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honestly removing the rare and epic blueprints was a decent idea however adding them in as boosts not so much also the progression from a few patches ago was far better now this game moves at a snails pace
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@ByranT166 @IFeelLikeRandom
i am at prestige lvl 28 with around 700 T/s DP production and i made it up to slavery and i can push even further up, unlocking more reasearch will be easier with more prestige lvls which is dropping soon(ish)
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so im prestige 21 out of the current 25. question is, at what prestige would i need to get too to get to the end of the unlockable researches? im hitting apprentinceships and prefectures fairly quickly and easily, but it slows to a crawl after that. and then you just keep scrolling up and theres still like 40 researches to unlock lol. i know its alpha, so im just asking what do you think the max prestige is going to be at this rate?
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im also done with prestige 28. all quests done, every blueprints upgrade to limit and still have 20k dp. but i agree about epic, no way to get them.
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I'm done with prestige 28. I have 17 blueprints that needs upgrading that I can't afford. I have a quest to buy 1 boost that I can't afford. Probably need to rescale some things so that you can keep up a bit. I did every single challenge on every single prestige and there just isn't enough discovery points to go around. Oh and epic blueprints are way too rare. I still haven't gotten a single one for Plunder :(
Thank you for your feedback! In a few days I shall be releasing a patch that replaces rare cards with placeable boosts (crit chance and crit amount). It will give you more boosts to buy at their starting baseline rate and generally make the game more strategic rather than relying on RNG so much.
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Buy boosts should be changed to own x boosts, that way people don't end up with over twice the boosts than they can use in a prestige.
Funny you should ask :) I'm working on turning rare and epic cards into placeable boosts instead (there'll be a refund) and a discovery point generation boost will be one of them. In general, the idea is to make the game less RNG-dependent and to turn boosts into means of making meaningful strategic choices about speccing your research tree.
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@Trepcio - RTFM. Answer is in the update info. And re my complaint, L2 rare upgrades now show as 10k instead of 20k. So it seems to be fixed now.
Boosts have been changed to have a stacking effect throughout the research tree. Meaning, if you put an income boost on Fire - Farming, the effect of that boost will apply to these two researches as well as all the researches above them (which, in this case, means everything). Moreover, the effect will also stack with any other income boosts you may have - so, latter-tier researches will basically be benefitting from a whole bunch of boosts. To accomplish this, the effect of any individual boost needed to be nerfed - or the stacked values would get completely out of hand later in the tree.
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In the later prestige levels, we're unlocking blueprints for technologies we can't even access. So I don't upgrade those until I get the quest to upgrade blueprints. I prestiged last time with 4 blueprints ready to go. One of my first quests was to upgrade 2 blueprints, did so on the cheap, and now I'm ready to continue. Upvote to ensure others get this tip.
I agree. I will definitely rebalance blueprint distribution at some point in the near future. Ideally, you shouldn't be getting blueprints for things that aren't going to be used on that level, but research cost escalation at latter tiers often means that I try to keep total prestige costs down by not using latter-tier researches to ensure a smoother progression. It definitely needs reworking.
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Sooo I'm not sure how I'm supposed to collect several thousands discovery points & upgrade several blueprints & collect blueprints all at the same time? The passive gain of discovery points seems really slow so it's gonna take a long-ass time of waiting around, it seems.
Also is there a way to sell boosts? the cost of boosts is getting pretty high every time those goals come up, and soon they just won't be possible at all without waiting around for ages as well...
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The balance is slightly out when you need discovery points. Despite other ways of getting them the vast majority of mine come from completing objectives. The 3 objectives I have are collect discovery points, collect blueprints (also from objects) and upgrade blueprints which requires me to have collected them first and has made my game grind to a halt as I wait to get to 20k for the one upgrade I have blue prints for.
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The buy boosts objectives at prestige 19/20 (and others) are incredibly painful, especially if you invested a lot in boosts earlier in the run. 5 boosts are almost 5k discovery points for me which is rough when you have 20k blueprints that you want to get to.
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Great game ! I want to suggest something about the boosts. Since there are objectives for buying boosts, a time comes that we have many of them. Maybe selling them with a price penalty or merging them for making a higher one etc.
