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Can you make it more clear how you obtain stars in Rivals? I want to believe it cause I don't have the stats the stars are mentioning but I have no way to test that atm for something I may not be right on.
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doesn't save properly. if i close the window i lose progress. i even saved the game using the manual save slot and it won't let me reload when i come back to it
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the game is awome, but i honestly think it's quite broken because of the critical hits scaling with the total hp of the target. that makes vain any kind of hp upgrade while against rogues
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Using other tabs causes the game to lock up. Playing in a separate window seems to be an acceptable work around atm.
So far games looking great, still too new to comment much. Would love a chat channel!
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Having a collector award (10% off the price) actually lowers my profit, because the sell value is determined by price. I do not think that that is good because you cannot turn off the award effects.
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Erstmal sixtrilliarden angriffe vom gegner der sogar noch endlos angreift wenn sein stamina unter 10% liegt während meiner schon unter 50% nix mehr macht. Schiebt euch eure cheats in euer dreckiges loch bis ihr im stehn zocken müsst... Ist echt nicht mehr feierlich wie einen gegner mit nichtmal hälfte der stats einen auf den sack gehn.
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@Aella83 you might want to reconsider where you're putting your skillpoints. I usually beat that tournament at around level 90 (the first time at level 92).
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Still needs balancing. I get that it isn't possible or even realistic to have opponents be truly matched at your level. However, when I am a level 112, entering a tournament for levels 65-100 and I get wasted every time in the second round by a level 80, it is just frustrating. I shouldn't need to be level 150 to beat an opponent half my level.
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@Xenomina It's like that for every game on Kong - there's always cheaters in the top spots. I don't even know why they bother having a high score chart.
It helps me get an idea of how many people are playing and how well they are progressing or if they are getting stuck (for example in this game players are reaching much high levels much faster than I had anticipated: The new content I plan to release will not be a challenge at all for them unfortunately.) Some of the high scores in the awards section is my fault though since I set it up as a counter (I didn't think that one through: there are a couple ways normal players can accidentally raise this score higher than it should be.)
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There's an exploit available for what is essentially infinite money. Getting the award for buying and selling 30 items, and the award for maxing out an item results in you being able to buy gear, upgrade it, and sell it for a profit.
And these are just my observations after playing for a day: The pacing around level 70 seems to be pretty slow, it drops off dramatically.
The enemies having access to multiple special attacks long before you do also leads to some frustration and the inability to consistently win against much lower level opponents. They seem to be able to counter attack, power attack, and multi attack much more often than you can. This may just be my confirmation bias however.
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Performance seems to drop off a bit after awhile of playing it, further more if you go to another tab or something similar the game seems to lock up and i can no longer interact with the game properly.
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I tired of being killed by someone who is 10+ levels younger than me. Please, make a bit more difference between levels. http://prntscr.com/gbhfgj
With all the fighting skill and mastery skills it is very difficult to make the enemy level match the player's level perfectly, and its not really supposed to -- just think of it as them belonging to a more advanced school with more experienced Masters.
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My one complaint in this game (and with incrementals, I usually have a lot to complain about) is that it looks unpolished. You have an excellent mechanic, a well-made visual payoff, and a prestige system that isn't just a currency to boost numbers. Maybe set the shop so the equipment isn't in one big blob like making rows? Other than that, I would recommend experimenting with different fonts and windows for something that looks a bit nicer. This game is pretty damn good, so keep it up.
I was never able to find an artist or designer to help me and my skills are less then average (especially when it comes to UI, color schemes and fonts.) I don't understand the comment about the shop though, the equipment should be arranged in a 4x3 grid with space between them.
Training Level increases to match the level of the highest enemy you managed to defeat, doesn't matter if you eventually lose the tournament or win the tournament. This works for Rivals as well at the end of the current content.
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I have an (arming sword) and (2 Long swords) the arming sword is un-equipped in all other forms except dual swords. It will not let me un-equip the arming sword and equip the 2nd long sword in its place.
I unfortunately don't have a time frame for that. I plan to release some new game mechanics, fighting skills and enemy types first so if I had to guess I would say not until mid-October.
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Barrage says that it ignore combos. I assumed that meant that combo attacks wouldn't proc while in that stance, but they still are for me.
Enemies can still launch combo attacks but if you are in Barrage mode they are treated the same as normal attacks 50% of the time (the old barrage description had an error, it was always a 50% chance to ignore combos.) So to actually end an enemy's combo attack you will still have to win the Attack roll (this happens in between each attack/defend animation sequence.)
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anyone else think the other stats should be % based, too? just at like 70, and 10 hit at this point isn't gonna do jack to actually help me hit stuff well.
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there seems to be a problem with tournament prizes, i won five out of eight on the last one, and received no gold, and was told i received negative 768 million
I found the error and have fixed it. I will be releasing the update later today (and you do lose the gold its just that by this point you have so much that it doesn't make a dent on the display.)
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Could use some in game music, the pixelation and HUD for the upgrades makes the game seem underwhelming, which made me want to stick around and explore the somewhat complex upgrade and equip system, it's borderline mmo in complexity but simple enough to run in the background and not take up too much of my time. 5/5 for that.
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I feel like the game would benefit by being able to switch fighting styles and perhaps even stances with hotkeys. I've accidentally clicked the shop way too many times when trying to switch to dual blades.
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great game. really love the sword fighting animations. and gets a lot deeper the more you play. that being said later game i think the skills need to be more of a % increase. adding 6 to attack when it's already a thousand after grinding away for hours for the skill points does seem like a poor reward.
Attack, Hit and Defend chance is based on the difference between the disciple's stats and the opponent's stats. So 20 points added to Attack late in the game will have the same impact as 20 points early in the game. (Exp: A disciple with 100 attack versus enemy with 80 attack will have the same Attack% as a disciple with 1000 attack vs an enemy with 980 attack.)
Oh, that is a tilde character `~` not a minus. Dual sword damage varies depending on the attack type (right hand, left hand or both hands) so the Dmg value here shows the average.
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Here a interesting question I feel is important in decision skill building, can combo attack and power attack combine in any way? As in can in the middle of combo attack can one become a power attack even if it doesn't say so? There no way to tell if there is.
Combo attacks cannot become Power Strikes. But you can change stances in the middle of a combo -- so you can start the combo in Blitz stance and finish it in Power stance, dealing more damage (though hit% will drop a little)