The bonuses one should be getting from the reserve appear to be broken so far as I can tell. (Other than the reserve cap itself.)
By my calculations with my time reduction bonus maxed (-0:02:30) and my current base time at 0:03:15, the molecules should be appearing every 45 seconds, and they're not. The time they're supposed to last also doesn't seem to be holding either with the bonus. Something you might want to look into.
Another suggestion would be to allow the "exam" markers to show your progress toward achieving them so that you know how close you are and what you might need to do to get them.
(Otherwise, fairly good idle game.)
I'd also like to suggest, by the way, a minimum login time for a "user" in the game. Brenda just logged in, I re-set my hardware, and a minute or two later she logged out. So you may want to do something like set that a given user will be logged in for a minimum of something like 15 minutes.
I recommend that, like using "R" to rotate a piece of hardware, we should be able to use "F" to flip it. (This would mostly apply to the "L" and "Z" shapes.)
It would make it much easier to setup effective hardware layouts.
(I also second being able to save hardware profiles that you can swap between quickly when a given person or pair of people log on. Maybe something like allow 5 saved hardware slots to choose between, and allow them to be overwritten as needed.)
TheHippoGryff - Try this (if it's accurate):
"When logged off gold and exp progression is at 100%, but chests will not drop until you log back into your game."
Side note suggestion for post-beta change: Add some kind of option to sell cards you no longer need. That way it lets you clean up your card selection options. (Why keep 20 cards you're not using or not going to use when you could benefit more from them by being able to sell them at the appropriate cash rate for duplicates?)
Baumstumpf - Then the devs of the game weren't being honest when they said that you get full offline progress if the game has to be open, active, and the focused tab in order to get full progress like they said you're supposed to in the beta release notes.
And as I noted... the devs need to set things so that the multipliers (at least for the damage/adv points... whatever those are) are factored in when you look at the different "classes". It would also be advisable to have the gold output display for the missions have the relevant multipliers factored in so we can actually see the added benefits.
It's really not about being 'honest'. I just forgot that the chests don't drop unless the game is running (which is by design). I need to figure out a better way of communicating that.
Chests need to be fixed. For some reason. I've been away from the game for about 7 hours... which means I should have anywhere from 4-7 chests waiting for me on their 4 hour timer (even if it takes a few waves of attacks to finish them). But there aren't any at all.
The same, by the way, seems to be the case with quest gold multipliers from what I can tell. The multipliers either aren't factoring in, or aren't displaying. (But from watching the gold accumulation, I'm more inclined to believe that the gold multiplier bonuses simply aren't being factored in properly.)
The readout needs to reflect card-granted stat boosts, by the way.
I don't know if any boosts are being factored in and not displayed, or if they're set to display but aren't being factored in. However, my cards say I should have a total boost of 35 points to Explorer damage, and yet it appears that (according to the explorer data), they only have 12 points of damage.
There needs to be something that explains what the different icons mean on the information screen and how they interact. (E.g., What does the thing that look like a magnifying glass indicate? Is it better for that to have a higher or lower number? Does the heart on a battle quest mean how much damage you have to do to complete it, or how much damage your adventurers will lose in total completing it? And so on...)
I would suggest an info guide for the play dynamics as a clickable menu item... or as something you can just hover over and pull up the info.
That is accurate! I need to check my wording on that in the future. I spaced that people would consider the chests part of the offline progress.