don’t have any players with low level citadels) from claiming any of the low-level spires, forts, or assets. This means a guild filled with only level 3 to 6 citadels can avoid a guild filled with citadel 7+ completely and duke it out only with other, lower-cit-leveled guilds on low-level tiles. All players at all levels won’t feel overwhelmed and cannot be bullied or dominated by the higher-tier guilds.

1. Levels to assets is nice. Having guildies donating res didn’t work unless the plan is to reward the guild with the most active end-gamers though. It was neither fair nor significant enough, to ask low levels still farming to donate 1/4 of their huge upgrade when that 1/4 is 1/50 of what an end-gamer can donate. I still think that, perhaps, buildings can automatically level as they are controlled, with, just throwing this out there, a max of 5 levels that generate every 4 hours for 20 hours. Like Manaco suggested, IP is static, it promotes guild cohesiveness, and it gives lowbies equal incentive to join a guild as they can help capture low level buildings big baddies cannot. Defending is rewarded, activity is encouraged, and it gives some peace of mind to guilds stressing out about stuff.
a. Max buildings held should be like tiles were unlocked in old Conquest. Heroes+1. You could then leave assets the way they are, (Heroes=asset#) and you aren’t crippling anyone of their coveted food and metal.
b. Each level of a fort/spire could increase armor to the cit, extra sgs, extra defense towers, increased cit level, etc so that it scales well for guilds (unlike raids where each level appears to add %atk and %health and %armor)(this discourages any progress for lowbies)

2. Hero needs to be on the tile to defend is sensible. I can’t add too much to that, and I don’t know how flexible the code is, but it would be cool if the Hero got sent back home after, say, 3 losses, in PVP fights on the map. I think I’m pretty much in agreement that it’s a good thing for the future of the game to let small guilds enjoy conquest without top-tier guilds being encouraged to poop on them.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Petition for Old Conquest

Originally posted by Corrupt0:

Okay first, you guys complained that Season 3 was boring/exactly the same as Season 2 (which it was, I haven’t forgotten) and wanted change, then finally when they give you a conquest change, you petition for the old conquest back?

Give me a freaking break.

Even if it was better, that doesn’t mean any reason to petition for the old conquest back. Bare in mind that this is a TEST RUN, which the developers said multiple times. As bbrady said, work on this one instead of petitioning for old conquest back.

^ poetry.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Petition for Old Conquest

Originally posted by SeanKraZe:

+1
I gave my thoughts on the “Conquest is live” post.

This cookie then belongs to you.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Petition for Old Conquest

Originally posted by ShatterGlass:

Sounds like somebody needs a hug.

Sounds like someone needs more than hugs.

 
avatar for bbrady bbrady 116 posts

Topic: Skyshard Heroes / Petition for Old Conquest

This post has been removed by an administrator or moderator
 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / BOOMERS ABUSE!!

Originally posted by Fergusongregg:

People cry cause they get beat. Devs can I have a base that can never be beat no matter how weak I am!!

Exhibit A.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / BOOMERS ABUSE!!

Originally posted by bbrady:
Originally posted by JPNL2396:

DEVS kindly set a limit on the number of boomers a player can carry during an attack

Cause fuck them!!
DEFENCES IS NO USE AGAISNT THEM!! THEN WHAT IS THERE USE THEN?? SHIT!!

If you keep this players on abusing it, then what would happen to in-game fun?

PLEASE LOOK INTO THIS!! AND MAKE SOME WORK!!

Thanks DEVS.

It’s frustrating, but DR said it best:

1, high metal/food cost at ranks 10/11
2, limited garrison storage
3, unpredictable pathing

Boomers are really stupid to use right now, in the current famine of food and metal both. If someones booming you, you likely pissed them off or you are holding too many extra resources.

Try to not be a dick (if it bothers you to be retaliated against), and limit your silo res.

[Removed]

Removed. Ha.

Sorry. Unless you want to look as petty as fergusongregg, you can try avoiding ‘salty’ behavior to prevent revenge boomings.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / BOOMERS ABUSE!!

Originally posted by JPNL2396:

DEVS kindly set a limit on the number of boomers a player can carry during an attack

Cause fuck them!!
DEFENCES IS NO USE AGAISNT THEM!! THEN WHAT IS THERE USE THEN?? SHIT!!

If you keep this players on abusing it, then what would happen to in-game fun?

PLEASE LOOK INTO THIS!! AND MAKE SOME WORK!!

Thanks DEVS.

It’s frustrating, but DR said it best:

1, high metal/food cost at ranks 10/11
2, limited garrison storage
3, unpredictable pathing

Boomers are really stupid to use right now, in the current famine of food and metal both. If someones booming you, you likely pissed them off or you are holding too many extra resources.

Try to not be a dick (if it bothers you to be retaliated against), and limit your silo res.

[Removed]

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / [Dev] Scarlett the Bloodwitch is now available!

Originally posted by LnDRash:

Well, since this topic is about Scarlett: Anyone found a good use for her?

I’m trying to main her right now because I really like her style, but so far I’m quite disappointed by her effectiveness.

She’s pretty bad at hero vs. hero, either gets kited or stuned and killed or simply beaten because her damage advantage gets undermined by other heroes armor and her own lack of the latter.

She’s decent at defending, but most of the time, once she has enough blood, the opponent has either already reached the citadel or the units are split up and scattered, once again diminishing her effectiveness. And while being a decent defender, she’s still outclassed by heroes like Gasket and Isunda, who also require much less effort and conditions to defend properly.

Attacking with units is also kind of meh… she can dish out some heavy damage, but can’t tank shit. If she had a bit of range so that she can hide behind some Rivets she’d be actually quite good, but alas she’s melee, she tends to take all of the fire straight into her face… which quickly forces her to retreat behind her units and doing nothing but watching and waiting for her blood bar to fill up so that she can do a bit of unit support with her corruption skill.

Anyone made different experiences with her?

Exactly this. The healing takes twice as long as it takes to kill her, to boot.

 
avatar for bbrady bbrady 116 posts
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Topic: Skyshard Heroes / Bases who instantly repair BUG!!

This bug sucks for attackers — obviously.

Worse than that, though, it sucks for the guy whose base repairs more, if they have res.

This is kinda out of control for the dude who has nothing left in his level 11 silos.