Day
1
About
Battle Camp:
The game features customizeable avatars and quirky monster designs, a virtual world and chat which function in real time, and a huge array of quests to complete, achievements to obtain, and more than 200 puzzle monsters to battle, catch, and ‘piece’ together.
You can join a Troop with other players to conduct raids together and battle it out against other Troops during a variety of events, such as Raid, PvP, and Tower.
Battle Camp offers players a fresh perspective on iPhone MMORPG gaming. It allows users to effortlessly transition between the virtual world and the monster match-3 minigame. Battle Camp is known for its clean, polished, and eye-catching designs, and it has been called “the love child of World of Warcraft and Pokemon”.
Gameplay:
As a character levels in order to progress through the game and grant access to new areas.
Leveling:
Leveling your character is important if a person wishes to advance through Battle Camp to unlock new areas.The process of leveling involves gaining experience points. At the top of the User Interface you can keep track of your current level, together with an orange experience bar to track how far until your next "level-up".
There are two options to choose from when desiring to level your character and advance further through the game. To level, a character must either battle monsters, or complete quests.
Quest:
Questing is a large part of Battle Camp, it provides an amusing storyline for the game, as well as a consistent source of rewards... because hey, who doesn't like getting things!
Quests are automatically given to you, and can be found in the quest log (the icon "quests" to the right side of your screen). New quests are given to you upon completing the previous quest, as well as when you unlock a new area.
Each area has a primary questgiver and their image will appear within your quest-log as a new tab; letting you know what they want you to do!
Camp Quests - Penny, Primary Questgiver
Teepee Hollow Quests - ###, Primary Questgiver
Turtle Falls Quests- Sgt. Lovejoy, Primary Questgiver
Spring Clearing Quests - Wonky Kong, Primary Questgiver
How
to Combo:
There
are some main things to keep in mind when you combo:- How many targets do you have? If you have more than one, it’s always recommended to line up 5 or more sets of tiles so that you can attack them all. If you have 5 targets, that’s 5 times the damage. If you have only one, then try to separate tiles into sets of three, as that will give you the maximum amount of combos possible. Two sets of three will give you the same damage as one set of 6 plus the bonus of an additional combo.
- How many elements are you working with on your team? Make sure you line up at least one set of tiles for each element, so that none of your pets are idle when you are attacking. This maximizes damage output. Of course, line up tiles that are not of the elements you are using as well for that extra combo boost.
- Do you have any swap skills? The swap skill (change all heart tiles to a certain element) is the only skill that will help you with your combos. It is always useful to move a few tiles back and forth to use up a few turns quickly so that you may activate the swap skill, especially if you have a board full of hearts.
- Are you timing your combos?All combos take time to activate, since there’s an animation sequence that takes about a quarter of a second to run per combo. Try to aim for an enormous combo at the end of a timer with a few seconds left on the clock. You don’t waste any time with the animation sequence since it’s already dropped to 0 seconds.
- Have you planned ahead?This is more of an advanced skill. Once you’ve mastered the basics, you can try to line your combos up so that when they are cleared and tiles drop down, these dropping tiles create additional combos.
- Get
in the zone.Once
you’ve mastered all of the above, get serious. I always combo
better sitting down rather than standing up. It helps for me to have
my own music playing. Which finger do you prefer using? Personally,
I use thumb and index. Some people use middle fingers, I even know a
guy who uses pinkies. Powder that finger too, allows for faster tile
moving! Hardcore Battle Campers!
Daily Reward
Login
everyday for daily rewards!
The daily rewards reset every 30 days, so that a new round of
daily rewards is awarded. The daily rewards are as follows.
- 5 Energy
- 250 Stones
- 10 Energy
- 500 Stones
- 10 Energy
- 10 Energy
- 500 Stones
- 10 Energy
- 10 Energy
- 500 Stones
- 15 Energy
- 1000 Stones
- 15 Energy
- 1 Ultimate
Grab
Day
2:
Monsters:
The monsters are largely based on 5 different elements (water, fire, leaf, wind and rock). There are a total of 230 monsters and counting to collect in the catalogue. Each monster falls into various levels of rarity which are as follows; common, special, rare, super, ultra, epic and the most recently introduced legendary.
Each monster of rarity from 'rare to legendary' has two abilities - a Passive ability and an Active ability. while 'common' monsters have none and 'special's have a sole passive ability that gives varying XP bonuses when they are fed to another monster.
Each monster is collected in 'jigsaw pieces' unless you are lucky enough to win a complete monster through the 'monster grab'.
Here
is a guide providing helpful info and tips about raising and leveling
monsters in Battle Camp with information on basic statistics,
leveling, perfects and tips on how best to raise your monsters. This
guide is meant for readers who have a solid grasp on the basic
concept of Battle Camp and contains only information that I deem
valuable or is not already commonly known. Please refer to the in
game
Help
function
which can be found under settings for preliminary information.
Feel
free to message Advilnight in game if you have any questions about
this guide, or if you would like any additional information.
Monster
Statistics:
Attack:
This represents how much damage your monster will when a basic 3 tile
chain is activated. Any additional tiles/combos to this basic 3 chain
will add a 20% damage increase.