I completely agree - there's little sense to use boosts for lower-level researches and that, in turn, makes having so many boosts annoying. I'm thinking of adding a system that would cascade some of your research income upwards, which in turn would make earlier researches still relevant in the late game and therefore making boosts useful again. I definitely hear you :)
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I'd love to see this integrated with Kongregate's high score feature, would give it more replay value for us competitive folks.
I would love to have a more competitive element (in fact, I have a leaderboard running in the back-end). The challenge would be to make the system cheater-proof (e.g., I already know there are some people cheating and getting to the top of the leaderboard as a result). But there'll definitely be more social/multiplayer solutions coming, be it leaderboards, time-limited events, or something else. Stay tuned!
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Please make all scrollbars clickable to change where the view is going to be. And perhaps, if scrolling over some area that has scrollbar, vertical and horisontal, make it scroll either up/down or sideways when scrolling in its area.
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it will be nice if researches with unlocked tech effect (lvl 100) will have purple or so progress bar (that hexagonal one).
I agree! I'm working with a UI designer to come up with a new look-and-feel for the game, and this is definitely one suggestion we'll be taking into account. Thank you for your feedback!
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Eager to see where this is going. It has a lot of potential and is definitely one of the more polished games around. The only thing that I really dislike is: Every node is basically the same, giving the same (with the difference being tech, some being very useful other being not even worth buying). It's also very convoluted, way too many nodes in the beginning, you could easily fuse some of them and create a middle grounds between them, as they will later lead to 1 node anyway, making them pretty obsolete.
Thank you for your feedback! I've actually been thinking about trimming - pun intended! - the research tree down a bit, making it a bit more straightforward and saving some technologies for future time-limited events. I definitely agree there's room for improvement there!
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Two days ago the pace of the game was great... since yesterday it is slow again. Can we get faster gameplay? If not please delete my account on your PlayFab site.
EDIT: Costs have been significantly reduced in 0.11.4. I hear you! A balance fix was due to be released yesterday to significantly reduce upgrade costs, but got delayed due to Internet issues on my end. When it goes live tonight (about 5 hours from now) - it will reduce upgrade costs by about 65%, especially at higher research tiers.
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still boring as all hell with no real options. you sit and wait for the only thing you can buy to be upgradeable. every single "tech" has the same value, so after youve unlocked 10 or so of them, any further unlocks are literally worthless. and typical lazy linear increases in production with exponential increases in cost.
Thank you for your feedback, but are you sure you're playing the latest version? As of 0.11, each tech tier is roughly 2.5x more powerful than the one before it, so the higher up the tree you go, the more powerful the techs become Upgrading blueprints and reaching milestone can help keep lower-level techs relevant longer - and, in some cases, initially make them more powerful than new ones - but they will eventually be overtaken by latter-tier researches.
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Still thinking about the blueprint mechanism: why not integrate the upgrade mechanism as a function in each technology hexagon? That way you can simplify the repository as a simple graphic map showing the number of pieces collected. This should work at least for the common techs which have the biggest representation in the repository. That way you could keep the current repository upgrade mechanism for the rare and epic techs.
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Would you mind having a look at the blueprint repository scroll mechanism? Sometimes I have to try numerous times before it scrolls down a little bit. It sometimes is hard work for people using an old fashioned mouse instead of a touchscreen.
I shall definitely add a scroll bar - I'm designing the game to work with a mouse (at least, that's my main tool of interaction) and I honestly wasn't expecting anyone using a touch screen.
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It would be nice if researches turned color or got a border when they reach lvl 100 and got their tech effect. Under the current version, that would let me know that I don't have to look at them again since their science output is irrelevant by the time they get that high.
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After the changes the lower tier nodes are very weak to the point that you can just ignore them once you get higher, only worth it to get them for the discovery points
Thank you for your feedback - I'm inclined to agree. We had an interesting conversation about it in Discord, and generally I want to look for ways to provide some sort of benefit to having high-income (not just high-level) lower-tier nodes. One idea is to have each node provide a science boost equal to a percentage of its income to all upstream researches (a bit like how it used to work in the initial release). It's definitely an issue I want to address.
