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Like if you have less than 25 cards you should be able to pick until your deck has 25 cards. And you should be able to switch, etc. How can we beta test without the cards, &c, &c.
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For myself, I would play more if I didn't get 1-2 minute lag on each action. I don't really buy the "overloaded servers" stuff because this is latency, not bandwidth
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This game really needs more cards to have a chance of being fun. I know its still in Beta but every CCG I've every played there are many, many different cards. Hundreds if not thousands. With the few character cards there are available you might as well give an experience point system and set it into tiers. As is it now it requires more of guessing and luck than strategy and skill.
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CheckeredShirt, the learning curve is far from huge for the fairly intelligent. Probably three or four matches at max to learn how to play competitively. It frustrates people mainly because of the huge luck involved, since it eventually becomes a huge mind game. Its not that bad...I didn't expect much anyways lol.
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I'd guess that the main reason that so few people are playing Kongai right now is that it isn't fun anymore. Why is it not fun? Well, you can't change your starter cards, the server lags HORRIBLY, too many people have experiences like getting paralyzed by Higashi 7 times in a row, there is pretty much no response by Kongregate to players' concerns, the learning curve is HUGE and the server lag is HORRIBLE! In my opinion if you want to run a beta and have lots of people play you have to communicate MUCH more, acknowledge issues and fix the lag. I think the game was fun at first but now I spend 20 minutes just to get frustrated with ONE game.
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are you saying that there should be more people playing a *beta*? and dinowaurs seems to have the same problem, there are 8 people right now in kongai.
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I've had a few more clear thoughts about my last post...
What I mean is that beta-ing is supposed to be a community that comes together to try out a game to get it ready for the world. And I think the problem is that our community feels quite remote, at least to me. I've been here when Sirlin was here and that was fascinating and i've seen you talk bruce... you post the link to the Sirlin boards in the body of your notes etc... but what if we had a link straight to whereever we were supposed to post, a board where we could list all current known bugs and we could hear the plans for what was going to be dealt with and what wasn't etc...
If such a thing exists already, that's great, then advertise it here on the main page. If not, then perhaps it would be a simple way to solidify the community that will stand around this game as it moves forward.
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Bug - I've played MANIcMAN a few times now and when Helene does that thing that's supposed to give her energy when it hits... it has given my Higashi 30.
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Another reason I think it's hard to stick to kongai right now (which I think is a great game) is that the beta-ness is confusing. I'm pleased to be testing and i'm leaving any bugs i find in messages on here, but I don't feel like I'm really beta-ing, since I don't get any feedback on any bugs that I list, I don't have access to all the cards to really see if I can make things break, I'm not even sure if listing bugs on this list is the right place to list them etc... And so because this is beta and the "earn badges" light is dulled out and there's no leaderboard, which would be real reasons to keep going when it all gets real... but because I'm not sure I'm even helping the betaing process, I'm finding it hard to keep coming back.
Also, the lag is killing the fun - sorry to mention it, but it's true.
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The amount of users that use to play this vs. now is amazing really. I don't think I use to be able to enter this room without 20-25 people minimum. Now it's like 0-5...
The luck factor I dislike, as well as, hit % not matching up with the card description. And the game pace is way too slow. Even though I know this has been mentioned a thousand times.
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Keep your head up Bruce, I still play a couple matches every day, I admit it will be better when more people have access, also if you institute a ladder ranking sysyem, you should see an increase in play.
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I swear I remember arguing this might happen with you Bruce :P
I do think Kongai is a fun game but worth all the hip around it? Shrug
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Perhaps it's the times I'm online, or perhaps it's the server lag, but I've noticed increasingly fewer people playing Kongai. It's only beta, yes, but if it isn't server lag or play times causing this, that's a super-bad sign for the game. It also doesn’t help that most of my Kongregate friends say, “yeah, Kongai’s great, but...” and largely seem disinterested in it. (I personally love Kongai.)
Kongai *needs* players for the game to be (A) playable, and (B) interesting. It's fun fighting good opponents who improve, and better opponents inspire you to improve, and the positive spiral continues. Without people and skilled opponents, Kongai is like a great card game deck lying there with nobody to use it—quite the waste.
If anyone has info about the lack of players, please enlighten me.
- Bruce
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Resistance only works on damage from attacks, it does not affect damage from effects (bleeding, burning, poison). Ambrosias Bleeding Ritual does no direct damage it only adds effect damage which resistance does not protect against.
