Lemme put your argument in the extreme case: Say you make $10 million dollars every day. You decide to purchase something that costs $1,000, which is .01% of your DAILY income. That item increases your daily income by a penny. Therefore, despite you making literally 10,000x it's cost every day, you'd consider it worthless because it'd take 100,000 days for it to "pay itself off." Meanwhile you're completely ignoring the OTHER benefits that that item has, ignoring the fact that it's the ONLY thing to buy, and ignoring the fact that you already make enough to cover it. Faulty logic. I'm done now.
@irrimn Like I said, I'm not arguing with someone like you, especially since you think the word "degree" holds merit on the internet. My game and superior progress is my proof. The logic is upgrades = more EXP = more levels = more synergy = less time per tick = more money. That's how the formula works. If you can't see that, leave the game. I'm not going to continue this brick wall debate.
@irrimn - if you're going to stick with your faulty logic, I can't convince you. I make 20mil a day, and the value increases every day. All of my skills are in their 80s and the go up 5-10 levels between each upgrade. Your loss if you don't want to listen to reason. There's nothing wrong with the formulas in this game.
@irrimn - While I agree that atm upgrade costs are too high, you aren't factoring in several things. Most importantly: 1) You do NOT upgrade for the gold bonus, but the XP bonus, which is about 10x per upgrade; more than worthwhile if you can access the Stone Isle. This is a major boost because 2) All of the skills have 2 or 3 synergy skills that increase infinitely over time as you gain levels, which you need XP for. And you need the upgrades for more XP. More levels = more synergy, thus you are constantly reducing your skill bar's speed by upgrading (which is why the speed is reduced). 3) You can have 6 skills at once all adding into your Gold making ability. So a single upgrade is not meant to be paid off by its boost, but by total income altogether. Basically, it will not take you nearly two years to reach 14 million again (more like a day). Lastly, 4) There will be more areas with higher gold multipliers in the future, so raising it now is the best [and only] this to do with gold.
@Dev, I'm not sure if this was intentional, but it seem the Area XP Multiplier is being applied twice. For example, in Esterford (1x XP) I get 100,221 XP per tick on my Constitution, according to the display. If I move to Stone Isle (10x XP), the display reads 1 million, which is probably 1,002,210. That should be accurate. Yet when I train Constitution in Stone Isle my XP actually decreases by 10 mil per tick, which is an extra 10x. I imagine that this was an oversight, and that instead of adding the already multiplied display, it's using the display in the formula a second time.
To those asking, cause it isn't immediately obvious: When you upgrade, your speed goes down by a couple seconds, but your XP rate multiplies by upwards of 10x. This is necessary for getting past the 30s and 40s, and overall it's worth it once you've bought Magic, Summoning, and the last Skill Slot.
It's a little too random for my tastes. Even on easy mode, I had 30 consecutive battles of less than 10 enemies, so thinking that was the norm, I focused on buildings instead. BAM - 40 enemies against my sparse army. Even though they were all weak, I didn't last. Good game, easily 4/5, but it's just not my thing overall.
Also, it would be nice to be able to filter out those who aren't in my current formation. That might just be a personal thing though; I'd get why you'd want to make sure the potential teams were visible constantly. Just, once you reset a few times and know what you're doing, that information becomes less important and you want to focus on what you know works.
On the bench interface, here's an idea: Since we have zero control over equips, make a small toggle button between equips and abilities. Then remove the space where they are now, and shrink the boxes around it down proportionally. You could easily fit 9 people in the current space of 6. Although 10 is likely preferred, 9 would at least minimize scrolling.
Outside of the formation mechanic, which eventually just turns into random guessing hoping that my DPS goes up, this feels way too much like Clicker Heroes for my tastes. There's a few differences, but the gamefeel is identical, and the existing similarities (abilities and level and stage progression) are borderline clone-level. Whether this is just copying a formula for success, I can't tell, but I don't think people will readily play 2 or more of the same idle game. (I didn't play AdCap AND Idle Necromancer, nor Clicker Heroes AND Tap Tap Infinity, nor the Mining Clones... etc.)
I refreshed my game in Firefox and completely broke the UI for Disco, Farm, Factory, and Oil, and the Import/Export functions now don't load. Clicking "Soft Reset" also freezes my Firefox completely. I had 1.01 M Bonuses, and was holding about 6 Sept. Also had 25 Lvl 101 Cows, 16 Lvl 75 Oil Rigs, 600 Factory workers and a Lvl 300 Factory. All the upgrades for the farm, factory, and oil were reset, and the Oil Rigs and Cows were deleted.
@PonyFlare, if you read the patch notes, you would have seen that by fully upgrading Decrease Animal Hunger the animals become immortal. Don't take your ignorance out on the developer for a problem they've already solved.
An afterthought: I bet the badging process, those who decide the badges (not sure if it's just greg), probably don't have to sit and wait for stamina. They don't have to deal with all this money-grubbing nonsense. They probably use free kreds to maximize their own playthrough, and then set badges on what they THINK users will appreciate. The reality is, no user wants to be FORCED to spend Kreds, and no user would ever do so on a game that's so blatantly flawed and extorting.
So many logical flaws... My level 4 hero just died on the 4th level, with enemies "level 3-4." This means he loses EXP that would help him survive. Timed potions are useless in a stamina system; you should just make them last X number of battles instead. Only having six stamina for battles that takes 0 effort is not a game - those battles last about 5 minutes total, less than half the time for ONE extra stamina. Why do I not have enough stamina to Master even ONE of the STARTING areas on my first sitting? Why do those areas pose more challenge to me than boss levels? Why didn't you curve it: starting areas take two to master, next level set takes three, next four...??? Why does everything upgrade with DIFFERENT types of currencies? This game lacks so much of the minor thoughts that go into good game design. I cannot believe it was badged.
Sorta major issue with the age thing. It's cool that you get older as you play, but a problem that you don't age offline. That makes it much more profitable to get online for less than five minute intervals. I can get on, collect from the bank, click 540 times, and buy whatever needs buying all in a couple in-game "days." That way, I almost never age.
As far as I can tell, Stock is not really worth it unless I stare at it for at least an hour. Investing over 10,000 in it, I don't even make hundreds in returns after waiting for the high increases. Doesn't matter what I invest in either, since it's percentage based. I might be misunderstanding though.
Hey, do you like games? So do we — that’s what makes Kongregate the best source of free games online. We have thousands upon thousands of free online games, from both one-man indies and large studios, rated and filtered so you can play the best of the best. Read more »