Recent posts by Holykannibal on Kongregate

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Topic: Dungeon Overlord / Suggestions Thread (January)

since you are reducing travel times anyways, open up the possibility of cross region marketplaces. IE a player without stonegating sees the auctions in his area only. with stonegating you see the continental sales. would go a long way towards allowing the markets to find supply and demand limits, instead of having some zones with lots of trade and some with completely dead markets.

 
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Topic: Dungeon Overlord / Official Solace Event: The Magnapocalypse

Jason, i apologize if i was overly harsh.

Gffg raises some good points, the other format does indeed favor no cash, or limited cash play. If anything, i wish they would find a way to make the new ruleset more enticing to players who do not wish to push their wallets to advance. I am certainly in favor of small advanatages to real money players, since that’s how NOG pays the bills for what i consider to be a fun game. But when the gap becomes too pronounced, i can see why there is a dropoff in population.

 
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Topic: Dungeon Overlord / Official Solace Event: The Magnapocalypse

Jason – i appreciate you sharing your opinion on which server you like best. However, your assumptions lack something, and are not generally what i would consider helpful.

Perhaps you should consider rendering your opinion on the servers you play on, not the one that you quit.

 
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Topic: Dungeon Overlord / Advanced Player Combat.

Bottom line is that NOG missed a release date for the APC, and has no concrete idea when it will actually roll out, if ever.

It’s been over a week with no solid timeline or expectation on when we will see the content. That’s not funneling players from one platform to another, that’s telling people not to play…. anywhere.

 
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Topic: Dungeon Overlord / Suggestions Thread (December)

this is why the speed of movement on elf raids is preferable as a mountain upgrade. The loot bonus has been subpar for a while…..

 
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Topic: Dungeon Overlord / To the playerbase

I have been pondering some of the same issues myself lately. Conceptually i love the DO format. Dungeon building with a pvp format to make it interesting. The implementation however, just isn’t in balance.

If you want meaningful pvp the loser has to be able to make a comeback, or you just have a king of the hill type game where as soon as someone loses a bad fight…. they are done playing. Very soon you have a server with very few active players…. sounds real familiar to what we have right now.

I really don’t have a concrete answer on how to fix that.

NOG needs to balance out the game, i don’t see the advanced player combat really addressing the core issue, that in the end, replacing losses takes to long and is too expensive.

By having punishing death penalties, and the relative ease of taking out furniture and other expensive items, real PVP is discouraged, which contradicts the whole point of the game.

We laugh about people flying the dove, but when it takes weeks to rebuild (or more) from a serious run of attacks, are people really surprised at people opting to buy peace, and people who get seriously hit, just quitting?

The core mechanics need a good long overhaul. People have to be able to fight each other without being crippled when something doesn’t work out. Otherwise all you have is a system where people only attack when they are sure they will win, not very interesting at all……

 
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Topic: Dungeon Overlord / The Tutorial, Please Improve it

Another suggestion would be easing up on the tile count in the starter itself. Early play experience is terrible with the tight restrictions in what you can build. Keep the expansions the way they are, but a starting player should not feel boxed in right from the start. The drop off rate in new players is a multipart issue, so a hard look needs to be taken at retaining players that try the game. Working on advanced pvp is great, but, if you don’t improve the early game feel, there will be no one to play against.

Right now

Players have two choices : spend money on the starter pack for the 25 tiles to actually get a functional starter, or research LSB, starting from scratch, meaning they have to piddle around for a week with a small library and limited locks.

*assuming they even realize option 2 exists.

This gives an early game impression that to play well, you have to spend real cash to do it.
In chat i have lost count of the number of players who see the first few minutes and say “O, another pay to win game, sorry, i’m gone”

 
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Topic: Dungeon Overlord / Girls of the Dungeon

There’s days matt i wish i could stay home with my kids. Tell the people giving you a hard time to shove off.

 
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Topic: Dungeon Overlord / The Tutorial, Please Improve it

It would be also great if tbhe tutorial actually prepared players for the game. We see the same constant questions over and over in chat, things that should be part of the tutorial.

For instance : How do I get leather? What should I look for in my 2nd dungeon? Why shouldn’t I build 8 warlocks in my level 2 library? What does Hide do? How do I get more tiles?

People should not have to go to the Wiki to get basic gameplay concepts. Those should be in the goal of the tutorial. Explain what they will get for leveling, for research, get the player involved, so they understand the game, and don’t just walk away in the first 15 minutes, downrating the game without even seeing the playstyle.

 
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Topic: Dungeon Overlord / The Tutorial, Please Improve it

I know it’s a dead horse, I know we’ve talked about it before, but it needs talking about again…

The game tutorial is desperately in need of a revamp. We assumed on the prior servers that it was a problem. On Kong, all you have to do is log into the game and watch the chat to realize how much trouble people are having with it.

Simple changes, like making sure no matter what a player does they cannot get “stuck” for building something they shouldn’t.

