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How has this topic not been started yet? Well anyways:
1)In the new Kongpanions research, there is a lot of unused space on the screen when you only put 4 researches on the page. How about expanding that. Could also be said of achievements ever since the screen size got expanded but for some reason that doesn't bug me. Maybe because I can sort out the ones I already achieved and don't need to look at it as often. But since its the same format refused, so maybe it could receive an update as well.
Also rubies and Saphire researches don't seem to be sorted and are mixed in with each other. Could that be sorted? Or at the very least put the appropriate red/blue gem next to the title so its easier to catch while scanning. Otherwise I actually have to read the researches and in this day and age who actually stops to read anything. How dare you think that those of us who play games on the internet haven't devolved into mindless beast incappable of advanced thought. We can possibly be bothered to learn to read. All jokes aside, please sort it a little better.
Another possible suggestions is sort them into pages of varying length and and lable the pages. Have one page be labeled the "Wigit" research page and only have the relevent researches. Another labeled "Rubies", and so on and so forth. Probably more work than is necessary since I think sorting and expanding the pages would be fine, but thought I'd throw it out there.
2) Another thing I'd like is that when you go into a fight screen, could you put up damage previews. That way I know how much my army does and how much their army does, with outgoing through and doing the math. I generally don't mind the math, its usually simple enough. But the maps with tents for all different races gets incredibly annoying when I have 10+ different units in an army not including champions.
3) Another suggestion is that when there are 6+ different units on a hex, put a box with perhaps the first 4 units (not including buildings) and then a "..." hovering over the box would then display the full unit roster. This is again most annoying on tent maps. The long unit rosters bleed over into other hexes and obscure hexes to the right and what is on them.
First off, good job MasterTT on adding access to the other game specials (such as research) to this main game!
One main suggestion that has been bothering me for awhile now, could you add a unit stats hover-over, pop-up window for the champions on the champion select screen before battles and in the buy armies phase during battles? That would be very helpful! I have too many champions to memorize all their stats, especially since they can change.
Also, could the research icon flash when there is a research completed and ready to collect, like when training is done, or an achievement is completed?
Hey MasterTT, thanks again for all of the work continuing to support this series!
Several of us were chatting today about what would incentivize higher star players to reset masteries (and keep the replayability up). FadedHope suggested that the champion training be changed to be based on highest stars collected not the current number of stars. I think this would be a nice tweak to the game, or for the next version of the game.
Anyway, just wanted to put a bug in your ear. :D
> *Originally posted by **[ChuckDaRighteous](/forums/1051080/topics/1908779?page=1#13385582)**:*
> How has this topic not been started yet? Well anyways:
>
> 1)In the new Kongpanions research, there is a lot of unused space on the screen when you only put 4 researches on the page. How about expanding that. Could also be said of achievements ever since the screen size got expanded but for some reason that doesn't bug me. Maybe because I can sort out the ones I already achieved and don't need to look at it as often. But since its the same format refused, so maybe it could receive an update as well.
You unlock more research as you get thourgh Invasion missions. You well end up with 29 (8 pages of research).
> *Originally posted by **[ChuckDaRighteous](/forums/1051080/topics/1908779?page=1#13385582)**:*
> Also rubies and Saphire researches don't seem to be sorted and are mixed in with each other. Could that be sorted? Or at the very least put the appropriate red/blue gem next to the title so its easier to catch while scanning. Otherwise I actually have to read the researches and in this day and age who actually stops to read anything. How dare you think that those of us who play games on the internet haven't devolved into mindless beast incappable of advanced thought. We can possibly be bothered to learn to read. All jokes aside, please sort it a little better.
>
> Another possible suggestions is sort them into pages of varying length and and lable the pages. Have one page be labeled the "Wigit" research page and only have the relevent researches. Another labeled "Rubies", and so on and so forth. Probably more work than is necessary since I think sorting and expanding the pages would be fine, but thought I'd throw it out there.
I would like to have a sorting / filter option for research too.
