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Wow I really love it, especially the concept, and your dedication and responses!!
Only just started but it's quite confusing as a newcomer. The tutorial quests were great but they stopped after 5, i know you're probably still adding them or i just haven't activated one in a while. Might consider making it a bit more welcoming on the first screen a new comer sees, and explaining the summary. Otherwise though I love it!! Can't wait to see where it goes
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think systems discovering curve is too restictive later , 1.9t after 330b aand i guess later is even worse, could u change it at that point to be 330b- 450b-600b and so on?
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Don't suppose in the near future we could get x100k and x1m buttons, could we? At 100 mil active truth, there is an awful lot of clicking to get my economy up to speed.
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Mission is nice addition but too little at the moment. Also, the reward of mission should be collected manually by clicking to feel the reward. Auto reward make me dun feel i did achieve anything
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not enough resources bar is filling slow and its quite hard to estimate awaiting time needed to be able for purchase. idea is simple: add timer/information how much time it would take to collect enough resources for current upgrage
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Lovely game so far. Really enjoying it. I'd love a little bit more data (like what kind of multipliers are in effect on the different stats, and what effect our footprint is having). Please keep up the good work.
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4) as also others noticed - when already more than 10k built and i'm buying with 'partial' option set, game freezes (calculation is taking part) for couple of seconds - probably you can make average instead of counting in loop
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some things i've noticed:
1) Force is too easy to get - to many multipliers with science - i just buy some force at the beginning and then don't care anymore
2) identity is a bit too strict with dependencies, when school price is taken into account
3) altar vs temple of truth - latter gives 100 more metascience, but 'costs' only 10 more in science, wealth, funds
Yeah. I turned force *way* up because people were complaining. I'm still tuning the beginning of the game and maybe I went from way too slow to way too fast. :)
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really great game! i loved it just after initial screen (descr of 'my' species) and then it got better and better! 5/5
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new update i see, new bugs, demolish to 0 is alwas armed, i mean it button doesn work, demolition button is armed despite i mean it is not selected
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Quests are very helpful in pushing initial wealth building. It took me much longer to develop the culture to assimilate that first world. The pirates bar doesn't change, is there any way to see how effective we are in suppressing them?
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I gave this 5 stars because need to think what to build and it is way superior to many idle games with mindless clicking and building evrything u actualy can. I do like 1 feature to be added: military missions where u can assign some of military power and get loot after mision is complited, player should be able to choose 1 of few of such with difrent time to finish .
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Thanks for the Demolish option. the "I mean it"-Button doesnt do anything tho :) The Demolish even works when i dont mean it
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Thanks for the possibility to demolish buildings. The "I mean it" button is not working as it should though. I just demolished some buildings by accident. Just wanted to let you know. Great game so far. Whats up with that missions? Cheers
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Buying 10k buildings at once is slow. I'm not sure what's happening there, but it would be nice if it could be optimized.
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Neat concept, looking forward to future developments. One thing I would suggest: more secondary effects on investments, at greater effects than are currently present. Many investments already provide an insignificant trickle of an unrelated resource; it'd make the game more interestingly interconnected if those values were more significant. As is, there are a few interesting large secondary maluses (ie: the large science penalty caused by Happiness Radiators, and huge cost of Truth investments) but secondary bonuses tend to be tiny (ie: the tiny science boosts provided by several Vision investments, or most of the other random tiny boosts scattered about). Also, since the usual 'secondary effect' is an 'upkeep'-style wealth penalty, it'd be useful to have a 'finance' screen that shows the total amount of money you're spending on everything, specifically including upkeep costs on your investments.
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needs a sell option. i was buying wealth, and you need to buy at 10k, went to truth and clicked it. There went my income and science gains
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Maybe I've got too much going on with my pc, but there is quite a long (10 seconds+) delay when buying 10k of an investment.
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The game speed for new players is definitely much improved. The Missions are a good start, definitely need to add something about the mechanics of occupying systems etc. It's definitely the way forward though.
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I am noticing that if you check allow partial when making a large purchase the game appears to be doing a check every single time to see if you can afford it. It starts to lag out the browser when you buy large amounts. Perhaps you can do a buy max feature that calculates the number you can buy before you click the button?
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Thanks for the "allow partial" function, you might want to make it check if there's enough to buy all units when bought, maybe even break it down to 10 buys of the previous scale, they take way too long now.
Also, the reason people dislike the dependency system is that their footprint greatly outmatches the available land at any given time.
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Some kind of Wiki would be excellent. There are calculations that are simply too mysterious to really decipher. I wish there were fewer terms.
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dependencies need rebalancing, notably in the wealth buildings. In my opinion. Don't get rid of dependencies, it's a neat concept, as it doesn't make sense at all to have "Regional Commodities Groups" without "Local Services", but....make the game mechanic less brutal, please. Just drop everything in the wealth tree by 1.
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Well thanks for the horrible dependencies being added backhttp://i.imgur.com/9NL4ClZ.png
Look at my footprint thanks to the update.
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I like the general setup of this game. I like that the various major currencies build on the more minor ones. I even like the idea of some of the dependencies. However, the amounts in some cases are brutal considering how the costs scale up.
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buying large numbers of something (1k and 10k were most noticeable) with 'allow partial' on causes the game to lag frozenly for sometimes as long as 30 seconds...
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the game right now is not balanced at all once you get a little active truth. I think you need to make truth much easier to get and then make the end game much more difficult.
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About how many truth are needed till first soft reset is worth it? And I figured why I was losing systems. I wasn't paying enough attention to core wealth.
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I have 2 things to complain about:
1. No Joy boost of any type available in the science tab. Switch out one of the availability boosts or add it in somewhere, preferably in one of the higher level ones.
2. There is no way to have a smaller footprint than the soft limit set by the land size. I have 2.5x footprint compared to the land limit, and I still need to 1.5x my culture to get the next system "included". While that would get me some land, it isn't enough to compensate for the enormous cost in land that is required to get there. Is it for game play reasons, so that people would start to look into folding the universe and going into the next one? Because going from 150 su culture required to 1800 su is quite a jump and might be intentional.
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All of the cost and land use for wealth ends up in the lowest tier of building. The way it scales that is where all the resources are spent, not on the high level building itself.
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"space expansion generators" is much too weak, you have to pay >.75B yb for getting +1 gha. When you have such a yb production, you have something like 60 gha and +1 gha is nothing.
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In addition, systems seem entirely pointless since all my buildings contribute way more. The scaling of the two is too different. At first, systems are great, and later on they're pointless.
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I like the idea of dependencies, but we need to have a mode which can build higher level buildings while automatically building all the dependencies before it. In this mode, the cost and land use for all dependencies should be indicated. Right now to build later wealth structures I need to build millions of previous ones, which is just tedious right now.
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hey man, thanks a lot for the game.. it already lot of fun and has lot of potential to become even better. Keep on the good work
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Buying top level wealth buildings are painful at higher levels, given how much the building reqs cascade down to the lowest level buildings.
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I don't know how hard/easy it would be to implement, but could you add a visual representation of how far each of the 3 main resources (Culture, Trade, and Force) extends? Like a sorta Number Line setup, with the respective resource highlighting the area till it gets to "x" amount with Culture taking Highlight priority over Trade and that over force. Discovered planets could also be plotted on the Line. Like I said I don't know how hard/easy it will be to implement, but it could help those who can't do math or visualize numbers in their heads. *or are just too lazy* Thanks