to DEV: why don't you make it so that users can spend money (a dollar or two) to get increased EXP rate, and develop the game further?
you'd make bank. enough people here love your game to be willing to donate
this game is retarded now because you can have local saves and send the files to other players -- it makes the highscore table redundant, and also there's an upgrading loophole with local saves? why was that feature even made?
I thought the point of the game was to be better than other players but now anyone can have a godly save file, so what's the point in even playing?
someone on here recommended adding $1 exp or pet exp boosts. I'm for it and think you deserve the money for making such a great game, but if you do just please don't make it overpowered. something like +10% exp boost which lasts 24 hours or so would be fair I think (nonstackable) and I know I would buy it a few times and others would too. PS: can you do something to stop the hackers/cheaters and the people taking advantage of the manual saves to get all +15 gear?
I think it would be nice to see the current region boss's HP somewhere (when you're not fighting it) so you can keep track of how dead it is while fighting other mobs. also, very excited to see the upcoming Pet Fusion update! :)
is there any negative affects of having an inflated CP? I'd like to pump skill points in all classes so I can try them all out, but am afraid doing this will be hurtful since it would increase my CP. anyone?
if I could express an idea I've had; pets having much higher HP, so it is more difficult for them to die. they can survive a good 20~30 battles. they don't heal after each fight, and they also have the ability to die. BUT there is pet healing potions, and the incentive to keeping your pet alive and healing them is because death results in the pet losing level(s).
players would most likely have to unequip pets when idle for long periods of time, but players would benefit greatly by taking good care of their pet (as they become very strong in later levels)
I think it would make the game more interesting.
is there any negative affects of having an inflated CP? I'd like to pump skill points in all classes so I can try them all out, but am afraid doing this will be hurtful since it would increase my CP. anyone?
been playing this game since it's release, have loved all the updates from dev so far. one question, does the difference between your CP and enemies CP have any affect on what drops you'll be getting? EG if my CP is 300 and I kill a 800 CP mob, are my drops going to be more awesome? or if I'm stuck with a high CP but can only kill small CP mobs... will I be "stuck" in the game and only get weak equips forever?
hey bro. I like your style. you made a pretty awesome idle rpg, and you respond to your fan's reviews. you also been doing at least one update a day.
right on. you got my props
great game, unexpectedly addicting. I don't understand what a lot of things do, though. for example, what does "cri. mul +100" mean? it's different than the usual critical rate modifier, which is displayed as "crit +5" for example.
would be nice if there was a small wiki in-game to explain things similar to this, and maybe also show things like how stats affect your character (in depth) because the info that displays is a little vague
I'm confused, maybe I'm just not understanding how the 'Bag Settings' work. if I set the Backpack to "useless and up" and then set the Rucksack to "storied and up", but all loot still goes to the Backpack, no matter what.
Am I not understanding how this function works? I just want the more rare items to go in a different bag. Can someone explain how to do this?
During autoloot, each item works down through the list of bags until it finds one it is allowed into. So if the first bag allows everything ("useless and up") items will just stop there. If you set the first bag to "storied and up", storied items will end there, but items of lower rarity will not be allowed and will continue down the list.
During autoloot, each item works down through the list of bags until it finds one it is allowed into. So if the first bag allows everything ("useless and up") items will just stop there. If you set the first bag to "storied and up", storied items will end there, but items of lower rarity will not be allowed and will continue down the list.