> *Originally posted by **[ChuckDaRighteous](/forums/1051080/topics/1908779?page=1#13385582)**:*
> 2) Another thing I'd like is that when you go into a fight screen, could you put up damage previews. That way I know how much my army does and how much their army does, with outgoing through and doing the math. I generally don't mind the math, its usually simple enough. But the maps with tents for all different races gets incredibly annoying when I have 10+ different units in an army not including champions.
This would also be nice.
> *Originally posted by **[ChuckDaRighteous](/forums/1051080/topics/1908779?page=1#13385582)**:*
> 3) Another suggestion is that when there are 6+ different units on a hex, put a box with perhaps the first 4 units (not including buildings) and then a "..." hovering over the box would then display the full unit roster. This is again most annoying on tent maps. The long unit rosters bleed over into other hexes and obscure hexes to the right and what is on them.
This is also a big + for me too some missions you end up with 20+ different units on one hex and they span the map.
> *Originally posted by **[DragonMage75](/forums/1051080/topics/1908779?page=1#13392534)**:*
> First off, good job MasterTT on adding access to the other game specials (such as research) to this main game!
>
> One main suggestion that has been bothering me for awhile now, could you add a unit stats hover-over, pop-up window for the champions on the champion select screen before battles and in the buy armies phase during battles? That would be very helpful! I have too many champions to memorize all their stats, especially since they can change.
Yes PLEASE do this. Thank you very much.
> *Originally posted by **[DragonMage75](/forums/1051080/topics/1908779?page=1#13392534)**:*
> Also, could the research icon flash when there is a research completed and ready to collect, like when training is done, or an achievement is completed?
Another quality of life issue for the game that would be a nice add in.
My... I came here to suggest some things and most have already been suggested.
Change research 24 hour for 800 rubies to 24h for 1200r, this well make this option equal to the 10h for 500r for r/h (rubies per hour).
800/24=33.3r/h; 500/10=50r/h; with change 1200/24=50r/h
Sapphire research also have the same issue. The shorter the research time the better the out put. I understand why you do this (to keep people coming back more often).
At lest make the research for longer time not that different (in amounts per hour). Change the time or the amount so the r/h or s/h is much closer then it is now while keeping the longer research not as good as the shorter ones like it is now.
New research suggestions:
Training XP research, makes training champions better.
More Training research, lets you train more then 1 champion at a time, max this out at 2-3
> *Originally posted by **[Forceline](/forums/1051080/topics/1908779?page=1#13396320)**:*
>
> No..... hell no. to the change for training this would make the game very hard for new players... so hell no... to that we want new players to come and stay not come and be like omg this is going to take forever to get anywhere.
> The masteries is... well an okay suggestion, I would make it so you can do lvl 15 again but at reduced rewards and no stars added. No need in making late-end game players that much more op. I have 2 masteries at lvl 15 and several at 12 with 60% of the maps unlocked. I would consider myself a mid-late game player.
>
How does this make it harder for new players?
Let's say you have 100 mastery stars now, and have 10 maps with 10 star mastery that you want to replay.
You can reset back to 5 stars, but now you go down to 50 mastery stars which means lower training xp.
With this suggestion you'd keep the training xp for 100 mastery stars, as this is the highest you've reached, and it allows you to replay the maps without any penalty for training xp.
> *Originally posted by **[FadedHope](/forums/1051080/topics/1908779?page=1#13396379)**:*
> How does this make it harder for new players?
> Let's say you have 100 mastery stars now, and have 10 maps with 10 star mastery that you want to replay.
> You can reset back to 5 stars, but now you go down to 50 mastery stars which means lower training xp.
> With this suggestion you'd keep the training xp for 100 mastery stars, as this is the highest you've reached, and it allows you to replay the maps without any penalty for training xp.
This part was not clear in the first post. Seemed like you wanted the total stars removed and have training set for mastery lvls only which would make it harder for new players seeing they would not get max training until they have one map at lvl 15.
I am now neutral on your suggestion.
To add on to the mastery stars reset discussion, yes I'd like this.
