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Messages - mongolian

#76
Zatikon Discussion / DEMO Account Improvements
July 16, 2009, 03:06:00 PM
As anyone should know, I'm a Zatikon junkie and I love it!  But, I often see the game lobby with low numbers.  Worse, is there is usually a good percentage when in or after a game, that my opponent's get frustrated no matter what the type of game.  I know Zatikon isn't everyone's cup of tea, but people are definately coming here looking for specific types of things.  Some are casual gamers that mainly enjoy the coop/single modes and want to see more development on that.  Others are casual gamers that want to try out all the modes and love all game modes.  Then, most of the hardcore gamers are here for the strategy aspect and 90% are falling under the random category and 10% constructed.  In all scenarios I find common scenarios: two complex and not enough to do.

After owning all the cards and playing every game mode, I've recently gone back to thoroughly enjoying my "demo" only account.  I must admit that both constructed and random are much more enjoyable then owning all the cards.  I have to ask myself why is that, and I believe it's because I love simplicity and I love a limited set amount of variables.  It's also because with all the cards there are many scenarios where random/constructed games result in almost no ways of winning.  Sure, more pieces could be fixed to game balance these modes, but I believe an even better solution could occure and I'll get to that later.  For example, I recently had an encounter with a newer player, where we had mirror demo armies but instead of me having an enchanter(huge advantage) he had a bunch of cav's in combination to both of us having 2 catapults among other things.  He almost beat me and should have if he played perfectly, but win or lose, it's alot harder to replicate this balance and simplicity in demo only scenarios.

But, let's look at this from a developer's point of view.  They need expansions, they need to make money to justify the endless hours put in.  I get it and respect it.  But at the same time, Zatikon has been constantly developed to create game balanced revolved around the additional pieces added.  With the release of each new set of units, more variables come out, which obviously results to more complaints and more pieces being adjusted.  This is a good natural process, but in the mean time, bigger fish need to be fried in how to help make Zatikon a gem.   And don't get me wrong, It's a brilliant idea to bring out a new unit every month.  But, what Zatikon is failing at more then ever is being simple.  Zatikon will always be "complex" but it also can be simple too at the same time.  By simple I mean, there should always be a core set of units and variables that should never change.  When the basic units get new abilities and players are gone after a while, it's very frustrating adapting to the new settings.  But, the larger problem is addressing the overall complexity of Zatikon as I whole heartly believe it's one of the biggest disseases towards keeping new players.   This and aside that more single/coop modes need to be developed, but that is another discussion of itself.

So there is a correct solution to the complexity problem.  Let's look at a similiar vein, Magic the Gathering (I haven't played it in 5+ years so excuse my incorrect evaluations).  Anyhow, MtG in the beggining realised many players were complaining that it was too expensive to play, so they invented a Type 1 & Type 2.  For those unfamiliar, Type 1 meant all cards were allowed where as Type 2 meant, you could only use cards from expansions in sets in production.  So it basically helped make the game fresh as Type 1 & 2 would constantly change but it also helped keep a more free mode of playing.  So how is this relevant to Zatikon?  Zatikon needs a bigger hook for "demo" players as we already have a good conversion rate turning them into non demo.   More specifically, a simple "DEMO" styled modes of games and "Non-Demo" style.

How it could work:

When ever one of the main game challenge modes is selected, you will need to choose more advanced game options.  More specifically 3 options:

(OPTION 1) Rated or Unrated
(OPTION 2) 1 min timer or 5 min timer
(OPTION 3) Classic (only demo units) or Advanced (all units)

It would also be very vital, that unrated, 1 min and Classic be the default game choices so the user doesn't have to keep clicking over and over the same options.  I've also recieved many complaints from players that they are unsatisfied with the fast 1 minute timer , so a 2-5 minute timer option would really help.  

Again, in summorary, Zatikon is a complex game that needs to tone down some of the variables (all units).  As much as the game needs to spruce it up with new units, it's almost more important to establish a classical "demo" style.  If anything else, after 4-5 expansion sets, people should be enjoying and still be able to play the same Zatikon for decades just like they would chess.
#77
Units / Units that make Zatikon not Fun
July 11, 2009, 05:47:28 AM
I love Zatikon, but over the course of my life with it, I've come into some very heated debates and some very hated opponents all over the way a unit acted or just plainly because they didn't like the unit.  So some of the units hear fall into the category they are too strong/too weak, but I'm really mainly interested to hear which units people don't like seeing when on the battlefield.  Before I get to my list, I've said this before, but I'm a big fan of simplicity.  When Zatikon adds more units, all I hope is that units don't change the game balance aka just simple units.

