Why not have another statistic that shows highest number of bikes to complete 3 laps, then take the best time, divide it by X (which you would put to create a fraction so offline time isn't better than online time). Then have it calculate offline time from that. Also, what about adding a "Control"bike which would follow the exact same best as the previous round to stop it from regressing or performing worse by the new best being worse than the previous best.
Its disadvantageous to push further as the RP / minute is decreased so you end up not pushing stats past a certain point, however bosses force you to get additional stats over time. RP gain should be reworked so that doing runs are more beneficial then it currently is.
Why is it when I level up my hit chance against lower leveled monsters is decreased when I previously had 100% or more hit chance when I was the same level as them?
What about adding a utility type build that increases EXP gain, money / loot drops, item stat multipliers, perhaps slots for extra items, ect. Also having abilities or talents around absorbing damage, reducing damage dealt by boss by an amount, or other larger cooldown abilities to structure around harder mechanics on the brutal difficulties (the whirlwind of cassandra, high soul stacks of the 8th boss, ect.)
Started having an issue where galeforce would cancel (disappear, stop doing damage) almost immediately after the cast never reaching range mobs (even if they are the only ones up)
Also the game is no longer functioning unless I'm clicked into it where before it functioned for a length of time in the background before breaking and would fix itself if I tabbed back into it every once in a while.
Even though I greatly enjoy the current choice for resets (especially choosing when to do the first reset) the one of the core problems wasn't fixed. The core problem is that any amount set to prevent the early game part from lasting too long ends up with the later portions still going too fast. It would be great if the auto reset amount could be timed based (Out of all the options I thought of, log based, exponential growth based, X last reset ect.) to be the best since growth scales way faster at the end.
Please change it so chests no longer give 1 plain rock, I have gotten it 8 times in a row now meanwhile I'm generating less than 1 / 1000th or what I need for an upgrade per second. Chests should be something like mediocre amount of ore, a fairly decent amount, and then the third chest having gems everytime imo so at least the mechanic feels worth it to do.
The latest version coming soon will address this problem a little. If you have a streak of bad luck (3 bad chests) then you get a consolation prize. The chests arent meant to be a way to replace earning coins though, more of a gem sink if you have everything else. So half the time you get a bad prize, half the time you get a good prize. We may look into the ratios in the future though as we do want it to feel 'worth it'. Thanks for playing and thanks for the feedback.
Would be great if grading up increases the multiplier as well. Maybe grade 1 gives 0.01 -> 0.02 the rest are the same, then grade 2 is 0.02->0.03 and the second flowers 0.1->0.2, then so one.
Done for the next patch, ty.