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max_power99

Member Since 02 Jan 2018
Offline Last Active Aug 29 2018 02:33 PM
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#195484 Need some support

Posted by max_power99 on 25 August 2018 - 11:26 AM

Maybe check all the update changes in the news section.

->http://forum.kingoft...m/forum/5-news/




#194716 eye balls and mushrooms

Posted by max_power99 on 21 June 2018 - 07:07 PM

In my opinion star master and lucky thief already provide a good amount of help, even though the rewards are random. In addition, the items needed by a player can vary aswell. For myself I can say that at the moment I have tons of blue eyes in my pocket but no mushrooms or purple powder. And since I cannot sell blue eyes for GXP, I have absolutely no use for them and would always prefer another item.

Also I think that rare items should stay 'rare' because that is the whole point, isn't it? There is a reason for blue eyes and mushrooms to be more expensive than leaves or powder. It makes a maxed out throne so much more worth.

 

Anyway, I agree that upgrading the Forseer consumes an insane amount of mushrooms and eyes, so I would like to suggest another change:

Now the chances for magic items after completing a ritual are 35%, 35%, 20% and 10%. (I don't know if the numbers are correct, but it surely is something in that proportion.)

What I would like to see is that these chances scale to the size of the outcome gem from your ritual. In numbers that would mean e.g.:

Starting at the current chances for a gem worth < 3k up to 20%, 20%, 40%, 20% for a ritual resulting in a 999,999 gem.

A size of more than 1,000,000 would remove leaves and powder from the spinner and just provide a chance of 66,6% for mushrooms and 33,3% for eyes.

 

I think this would be not just one more way to encourage big rituals, but also making players 'earn' these magic items and not just randomly throw them into their pocket.

 

Thoughts? :D

 

(Btw I do not know why this topic is in 'Troubles & Solutions', maybe this would rather fit into 'Ideas for shaping KoT'.)




#194423 black market

Posted by max_power99 on 17 May 2018 - 02:25 PM

To be honest, I cannot tell wether I like the idea of a black market or not. On the one hand being able to buy stuff with gold would be useful, but on the other hand the value of gold has already increased by a LOT since the guild EXP update. I barely go offline now without throwing all of my money into the guild.

I think there are plenty of possibilities to spend your gold in a useful way. In addition, the arsenal allows you to buy all kinds of stuff so I think adding a 'black market' would be a little too much. Of course, in the end it depends on how this would be implemented.

 

Btw, this idea has also been suggested years ago. :P

-->http://forum.kingoft...e-black-market/




#194359 Guild Level System

Posted by max_power99 on 09 May 2018 - 01:16 AM

The update introducing the new guild level system with all the new features going along with it was huge in my eyes and I cannot express how much I appreciate all the new possible archievements you can gain with your guild now. Increasing the levelcap and giving everyone the ability to contribute to the guild progress is really encouraging the team spirit, and I like it. :)

But as far as I have noticed, this does not apply to everyone. So here is the point:

 

The new way to rank up your guild is heavily dependend on gold. But if you really want to make progress, you have to spend more rare and valuable items. And this is good, because higher level players like me have tons and tons of eg. unused magic items and gold. But new players? Hah!

I have seen lots of people who just started playing the game struggling with hard decisionmaking, which goes along with that new system.

'I am short on gold, should I pay for increasing the guild bonus or should I use it for upgrading my traps? Is it smart to put all the magic items I get into a better guild level rather than upgrading my throne?'

It all leads to an 'EITHER... OR...'. And how can a player on day one who just created a guild with one or two friends make that decision?

In my opinion, if a player does not invest in his throne, it is a waste for himself, because he would never make any progress then.

 

So let's recap the old system:

Guild level increases with the member's gem value (and of course won guild fights, but this is less important here). Simple.

The Leagues always tell the player to increase his gem value in order to get promoted. And this used to apply to guild level aswell, so it was easy to understand: Gem value is important!

But now it is: Increase gem value for league promotion, pay gold for guild XP.

For beginners it is hard enough to get your gem value and upgrades going. Plus your throne, which also needs some love.

Adding a whole new gold-magic item-tear-orb-graveyard is definitely not a step into a more beginner-friendly direction and just causes confusion and overall, making early progress way harder and slower.

 

Here comes my suggestion:

Why not take advantage of both systems? Just make the guild level depend on both. Means if a guild does not care about spending gold for XP, it would level up with the gem value the way it was until guild level 20. If you want to get there faster or further than level 20, you have to spend gold, items etc. like it is now.

I think this would make it way easier and more motivating for all players, since they would not be forced into making decisions they might regret later on.

 

Looking forward to your thoughts or own experiences with the new guild system. :)

 

---------------------------

PS:

I have noticed that over the years, lots of mobile games get more and more complex and KoT is no exception in that aspect.

Don't get me wrong, this is great and really keeps up the interest and long-term motivation for playing.

But this also makes it harder and harder for new players to find an easy way into the game.