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Sorry for the multiple posts. Also wanted to add that I always get constantly connected and disconnected from kongregate chat in other games, too. This has happened from before kongai.
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When I play at home, I get huge lag (1-2 minutes). When I play at work I get no lag.
I don't have trouble accessing any other sites or kong games. What's up with this?
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played with totem, made attack that was physical, but should now be dark but still got damage from leafy trap earlier. bug?
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PS. I'm really sorry that my comments are poorly formatted, but despite my best efforts, textile fails to work nicely. It seems to just axe any code formatting you have once you reach a certain word count. Very random and strange. Not ideal.
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@Minusdriver, re: ideas -
Not quite sure what point you're making, but thanks, I think. =)
IMO, relative to a context, ideas are either effective or not ("shades of gray" ideas usually aren't holistic enough). If ideas are obviously good, they should be taken on board. If they sound promising, they should be tested. In game development, business, and life, all ideas, no matter what they are, who they came from, or when they appear, are valid.
Unfortunately, it takes some forward-thinking people to resonate with what I just said; most resonate with the exacte opposite or somewhere inbetween.
Which side is best? I like to look to those who are most effective in their field—those who have exceptional results and ability—and let them guide me. Generally, you'll find those people err on the side of the mindset/beliefs I mentioned above.
— Bruce
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random thoughts:
The game as a whole seems pretty solid, though it needs to move faster for more action etc. possibly including quotes on the cards would give colour/personality to the characters. Some sort of story line would be interesting, where certain characters get polished off, while others gain experience and learn new abilities to mix things up abit.
card ideas: (always fun thinking up cards)
Ring of Energy
+5 energy at the end of your turn, while you have less energy than the opponent.
Open.
Mirror Shield
Reflects 2 damage back towards the opponent, per strike.
Green set only.
claws of darkness.
Your single hit dark magic attacks deal extra damage equal to the light magic defense of the opponent.
Grey set only.
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graphics bug...
when the opponents card is not yet revealed, the arrow on the right that indicates it can be turned over is simply a half circle - the part that has the arrow that is normally on top of the card is missing.
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Love Brucecorp
I respect what you have to say and have no worries mate for sharing your thoughts. Some people get into this Beta late and feel the need that "their" ideas should be made to change the game. Rather funny really.
Sorry for double post cut off my first one.
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PS. Just so I'm being completely open, a user posted a response to my suggested guidelines here, saying my premise wasn't too sound:
http://www.sirlin.net/forums/showpost.php?p=2049&postcount=19
I "passionately" responded in this post:
http://www.sirlin.net/forums/showpost.php?p=2109&postcount=22
I'm not proud of my response, even if my points are valid, but I wrote it, so I'm not going to try hide it; unfortunately, sometimes I find it hard to fathom that people hold the (limiting) beliefs they do, but it's mostly a perspective thing; everybody is "right" from their perspective, and trying to "prove" otherwise is not fruitful.
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@ filbert:
Re: unlocking cards - I'm sure Kong have a proposed solution, but to offer my specific suggestion, see this post:
http://www.sirlin.net/forums/showpost.php?p=1945&postcount=10
Sirlin, designer of Kongai, liked my suggestion and wrote about it here:
http://www.sirlin.net/forums/showpost.php?p=1961&postcount=12
If I seem "pro-Bruce's-card-unlock-suggestion", it's because I am. I've thought long and hard about all the factors involved with unlocking things in games, and even studied different ways of doing it, and my suggestion is the most reasonable I could come up with for both players and Kongregate.com (from both a business and a "fun" standpoint). I put an unreasonable amount of effort into the things I think about and really believe that Kongai would benefit from using the guidelines I describe.
— Bruce
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@ qwert008:
Great points re: Generals Insignia having a visble effect on the damage displayed on the attack buttons. I have lots of other UI related suggestions that I'd like to make (to give one example: extra info that isn't displayed, but, considering the other info that's displayed, should be; etc).
I think I'll post them in Sirlin's forums and link to the suggestions from here. For some reason, I don't trust sending suggestions via email—they just seem too easy to be ignored or lost. Perhaps that's an irrational fear of mine. *shrug*
— Bruce
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I'm sure this has been said before too, but the AI on single player needs to weight a characters range choice. By simply moving close andromeda will just kick you till she dies, and Ashi and Darth Vader can be tamed in the far range.