Health:
In
PVE (player vs. environment) total health of your team represents how
much damage your team can take before you lose. In PVP (player vs.
player) health represents how much damage individual monsters can
take before they die.
Recovery:
This
represents much health you will heal on a basic 3 chain on hearts.
(Note:In
the most recent patch, recoveries of all monsters except monsters
evolved before said patch have reduced by about 50%. This makes it so
that pre-patch evolved monsters (a monster that has not been modified
but can no longer be obtained) have twice the recovery of post-patch
monsters. This makes them much stronger in PVP settings. For example,
a pre-patch perfect Yggdrasaurus has 1780 recovery at its maximum
level and a post-patch perfect Yggdrasaurus has its recovery capped
at 945.
Zodiacs:
All monsters caught come with one of 12 randomly generated zodiac
signs. Matching the zodiacs of the monsters on your team will enable
you to activate their passive abilities.
You
can read more about passives
here.
Feed
Value: Represents
how much exp a monster will give when it is fused into another
monster. The feed value number represents the amount of exp the
monster will give per level.
(Note:
Individual feed values as well as a monster’s potential statistics
at maximum level can be found in the monster catalogue, in the
management tab on top left corner. An online version of a completed
monster catalogue is available
here,
courtesy of Kaitnyl.)
Passives:
Passives are abilities that are active as long as you have paired the respective monster with the required amount of corresponding zodiacs. Passives abilities come in 3 power levels: 1 star, 2 stars, and 3 stars, and generally, the more stars a passive has, the better the passive. However, passives with more stars require additional zodiac pairings. To activate a monster’s 1 star passive, for example, you need only 1 other monster with the same zodiac as the first, 2 star passives need two other monsters, and so on. Thus, to active a one star passive, only 2 out of 5 monsters on your team need to have the same zodiac, whilst activating a stronger 3 star passive requires you to have 4 out of 5 monsters on your team with the same zodiac.
Passives are abilities that are active as long as you have paired the respective monster with the required amount of corresponding zodiacs. Passives abilities come in 3 power levels: 1 star, 2 stars, and 3 stars, and generally, the more stars a passive has, the better the passive. However, passives with more stars require additional zodiac pairings. To activate a monster’s 1 star passive, for example, you need only 1 other monster with the same zodiac as the first, 2 star passives need two other monsters, and so on. Thus, to active a one star passive, only 2 out of 5 monsters on your team need to have the same zodiac, whilst activating a stronger 3 star passive requires you to have 4 out of 5 monsters on your team with the same zodiac.
(Note:
Passive abilities are not visible nor do they reflect the attack,
health or recovery of a player’s team when viewed by other players.
This is advantageous as it can make teams very deceptive in power
level.)
There
are 5 basic stat boosts that all passives are composed of. 1 star
passives will have one of five stat boosts, 2 star passives will be a
combination of two, and so on. The percentage boosts differ for each
rarity level, and the following percentages have been written in the
format of (Rare/Super & Ultra/Epic):
- Attack (25%/35%/50%): A flat damage increase to your existing attack stat which is added at the beginning of a tile set as a base for any additional combo modifiers or elemental bonuses. If this type of passive is activated, the boost will always be present.(Note: This is the best type of boost.)
- Critical (20%/30%/40%): This is more commonly known as “chance to deal double damage”, with the percentages in this case outlining the probability of the critical happening, meaning that unlike the attack boost, critical boosts may not always activate even if the passive itself is active. Although critical deals a 100% damage boost, due to its slim chance of activating, it is on average weaker than attack boosts. For example, a 25% attack boost that is always present leaves your monster at 125% strength, whilst a 100% critical damage boost 20% of the time leaves you with an average of 120% strength, and that is based on the assumption that the critical will indeed activate 20% of the time.(Note: Critical boosts can be stronger than attack boosts depending on how many additional combos you may be able to achieve during the round that the critical is active. Each additional tile chain of the same element receives a 100% boost, which can add up to be an exponential amount.)
- Recovery (50%/75%/100%): This is a flat recovery increase to your existing recovery stat and is automatically added to any heart tile chain you may complete.
- Defense (25%/35%/50%): This reduces the total damage your monster takes by a flat percentage.
- Health (25%/35%/50%): Increases your total health.
(Note: Passives containing attack and critical boosts are by far the stronger passives, as the latter three makes a notable difference only during PvP. The passives “Warrior” and “Deadly” are considered by many of the top players to be the best passives, as they are 3 star passives containing both attack and critical boosts. For example, a Deadly epic monster will have a 90% damage boost on average, meaning they deal 190% of their base attack stat in damage. A perfect Skion with a Deadly passive at level 90 will have their base attack stat of 1423 boosted to roughly 2703, the combined attack of an average player’s entire team.)
Feeding:
Leveling-up
is a crucial part of the monster raising process. This is how you
increase your monsters’ stats, such as recovery, health and attack
power.
You
level-up your monsters by feeding them other monsters from your
inventory. Each feeder monster gives the monster its fed to
experience (XP) points. With enough XP, that monster levels up.
The maximum level your monster can reach is tied to its rarity and whether or not it has evolved.
Every feeding requires stones for reasons that are so scientifically complex, we can’t go into them here. But you can earn stones from battles, quests and selling off inventory.