But I'd also suggest, when a mastery map is not at the highest you've reached with it, there is some indication. Like a [x stars/y stars] indicator. Back when I reset maps, I ended up making a note page to keep track of which were reset, so I could remember my progress. Especially since maps repeat, I could know which one's were too hard to bring to 15 and which ones were easy enough without starting up a map and then going "oh yeah its this one". if in-game indicators that tell me 10/12 so I know I only brought it up to 12 before I reset, it would be a nice quality of life change.
Also by tracking it individually by map, I could take a really time-consuming/un-fun map up to 15, and then not have to keep doing it every time I reset just get my training xp back up. I could get the benefit and never touch it again and have a more enjoyable experience.
-----------
Finally I think you really missed the proper balance on the researches with Rubies and Saphires. Before researches saphires were a rare resource and limiting factor for me. Now I'm swimming in them and the limiting factor is my rubie which is constantly going down. As much as I hate to suggest a nerf (I know a few people were particularly displeased with me last time I did), I think the saphire research times could all be doubled or trippled, and I'd still not be hurting for saphires. Likewise, Ruby gains could be greatly increased. I had about 750k in the bank saving for some mythic gear, then researches came out, and I'm down to about 400, I'm constantly running ruby gain researches, and all I've spent rubies on is researches, and I'm still going down. This might be in part because the system is so new that I'm in a "catch up" phase and it will equal out, but even so, the fact I'm in such a patern with rubies but gaining more saphires than ever means there is an imbalance somewhere.
For saphires I'd suggest:
10 hrs =1
24 hrs =2
60 hrs= 3
1week =5
For rubies, I'm not sure what I'd suggest, but definitely at least double the gains.
Uh oh ... there goes Chuck again, suggesting more nerfs ... while I didn't like the Dirmerd nerf (losing all of that armor in one update really caused progression to come to a grinding halt), I do ultimately think it was the right move for the game. :D
I completely agree that the rubie research is very underwhelming (maybe not so for newer players, as it takes a little while before rubies start rolling in), but I'm not so sure on the sapphires. My next researcher would take 160 sapphires and 300,000 rubies, which means it would take a very long time even with the current system to get the sapphires. Also, with the sapphires being needed to upgrade equipment and the ability to get several new relics every day, I think this might be pretty close to the sweet spot and like you said there is possibly a catch up phase. I'd really like to hear from some newer players and see how their experience is with this.
I like your suggestion on the mastery maps, as I think this would be a plus for both new and old players. I also think you hit the nail on the head with the "never touch it again" maps, as there are some maps that I click on because I see I haven't maxed the stars and I can't hit the surrender button fast enough (I won't say which ones ... they know who they are). But I think this would also help new players who have hit a wall, as they could get some fast/easy xp on the maps that they can crank through, to get the boost they need. Newer players could also use this to essentially "power-level" new champions as they unlock them.
lol, I knew someone would hate it, even though that is probably the least controversial of my thoughts on the new expansion. I just didn't want to incite another full mob against me again. But thank you for admitting I was right about dimerd. Its nice to hear at least one person say it.
The sapphires are hard to judge. We've been starved of a way to generate them for so long and its been so needed, that I initially loved the new system being able to generate them. But most of us are tearing through the research system very quickly, far faster than I think is intended. Yes, veteran players should have a resource advantage that allows us to do so and catch up to where we would have been if it was there from the start, but I'm pretty sure none of us had an overabundance of sapphires lying around before hand. So we're not doing so because of our veterancy. The fact that before sapphires were a rare and precious ressource, and now I'm considering the convert sappires to rubies research says to me something is wrong. Something that rare should not be that disposable. The fact that you're already on really late researches after less than month says it too. If the game is meant to have lasting presence, it shouldn't be that easy to reach the high end quickly, with a resource that is meant to be rare. Essentially I think we're "catching up" too quickly. The balance was bad before since we had no reliable sapphire generation, and I believe MasterTT was trying to address this, but I think he probably took it too far into the other direction. Sapphires while abundant should remain the limitting factor. Unless The balance was intended to be flipped, but I doubt that is the intention. Again fixing ruby generation might also help with this but I feel that is the lesser problem.
