I find the 2nd reset a bit slow, it would be easier to have a dynamic reset rather than a fixed reset level.. the bonuses can be based on how much more you've gone, that way, resetting at different paces for different strategies will make it easier to keep with the game. i'm on the 2nd reset, and even though i've resetted, the next reset now takes forever, because the reset requirement is so high.
Another thing that you do keep is your coin making bonuses when you reset. That's the most important thing tbh. so first reset, if you're at 256%, you stay at 256%
1st reset: 50% extra gold, 75% extra prestige, 50% extra mining. Totally worth getting, esp when your game gets slow after the 3B drill. There are 11 drills in total, so it's worth getting your reset as soon as possible.
I'm thinking of modifying the explore system so instead of it being 3 "lengths", it's one length with modifiers based on what you want. For example, if you want distant or close dungeons, short or long, easy or difficult. But right now, the explore length determines the multiplier used when creating the dungeon.
haha found a small surprise. when you have training partners, your lower level guys level faster, but when you go offline with that, it keeps up.. and if you wait long enough, your lowest level guy will be higher level than your higher level guys. =D
Yeah, that is a bit of a problem due to how offline time works. I'm thinking of changing up the formula a bit if the levels are close (perhaps subtracting two levels from the difference), but I'm not too worried about people going offline for long periods to take advantage of a large bonus (due to the massive diminishing returns on offline time, after a certain point offline time is reduced to 5%)
so.... i cant reach the second quest because all my heroes are just standing in the first forest waiting for it to regen and not moving on. despite being maxed out.
I'm thinking of modifying the explore system so instead of it being 3 "lengths", it's one length with modifiers based on what you want. For example, if you want distant or close dungeons, short or long, easy or difficult. But right now, the explore length determines the multiplier used when creating the dungeon.