Efficiently Feeding:
Feeding is one of the core aspects of Battle Camp, being efficient at it can make a huge difference in increase they strength of your team. Typically, you feed the normal monsters to your pets to level them up. However, there is a lot of things to consider. Below is all the data I have compiled to help you feed your pets efficiently.
Feeders:
Feeders are the monsters you feed to your pet. Their level and rariety directly affect how many feeding points go to your monster. Each monster has a feeding value. This is the value of feeding points they provide per level. Higher rarity monsters have higher feeding values.The common monsters and rare monsters with the highest feeding value are currently the ones at Mount Magma. The commons have a feeding value of 230. The rares have a feeding value of 532. Therefore, a rare feeder is worth 2.31 commons of the same level. So a level 4 rare is worth 1 level 8 common. This feeding value is extremely important for higher levels and being efficient.
Feeders Element:
One incredibly important aspect of feeding is that the feeder's elemental type matters. You only want to feed your monster feeders of the same elemental type. Feeders with the same type give you a +30% bonus to the feeding points they provide. This is why it is one of the most important aspects of feeding your monsters.For example, if your monster is a Water type, then you should only feed it Water feeders.
Special Monsters:
The best monsters to use as feeders are Special Monsters. They provide bonus feeding points based on their Passive Ability. A 1 star passive provides double feeding points, a 2 star provides triple, and a 3 star provides quintuple. This is the key to leveling monsters up fast as well as achieveing Perfect Evolutions.The best way to get a maxed 3 star .ko is actually fairly simple. Special Monsters require 50% of the xp to level the same amount a Rare/Super/Ultra/Epic monster. A level 40 Special Monster requires 96390 xp, by comparison a level 40 Rare requires 192780 xp (2 * 96390).
- 96390 / 1.3 = 74,148.46 xp needed if fusing with the same type (ex: water with water).
- 74148.46 / (3 * 800) = 30.89 ~ 31 levels of a 2 star Special Monster of the same type to max a Special Monster.
- A level 31 Special Monster requires 52000 xp
- (52000/ 1.3) / (2 * 800) = 25 levels of 1 star Special Monster of the same type to get a level 31 Special Monster
-
- 52000/ 1.3 / 532 = 75.19 ~ 76 levels of Rare Monsters of the same type to get a level 31 Special Monster
- 52000 / 1.3 / 230 = 173.91 ~ 174 levels of Common Monsters of the same type to get a level 31 Special Monster
- 74148.46 / (2 * 800) = 46.34 ~ 47 levels of a 1 star Special Monster of the same type to max a Special Monster.
- Its impossible to get a level 47 1 star Special Monster (max is 40 obviously), so we need to divide this up into two monsters.
- A level 23 Special Monster requires 23980 xp
- 23980 / 1.3 = 18,446.14 xp needed if fusing with the same type
-
- 18446.14 / 532 = 34.67 ~ 35 levels of Rare Monsters of the same type to get a level 23 Special Monster.
- 18446.14 / 230 = 80.2 ~ 81 levels of Common Monsters of the same type to get a level 23 Special Monster.
- A level 24 Special Monster requires 26894 xp
- 26894 / 1.3 = 20, 687.69 xp need if fusing with the same type
-
- 20687.69 / 532 = 38.89 ~ 39 levels of Rare Monsters of the same type to get a level 24 Special Monster.
- 20687.69
/ 230 = 89.95 ~ 90
levels of Common Monsters of the same type to get a level
24 Special Monster.
A Max 3 star Special Monster will level any Rare/Super/Ultra/Epic monster from level 1 to level 40 (192780 xp) by just using it as the feeder.
Day 3:
Stones:
It costs stones to feed any monster to your pets. At higher levels, this becomes particularly expensive. Specifically:- 5 Stones * Level of your pet = Stones to feed a monster to it.
With this is mind, you want to feed as many feeders to your pet at the lowest level as possible. The key is to feed your pet until they are just about to level. Basically, get them as close to 99% of their current level as you can, then feed them 5 feeders to push them over.
For example, if you have a level 40 monster, Feed feeders to it until it is about to level to 41, but do not level it to 41. Then, save up 5 monsters, and feed them all to it and all 5 of those monsters will be at the rate of the 200 stones per monster (40 * 5 stones). By comparison, if you feed the monster to 41, then feed it the remaining 4 feeders, the last 4 would cost 205 stones per monster (41 * 5 stones), for a total of 1020 by comparison to 1000.
Now, this doesn’t look like a big difference right here, but stones are not that easy to get and once you are low, it is really hard to replenish your bank. So saving as many as you can really adds up over the course of leveling a monster.
Well, the most efficient way to level is to actually fuse only to level 1 monsters. For instance, instead of selling any monsters at all from your inventory, use the level ones to fuse 5 other of the same type (ex: level 1 water with 5 other water). This is true for Common and Rare monsters. You need to be building up fodder to make Max 3 Star Specials (see above). This method is a very low stone consumption strategy. You will basically only be fusing for a maximum of 25 Stones every time. Build up the 1 star and 2 star specials such that you can get the max 3 star specials using the formulas above. You need 2 Max 3 Star Special Monsters to level an unevolved Ultra to the maximum level of 60. Do keep in mind that you typically need 4 Special Monsters to evolve any monster. For Perfect Evolution, you should use 1 star Specials for the evolution process, while using 3 star Specials to level the newly evolved monster.
