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Hitaro~ I know you can do that by flipping over a card and flipping through the attacks, the only problem is you can do it with the person thats in play. Your only option is to look on that persons attack tab, but that doesn't have the attack alignments.
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A few more things. 1) If there aren't plans already please consider adding a story mode for single player. A game that comes to mind is soul caliber. That way if users didn't want to play multipayer there would be a better option then just a match against a random deck CPU. Hopefully it could have around 7-10 hours of gameplay going from weaker to harder decks (which I think the staff probably has a good idea of by now). Also maybe have a special card awarded when someone beats it (a built in badge if you will). And Greg come on, you know you want to write an "over the top" story for it ;)
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Hi, I've played ~10 games and I am having two issues with the UI.
1. the '-XX' number displayed after a character is damaged is really really hard to read. I know it doesn't come into play THAT much as most bleed/poison damage is on the side, and you can kind of calculate damage done via simple arithmatic, but I don't think something as damage counter be difficult to read.
2. it is really difficult to see item descriptions for current characters. The items are displayed at the top left, but the description is displayed at the bottom left. Unless I have a copy of the item on my other characters or have an easily seen effect (via side bars), I have to just wait until the person is switched out before knowing exactly what the item did. I don't think I need to change my resolution to just see item description when everything is perfectly fine the way it is.
Ok that's what I've noticed so far.
Thank you very much!
Hyung
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Cmurda: You can determine the attack type by looking at the attack rectangles; if the attack shading; light blue is Light, purple is Dark, and no shading is Physical.
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in hosting a game you should be able to set some specs such as custom deck, random deck, allow spectators, etc.
maybe add different modes like without equips or only certain 'elements?' (dunno what to call them) like only physical, no darks, etc.
dunno how your gonna do the single player mode since its not active even though itd be nice to test that. add a CPU kinda thing with a random, balanced deck that you can test out your custom deck so that you can see if/how it works before you go lose a match cause your not prepared. just some suggestions
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Under "insert characters name here" attacks tab, have what kind of attack it is, such as physical,light,dark. Or it could be me an I don't see it but theres not a way to view a persons type of attack alignment, when they are in play.
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On the spectators mode - if we do this (I hope we do) it'll be set up so that spectators cannot see hidden cards, and since choices are picked double-blind, the choice won't be revealed to spectators until after the choices are made. So basically spectators will just watch events, which I think would be really cool.
cmurda - there is a host button in the lobby, I think that's what you are looking for.
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Yes Cmurda, Go to "Multiplayer", "Browse Games", then click "Host Game". From there you can chose a 3 or 5 card game. It won't put you in someone else's game.
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Maybe its just me, but is there any way to create a game without having to have all the games full? From my experiances if theres a person in the lobby that has a game it makes you automatically join that persons game rather than set you up with a game that you "host" (in lack of a better word).
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Plus I like to see a match between me and another person.
Not anyone else, even looking.
Maybe thats just me but hey I at least said it.
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Some of the abilities aren't fully covered in the "read enemy card" thing. For example, Onimaru's sword flurry only says 5 damage, as opposed to 5x7 damage.
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Thank you for Beta invite. I like it so far, but I have to say two things I'd like to see added are: 1. A mode where you can play with a random deck, so that people without many cards can still play some games on a level playing field. 2. A "spectator" mode where you can watch two of your friends play. Maybe there could be a limited number of slots, so it doesn't overload the servers? I like it overall, and even without these features I'm pretty sure it's going to be a fun game. I'm glad this is a part of Kongregate.
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Yep I have the same problem as AlisonClaire and Dexmente with the Healing Slave coming up as the Pax Tafari card on the card builder screen.
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mmmmmm there's something wrong with the some names in the deck builder http://i268.photobucket.com/albums/jj2/Dexmente/builderdeckbug.jpg
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I don't know if this has been mentioned before, but when I look at my opponent's current character's moves I don't see any multipliers. I'm not sure if others have the same problem, but it is an issue when you come across a character who's moves you aren't familiar with or if you've forgotten their attacks.