I'd also be interested to see what new players think of the balance of ruby generation. The one thing I would point out is that is that the researches have to be unlocked via the new maps. And while I had no problem with them, some of them seemed like they would present some difficulties for newer players. Hard to judge from my position as a veteran player. My point though is that new players are probably stuck on the weaker ruby researches. this is just my speculation though. Again, I too would like to hear from them.
Haha I wouldn't say I hate the suggestion, and I hope it didn't come across that way. I just don't want to knee-jerk change things without having time to really see the impact but, of course, we also wouldn't want an imbalance to go unchecked for a long time.
(Side topic, because Dirmerd wanted me to bring it up: if there were some kind of pvp system, I wonder if armor would still be the meta ... there are lots of champions that can really dish out the damage and once you can deal enough to get over the armor, you can tear through armies like paper. Maybe something for the next game :) )
You do make a lot of good points and I completely agree that rubies should not be the limiting factor (except for gear leveling). I really viewed this expansion more as a minor patch revision and was really something to just keep people going, and get some more new players, until Digitwars 2 came out. I was unaware (or had forgotten) that the researches had to be unlocked as I, and probably most of the veteran players, just facerolled through the campaign. I wonder how many stars veteran players would get if these "new" maps were added to the map masteries ... that might give us a better idea of how tough they are comparatively. But, as we both have stated, input from newer players would be ideal.
After giving it a few days to think about it more, I realized one of the reasons I was having trouble with figuring the ruby situation, is because the list isn't organized in game. So I organized it in a chart for myself: (only thing lacking is the point of unlock)
1 10s 360/hr
10 100s 360/hr
100 30mins 200/hr
200 2hrs 100/hr
300 5hrs 60/hr
500 10hrs 50/hr
800 24hrs 33/hr
500 30mins 1sapphire 1000/hr 500/sapphire
3000 10 hrs 5sapphire 300/hr 600/sapphire
6000 24hrs 10sapphire 250/hr 600/sapphire
1000 2hrs 10k invest 500/hr
2000 2hrs 50k invest 1000/hr
With it organized, the patterns are easier to see. (I'm visual like that). While I don't remember the exact point of unlock, I do remember that the higher rubies unlock later. However, that doesn't make them better. Thinking about this there seems to be a point of diminishing returns, when it exceeds my log in rate. Currently I'm logging in 2-5 times a day depending on my schedule, some of which is just to update research/training. (also this is influenced by the current pandemic. I'm staying in more. Under normal circumstances, this would not be the case) At that rate, 2-10 hr researches hit my sweet spot. After that, it becomes diminishing returns because I could do more researches and gain more. Further more, I'm influenced to log in more than than that but don't for sanity's sake. For a casual game with no competitive pvp, that seems a weird influence.
I think the investment ones are clearly the best. Fastest time for biggest gain. I think the biggest disappointment is the sapphire to ruby conversion. I'm spending a resource, yet it takes so long. If I'm ultimately losing sapphires it shouldn't be that long. I also think there is too few rubies for sapphires. Compare to the investment research. 6000 rubies for 24 hrs vs 6000 rubies for 3x 2 hrs. If I'm paying sapphires, It should come at a faster rate than the best investment research.
As for the regular researches, I feel like the gains too severely diminish. I don't mind the fact that the rate of gain diminishes. But its too steep of a fall off. If it was less of a drop off, I could log in less often without losing as much, and not feel bad about it.
I'd suggest:
1 10s 360/hr
10 100s 360/hr
100 30mins 200/hr
300 2hrs 150/hr
500 5hrs 100/hr
750 10hrs 75/hr
1200 24hrs 50/hr
500 20mins 1sapphire 1500/hr 500/sapphire
3000 2hrs 5sapphire 1500/hr 600/sapphire
6000 5hrs 10sapphire 1200/hr 600/sapphire
1000 2hrs 10k invest 500/hr
2000 2hrs 50k invest 1000/hr
Other people's thoughts?
I'm onboard, thanks for doing all of the legwork!
Only addition to this that I'd like to see, is to add some more options to the investment section. As you said, once everyone starts going back to work (or doing other things) there won't be time to log on every 2 hours.