Perfect Evolution:
The base stats of an evolved monster will always be the base stats of its un-evolved counterpart plus 5% of the stats of each evolution ingredient. If any of the evolution ingredients have reached max level, the evolved monster will receive 10% of the stats of each respective ingredient.
To
illustrate this, we will use the Skion as an example. To obtain a
Skion, you need:
- 1 Skyrin for evolving
- 1 additional Skyrin as an ingredient
- 4
Cottonsails
A
level 1 Skion’s base attack stat is determined by a Skyrin’s base
attack stat (346) plus 5% of whatever the attack stats of both
Skyrins and the 4 Cottonsails may be, provided that none of them have
reached max level. If they have been capped, the Skion’s base
attack will then be a Skyrin base attack (346) and 10% of the attack
stats of each of the ingredients.
Based
on the MPS in the catalogue, we know that a Skyrin has a max attack
stat of 865, and Cottonsails cap at 125 attack. To calculate
additional attack boost these max level ingredients would give to the
evolved Skion, we do the following:
- (Skyrin 1) 865 x10% = 86.5
- (Skyrin 2) 865 x10% = 86.5
- (4 Cottonsails) (125 x 10%) x 4 = 50
- (Total
Boost) 86.5 + 86.5 + 50 = 223
We
add this boost to the predetermined 346, giving us 569, the base
attack stat of aperfect evolved Skion. If we multiply this base by
2.5, we find that the MPS attack of a Skion is 1422.5, displayed in
game as 1423. This is the MPS written in the catalogue; the catalogue
assumes that you have 100% perfection.
To
properly emphasize the importance of perfect evolution, we can
compare the differences between 2 level 79 Skyrins and 2 capped level
80 Skyrins. A Skyrin at level 79 will have about 858.5 attack, which
isn’t much less than the MPS attack of a capped Skyrin. However,
because a level 79 Skyrin has not reached max level, the attack boost
it gives to the evolved Skion will not be 10%, but 5%. In this case,
we assume that all 4 Cottonsails are still capped:
- (Skyrin 1) 858.5 x 5% = 43
- (Skyrin 2) 858.5 x 5% = 43
- (4 Cottonsails) 50
- (Total
Boost) 43 + 43 + 50 = 136
Once
again, we add this number to the base of 346, giving us 482 as an
evolved Skion’s base attack. Multiplying this by 2.5 gives us an
MPS attack of 1205, more than 200 less than the perfect’s MPS
attack.
Keep
in mind that this enormous gap occurred as a result of two Skyrins
that were under leveled by only one each. It shows how big of a
difference level capping your ingredients can make!
Now
we will do this math one more time with the bare minimum requirements
for evolving the Skion, just one level 40 Skyrin. Let’s assume that
the other Skyrin is level 20, and the 4 Cottonsails are all level 1.
- (Skyrin 1) 602.23 attack
- (Skyrin 2) 470.83 attack
- (4 Cottonsails) 200 attack
- (Total Boost) (602 + 471 + 200) x 5% = 63.65
- (Skion Base Attack) 63.65 + 346 = 409.65
- (MPS Attack)
409.65 x 2.5 = 1024.125
Without
leveling our ingredients first, the MPS attack of this Skion (an epic
monster!)will be only 1024, which is weaker than the MPS attack of a
perfect evolved ultra, of which is one rarity level lower. This is
why you should always perfect evolve!
Day 4
Admin Tool:
Table of
Contents
Add Headings (Format
> Paragraph styles) and they will appear in your table of
contents.
Admin Tool Overview
How to answer a
ticket within PennyPop Admin Tool
Admin Tool
Definitions
How give Password
Resets within Admin Tool
Admin Tool
Overview
In order to log into
the admin tool click this link to take you to the admin portal.
http://support.pennypop.com/panel
What you will see is
User Id/Login and Crew ID/Name
User ID/ Login
– This is used to search for users. Example: Foxtrot
Crew Name
- This is defined for Troops that players can join within the game.
Once you look up a
User in the User ID/Login this will bring up the User’s profile
within the admin tool.
Here is an example:
“Foxtrot” This is an avid player of Battle Camp so this user has
an established account. Here is what you will see upon entering a
username.
Tickets will be
assigned to you by your Admin. Those will be delegated by Spend Level
and Priority Level.
How to assign tickets to others is a very simple process.
Admin Tool
Definitions
Last Responder
– This is the last user to “handle” a ticket
Any – This is can
be used to sort by Agent/User - Agent is the person taking the
ticket and User is player
Min. Priority
– 4 to 1 – 4 is the lowest and 1 is the highest
Min. Value
– 0 to 1000 – This is the spend level the customer has accrued
from all purchases within the game
Status –
This indicated the “status” on any ticket that is within the
system.
Any
– This is can be used to sort by Agent/User - Agent is the person
taking the ticket and User is player
Open
– any ticket that is unanswered. This will be known as “open”
Resolved
– once a ticket has been answered either for a first contact
resolution or waiting for a reply we set it to resolve.
