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Enchant is way to expensive and slow. Either nerf it or get rid of it. It sucks the fun out of an otherwise good game
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Enchant is way to expensive and slow. Either nerf it or get rid of it. It sucks the fun out of an otherwise good game
+- (-8)
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An idea to mull over, for those that like to be a bit more active in their idle games, what of the ability to sell a set for a higher price than the sum of its parts? Creating a set would require one of each item, and each item would need to have the same enchantment on it.
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it would be nice if I could change the order the auto enchant happens in, as well as selling order, instead of just the order I can sell items
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can we get the items per second # for selling and enchanting so its easier to find a upgrade balance and keeping the whole thing running smoothly
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Can you please have the Autosell (50x/1%) OFF by default when ascending? Just spent several minutes convinced I was bugged.
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After a while, the "Money needed for next ascension level" presents as -2147483648 (I assume 32 bit negative maxint). Levels keep increasing tho, so it may just be a display issue.
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a little tip for the dev to make the game a little prettier.
where it shows the money u have its written like this :
Money ?????? $ why show "money" AND $.
Delete either money or the $ sign. and put it in front. the other thing seems sloppy.
also make a little "sell" icon on every item if possible.
and an option to "sell ALL" at the top or something like that.
so its easy to sell specific stuff or just everything.
overall its a great idea for an idle. i like it so far.!
would be nice with some other upgrades. seems a bit boring its just 4 things for each.
some creative upgrades like a new place/house/welting facility whatever.
and make every upgrade like a theme change so the buttons become shiny at higher tiers or so. dosent need to be many just a few.
would make it nice to watch at. atm its all so grey! :D
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My recommendations: (1) Just eliminate anything except for mail. I don't make anything but mail because it's generally not economical to do so. (2) Allow a single click upgrade to the next tier of ore. As it stands, I click 5 times on the forge right arrow, then click on each of the right arrows for smelting and ore. I never deviate from that pattern at all. (3) Similar to selling, allow enchanting lower level items first. (4) Allow selling highest quality ore first (to help my OCDness when I accidentally move up and it's too slow so I have to move back down in ore!) -- Overall it's a terrific idle game. I've been playing it since the day you released it while working at home and I coddle it to make sure my ascensions move in a timely manner. But I've been reluctant to ascend lately because it just takes too long to reset everything.
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How are base prices of items calculated ?
At the moment there doesn't seem to be a good way to figure out if it's more economical to manufacture cheaper things as fast as you can sell them or slower things with higher prices.
It's a bit of a drawback that the only way to figure out what you should be making even in the simplest materials (1 ore to smelt) is to build all 30 to see what they sell for.
Knowing the selling multiplier, enchantment multiplier, achievement multiplier and bargain multiplyer is great but of limited use if you don't know the prices of the ores and if bar value and forging item values are multipliers or decided in some other manner.
All in all tho an excellent game :)
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arigold16, Simon's got it pretty much right. I can tell you that at the Infinitium + levels I'm swimming in ore and bars because I can't forge them fast enough. The key to success here is watching your ascension levels and ascending as often as makes sense. Early on I was ascending roughly every time I doubled my previous ascension levels. If you're getting to the point where your ore intake is low, ascend so you can earn those critical levels and power options. They change the entire game and balance it out. At infinitium +32, I'm unable to keep up with enchanting at anything beyond the infinity +4 level. I'm literally swimming in bars and ore (with all upgrades purchased).
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it would be cool if the achievements gave a small bonus, for example each tier of achievement can boost that category by 1 or 2 percent (Mining Speed, Enchant Speed, Cash-back for Total Money, Item Price)
Something along the lines of that like if you agree or post another comment for a better idea for the bonus!
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Whenever leveling Critical Smelting/Mining < And probably all of the other things > at level 29, it stays at 28%, then jumps up to 30% after another level. Is this intentional?
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A suggestion for solving the mining/smelting problem: either switch the critical chance upgrade on mining to a more expensive, permanent boost to mining quantity (so for example for 1g you get +1 ore each time, for 100g +2 etc.) or make the mining strength upgrade give a bit higher boost than others.