The pace needs to be quicker, it needs to catch a player’s attention and get them on the map asap. With at least minimal instruction as to what to do when they actually land on the map. IE: what to look for in a second dungeon, how to scout, etc.

It would be a real bonus if the starter dungeon layout it suggests was one that doesn’t use hallways, and builds as a typical experienced player would build.

Moving the add a friend quest to after the overworld placement would be great, as adding friends in game prior to being on the map is painful at best.

 
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Topic: Dungeon Overlord / [Official] Dungeon Overlord™ Progressive Room Upgrade Discussion

Pellets,

I appreciate the situation you are in currently, but, the real issue you have at the moment, is the playerbase is frustrated at changes that seem to add very little to the game, other then complexity.

The updates we were hearing about prior were pvp revamps, node improvement, and nowhere was mention of this game mechanic change.

The necro server beta ended 4 weeks ago. If this was the intended playstyle, it should have been trialed there. Rolling out changes then asking for testing and feedback seems counter intuitive.

 
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Topic: Dungeon Overlord / Pitch fork time.

It took about an hour to patch this onto the live servers. Roll it back, figure out the details of how to implement it right. Or scrap it altogether and go a different path. Otherwise you might as well put out the lights, cause the best and brightest in the playerbase are struggling to find anything good with this “update”, and the game score on kong is already dropping.

Check out some of the MMO’s are ruining kong threads if you want to get an idea of how much they dislike blatent cash grabs.

I loved your old game, I won’t play this one.

 
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Topic: Dungeon Overlord / Pitch fork time.

The game is clearly not what we paid for at the time we paid.

I’ll be asking kong for a full refund of all money spent on DO here, if the changes are not reverted in a timely fashion.

 
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Topic: Dungeon Overlord / Pitch fork time.

By increasing the time and cost of upgrades you’ve created a bigger gap between established players and those starting out fresh.

I can think of no reason why someone would start a new player on necro under this ruleset, or IA for that matter.

You’ve also increased complexity for new players coming in, I understand the room dependencies, but with the new incremental leveling, it will be harder for incoming players to understand what they need to level, and when, to get access to new units, furniture, etc.

Toss in that i can now move my starter into a soon to populate region, and pick a nice mountain cluster that will allow me to raid the new players coming in as the zone fills, and you do not have a model for increased player retention.

What you have is people realizing how far behind the pack they are, and finding a different game to play asap.

 
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Topic: Dungeon Overlord / Pitch fork time.

Also, you have a player retention issue with people starting and quitting very early in the game. How will making the room upgrade process more complex help with that.

The correct direction is simpler, not more complex. IIRC classic beta had a room leveling system similar to this that was scrapped because it was too much of a headache.

 
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Topic: Dungeon Overlord / Pitch fork time.

What you have also done by slowing the room building process is put players on necropolis / IA who have upgraded in the old system * MILES * ahead of those just joining the game now. Throw in the ability to move the starter with that, and the newly settled areas will become nothing more then farm zones for the established players.

Why would anyone create a new DO account with this ruleset? Higher costs & slower progress… not a good combination.

 
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Topic: Dungeon Overlord / Necropolis Dungeon Unlocks

I paid for unlocks prior to the update, and was not refunded. Nor do i plan to ask for one. They have changed the unlock schedule and costs, which quite frankly is their right to do at any time.

Please do not go running away and crying martyrdom or hate, when i am pointing out that your opinion seems to change based on what is in your best interest, not what is balanced.

 
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Topic: Dungeon Overlord / Levelling, transfers and remote collect

The death penalty as it stands is i agree far too harsh. I have had friends quit on IA over two things in general, lack of early direction being the first, and the difficulty of recovering from a wipe being the second.

Improvements in the tutorial to cover just the very basics of what to do when you surface would cut the drop rate in new players. Think about the questions we see most requently in chat from new players….

How do I get a new dungeon?
Can I leave my starting mountain?
What resources should I be looking for?
How do I get more experience?

Having the tutorial give a bit more early direction, would help with retention.

The death penalties need to be scaled back, especially for newer players.

 
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Topic: Dungeon Overlord / Necropolis Dungeon Unlocks

And how is what you paid in the past relevant shark? You fought to keep purchases in the beta that were changed. If they have made the unlocks cheaper, there is no reason to refund you.

Am i to understand that your stance is different now on permanent purchases then when the +3 goblin issue was raised?

 
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Topic: Dungeon Overlord / Intended use of Extra Dungeons for P2P Players

There’s been a lot of talk back and forth on the subject, forums and in chat.

I’d like a real true headcount of the dungeons available, both for free and p2p.

Not from someone on the forums, or playerbase, I’d like a Dev to answer the dungeon count question……

In the last week i’ve heard different totals from both nog mods, beta players, etc.

How many total dungeons does a f2p player end with, and how many does someone who buys the max extras?