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http://img247.imageshack.us/img247/9402/picture2il7.png where it should have a picture of the healing salve (as my vanessa voss item) it has a picture of my PAX tafari. Odd.
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It would be nice if the health counted down during debuffs instead of just he health bar going down with the number staying the same. Also, my stoneheel totem card looks like a vile of blood on the deck gallery (screenshot to be sent shortly).
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Two minor issues. On the tutorial it says "Buffs and Debuffs
Abilities apply a positive effect (buff) on your or a negative effect (debuff) on your opponent. " and I think it should have another word after the "(buff) on your" like your character or your card or something. The other thing is when I went to make a deck and save it it only let me type in a 1 character title for it. If I tried typing more it would just change the one character that was showing.
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New balancing changes can be found "here":http://www.sirlin.net/kongai-beta.
For a short time, the text on the Valkyrie's Charm and Reinforced Breastplate will be wrong.
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I've noticed with all the new beta testers the server load has increased a LOT and some games I get spammed with the "trying to connect to Kong server". Is this being address and/or moving to a larger server? This is happening with 19 ppl in one channel and 12 playing the game at once. I'm just considered once its launched and 100 people in channel and playing all at same time.
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I think it would be nice to have in the highscores tab some sort of Win:Loss ratio much like the ones andrew gave in an earlier comment. Of course there would have to be restrictions such as maybe having to had played X amount of games. 30 seems solid. If anything more than that. If one could place on that table by playing only a few games it would be way too easy to top the charts. The top 50 would be flooded with 1:0 ratios. The higher you go in amount of games played the more accurate the numbers turn out.
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1) I've ran into a problem where someone goes AFK and I'm stuck trying to finish the game solo which takes FOREVER. I know there is a surrender button. But I don't want to take a loss.
2) Sometimes people have to go I wish there was a draw option but people would select on very long times if needed.
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No switching cooldown is cool so it adds the strategy of when to intercept or not.
Suppose I could maybe live with it but I'd prefer for the moment to have none.
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I think that without a "try to block" move, the switiching cooldown is unnecessary. Haven't seen anyone spamming switches, and it's the only way you can dodge the enemy's attack.
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Personally, I don't really mind about the Switching Cooldown, as I don't often switch two turns in a row, and sometimes it's handy knowing you can dish out a super attack with them not being able to evade it, possibly adding a little strategy? However, I do take Jacen's point on this issue.
&%10; Perhaps, also, Ashi's Power Swing is now also a bit too powerful? Speed 8 with 25 damage and 75% chance to stop their attack through the swap and at 20 energy? Even if it's a close range move, it still seems a bit imbalanced.
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Two different Gem of Souls cards have two different descriptions. Sorry if this has already been asked, but is there any difference between ability and innate ability?
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Thanks Jacen. I'd like to heavily encourage everyone else to submit their opinions about the switch cooldown as well.
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I really dislike the switching cool down, I think it adds a lot of slippery slope that wasn't there before. Switching is currently the only sort of block/dodge move we have, and honestly, most of the testers I have seen DON'T spam it. Also, if I switch in at the range to have them do a power move, they have a free shot at doing it. (yes, yes, I'm ignoring move potential. Same sort of problems. I move close, they slam my weakened character with a high speed move, kills her.) And, it seems to me that we replace strategic switching with a spectacularly dull move/rest/move combo, which takes longer than the switching did. I think it also lessens the use of intercept.
Lowering the Marquis' teleport speed to 6 makes him a lot more likely to get hit by something, and he already has low hp/high move costs.
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So as an experiment we added a cooldown on switching. So basically this means that after you switch, you have to wait one turn before you can switch again.
Also, lots of balancing changes.
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Your right Lapper after thinking about it I think I agree with 40. I didn't think about the move 50 energy plus bonus from attack dam. 40 seems right. 30 is to low.
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40 is still under 50, which is how much it would cost to transport normally, *plus* you do damage and may cause your opponent's attack to fail mid-turn. It may be a little steep, but it's quite a move.
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Also, HP and more should be updated as soon as possible; I'm sometimes confused with poison times and HP while I'm playing. The health bar goes down, but the number still stays there.