Unresolvable
– If an issue can’t be resolved by an agent it will be set to
Unresolvable
Spam
– If a ticket is considered Spam from email spammers or customer
maliciously sending in a numerous amount of tickets.
Ignored
– This is used for when a ticket should not needed to be answered
such as a Ban, a ticket that is considered already resolved to a
gameplay issue fixed.
Agent
– This can be used to delegate tickets to an agent after the
numbers of tickets are marked as you can see in the open box next to
the ticket. Click the Undelegate
dropdown to select an agent then click Delegate.
Tickets will then be assigned.
User ID
– you can search by a player User ID that is their Player name.
Example: Search Foxtrot in User ID to find all tickets sent in by
that user.
Issues –
You can sort by a specific issue in order to locate tickets related
to that issue. These are listed under the following with an
explanation for each. *This
is a common list of all issues within the game but more will be added
to accommodate our player base and also to categorize new issues as
the game progresses.
Please
keep in mind this is just a brief summary of what you will see.*
- General – This is regards to “general issues” such as feedback, suggestions, an accidental “feeding” of monster, complaints with other players etc.
- Banned – This is regards to account closures from players that we ban from the game for violation of Terms of Service such as exploiting and hacking.
- Battle and PVP - This is related to anything regarding monster battles and PVP that means Player vs. Player.
- Events Awards and Rankings – This is any ticket sent in regarding Event Rewards paid out and Ranking for players who participate in Events.
- Feeding – This is related to anything regarding “fusion” with monsters. Players will call it “feeding” the internal term is “fusion” (Please see Fusion definition for a detailed explanation)
- Gifts – Tickets sent in regarding questions, issues with gifts. (Please see Gifts definition for a detailed explanation)
- Gold and Purchases – This related to anything regarding questions on missing gold, gold paid out, stone purchases, energy purchases, and accidental purchases of currency as well.
- Inventory and Storage – This is related to issues with inventory and storage sync issues.
- Login Help – Issues with Facebook disconnection, wrong passwords etc.
- Misc. Event Inquires – This can be any question regarding an Event that the player is curious about or has participated in.
- Raids – This is related to issues with raid attacks or usually a player’s attack not showing in the raid.
- TapJoy – This is related to another company who players can purchase gold from for BattleCamp and also get free gold from participating in surveys.
- Trading – This is related to any issues with trades, duplicate trades, trades that are incomplete, and also stuck trades.
- Troop Wars – This is related to any ticket sent in regarding a issue with Troop War events. This could be related to Troop War damage reports, Payouts regarding Troops etc.
Admin Tool
Definitions Cont -
U –
user. It shows whom the last person to respond to a ticket.
Last –
This is related to the “age” of the ticket. How old the ticket
is once it is sent to us.
Login
– Customers use their Player Name to log in and this is used to
M –
Messages. This is the current number of messages sent in a ticket
between customer and support admin.
Agent_id
– This is the agent who has the ticket currently assigned to them.
P – Priority
- Priority is ranked by the customer in regards to the issue sent in.
Priority level ranks from 1 to 4 – level 1 is the highest and
level 4 is the lowest.
Value –
This relates to the current spend level of the customer.
Subject
– Subject of the ticket sent from the customer.
User Menu
Overview
What you will see on your left is the User Menu and the Info panel
with everything regarding a User’s account with the current state
it is in from any action taken on the account. Below will be all
screenshots and explanations of each
General -
This displays the “general” information on the account such as
last login. What troop they are a member of and how much currency
the player has accrued over time.
*In the General
Tab you have the following – Key and Info – Key is just a term to
display information regarding the account and Info is the status of
that Key.*
Info
Definitions
- Banned - This function will not be used.
- Client_info -
- Crew_Id - This function will not be used.
- Crew_Name – This is the name chosen by the players in a crew to distinctly identify themselves. Example : The Village
- Email – This is the email used on the account provided by the user.
- Energy – This is a function in the game used by players to engage monsters and players. A simple resource. Once it is exhausted the player can purchase more for gold to keep playing. [or wait for more to be replenished.]
- Fb_info – This function will not be used.
- Gold – This is all gold accrued in the game by the player.
- Invalid - This function will not be used.
- Last_100 -
- Last_Login – 2014-02-26 22:03:12 UTC – This is a timestamp for the last login time on the account with Timezone Stamp included.
- Login – This will show the players login ID they use within the Battlecamp Game – Example : Foxtrot
- Push – This function will not be used.
- UDID – This function will not be used.
- User_ID – This function will not be used.
Info - Attacks
Menu
Attacks -
This small section contains all information regarding “attacks”
made by players in game. These “attacks” will be logged in this
menu section.
- Last_attacks - last attacks show the last attacks players have done within the game
- Last_battle_masters - battle masters show info for PvP.
- Last_energy - energy is what they used their last energy on and how much
- Last_raids - raids are attacks done in a raid.
Clothes –
These are your clothes your in-game avatar wears and costumes a
customer can buy. You can give outfits and costumes from a simple
radial dropdown.
*This will not be
used as you will rarely access this function to hand out these types
of items to customers.*
Events –
Events are generated within the Battlecamp game for players to
participate as a “troop”
in order to win prizes and experience.