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There really should be an option for what you are enchanting. It shouldn't automatically be the most expensive piece possible. You could add this to the Inventory Options menu and make it a check box for "Enchant Least Expensive Item". If Checked, the least expensive item will be the next one enchanted. If unchecked, the most expensive item will be the next one enchanted.
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Could you add a display on each stat for completions/second? For example, for enchanting you could add something that says enchantments/second based on the weapon and enchantment selected. That would be helpful for knowing which stats to upgrade next. Right now all I can do is try to estimate based on how fast each bar is moving.
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4/5. to be 5/5 add a turn on/off for when you get the auto mine and want it to stop after you have been gone for like 1 day. + this please.
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Hey mrcaboom, you seem really good about taking player feedback into account.
Is there any way you can change the upgrade window to list the actual effects of each upgrade instead of "power"? "Current level: X power, Next level: Y power" means nothing to me. "Current level: 3 seconds, Next level: 2 seconds" is something I can get behind. This would prevent having to switch back and forth between the upgrade window and the main screen when fine-tuning the production line.
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Some math to make life easier for the rest of us.
To ensure everything is in sync, make sure you use the tooltips!
Following Acronyms used
Mining ore per second average (MOpS)
Ore used per smelting bar (OpB)
Seconds per Smelting (SpS)
Bars per second average (BpS)
Bars used per Forged Item (BpI)
Seconds per Forged Item (SpI)
Items per second average (IpS)
Seconds per Enchantment (SpE)
Seconds per Sale (SpSale)
When upgrading, always do the following
Increase your Mining upgrades, note your final MOpS
Increase your Auto Smelt upgrade until SpS = OpB/MOpS
Increase your other Smelting upgrades, note your final BpS
Increase your Auto Forge upgrade until SpI = BpI/BpS
Increase your other Forge upgrades, note your final IpS
Increase your Auto Enchantment and Auto Sell upgrades in tandem, ensuring your SpE and SpSale stay together, and are less than IpS.
Lots of acronyms, but I do love my optimizations.
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Can we get an honest MPS... there is so much fluctuation in the number that it is difficult to determine the what it actually should be.
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So i gone offline without buying Auto Sell. The next day i got 12k silver helmets. That's cool and all, but where is he storing all of this?!
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I will still put my 5 cents:
In my opinion, clicking is overrated. If you click, you get tooo fast up, meaning idling is half useless. IMHO...
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I like this game as a basic concept, but I think there is definitely room for improvement (but that's one of the nice things about it!!) - just to name a few I can think of: 1) provide a "recipe book", so that we know the cost of things beforehand, i.e.: 1 iron mail = 2 iron bars, etc. (for ores->bars also) 2) some kind of graphic view of progress would be great, like a graph of how the $/s has changed over time, 3) the new tooltips are really confusing - the right information needs to be there to allow the player to build a super-efficient smithing machine 4) allow speeds of actions to be DECREASED as well as increased - more control over the process!!
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It's a really good game and I want to thanks you for all your updates. I think the previous information (number of seconde/clic for an action) was more useful in order to ajust the production.
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It's really cool that you look through comments and make changes on the game based on the responses. I'll make a suggestion then. It would be cool if it told you when a critical happened. Maybe flash Crit! on the bar when it does or a little animation.
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Last update seems to have broken the "per second" stats. Now "mining/s" and "ores per second" show the same number, when the first should be 1/x.
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Why were the seconds per item metrics removed? I found them much more useful than items per second, especially at higher tiers when crafting is slower. ".01 X/second" just isn't precise enough when you're trying to balance everything.
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So,how can you find steel ore? Maybe a Alloy crafting or something. I mean,the steel is probably carbon or something.
And Timothy,micktv did not "pretty much" describe Sword and Potions 2,he literally sayd everything about it,excepting for more workers.
I guess you are playing as the blacksmith.
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Hmmm... my forging tooltip: 0 forging per second, 0 item per click, 0 item per second in average. Lol. Not trying to complain, but that's not very helpful!