Recent posts by Hurpidurp on Kongregate

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Topic: Kongregate Multiplayer Games / [Vorp!] Epic bug! LOL!

That is pretty freakin hilarious.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Dragons and Titans

That would be hilarious Sirov, and a nice ode to the game’s roots, but if my eyes don’t mislead me, the rider seems to be that weird magician guy from Yuh Gi Oh no matter what dragon you choose. Hopefully there will be skins or something for the rider that don’t take cash to get.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Dragons and Titans

This is kinda funny, when vorp was dying I always thought they should just scrap Vorp 1 and remake it as Vorp II with the single player changes and mm improvements. Now they’ve done basically that, but since they changed it to fantasy instead of sci-fi, and my favorite ships are gone, I’m a little disappointed.

I’m sure I’ll like this new game in time, but I will miss the vorp days.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] OPS Ideas

The one reason I don’t like most of these ops is that they are improved versions of existing ops, rendering the old obsolete while not adding as much new material. deportal and emp for instance. I like the idea of an op that can heal structures though. Maybe the bots would move supper slow that you have to basically hold still in order for them to heal a ship effectively.

Telemine too strong, not because of the damage it does, but because it effectively stuns enemies for so long (standard deport time I assume)

There is no current op specifically for anti structure. I would like a timed charge. Drops a destructible bomb with a 5 sec countdown that deals 500 damage. Pilots can destroy it but turrets and drones will not target it. almost useless against players and even drones, but gives some ships like shinobi that little extra firepower they need if they ever want to destroy structures.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] ban all noobs

lol, I’ve never seen a forum post where every response disagrees with the thread creator.

Yeah, we want noobs to join and then get good. Maybe you should just do the world a favor and delete this thread before you scare away any potential players. They mights see the title in the list of thread topics and be discouraged.

Oh wait, nevermind. I guess if they stayed with the game long enough to check the forum, they probably already decided to stay even after all of the players like master dissing them in chat.

 
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Topic: General Gaming / Vorp

+1 to all of the above. This is my favorite Kong game. The thing I like most about this game is highly skill-based play and the shear variety of ships and tactics (kinda wish there was more of a variety of maps and game modes though). Your ships get slightly better as you play longer and acquire more “tech”, but they give minimal percentage bonuses and the primary determinant in battle is skill.

Not gonna lie, even with some solo mode practice, expect to get pwned pretty hard until you learn the strengths and weaknesses of some of the ships and have learned the general good strategies (which the forums and community are more than glad to help with). Once you get the hang of it, this game is very exciting and addictive, though a little frustrating if you are too concerned with your performance. Sometimes the matchmaker gives you the shaft, but that’s life. If you are the kind of person who is really concerned with your permanent score, maybe you should start with an alt account first and make your real account once you are comfortable.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Turbo hawk overpowered

Honestly, I don’t have a problem with it’s boost or blades (even though I am kinda butt hurt that so many people are good with the blades except me :P) The real problem is that the stunning ability is the single most frustrating to be hit with. You get ro skidded and all you can do is watch yourself spin and die. At least with flux hole, it’s only the undu kicking your ass as you sit there. With ro skid, everyone can take a free shot at you, and ro skid has three easy charges vs flux hole’s long cooldown.

I don’t want to admit how many times I’ve seen a weakened enemy, thought “I can pop in there, kill that one and get out before the turbo kills me. I’m at full health after all”. As soon as I touch the corner of any tar though, I’m dead in 1.5 seconds. Even if I trick him into missing with it or he just used one on someone else. He’s got plenty to go around.

It seems the only vehicle I can kill turbos in is the ant strangely enough. I don’t like to call any ship OP since almost all of the ships have been called OP at one time which indicates that the devs have balanced the ships quite well and that the real imbalance is with player skill. If I could change any three things about the current ships though, it would be a nerf to ro skid (either shorter duration, longer cooldown or 1 charge) and the other two would be a change for SS venture’s phase beam, and the torpaz’s bouncy primary attack, but that’s another topic.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Manners

We as a community have supported many matchmaker change ideas. Masa, I’ve read some of yours and have replied to some, but after seeing so many repeats with yours and everyone else’s, it gets too repetitive. You had good ideas and even with the community support they haven’t helped because it doesn’t matter how many other players respond if the devs DON"T LOOK AT IT.