Friends –
Friends are added by Battlecamp players via Facebook and the in–game
application. Friends can trade pets with each other and also give
“referral
codes”
Gifts -
Gifts are things that you get that go into your gift box. Things
that go into your gift box are gifts from friends (energy, and
mystery eggs), troop and individual rewards from events, prizes from
raids, prizes from Lost Temple, and occasional gifts we grant
players, such as energy, costumes, etc.
Gifts should show
what you have in your box still. Added gifts show what you've
recently received, collected gifts show what you've recently
collected (accepted), and rejected gifts are ones you've deleted.
Gold –
This is the main currency that is used by players to buy more “turns”
within the game to battle and also purchase in-game pets, costumes,
avatars, including prize grab spins, inventory space, energy, stones.
It can also be used to recover yourself if you lose a battle. Players
can purchase gold by tapping the gold icon in the upper-left corner
of the screen.
Stones
– Another currency is “stones”.
Stones are used to “feed” monsters to level them up within a
players management system. This currency is considered “minor”
compared to gold. Players earn “stones”
from battles. stones by winning battles, by completing quests, by
spinning prize grab machines and by selling off your unneeded
inventory. Players can also buy them directly with gold by tapping
the stones icon in the upper-left corner of the screen.
Management
– This is the area used by players in-game for all of their monster
“management” This is used by players for evolving monsters,
donating monsters, fusion of monsters and selling monsters. Another
key area here is the “storage” area for players to have a
“stable” of monsters they can add to their rotation when playing
the game. (Think
of it as players sitting on the bench in a game where a coach can
swap out players on the team.)
- last_donates – When Players donate things to NPC’s to gain acess to fight end-game monsters.
- last_evolves – Players can”evolve” monsters
- last_fuses – Players can ‘fuse” monsters in order to make them more powerful.
- last_sells – Players can sell monsters. This log will detail the last 30 sells.
- Monsters – This is “inventory” monsters not considered monsters in “Storage”
Storage -
Storage
is where monsters are acquired from players who fight in-game
monsters. These monsters will be put in “storage” where they
aren’t being used. Players can rotate monsters in and out of
storage.
- Storage_cache – Storage cache shows what the server sees and Storage count shows the actual number. *If these numbers don’t match the Storage will be out of sync.
- Storage_counts - Storage counts is how many monsters contained in your storage. You can have 25 storages. Each holds 10 monsters each
- Storage_deposit_flow – This records the time and date of every storage created by a player.
- Storage_monsters – Lists all the monsters currently in storage for that player.
- Storage_restore_flow –
Messages –
This is all messages sent to the player regarding system
updates,player messages and notifications.
Prizes –
Prizes are given to players who participate in events/raids created
within the game. Prizes can be monsters, trophies, costumes, event
grabs, boosters,
Trading -
This is where players can trade monsters between one another. This
is currently a beta function that is work in progress.
Logs –
Logs contain all information regarding player actions taken with
donates, evolves, fuses, monsters in management. Please see
definitions above.
Action Panel
Below the Info
panel is the Action Panel. Here is where you can make any action on
a players account. At anytime an action is made a support note is
MANDATORY so that we are aware of any actions made so we don’t
duplicate that action.
Action Panel Actions
Give Monster
– This is a very standard action. This will give any monster in
our game to a player if issued. *No
player should be given any monster above Ultra and that must be
escalated*
*Pro Tip! If
giving a monster to a player for reimbursement you MUST make a
Support Note to track these*
There are
two types of identifiers in the Actions “Give Monster” Radial
These are
“E” which means “Evolved” and “_3” Which means the Second
Evolution (3rd form).
Never EVER give away a “_3” Monster
Monster ID
– This is the ID of the Monster. Let’s take a look at the first
selection how monsters are listed..
- Example : Belgianfern & Belgianfern_e
“Belgianfern_e”
means “Evolved” – Evolved means “Some Monsters can evolve to
another version, supposedly more powerful than the previous one. In
order for this to happen, you need to have two identical monsters and
4 special monsters that meet the requirements. Only Rare or above
monsters can go through the evolution process.
- Example : Blindpath & Blindpath _3
- _3 means “Third Evolution Monster which is a very powerful class of monster. This monster has to be earned completing certain types of events within the game to be earned by players. If you ever issue a monster to a player make sure that this tag is NOT on the end of that monster.
Quantity
– This allows you to give out monsters. Don’t give out more than
3 monsters per users.
Piece Index
–
Piece Index (0 to max pieces - 1) – This function will not be used
at this time.
Complete Check Box - Click this whenever giving a monster to ensure giving a full monster, otherwise they’ll receive puzzle pieces.
Complete Check Box - Click this whenever giving a monster to ensure giving a full monster, otherwise they’ll receive puzzle pieces.
Level
–
This grants a specific type of level for the monster appropriate to
the Player status/issue.
Zodiac
–
Each monster in the game has a specific zodiac. Having monsters with
matching zodiacs on your team can unlock monster passives and make
them stronger.
Passives
–
When
grouped with another monster that has the same Zodiac sign the
monster would gain a “passive skill” Example: Marta when
grouped with another Leo he will gain 70% increased Wind Defense *You
can assign levels for Passives
Active –
This is a special power that builds up over attacks then it can be
used once used it’s goes on a “cooldown” timer before it can be
used again.
