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When "Ninja-port" work faster than opponent's short distance attack, that short distance attack will be cancel is better
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If disconnecting prevents your opponent from getting a win, then stats should show how many times a person has disconnected.
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The Decks are too stacked. I think it'd be better if a 3v3 deck had 6 cards in it that it randomly selected 3 from. (5v5 would be 10) that way you can still plan out your deck a little but it prevents constant stacking of the best cards.
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The "scores" panel on the right is screwy. Apparently, the only way to check my score is for some friendly person to tell it to me in game!
Sometimes my daily score is as much as my all-time score. Sometimes its more.
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I would like the life and energy gauge to change when the damage/heal numbers appear and not after the turns are finished.
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I came up with another idea. You can add a "Tournament Mode". Number of players could compete in, for example, a knock-off mode. That would be fun:)
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@rppxx: above your deckt here is tabs your deck, game log, enemy deck, enemy card attacks
click on the last one enemy card attcks
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Public version is up! Check it out now - there are a couple of minor changes which are _really cool_.
http://www.kongregate.com/games/BenV/kongaiLaunch
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My biggest problem with the game is how random it is. I'd like to have something that reduces the amount of randomness, like the 50%s on so many things.
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@rpxx re: card list
No, there's no one that I know of. You pretty much just have to puzzle over the cards until you figure it out. Single player is a good place to do it, just play random matches until you've seen all the cards.
Now, IF we had actual Kongai forums then you can rest assured that someone - maybe even me - would be so kind as to write down all that information and post it up.
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Is there a list of cards and their attacks anywhere? I find myself unwilling to play multiplayer because I don't want to waste someone's time while I puzzle over what their card can do.
Also, is there any way that Kongregate levels can give some advantage within the game? Since they are useless otherwise, it seems like Kongai should at least give you some kind of bonus for them.
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This game is full of the feeling you get with you have a very tiny but super fuzzy and warm kitty and you just hug it over and over again and then her friends all pile on you like a huge, fuzzy blanket of cuteness while you're playing chess. With another kitty.
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with rumiko's ninja port, what confused me was i went first it set the range to far, yet the opponent was able to do a close maneuver? seems a little odd.
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when playing the computer it will never change its range so you can just grind out the win without a lot of strategy involved, would be nice if it would adapt short range characters try to keep it close, long range far, etc. thats just a first impression, otherwise a great impression on me, no other glaring issues
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The AI is decent, but acts extremely stupidly sometimes. It never seems to try and change the range, even when that would be in its favor, and it'll try to intercept your last character...which is pretty dumb.
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Zina's mistress command should not be an attack since no damage is given. I sprung a leafy trap with it and it makes no sense.
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On the main menu it says that I have 36/46 cards. I actually have 38 cards, the profile page also show 38 cards. Also I think it would be nice to be able to see your own stats. Perhaps also adding a training like mode where you could play against another person but not affect your stats, playing against the AI isn't the same as its not very sophisticated it seems.
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if an attack cost negative amount of energy you actually gain energy, I don't think that should be like that.
also, give some notification to which buffs and debuffs stuck and which doesn't
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One thing is for certain. Tafari+general insignia is the best character in the game. I'd use him if he did 5 less damage per attack. Here is how you use Tafari: You get an advantage,such as being up 1 character. As long as they're not using a few certain anti-Tafari characters, you swap in Tafari and mutually kill each other off because they can't swap to dodge any of Tafari's attacks. Then they're down to just one character, and can't swap anymore... GG.
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Sometimes a card disappears and you can't switch to her. Until you have no other exits but switch to that card. Then it comes back.
it happened to me once but I can't explain why, so dunno if it will be usefull.
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@KillSmiley
I really need to work out a better way of doing this (Ah, for a Kongai forum...) because there's just not enough space to do a topic justice. But I think you make some interesting points, including the ones that I almost completely disagree with (Like Le Morte. But not for the obvious reasons). But I want to touch on Ambrosia, I think she's a card with potential once Blood Ritual is fixed. I like the proposed change not so much for the bleeding but for the "hits fleeing" which can lead to some interesting scenarios. I'm not completely sold on it since I think buffing is problematic - I might want to give her an attack like Ubuntu's where you deal light damage and that leaves a debuff that allows you to hit them on a switch. But I don't think she's there to slug it out with cards like Ashi or Helene, she's there to pound those cards who can.
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I've said it before and I'll probably say it again to keep hammering the point home but compare how Tafari and Higashi's innates change how you play the game. One of them is a good idead, working by influencing a player's action and, thus, ties into the core concept of the game's design in subtle but widereaching ways. The other is just dumb by limiting those options mechanically and is almost certain to lead to frustration from players who'll use it to grief others.
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@gwc123 re: Tafari
Tafari's innate is just dumb design, pure and simple. It prohibits certain actions, altering the basic gameplay in unfair and frustrating ways by forcing your opponent into bad actions. Putting your enemy behind the 8-ball isn't a bad thing and is, in fact, the cornerstone of the game. It's just that Tafari does it by fiat instead of punishing certain actions so as to make them disadvantageous for a player to perform. If instead of simply locking out a command he was a mega-Caltrops, doing something like 20~35 damage to characters that swapped out, he'd be much more fair and much more interesting to play against. Because rather than simply crossing off an entire branch of the decision tree, you'd have to re-evaluate your potential actions and their repercussions. What he needs to do is place the onus on the other player to make the right call rather than simply dictate what's to be done.
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@Bruce
You're going to make me blush. Keep it up.
No, in all seriousness, I'd rather it was the strength of my argument that was paid attention to rather than my name or my inimitable style. What I say matters - just like everyone else here - not because of who I am, what I've done, or what I'm going to do but because it has its own validity. Which arises not from some innate authority but from the self-created validity of its own internal logic. In other words, pay attention to me (and others) because I make sense (That you can agree or disagree with.) not because you're told to.
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One other thing - Onimaru and Ashi certainly needed the nerfs they got in recent updates. However, the real reason that everyone uses them isn't because they're broken, but because (along with Helene) they're the only real tank-type characters in the game right now. Not much you can do about that right now, but I'd suggest that the Pirate set have at least one tough character to provide some diversity.
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In line with Sausaletus's last post, here are some thoughts I have on specific cards. Ashi: Increase the energy cost on Signature Slice. Helene: I agree with Sausaletus - something needs to be done to distinguish her from Ashi. Zina: Increase the power of her innate (or change it outright). Ambrosia: I know you're working on this, but I'd suggest dropping Bleeding Ritual altogether and replacing it with a low-power ranged attack. She's really not built to go toe-to-toe with the sluggers. Le Morte: Lower the energy cost and damage of one or both of his attacks. You might also want to consider lowering the energy cost on Teleport. Constantine: Increase the cost of Hypnotic Stare or give it a chance to fail. Tafari: I actually have no problem with him. However, you might want to introduce a character in the next set who can disable innate abilities.