When I started playing this game it was: Steal gems, get gold, upgrade stuff, win leagues and guild battles. Easy.

If I started playing now my thoughts would be: 'Guild battles. Cool! Upgrades. Yes! Magic Items. Ok! Arsenal? Don't know yet. But WTH is an ANCIENT TOTEM???'.

Might be exaggerated, but sort of true. So I really would appreciate if there would be just the basic, most important things about the game open for new players to keep it simple and easy to get what the whole point is. Maybe by keeping the more complicated and non-essential possibilities like arsenal or spells locked until a higher player level to make sure people are ready and actively try to archieve those options.

Yes, this is a whole new discussion, but also kind of relates to the probem I think. :D




#194138 new ideas

Posted by max_power99 on 18 April 2018 - 02:34 PM

I totally support your points, except #5. In a way I like the idea of having a tier 4 lock, but so far I run out of keys after less than 3 dungeons, often just 1.

Different story though if the tier 4 locks would "only" need 10 keys instead of 12. Plus you would need to increase the maximum amount of keys regenerating, or also a new spell weakening the enemy locks (e.g. locks missing etc.). I do not want the situation that a player`s keys are not even sufficient for one raid (wich actually is the case right now).

 

In addition, I would have a suggestion added to your list:

For earning guild XP, I would like to spend Guard`s Eyes aswell, because until now the rarest items I could sell were Amanita Mushrooms.Thus I think it is not possible so far.

If I am wrong with that just ignore my last statement. :D




#193889 Gaps In Dungeons

Posted by max_power99 on 13 March 2018 - 01:10 PM

I like the idea, though I think dungeons with those gaps would be way stronger than the current ones. True, at the moment I consider some dungeon layouts better than other ones, but this would be on a new level.

 

(Although more platform dungeons would be my first choice).

Yeah, I think the same. What I like the most about some dungeons, is that with a little creativity you can make them have sort of a "gap", means that if you go past a certain point in the dungeon you would be stuck. In my opinion more of those kind of dungeons would make more sense, since it would be up to the player how he wants to make use of the potential of his dungeon.




#193873 Roaster rework

Posted by max_power99 on 11 March 2018 - 08:04 PM

What really would have been a better thing to add would be more platform/gravity switch bases. Don't add more traps- experiment more with what you got!

 

That is what I was thinking, and therefore I thought the 4x4 solid block could be one possible solution.

 

Let's be honest- in 90% of situations, the roaster just sucks. I don't think there's a way to rework it without completely changing it. It has so little variety and is overall useless.

I wouldn't express it that drastic but in a way you are right. It is almost too easy to avoid dying from the roaster, only if you need to dodge another trap it can become an issue. Given that one trap gets disabled you are in addition losing the dangerous potential of the roaster which weakens a dungeon by way more than usual. At least that is what I have noticed so far.

 

So here's another thought:

The Roaster's death timer could directly depend on the distance between the player and the Roaster. Means eg. that if you are touching it you have jump almost immediately and you can kind of rest when you are far away from it.




#193865 Roaster rework

Posted by max_power99 on 11 March 2018 - 04:39 PM

I​ ​like this idea, but i think the trap size should stay the same and instead of being a solid block it should kill you instantly. Instant death makes more sense to me because, if you think about it, touching something hot is going to burn you instantly... 

Well correct me if I'm wrong, but I think there already is a not moving trap that kills instantly by touching it and that is the saw. :P




#193859 Roaster rework

Posted by max_power99 on 11 March 2018 - 03:02 PM

Hello, I really appreciate the new Roaster trap. But I see it in a kind of weird spot at the moment, which I think could need some improvement.

First of all, I like the way it works, the idea of limiting the time spent not jumping, no matter where you are makes it unique in the game. But exactly this is the point it lacks customization options in my opinion. I can place it anywhere in my dungeon and it would still have the same impact. So here is my idea:

 

Why not make this trap a solid 4x4 block, you can place anywhere in your dungeon? This would add another way to shape the dungeon itself, just like eg. the gravity switch or the jumppad do. Of course, the way it currently works should be kept, since it is still a "trap". But in addition it would allow players to create countless "edited" dungeon layouts by blocking certain paths or creating gaps etc.

 

Looking forward to your opinions :)




#193843 suggestion edits to help guildmates create a better base

Posted by max_power99 on 08 March 2018 - 03:06 PM

I like the idea in general. But I also have a suggestion that probably would be a little simpler:

When trying to save a base it sometimes takes hours to accomplish it 2 times in a row. So I was thinking to make it a bit of a team effort:

 

If one player has created a hard base and passed it once, he can click a "request help" button, which would allow the guildmates to help him saving the dungeon, just like you can test a player's new dungeon at the moment. And as soon any player did the dungeon twice in a row the dungeon would be saved.

 

In fact this would in a way be kind of a compromise, since I've seen a lot of people asking for saving a dungeon with just one try. (And I am definitely against that idea.)

Furthermore this would add another way of cooperative interacting with your guildmates, which in my opinion is never a bad idea. ;)