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i have a quest to unlock 17 connecters and i have all the way up to political thought unlocked, and it says 0-17 so im guessing that the retroactive quests only works after a prestige?
Hi BryantT - are you just upgrading to 0.11? If so, retroactive quest tracking only starts from the new version onward - so if you upgraded to 0.11, any connectors unlock before that time would not count (this is because the game wasn't saving that data before). If, however, you're still not getting progress towards objectives even after the 0.11 upgrade, then it's probably a bug.
Please let me know what you think! Looking at server data, it seems that some users have already cleared prestige 21, which makes me wonder if the game isn't too easy at higher levels.
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even in 11.0.2 version, the epic 4th blueprint (Piggybank next to healthcare) I have unlocked, and at 0 still, and still no description what it does.
I know you reported it before in Discord - sorry for not getting around to it earlier as I was busy with 0.11. Just to confirm that I will be looking into it for tonight's 0.11.3 update.
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would like a way to show what percentage each node is contributing to my total at a glance so that I could figure out what blueprints to prioritize.
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A level 3 science boost provides +35% output while a level 3 time boost provides -17.53% duration. Why are the 5% and 4% per level not applied the same way?
I get that multiple boosts stack additively for science and multiplicatively for time but the wording does not suggest that applies to levels of a single boost as well...
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I should clarify, my point was the order of objectives seemed backwards to get upgrade an item [x25] and then upgrade a prerequisite of that [x25]
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Suggestion: maybe add an arrow or a slider bar to the (common) blueprint repository. It's not visually straightforward that there are blueprints underneath the first 2 rows.
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it would be nice if you adderd a daily reward like 10min-30min-1h of offline progress redeemable whenever the player sees fit or some discovery points and wha would be even nicer if you added something to keep players busy during the wait time between upgrades like a 10 min rewards (small rewards) or adding mini objectives not hard to achieve like reaching X lvl in total build or reach X in farming build total or have Y building at X lvl something that doesn't count towaward prestiging.
This is a great idea, and definitely something to think about! Thank you for suggesting. By the way, in 0.11 - scheduled for Oct 20 - I'll be completely rebalancing progession by making latter researches far more profitable, adding income multipliers for reaching milestones. In short, making the game a bit more like other idlers in this regard and giving players more reason to grind milestones :-)
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My counter currently says 323k/second. Over a 14 minute period, I made 740 million, which is more than 2.5 times as much as the counter claims. So the bonuses are yyyyyuge.
The bonuses are indeed considerable - and I will look for a performant way to accurately calculate average income per second that takes critical hits into account. I agree, it's not ideal!
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The counter that tells me my money earnings is not accurate. I'm earning a lot more money than it claims. I suspect it's the bonus from the rare cards. Can the counter give a more accurate average? Or another box that says "Average Bonus" or something?
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I like the tree-approach in an idle structured game! Well done & designed. I only have one issue: for some reason or other I can't assign a boost. Am I missing some mechanism or key combo, or will it be redesigned later?
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god dang it, quit improving your game and adding content! i keep getting close to max level and you add another one. XD
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Hey, nice game, very entertaining, just one thing, dont know if it happens only to me, but I am stuck in lvl 6 of prestige. I advance but my game does not save, and when I return I am at lvl 6 again
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Hmm, unrelated to my other comments (I really like this game and am just commenting as I play lol) but I do like the structure of the tree, but I also wish I could see it in a more linear path, like, all the technologies of the same "tier" more clearly together
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RE: my last comment
Actually, this seems true for just about all resources carried between prestige levels, there's no way to "grind" for resources really, and so inefficient spending of discovery points could be an issue, particularly since there's no way to get them back without sitting around to upgrade the technologies and get some more discovery points
Not quite - discovery points have a small chance to be generated at the end of every research cycle. There are also epic cards in the game that increase that chance - so you're basically always earning discovery points, albeit at a slow rat.e
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Hm, if I don't compete all of the objectives in a prestige level, is that essentially a waste of resources? Because the objectives reset and I wouldn't gain those blueprints, so I feel like if I don't do those I'll be making the later game progressively harder for myself with every passed objective