Update
Storage Cache/Sync Storage
– These are radials used to sync storage for players who are having
storage issues.
In – Game
Definitions
These In- Game
Terms that Players will use when sending in tickets. These Terms are
further explained below.
FUSION -
Monsters do not level up by taking them to battle. Doing “Fusions”
carries out the leveling process. What you do during a Fusion is
sacrificing a monster to level up another one. If the monster being
sacrificed has the same element of the one being targeted you will
get bonus leveling XP points. Of course, the higher the level of the
monster being sacrificed, the more leveling points you get for the
targeted monster. “Special” monster grant a huge amount of
leveling Xp if sacrificed in a fusion.
Players access the
Fusion menu by tapping on your monster in the Management menu, for
each monster you add to be sacrifice, the currency cost increases.
EVOLUTION -
Some Monsters can evolve to another version, supposedly more powerful
than the previous one. In order for this to happen, you need to have
two identical monsters and 4 special monsters that meet the
requirements. Only Rare or above monsters can go through the
evolution process.
QUESTS -
Each location has its own set of quests, as you unlock new Map Areas,
the list of quest of that area will get added to the quest log. Also,
the “sun” icon in the quest log gives you access to the Daily
Quest. Do not mistake Raids with Events. Raids can be carried out
only if you belong to a Troop.
TROOPS -
Troops are the equivalent of alliances in other games. By joining
them you will be able to carry out raids. You can create you own
Troop once you reach level 8.
EVENTS -
Events are timed and depending on the amount of trophies you get, you
are given different rewards, such as Epic Monsters, Grabs, etc.
Answering
Tickets in the Admin Panel
Now that you have an
overview regarding the Admin Tool, Definitions, and general issues.
Let’s look into actually how to reply to a ticket….Once you have
assigned yourself tickets or have them delegated to you the process
is quite easy.
Let’s take a look at the Admin Panel once tickets are assigned to
you. Currently I have 61 Tickets that are assigned to me.
To answer this
ticket all you have to do is click on any subject line in the ticket
that will take you to the issue. That can be any field that you see
highlighted in the ticket. You can usually click on the Subject
issue that will take you to the ticket.
The first thing you
will see is the general information on the player who submitted the
ticket. Let’s take a close look at the information on this person
who sent in the ticket. As you can see it has some of the key terms
discussed previously.
Below this
Additional Agent Info is the Issue Panel.
This is what you
will use to select the proper issue. Populate a Pre-Formatted
Response; Change the Status of the ticket
In the General Tab
you can change the actual issue, which is important for two reasons:
1. To
change the issue if the customer selects the wrong one or something
more closer to their issue. (Keep
in mind we are currently adding issues so customers will pick the
issue unrelated to their problem to send in the support ticket)
2.
To properly track when it comes to looking at ticket analytics.
(If
we wish to pull up groups of tickets by issue this classification is
helpful once issues are organized correctly.)
Let’s take a look
at this ticket the customer sent in regarding his issue.
Issue –
General - I’m not getting strong monsters from grab
Description:
Feedback
Resolution:
If an auto response is found it will prompt, “Just send player auto
response J”
Auto Response:
Hello, I can understand the frustration. Epics are the strongest
monsters in the game, so they are rare to receive. Getting them is
based on luck and chance as some have received them on 1 free spin,
but at other times have take more time. You can also earn super
monsters in Troop raids or ultras and epics in the events. The Lucky
Grab Popup offers increased odds on an epic. But increased odds
aren't a guarantee and there is still a luck factor involved in
winning monsters from the grabs.
The customer picked
the wrong issue to send in the ticket. He wants his account deleted
to start over but we obviously can’t delete accounts so we would
respond to the player to let them know we can’t acquiesce their
request. We would then file this under General – Issue “ I
don’t have a issue that fits into these categories”
Once the issue has
been reclassified and answered by a custom reply or a Pre-Formatted
Response already applicable to the issue you will hit “Submit”
which will update the ticket and then you will change the “Status”
- Here is a reminder of those status.
- Status – This indicated the “status” on any ticket that is within the system.
- Any – This is can be used to sort by Agent/User - Agent is the person taking the ticket and User is player
- Open – any ticket that is unanswered. This will be known as “open”
- Resolved – once a ticket has been answered either for a first contact resolution or waiting for a reply we set it to resolve.
- Unresolvable – If an issue can’t be resolved by an agent it will be set to Unresolvable
- Spam – If a ticket is considered Spam from email spammers or customer maliciously sending in a numerous amount of tickets.
- Ignored – This is used for when a ticket should not needed to be answered such as a Ban, a ticket that is considered already resolved to a gameplay issue fixed.
How to
“un-mute a Player
Players will
accidentally mute others within the Battle Camp client this will be
one of the issues you will see within the ticket queue. How to
unmute a Player is quite simple. Please see the process below.
A Player will
contact you stating that “I have muted my friend and can no longer
speak with him can you fix this”. The Players name is Foxtrot. You
will go to the Admin Panel and enter in the Player User Name in the
field Username.
Let’s use JLM86 as an example.
Once that name is
entered it will take you to the User Panel for that account. You
will simply locate the field for un-muting a player to the right.