I am a relatively new player, 85 stars. I now steadily gaining sapphires, but then I am not mass unlocking maps just yet. I have several that I have unlocked from the daily campaign that I can progress on. That is, I have sapphires, but expect I will spend many on map unlocks 100+ 10 sapphire unlocks to go. I will delay unlocking many maps to try to unlock via weekly and daily first. I don't feel the need to be very careful on spending sapphires, just restrained.
With the current available research, there are two good ruby researches and the rest of the pure ruby/hour are not worth it. They are either two low per hour or two time consuming. So that means sapphire research is next best thing. So it practically guarantees excess sapphire in the long run.
What I would suggest for research:
The army and researcher researches seem OK. So leave them as is for now.
Remove all the ruby and sapphire researches replace with:
Unlock: ruby mine. gain 1 ruby 10s bin size 1 ruby. ie. gain rubies until bin full, then production is halted. Player can empty bin any time.
unlock: repeatable research; increase ruby bin size by x2.
unlock: repeatable research increase ruby /time x2
unlock: sapphire mine
unlock: repeatable research; increase sapphire bin size by x2.
unlock: repeatable research increase sapphire /time x2
unlock: assign other wise idle researches to increase rate/bin size/something while assigned. This one would be there is something for researches to do, so that players feel some value in having more researchers then they perhaps need.
This style of resource acquisition is very common in other games, it would allow decluttering of the research interface. It also means that players are not playing to the game's schedule. If this is done please allow (without too many researches) bin size such that it takes 12-24 hours to fill a bin without having research too lopsided.. It would make it so i don't need to repeat same research ad nauseam, it is replaced by empty bin, that should be one click per bin, similar to the chest collection.
Thanks for chiming in Ochiix!
Seems like Chuck's point about sapphires being a little bit too easy now is holding true.
I like your idea about the mines, and I too have seen this on a lot of games. My only thoughts would be that a straight x2 without a cap would be way to much at top end, and TT usually likes to not cap things (I'm also a fan of this style). Maybe some kind of set amount increase or diminishing return instead of the x2 ... but all in all, I like it.
Thanks for the input Ochiix.
I agree, that is a better style, which I apreciate far more. I also agree with Spawn that just flat out 2x-ing every time is not quite right for this game, but the numbers could be tweaked to be right. Where I disagree is this: This seems like a major-ish revamp to a system that took MasterTT a loooong time to put out in the first place. In a more monitized game with a strong Dev team, I'd push for this. But MasterTT is one guy with a main job elsewhere and other commitments in his life. This is his side project. So for the amount of time it would take from him, and take away from potentially new content, I'm not sure its worth asking for this much of a revamp. Maybe I'm overestimating the difficulty of implementing this. Its possible. But assuming this isn't a quick fix to implement this, then I'm fine with just a tweak to the numbers. If he's going to spend time revamping things, there are other changes I'd prefer asking for (like the revamp to resets). If this isn't as hard to implement, then yeah, I'm all for this, but with number tweaks to the current system in the interum.
Also, along the same sentiment, I feel bad. I started this thread thinking, "well if no one started this in all this time, I guess people like the game as is, but maybe I can ask for a minor thing or two." and now after a month, we're flooding him with requests. Sorry TT.