UNITS I DON"T LIKE:
------------------------------------------
(1) Arch-Angel. It costs $550, so it's supposed to be a huge game changer.  I loathe when I play a random or consturcted game and this is totally a I win or lose type unit.  Why can't the angel by cheaper to cost like 300-400 and be weaker by either it's stats or a weaker special ability?  Again, it's too big a win/loser.

(2) Armory. In all theory, I should love this card's simpicity, but too often not it's too much a game breaker for random games.

(3) Conjurer.  Ok, it's just too powerful currently. If all it's deploy and range for things was 3 (meaning 6 range for all it's targeting), I'm not too sure I can appreciate him.  BUt anyhow 4+4=8 Range in the game, nothing in this game should be further then 6 range.

(4) Changeling. Ok, changeling would NOT be making this list at all if swap only occured on 5 spaces vs 6.  But with 6, it's so impossable to stop the swap.  I also loahte changeling in how powerful it is against the AI.

(5) Wizard. Again, just not a fan of things that influence the range aspect of the game.  I'm exicited to see units manipulate and give more ways to move around the battlefield, but not add MORE range to other units.  I guess the only part of wizard that really bothers me is just that fact it can swap positions with an ally, giving him HUGE range.  If when he swaps positions it was only valid for enemy units...

#78
Units / Warrior
July 03, 2009, 08:18:57 PM
WARRIOR
Actions: 3
Power: 5
Armor:2
Deploy:2
--------------
I'm sure we can all agree, the warrior is the worst of the $200 units.  Unless it's exploited via another combo unit like the serg*, the warrior just never makes the cut in any army. So I suggest the following tiny ability:

OPTION #1 (preferred) For every kill, it heals 1hp.
OPTION #2 For every kill it, gains 1hp.  With this option, I might start the warrior out with -1 HP, just so it sounds more reasonable.
OPTION #3 Deploy 0.
OPTION #4 Power:6, armor:1
#79
Zatikon Discussion / Re: Coming Soon
July 02, 2009, 04:48:21 PM
I've heard this said before, but I want to reiterate what I feel could be one of the best things to help keep people playing Zatikon more.  Improving Single & Coop need to be high up on the list.  When we are talking about the current player pool, this is clutch.  I know it might be alot of work, but converting Single to Boss mode seems like a great choice.  Mean while, Coop, needs to be reavaluated (weaken the AI & changeling).  Try to make the AI killable at high level even by weak pieces like pikeman, footmen, swordsman, etc.
#80
Units / Re: Favourite unit?
July 02, 2009, 04:42:23 PM
Kran, the discussion is about what is the best units, but what is the favorite.  I can easily see how pikeman is someone 's favorite unit.  I really enjoy units that activate on my opponent's turn, especially DAMAGE dealing ones.  I wish there was another new unit that was like the pikeman
#81
Units / Re: Balancement of Units
June 24, 2009, 07:21:01 PM
1. Changeling should be used by AI the turn of swap.
2. AI needs to be weakened.
3. Changeling's range should be 5 not 6.
4. Diplomat's Armistice should only affect pieces that didn't move this turn.  If a unit made an attack, I think that is fair.  Other solutions are possable, but diplo needs to change.
5. Conjurer's summoning range of gate/portal reduced to range 3.
6. Wizard can only target enemy units when swapping positions.
-----------------------
After these changes, I have almost NO ISSUES with units.  I realise you want to add more abilities Kran, but this is a low priority issue.  If even 10 minutes to 1 hour is doing to be spent, I want it prioritied in fixing the above #1-6, game modes, bugs and a few other essentials I forgot to mention.
#82
Zatikon Support / Re: balancing random
June 24, 2009, 06:20:41 PM
I've recently restarted to play 100+ level single player.  Now, even my best deck barely wins.  Without changeling, i'm pretty sure it's not possable.  But in coop, my deck almost always wins.  Single and cooperative modes should not be treated the same way.  The sooner Zatikon distances these two modes from one another, the better.

Without the use of priest and mainly changeling (aka units that steal opponent's pieces) the AI is too strong.  I remember when I used to play single/coop and had the potential to win with just towers or normal units that damage.  This is NOT an option today.  So, if 90% of the units are pointless to use again a lvl 100+ AI, that should be a big warning something needs to change.

Seeing as coop is the most popular format, I suggest the following:
(1) Convert single player, into a boss mode.  Boss mode could mean the AI starts out with a super boss unit that combines yellow powers or multiple pieces.  Then, all other points/units the AI can use are severally limited.  Maybe if the boss dies, the AI can no longer bring out new units.

