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MPS should be calculated by dividing the cost of the item(s) being sold by the time it currently takes to sell. This would be a static figure rather than the meaningless figure that currently moves around as the average jumps up and slides down post-sale.
Would be good to have a "random" sell option. that way the cheaper items get sold off but not at the expense of foregoing sale of any higher items and income.
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when there are lots of items waiting for enchantment/sale (so that you'd have to scroll to add them up, would be nice if it just told you the total number of items. Could apply this to all three fields. It becomes redundant when there are only a few listings though.
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lukedra, you can max critical selling, afterwards every expensive sell will count as very expensive. So with the rate 0.12 sec/sell it will take only one year (355.5 days) :))
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5 years to get all the achievements!!!!!
Seriously when you get to level 500(max) auto sell, a very expensive item is sold every 0.61 seconds, to reach 256m is going to take 4.95 years at that rate. Or I can max it to 1.04 sales per click and spend over a year clicking if I include 8 hours sleep a night and can only pull off 600 clicks a minute.
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Quick sell tooltips are bugged. You can enable quick sell, which sets all the prices accordingly, but then revert and the visuals don't change (though the true price is given, I think).
Quick sell in general seems bugged, I got 50x my value of a regularly sold item on refresh.
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Ack! I had a firefox crash and it deleted my save file! 3 (or more?) days of smithing torched! I doubt there's anything that can be done about it, I just wanted to share my pain.
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Make inventories like windows. Drag them up and down for visualizing more items. Of course if u drag up item inventory UP Bar inventory would be smaller ..
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I don't understand what the numbers mean. And why are there negative numbers involved? Did I just win the internet or something? http://prntscr.com/4l368h
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Pretty interesting game. Might I suggest balancing a few things? Perhaps make the ascension points give your mining/smelting ect a minor % boost? With diminishing returns of course. I set up a series of software that does about 800,000 clicks or so over 6 hours... and progress still feels rather sluggish. Maybe make the idle a bit buffer? Most folks aren't going to go to that length and I could easily see someone becoming quickly bored with the very slow progress after mithril and the sheer amount of clicking required to do much after that point. Other than that I can see many people mentioning the other tweaks. Also thanks for the game, it could use a little polish... but for an idle game seems to be a very solid start.
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I feel there should be something implemented here that would gain you experience which could either be used for a seperate upgrade path or to upgrade the idle/manual aspect of their respective levels.
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I actually like the new crit alert feature. I mean it IS nice to know when a critical action occurs without having to closely analyse the changes in figures.
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A few tips. Raise the mining button and spam click it once in awhile to fill up on ores. Raise critical mining and power mining so it won't matter so much that mining is slower. Those two become more useful than touching mining speed for awhile. Finally, there are jumps in efficiency: at about 385 auto mining it becomes +13k per level.
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Please add an "empty inventory" option, sometimes we fill with literally millions of useless low rank stuff that is worth almost nothing and it's annoying if you want to sell cheap items first and you need to wait for 2 hours for one of them.
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Maybe add two or three different modes? Easy Normal and Hard. Easy 200% speed. Normal 100% speed and Hard 50% speed??? It'd be a little awkward for the people already having an OK save but maybe multiple save files will be an option!
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@Stephenmans - "When should I first ascend?" ----- I would suggest ascending when you can at least double or triple your ascension levels and when you have time to grind up to a x3 or x4 tier like Manganite. I think I did +25, then +75, and now about to ascend again with +200 more levels for 300 total. So then I wouldn't ascend after that until I have about 600 more levels available.
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TIP: For those mining too slow to smelt efficiently --> You need to invest in Critical Mining & Power Mining. With 25% Critical Mining, 1 out of every 4 times you mine, you'll get 2x ore. That is a flat 25% bonus at all levels. By adding 2 levels of Power Mining you are now getting 4x ore once every 4 times you mine. Meaning 7 ores every 4 times you mine or 1.75 ore per mining. Meaning if you need 4 ore to make a smelt a bar, you just need to mine 2.3 times. So you want your smelting time to be 2.3x your mining time.
This same method can be used from the smelt -> forge stage later in the game. Once your auto levels are 250 mining and about 150 for the others, investments in critical% have a higher return. As the tutorial suggests, make fewer items and sell them for more profit.
Also - Invest heavily into Critical Selling once you are selling at Very Expensive price. 25% Critical Selling is a nice profit boost.
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I like the new update with the critical hit . Can you make some new achievements like mine one milion ore , make one milion items ....?
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I also recieved a massive boost after closing and reopening the game to check for updates. I was making around 40 g/s but suddenly made around 300t in the few seconds it took to reopen the game.
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I refreshed the game to see if there were any updates, and I got a huge time boost for whatever reason. Problem with the bugfix?
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I was going to call this game pointless, and then I realized it's 90% of runescape, and then I had an epiphany where I realized all that crap is pointless. Whoa.
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Going up one ore will double the work required to do anything and will double the money you gain. What varies is that you now need to only enchant once and sell once. So a good strategy will be to make items slow enough that selling is way faster than anything else and enchanting as high as possible. Notice that you get a small penalty when going up and you need more ores per bar and more bars per item (happens every few ore levels). Other than that it makes sense to smith highest available ores, as long as you can sell an item every few minutes while online and every hour when offline.
I think the game could be balanced somewhat differently to make it more interesting.
Adding more selling levels above "very expensive" would also be very nice.
One last thing: notice that as you improve your "critical mining" you will eventually be able to make enough ores for smelting without having to wait. Until then... keep clicking ;)
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Great another time wasting unity game with numbers and stats that mean absolutely nothing. No one in their right mind could say this is a well designed game with it's overall design to draw players in and keep playing just to see what meaningless thing they will earn next that the developer probably spent 15 minutes coding.
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Maybe Add in a Tempering option to increase the Items usability or something. Also add in some Ore and/or Bar Mixing to make better items Like in runescape A Tin Ore and a Copper Ore( if I recall) makes a Bronze Bar.
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I would like to see when I get an achievement done and what I got for it. Not just wondering if I got any and find I that I have but didnt know it. Give me a pop up or something letting me know what I did and what I got.
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You could automate the forge too. Pick "mail" or "sword" without having to choose the material. "Use high grade bars first" "Use low grade bars first"
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Would it be very difficult to make the smelter automatic like the seller? "Make high grade bars first" "Make low grade bars first"
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I don't completely think that the balance of mining/smelting/forging is too bad off. I'm at the patch of 4 ore = 1 bar, but I have also been sprinkling a bit into the critical numbers, both the critical percentages and the power upgrades. Having the capability of, say, only mining 3 ores when you need 4, but then augmented by 20% of the operations giving 4 bars instead of one, seems like a nice depth of balance to me. Probably will get really difficult on later materials (5 ore per bar and such) but it seems like a pretty solid baseline at the moment.
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It would be nice to have control of how items are enchanted, such as: Enchant lower items first, enchant higher items first, and the such.
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items being processed should not be taken from the right-hand panels.
a dollar-sign/coin symbol should appear next to it to show that it is the item being sold (but being in the right-hand panel means you know the price still!)
similar ideas for the earlier processes. with a mages staff for enchanting, flame for smelting, pickaxe for mining and summat else for crafting.
and then notification/alert when a "critical" happens as either a gold flash or a sound or something.
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I consider it the best idle game I have seen. But: - the starting sell improvement is a bit too expensive, - the number of ways of selling could be unlimited, too, - a little bug: while fast selling I can't switch it off for the current item, even after restart selling by switching selling regimes.