Once you enter in the player name in the box below and click un-mute
user. Before you complete the action always make an support note
with simple details “Unmuting user (Player Name) - Goodbay Agent”
Then you will click the red “Submit” then you are done. ;)
*Always keep in
mind you will enter the username of the Player who is reporting the
friend he/she muted then you will enter in the other player who is
muted so those accounts can speak with one another. Think of it
simply as Player A asking to unmute a Player B.*
How give
Players Password Resets within Admin Tool
Players will get
themselves locked out of the game due to Facebook link issues or
using a different device and not linking that Facebook to their IOS
profile. This is easy to solve based upon account verification.
When you get a ticket regarding a “Lockout” or “Unable to
Access Account” the theme will be based on something like this…
“Hello Penny
Pop! I forgot to link my account to Facebook and I am locked out of
the game since I forgot my login and password”
This is simple to
resolve as you will take the first step for account verification to
make sure we are speaking with the right player. You as an agent
will send the Pre-Formatted Response to the Player to get a simple
verification. This will be auto populated from selecting the issue
of a customer unable to log in.
This pre-formatted
response will be a simple verification that will identify the account
with Device Type, IOS Version. Specific Monsters on the players
team, inventory and Pals list. You can use these to simply identify
the account by matching what monsters and friends are on the account
then start the process to move on for a temporary password reset.
The temporary
password reset works by assigning a generated email address and a
password beginning with the first part of that address.
It will look like
this - Login -57dvn0@57dvn0.com
/ PW - 57dvn0 - This email address and PW are generated by the admin
tool so that they can log into their account NOT their Facebook as we
have no access to their Facebook. A
customer will ask for you to reconnect their account to their
Facebook but we can’t and will not participate in those requests.
The customer will
login on their IOS Device via this panel. They can choose between 3
different ways to log in.
|
They will usually
choose “Email” to login with their temporary password on this
screen.
How to reverse
accidental stone purchases
It costs stones to
feed any monster to for a players pets. At higher levels, this
becomes particularly expensive.
Specifically:
5 Stones * Level of
your pet = Stones to feed a monster to it.
For example, at
level 1, it costs 5 stones to feed a single monster. At level 10, it
costs 50 stones per feeder. At level 50, it costs 250 stones per
feeder.
Players will make
accidental purchases occasionally when trying to buy stones as they
can get stones from the Battle Camp client in their IOS Device.
Players will click the icons of gold and or stone on the upper right
side of the screen. Once it is clicked it will bring them to the
“Buy more Stones” option. The player will click the amount they
wish to purchase and it will prompt them in their IOS device to
complete the purchase. The same is for gold as well which is
included in the pictures.
Once a player clicks
a stone purchase no Itunes receipt is sent to them as this is a
in-game transaction used with in-game currency. The players stone
inventory will be instantly filled with that amount.
Let’s look at
this player BumbaJohnny who purchased in game gold then accidentally
bought stones..
BumbaJohnny
submits a ticket as follows “ Hey Penny Pop. I just spent 30 gold
and made a purchase of 900 stones on accident. I just did this and I
need it reversed”.
Let’s help
BumbaJohnny out so the first thing we can do is look at his logs of
what he spent. Look up BumbaJohnny in the Admin Panel field by
typing in the player name of BumbaJohnny. We will go to the General
Tab and locate the Gold History Tab.
Once this is
accessed it will show the last gold spent and the amount of stones
recently accrued. Once you can verify that this was spent you can
move to the actions tab to remove the stones then restore and restore
the gold accidentally spent. Be sure to include support notes for
these actions as always.
How to add
Boosters
Players will use
boosters to temporarily increase attack power within the game to
compete within PVP matches, raids, troop wars or fighting monsters.
Boosters are
arranged by the elements within the game. Wind, Fire, Water, Earth.
Health recovery, Feed Boosters and XP.
You can grant
Boosters to players in the Admin Tool Panel
1. Click the
Management tab
2. Select the Give
Booster Item
radial and choose the appropriate gacha type and amount. In this case
it’s a fuse (feed) booster.
3. Type your name
and the reason for giving the item.
How to give
Avatar Grabs and Monster Grabs and Ultimate Grabs
In the Battle Camp
we have a variety of “Grab”s for players go get Avatars, Monsters
that are rare and Special in Monster and Ultimate Grabs. Here is the
breakdown for each “Grab”
Avatar Grab
- Players can get costume changes to make their in-game Avatar look
unique and differ from those in the standard customization within
Battle Camp.
Monster (common)
Grab
- Players can get a simple Monster or Monster Piece to complete a
monster they are trying to “build” from pieces earned in the
game then assembled in game. Common to Super Rare Monsters are won
here.
Event
Grab
- This grab gives whole limited edition monsters specific to an
ongoing event. These monsters are unique-looking, and will often give
players trophy bonuses or do bonus damage against event raid bosses.
Ultimate (rare)
Grab -
Players can get a Special to Epic Monsters are won here. These
include Special to Epic Rare, and Super.
1. Click the
Management tab
2. Select the Give
Gacha
radial and choose the appropriate gacha type and amount. In this case
it’s an avatar spin.
- Type your name and the reason for giving the item.