(2) AI will be able to use the changeling the turn it swaps.  Changeling is too good a unit against the AI.  But, doing this means #3  

(3) AI must be weakened in some way for cooperative.  The simplest way to me, is restricting the AI to 4 summoning units per turn, vs the 5 slots.  
#83
New Game Ideas / Re: Monster RTS
June 23, 2009, 03:32:10 PM
Chronic Logic already has a real time strategy game with "monsters". Try Kingdom Elements.  Zatikon is clearly a better game.  What I would really like to see above anything else, is a minimal versino of Zatikon.  I don't care if needs to be called a new game, or just another mode in Zatikon.   A simple mode that has 8-12 set pieces mirrored for both armies.  Armies that don't change.  Something in the vein of chess basically.
#84
Units / Re: Balancement of Units
June 23, 2009, 03:20:23 PM
I'd like to beat the horse dead and kill it again and again. 
-----------------
I'm perfectly fine at seeing units not completely 10)% balanced at their price level.  90%+ of the units are balanced enough.  Some key units like diplomat and other do need to be tweeked.  If...IF there is ever going to be more changes of units.  Please, please make units MORE SIMPLE Simplicity is far far more important than anything else.
#85
Zatikon Support / Re: balancing random
June 22, 2009, 06:15:54 PM
I've suggested a "Draft" format. Like opening packs of cards, but packs of units here and you would go back and forth with opponent.  After choices, then players would play games with those decks.  I love the idea, but am terrified how much effort would be needed, despite being a great idea.  Still think it's more important to focus on simple solutions with fixing the formats up now though..
#86
Zatikon Support / Re: balancing random
June 21, 2009, 05:05:58 PM
oouch, harsh post, but true.  As discussed before:

RANDOM: just remove possessed, dracho & armory from the list. This should allievate most of the pain to not to have to redraw.  Long option: a redraw system.

CONSTRUCTED: ..there is no simple answer for this one.  I want to see a "limited constructed" play-test each month and only allow certain sets of units.  This will limit the options and make more balanced armies.  There are currently too many options, aka, too much rock-scissor-paper in uber combos that makes this format unplayable.

SINGLE & COOP: long answer...boss mode
#87
Zatikon Discussion / Re: Zatikon reviews and links!
June 19, 2009, 06:05:45 AM
nifty, just found zatikon on this site...it's rated 5 stars our of 5 and came up on the 3rd page.

Playthisthing.com gave it 5 out of 5
"the game itself is genuinely novel and strategically deep"
http://playthisthing.com/allgames?page=2&sort=desc&order=Rating
#88
Units / Re: Sycophant clarification
June 19, 2009, 05:35:09 AM
Sycophant needs to be worth $100, then it's fine.  End of story.  $50 is too powerful.
#89
Units / Re: Zatikon Guide
June 18, 2009, 12:18:15 AM
Not sure if these are guide worthy, but here are my tips:

Abjurer - Remember, he can target your own units to be unsummoned.  Perhaps more powerful then unsumming your opponent's units.  Also, take use of his +1 armor ability in stalemate situations.

Hydra - is great in conjunction with pieces that add actions and HP.  With more HP, he can make more critters per turn.

Magus - Try to analyse your opponent's army before you go into spirit mode.  Try to calculate how many will-o-wisps can help and don't go too overboard on it.

Wizard - He's one of the best units, always remember that if he gives himself flight, he can jump, then swap another one of your pieces.  (THIS ABILITY SHOULD BE BAN TO FRIENDLY UNITS)

Enchanter - When calculating who to give a +1/+1, always try to focus on giving units the 2 armor.  Then prioritise in your army which order those additional pumps should take place if you have the time.

Barbarian - Works great with units that can protect it.  But, more importantly, try to stay defensive with it when at all possable.  

Quartermaster - if your army isn't heavy on actions, It might be more adviseable to save $50 and pick the Quartermaster over the General.  It's very specific per army.

Healer - Don't forget that it can heal itself.  Try to get the units you want 1 more HP then the attacking pieces power (usually power2-4).

Templar - This unit can heal all the time!!!  So , he's actually not the best piece you want to lead an attack, but follow through with.  Try to avoid making it invinciple unless it's position is vital to defend or attack.

Archer - Never swap an archer if need be.  This is almost always a trap.  Archer can be one of the most deadly units it you keep it alive.

Summoner - Always start off making more imps versus turning an imp into a demon.  For the most part this is situational, but more often then not, a swarm of imps can pick off the 1 target your looking to get, vs keeping 2-3 strong demon's.


#90
Units / Re: The Conjurer
June 17, 2009, 11:56:57 PM
Yes, lets keep on track here.  If portal had range(3), I think the conjurer would be fine.  As is, it is too powerful.  Not sure if range 3 is enough, but it seems like that would be enough for me to say it's balanced.  I might even thinking of making both range 3.. need to test more.