Question of the day: On the skill grid, when a dot says it "increases income by 10/20/30% (additive)," what is that boost being added to? Is it just base income multipliers? Is it added to the total Prestige % boost? Why can't I see a collective total of these additive percentage boosts to income?
Question of the day: why are Gen I more valuable than Gen V for production? Sure, when you first buy generatiors, Gen V is much higher than Gen I. But look at the upgrades, and suddenly Gen I outperforms Gen V to an embarrassing degree.
Question of the day: why does progress feel worse than the previous version? This time around, it's easier to get started, but as soon as you start getting into the T4 and T5 skills, things slow to a painful crawl. Even worse is the lack of a reward for completing challenges. What's the reward? You get to spend skill points on some upgrades. Which upgrades? You basically don't know until you do the challenge. Do I get any explicit bonus from the challenges themselves? Not anymore.
Question of the day: What was the reason for directly tying the challenges and the high tier prestige skills? In the previous game, prestige was the basic rank-up, and then challenges gave direct, immediate boosts for completing something more difficult than the usual "gain points for upgrades" setup. Now, challenges just unlock upgrade paths. Not exactly an exciting change when you need several skill points to get any reward out of challenges, and you have to complete challenges to make progress after a point.
Question of the day: Can we have a numerical timer on the duration-based hacks? It appears that the very first and last tick on the timer takes noticeably longer to move than the others, not a very good gauge
Question of the day: Why is the challenge grid absolute garbage this time around? I have to search through the entire grid to find each available challenge, and when all is said and done, they're COMPLETELY disorganized. At first it seems like the skill tier grid, the center ones are the easy challenges and it gets harder the further you go out. But then you compare the challenges, and you find some of the easiest challenges are just out in the middle of nowhere. Like Challenge I5 seems really easy compared to all the challenges immediately surrounding it. With the previous challenge grid, it was all straightforward and organized; challenges started at the top, going down went to more difficult challenges while left to right found different types of challenges. This is just a charlie foxtrot
Nitpick of the day: Why did the challenges just skip over a line? Is there no other possible challenge you could have slipped in to replace the "no starting bonuses" challenges? I mean, I'm glad we don't have to do those up into the thousands of generators, because completing all of them would take longer than the heat death of the universe, BUT is it hard to come up with something new in its place?
Nitpick of the day: There's still no indicator for doubled collection (Crits), and still no auto-save indicator or manual save (unless you count exporting the save)
Nitpick of the day: When looking at a lower zoom level, it only ever shows the 1st box of that size. If you have 3.4e38 out of 1.0e39, and you look at zoom level 26 instead of 27, you're only going to see the full box, as opposed to the one that is currently filling up.
Nitpick of the day: Oh, thanks for the undocumented hotfix that screwed up my current Prestige settings, making my current week-long attempt at a challenge functionally impossible
Nitpick of the day: Why is the Generator I doubling perk still the only one that doubles every 50, as opposed to every 25 generators? I'm fairly sure this single perk difference keeps Generator I from actually affecting income when you can buy the other tiers. When Gen II through V is granting 1e38, and Gen I is producing 1e32, you may as well literally never buy another Gen I again.
Nitpick of the day: I understand having some random small number of generators in lower tiers, but why don't the starting generators even out to a multiple of 5, or even better 25, as you tier up? Having 3s, 4s and 6s when the central number seems to be 5 and multiples of 5 is annoying.
I still say having 5 currencies separated by your current zoom level is frustrating. The entire point is pixels filling up the grid, but if you have to stay at the minimum zoom so you can get the right currency, you pretty much just watch the grid flicker. Generator Vs aren't even the highest-producing ones, Gen IV is where it's at
Something else that slows down progress is having zero offline gain. You just get a boost multiplier--which is only useful before hitting the zoom wall. I'm actually going to have to leave this game open for multiple days to have 2 dots in the T6 upgrades. Tangential question: why do the tiers go 1, 5, 10, 20, 25, 30 skill points? Why skip 15 and not 25?
The addition of Pixel Crunchers is interesting but...if the generators still cost the same to buy back up to that point, why do they even destroy the generators in the first place? The only time that it makes a difference is if you have some free generators after Prestige, and those ones are "crunched" last so it becomes very easy to avoid slowing yourself down with them.
Then again, it's an idle game, so making me click about 10 more times before going back to waiting with the pixels moving faster isn't exactly a problem. Just kinda saying it's a weird setup.
The biggest problem I have with this is the split currency. Why can't it all be just earned in baseline pixels? Having to change it to the one I'm trying to buy requires more micromanagement than an idle game should, and I thought the entire point was watching the boxes fill up, but you can't watch it at the highest zoom level if you need to buy lower tier generators