The matchmaker is flawed yes. Could if be improved with relatively little programming? Probably. But it is not as bad by default as most players think it is. When it first matches six players together and starts a que, the teams are fairly balanced in terms of average match score. As players leave and others enter, mm makes little compromises step by step until the balance is gone.

But team balance is not what this thread is about. It’s about courtesy to noobs. Lets take a case where the teams are amazingly balanced and both teams have a feeder noob on them. Even before the round starts they are sensing negativity as everyone wants to leave when they see them. Then, in the round they are dying over and over. Do you think it’s fun for them? On top of dying every 12 seconds they have their team yelling at them and telling them the loss is all their fault.

Again, the community has made mm suggestions for the devs where people under a rank of 1250 can not fight with people over 1300 at all and other suggestions etc etc. But keep in mind that our room population rarely gets above 30 these days. They would never get into a match. The fact of the matter is the devs won’t help us until AFTER the numbers improve and the game shows promise of making any money whatsoever. Even given some flawed game matching mechanics, it’s up to us to find a way to keep new players.

Will the noobs necessarily get into some matches with people who waaayyy out-skill them? Yes. Everyone has to start somewhere and while numbers are low there is no way to avoid this even with mm improvements. So it’s up to us to offer encouragement and get noobs to WANT to stay. That is the main message of this thread IMO.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Manners

ambiguous sarcasm aside. This thread was less about whether to post in chat during round or how to conduct insult wars than it is about courtesy to noobs in general. Don’t get pissed at new people for not being amazing or not following direction. Some of them couldn’t follow directions even if they are receptive because they are still learning what the heck is going on. It’s a game. If it’s not fun, they won’t stay. We WANT THEM TO STAY. If you see a noob on your team in que. Don’t yell at them to leave or leave the que yourself. Man up and stick through the fight. Offer encouragement to the noob when you have time (this part is the hardest for me because I am often too busy picking up the slack).

If this seems unfair to you and your rating remember these two things. 1. If there is a noob feeder on your team, chances are there is (initially) a noob feeder on the other team too (unless the usual bullcrap que leaving shuffle occurs). 2. Even if mm puts a noob on your team and not the other, if we all stick to this strategy, you are getting into rounds with noobs AT THE SAME FREQUENCY AS OTHER VETS. I know this second part is hard for you since it requires everyone to follow the same honor code in order to work and some people like masa will probably never follow it (no offense but I see you as the kind of person that would be that one guy). But who cares if a few jerks climb to the top of the rating by being dicks and cheaters. Some already do it with alt accounts. Let’s make this game more fun for the rest of us, and especially noobs so the player numbers can go back up and we can have a good mm again.

It’s not the noobs ruining this game and it’s not even mm. It’s the behavior of the vets. I could start a whole thread about how vet behavior screws up mm.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] EndGames Really Ended vorp

All true statements, please limit the number of redundant threads though, this is exactly the subject of another thread not three spaces down. Post there. :P

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Matchmaker Idea

idk, it sounds like it could be really bad or really good. Either way, the current system is so bad, it wouldn’t hurt to give it a 2 week trial run.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Pirate Ship for the Ninja Haters

Lol, this ship idea has a lot of features in common with this one from a month ago

http://www.kongregate.com/forums/187-vorp/topics/320707-ship-concept-ectoga

which itself was very similar to a combination of two ships from earlier.

It’s hard to be completely original, but I must say that I prefer this rendition of the broadside ship. I think it should be truly broadside and not seeking like the ectoga described or the circe.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] So we've lost a bunch of players ... now what?

Yeah, we don’t want to draw another huge influx in until after some changes though or we won’t keep them. No changes will happen soon as ENDgames has tabled the project. I still have hope and think this game can be saved and will be awesome. Don’t get too anxious about drawing players until there is something for them to stay for.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Leaving Instead of Dying

I must admit to having done that before. I did it because I was so frustrated with something, I just left and then re-entered after I cooled down some. I always thought it did have a penalty though. I thought my ship stayed motionless and was always killed by the time I came back.

