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So, just for you guys to know... the server is working like crap. It's not advisable to play in this conditions because of "lose" disconections.
Let's wait that the janitors will fix this ASAP
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Joltin- the problem with what you are suggesting is it buffs cards that increase miss chance like amaya more than they were probably intended
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design change request: it could go either way, but i recommend that missed attacks that would ordinarily result in damage to an opponent should not continue the tally for a free range change. i recommend that only non-damaging abilities should count in that tally.
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guys y are complaining about getting unlucky?none of that crap ahs ever happened to me so stop complaining about simple luck
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for all of those people yelling and complaining about new cards they are coming out with 2 new races, one of them is a robot tribe thing and for the other its a pirate i believe google it and u will see
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signature slice the hit chance is 95% phylacter goin off 8 times in a row 30% chance 2 go off once getting hit 3 times in a row with fether 50% chance 2 dodge rumico poisening 4 times in a row the poison chance is 25% that isnt just luck its the random roller being screwed up really bad
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when are new cards comeing??? and i wonder if there will be a new type and i wonder if they will be super hard 2 get but super powerful i wonder when the ratios will be put at NORMAL MY SIGNATURER SLICE MISSED TWICE IN A ROW NO JOKE AND MY POPO WITH FEATHER GOT HIT 3X IN A ROW WITH OPEN PALM MY PHLACTERY WENT OFF 8 TIMES IN A ROW ONCE NO JOKE I GOT POISENED 4 TIMES IN A ROW BY RUMICO I AM SO UNLUCKY ND SOME OF THIS ISNT LUCK IT IS THE RATIOS ARE MESSED UP SO KONGREGATE... FIX THEM
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This game is incredibly frustrating. The random roller is nowhere near accurate. 95% chance to hit will miss 5x in a row and 50% chance to dodge will fail 5x in a row on a regular basis.
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Those of you complaining that the hit percent isn't working needs to remember that your attack hit percent is modified by the targets chance to evade the attack.
You might have a 90% chance to hit but if your target has a 25% chance to evade then you only have a 65% chance to hit.
Some cards have an innate ability to avoid attacks of a certain damage type so pay attention to your target.
Learn the mechanics before complaining about something please.
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I'm not contradicting myself, you're contradicting me - your perception is different - but that's fine, because you're entitled to your opinion. I'm simply counter arguing an absolutely pointless change to a game that as you said, is not broken. If it were your way right now, I'd still be saying "it's fine". The people working for Sirlin have a great understanding of games,and albeit Kongai is getting old and there needs to be a fresh game making use of Kongregate's cards, I've enjoyed this flash game for most of my 1150 games; I wouldn't change it. Kongai rules.
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There's plenty of skill involved in Kongai, for a turn-by-turn strategy game. It just requires that you make you decisions on a turn by turn basis instead of a long term plan.
If you mess up, you can still lose very quickly. In many games if two players play equally, the winner is determined by luck. Your suggestion wouldn't change that, it would just make the game more linear and simple. If the game was simple and linear then it would mean that as it's a player vs player game, there would be less room for skill luck would be a greater deciding factor in the outcome. IMHO, the more complicated a player vs player game is, the less luck based it is. Trying to predict the unpredictable and taking in to account rogue (although clearly labeled) probabilities makes the game more complex, hence less luck based.
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Quoting pigeon; "The whole point of this discussion is that if the percentages do not even represent the actual probability of a move connecting in reality".
Does anyone else think that statement needs some elaboration? I think the percentages do represent the actual probability. The fact is though that probabilities of an outcome aren't always equal. Just because your double slash missed once, doesn't mean it will hit the next 9 times. It's just not how proability works. Your suggestion actually would make it so that the percentages don't represent the ACTUAL probability, becuase the ACTUAL probability is that something unlikely will happen sooner or later.
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the game is based on Strategy-tactics-be smart-and have a little of luck. no one is obligated to win or obligated to lose. i not play to win or lose i play to have fun whit friends and new people.if you think game is "broken" or somthing is your computer or you are wrong.the game is perfectly to me and i play when i think i am whit luck.XD. so play and have fun!!
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Chris, no one has alleged that the game is "broken". We are suggesting ways in which the game could be improved - and in our opinion the degree of luck involved does detract from strategy.
You're also contradicting yourself. If you define the central element of the game as "chaos and unpredictability" then you are in effect affirming that the central element is LUCK.
Predominantly, a skilled player is calculating risk and reward by comparing percentages. The whole point of this discussion is that if the percentages do not even represent the actual probability of a move connecting in reality, then any process of weighing risk and reward incorporating those percentages will be made redundant. In effect - the game is reduced to one of chance.
Regardless, if you like the game the way it is, that is well and good, but I still believe the game is not as balanced as it could be comparing strategy with luck.
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I just used the fight as an example to illustrate that all the "Mad skillz" in the world wont help u when your opponent is flat out lucky :P