--------------------------------
This next bit exemplifies why I have too much time on my hands during this pandemic:
So I've been thinking about the new researches to enhance troops. I'm glad its finally here. As we get to higher-end play its all about the champs, and the troops are just meat sponges. I'm excited about the prospect of troops being useful again. However, I'm thinking about balance again. Which leads me to some worries. The first things that worries me is, did any factions come out better/worse than others. Atm I feel the answer is yes. At first glance, they seem relatively balanced, but when you consider troop price, I feel like Wigits may be coming out on top and Grigits on bottom. Consider the basic unit for each faction. At the base level the grigit spear is 115 cost getting 120 health, 20 atk, 12 def. The wigit spear is 50 cost, getting 50 health, 16 atk, 6 def, 4 regen. The grigit unit costs more than twice as much but has the stats to back it up. Now the two factions have 2 comparable researchs, atk and flat health game. There's health % and regen but for the moment just consider these 2. if these are both brought to lvl 10, it becomes a 150 health, 30 atk, 12 def vs 80 health, 26 atk 6 def, 4 regen. Is it still worth twice as much? What about at lvl 20, 180 health, 40 atk, 12 def vs 110 health, 36 atk, 6 def, 4 regen? At that point the wigit unit has gone from 41.6% health, and 80% atk of the grigit unit to 61.1% health, and 90% atk. Sure the def is still twice as good, but neither unit is recruited for their def, and two wigit spears still cost less and provide equal def to a grigit spear. I know this doesn't factor in grigit health % research when I make % comparisons. But how does health % compare to regen? Ultimately Health is probably the stat I care about least, so long as a unit can a survive the hit, I'd much prefer any other stat. And Wigits are now more able to survive the hit. Other people may have other opinions on stats but thats my opinion. I personally think just changing the flat health gain research of each faction to reflect the general unit cost of that faction would be an improvement. In other words wigits gain +2, digits and snigits gain +3, grigits gain +4. I'm also not the biggest fan of the + Health% particularly if this change is implemented, but I'm not quite sure what I'd replace it with. They are the health faction so its not out of place.
My other concern comes from the possibility of champs pulling units from other factions. Now that troops are more useful, I think this has some exciting implications, but also some concerning ones. Atm, there are only 4 champs that allow this: dwildey, snogre, snidey, and wibey. Wibey, just provides cheap fodder, that is no longer quite as foddery. Snidey's spiders provide some intersting attack utility. Its dwildey and snogre that concern me. Both provide defensive units. But look at the researches currently available. Digit shields now gain health, armor and regen (all good defensive stats). Snigit ogres gain, health, atk, and atk %, more atk oriented. Even playing snigits and getting a ton of snigit champions for the champion health% boost, I still might prefer digit shields, since I need to actually get all those champs out first before I get the huge health% boost. You could argue they also have attack so they're more of an all rounder, but I don't think that makes me go out of my way to recruit snogre to recruit them. Digit shields are the best defensive option. In fact I think they potentially outclass all the other factions defensive unit, even grigit shields. So does this obsolete ogres? And how do we fix it? My best thought on it is to make unit specific researches. If snigit ogres gain a defensive upgrade and become more viable defensive units. In fact across the board as the clan researches get larger, I think units have more identity to their clan than their role. So giving them something to maintain individual identity, would be an interesting addition to the game. I don't think they should get too large, so maybe have the research cost scale harder than regular clan researches, to keep them in check. Give just enough to give units more of a role identity. The exact balance is tricky but I was thinking something like:
digit sword: health
digit archer: atk
digit axe: atk
digit halberd: def
digit shield: health %
Snigit sword: health
snigit archer: atk
snigit axe: atk
snigit spider: atk
snigit ogre: def
wigit spear: health:
wigit archer: atk
wigit pike: def
wigit shield: armor
grigit spear: health
grigit archer: atk
grigit shield: armor
grigit sword: atk
I'll say giving digit shield health % doesn't quite feel right, but I'm really cautious about giving digit units even more armor. That would just further exacerbate the problem of digit shields outclassing other defensive units. Also, since the idea is to give units idenity beyond the other clan units, giving snigits atk across the board doesn't quite feel right. I thought about maybe giving spiders health? It doesn't quite feel right either, but I'm open to suggestions.
Other people's thoughts?
Geez Chuck, I was hoping for some light reading, man did you get down to the nitty gritty :). I think at this point TT is probably like, "Just go make your own games already guys!" lol
I too would like to see a mastery reset revamp before most everything else, as that is sorely needed and the effort should be minimal.
As for the troop enhancements, I really don't have any opinions, but if you say it needs some tweaking then I believe you. You are exactly right about the champs vs troops in higher play, and unless the troop research has been going for a long-long-long time I don't see that ever changing, as the enemies start scaling super hard past level 15 (for example, at 21, a single grigit shielder has 14,539hp/335atk/837def/167reg/335arm, which means alone it will destroy most champs 1 vs 1 ... and rest assured, it is far from alone).