Maybe you should have messaged devs or put this somewhere obscure. Now we know about this and now I have to fight the urge to use it. Sigh.. I’ll be good.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] End Games

That’s reassuring to know that they at least plan to get back to it later I guess. I don’t blame them for tabling a game that doesn’t make money.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Ship Paintjobs

In general, I like the idea for the long term. It would add some incentive for skins without breaking the game. This would also be a means for endgames to make some more money off of a game like this. Just like tech and high ops, it does give more experienced players even more of an advantage though so I think that it CAN NOT be implemented soon.

Anything that gives the already skilled/experienced (assuming that only those who have played the game for a while and are addicted will bother to buy skins) any more of an advantage should not be implemented until AFTER matchmaking is improved and user count goes up. I know you mentioned that the default paint job has some benefits too, but having more options helps to maximize the ship for someone’s particular play style and are therefore, in general, a buff for those with the money and interest to buy skins.

I cannot stress enough that even though this is a great idea, it should not happen yet. I do hope someone from ENDgames notices your idea and saves it for later though.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] unable to connect to server

That is odd. It would be easy if I could tell you it is on the server’s end and that we have been experiencing it too but I, for one, haven’t had any problems with vorp in the last few weeks. It sounds like the same kind of error that people get when their firewall is blocking port…. I can’t remember. I think EndgamesRyan posted something about getting around it.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] (ship design) Brilliant Gateway

Gorigomi, I’m not sure I understand what you mean. I assume you are referring to unstable jump and either you are suggesting that the jump have charges, similar to circe, or just do four times as much damage. Either way, I’m pretty sure that would make it OP.

The damage of an ant unleashing two sting missiles in your face is already pretty damn impressive.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] (ship design) Brilliant Gateway

Ok, so I thought of a sci fi reference that would work well for this ship’s pilot.

Pilot: Edrim Arackeel Race: Tupilon Favorite food. Bang!-spiced coffee

Appearance: a swollen-headed pinkish alien with small limbs and webbed digits.

The Tupilons are employed as navigators far across the galaxy for their ability to fold space across great distances and to quickly calculate the complex algorithms needed to fold a safe path. Their mental capabilities are enhanced by regular consumption of large quantities of B! which is theorized to have altered their physical evolution. When traffic is low and clients are scarce, some Tupilons, like Edrim, turn to more violent means of feeding their B! addiction.

Quote: The Bang! must flow.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] For Developers Matchmaker upgrade

The wait times are long, but I wouldn’t mind longer wait times if it meant having a good mm. If Endgames ever gets the opportunity to draw in a new round of newbs and they stay, that will fix the wait time issue.

This is gambling on the optimistic, but is the only way to make for a game that can grow, even if it means things suck for a while while the game is small.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] (ship design) Brilliant Gateway

Lol Mirror you posted while I was writing a reply for bunbun.

Good suggestions, the only one I am hesitant about is invincible gate. Once you get a gate deep into the enemy base, it would suck if there was nothing they could do about it and backdooring skyrockets.

Oh wait, you said invincible for 5 seconds. Hmm. Ok, all of your suggestions are good.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] (ship design) Brilliant Gateway

Well, obviously, the asteroids should do more damage as you upgrade them. When I refer to the upgrades as “similar to x ability” that already exists, I mean on a level by level basis. Having the projectile speed increase as well would offer another advantage. I guess that’s a balancing question.

Yeah, I’m not sure if unstable jump should prevent all loadouts from working while charging. If it turns out to be too much of a hindrance and no one uses it, then perhaps it should just have a shorter charge time. Perhaps it should just prevent expunger and deployed gate but allow asteroids. IDK

As for expunging vortex, I probably could have explained it better. It causes the frontal portal to change for a given duration, and during that duration, any enemy ship that enters is immediately whisked away. No .5 sec wait time like for the allied ships.

This could be really handy in a group push into the enemy base, if three defenders come to intervene in a tight formation, the expunger could really buy the attacking team some time to harass the base unhindered. Obviously, fast ships will be back rather quickly, but you should have destroyed one or two turrets by then, depending on how many friends you brought with you.

You may be right about needing to be faster than the dread. Even with the ship and primary attack projectiles going faster, it would still get fewer kills than a dread because two of it’s load outs are support abilities rather than Dread’s four damaging load outs that can all be used at the same time.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] (ship design) Brilliant Gateway

Ship Name: Brilliant Gateway
(inspired partially by bun bun’s most recent ship and raa’s carrier)

Appearance: The primary hull is composed of two sleek pontoon-like pods each emanating a translucent forward arcing “wing”. The ship also sports a twisting vortex nestled between the wings in the front of the craft. The overall appearance is much like that of a protoss tempest from heart of the swarm, except with the wings being translucent and immaterial.

Role: A movement based support ship, (as opposed to a healing based support ship) capable of teleporting allies across the battlefield.

Pilot: I am open to suggestions.

Loadouts:

Teleported Bombardment:
- Asteroids are teleported in and flung towards the enemy.
- The high speed chunks of space debris slam into the enemy ship and bounce off to potentially hit another target, or even a third before breaking into pieces.
-Damage, range, and rate of fire are comparable to the dread’s BFG, only bouncing takes the place of explosion damage, and the asteroids to not simply pass over allied ships and clank wall.
–The secondary target takes 60% damage and the third takes 40% (note, the third target may be the same as the first if bounced properly).
-Bouncing off of allied targets or walls does no damage, but counts as a collision and therefore reduces the damage of future collisions.

Unstable Jump
- Teleports the ship a moderate distance forward and then discharges a nova of spent and volatile vorp.
- Requies a brief charging period, similar to omen sphere but does not slow down the ship. Blast radius is similar to 4 charges of ventilate and the damage is similar to that of sting missile. Teleportation distance scales as ninvisible.
-This ship was not meant to teleport itself, but reckless pilots have hotwired it to do so with sometimes deadly consequences.
-The gateway is closed for ally transport while the jump is charging.

Expunging Vortex:
- Enemies caught in the vortex are teleported to their farthest depot.
- Again requires a brief charging period and the vortex (which visibly changes color from the regular mode) lasts for 1.5 seconds, 2.2 seconds or 2.9 seconds as upgraded
- The gateway is closed for ally transport while the expunging vortex is charging or active.
-This is the primary defensive ability and serves as a support ability in the right circumstances.

Deploy Portal:
- Deploys a vortex that allows allied ships two-way transport between the deployed vortex and the brilliant gateway’s frontal vortex.
- Is deployed or recalled similar to the clankor’s turret. Also similar to the clank’s turret, it is destructible by enemy fire and cannot be deployed again until after a cool down.
- After a ship passes through the gate in either direction, there is a short delay before the gate recharges and another ship may pass.
-Upgrading this ability decreases the recharging time and deployment cool down and it increases the vortex’s energy.
-The color of the deployed gate and frontal vortex changes when recharging or when inactive due to using unstable jump or expunging vortex.
-This is the ship’s primary supporting ability and can be used near a depot for fast ally heals, at the core to help respawning allies get back to the fight… possibilities abound.

Please note that the translucent wings are non-collidable such that allies can more easily enter the gate and enemies can be caught in the expunger. To prevent wonton teleporting allies away when you accidentally bump into them, perhaps they should need to stay in the ship’s frontal vortex for half a second in order to teleport.

Energy/Speed:
As a support ship, it should be relatively slow but with decent energy. My initial thought is to use the same values from the dreadnaught.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] [ Ship Concept ] Ectoga

Klackerer, maybe I missunderstood the original post but I had assumed that the q and r spawned ghosts were both tracking. I am generally against tracking so I suggested that it require at least marking the ship first. At any rate, at least one load out should include ghosts of some sort since that is the central theme of the ship and if those ghosts always fly in a circle around the ship then that is too similar to xxggr. There are probably a myriad of ways to implement them without a circular path or bindu-bolt-like tracking.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] OVERPOWERED is OVERUSED!

Lol, I agree entirely, as you might guess from this part of my chat history.

Hurpidurp: proving once again to all the craw and clank and undu whiners saying omg it’s OP that it is actually the ant that is OP. but if almost all ships are OP, doesn’t that mean that none of them are….

ajfast1: lmao ant is not OP

klyxes: people just like to whine, thats all

Hurpidurp: and turbo hawk is OP and iron wolf is OP and so is angel fire, and shinobi and circe and SS and dread

Hurpidurp: They’re all OP so stop complaining.

Hurpidurp: This has been a public service announcement. Have a nice day. :)