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there need to be more pricing options beyond very expensive: e.g. extortionate and villainous. once you get the sell upgrade low enough (pretty early on) then there is no need to touch it. having larger jumps between pricing difficulty and adding tiers would make sale a more involving process.
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Currently: 152 Auto Mine and 100 Auto Smelt. But the smelting is still saying: need more ores because the mining produce them too slow. I can't help myself but I got allready 52% more mining upgrades than smelting - and it is still totally off. And the mining upgrades are really expensive :-( Please fix that.
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1. buttons of tutorial are pressed twice: on mouse down and on mouse up.
2. one tutorial message box is outside the window, I can barelly click on Next button.
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http://prntscr.com/4kstc3
Copper Sword of Intelligence Right after a reset Can someone pm me their gols bonus and differences ?
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Okay, so the Ascension bonus is visible on the board, but when selling you only receive the original flat selling price. Tl;dr Ascension not working.
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Can you maybe make it so you have the option to choose what ores/bars you want to sell? because sometimes when I click sell lowest ores/bars I sell some ores or bars that I wanted to keep.
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i loved this game, but now all the sudden everything shrunk, I'm on a 4k display and its so small now I can't even see anything, even tried switching browsers, un-instlling and re installing unity... :(
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if it didn't take more ore to produce a higher level of bar, then the ratio of how high your mining has to be to make your set up efficient and you wouln't need to have your mining level 2X higher then everything else to make things efficient at later levels.. i'm currently on sphalerite, the first bar that takes 3 ore to make and its making my set up incredibly inefficient lol
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It might be hard to do, but could you make graphs? Say, graph the number of ores, bars, and items so we can quickly see which we need to upgrade?
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Running into the exact same problem arigold16 mentioned. For example, I am on Cassiterite, To make Cassiterite Gloves, I have Auto Mine at Level 164 for 0.2 sec/ore (1.892g for level 165). Smelting is level 96 for 0.6 sec/bar (77.65m for level 97). Forging is level 56 for 1.81sec/glove (30.03m for level 57). Enchantment is level 109 for 1.84sec/glove of magnitude (850.9m for level 110). Selling is level 40 for 3.24sec/sale (13.68g for level 41). It is very imbalanced. If i wanted to, i could buy smelting and forging upgrades for days, but then when i idle i would never make any money because of the bottleneck.
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Thanks for that game! I read Suuljins tips and he got things straight! One thing I changed though: While he suggests to tweak every stage around Sell speed, I am working on focusing on the forge right now, which helps a lot - at least for now- to overcome the large scaling of the Mines. So what seems to work pretty good to have every stage after the forge work a tidbit faster, and the two stages before as well. So loss of resources is minimal while getting the maximum performance for the current budget.
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I believe I found a bug. Repeated it, but didn't try changing the conditions. It seems that if you begin enchanting something, then lower the enchanting level, you get the higher level enchantment, but in the amount of time it takes to enchant the lower tier.
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The forge category should have two separate 'menus' one to select the bar type to use and another to select which item type to forge
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Could you add an inventory option to sell first the item you have less amount of? That way old ores and armor in low amounts can be sold faster and you can see a shorter list of items quickly.
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Before adding new content, leaderboards need to be fixed. It has been 2 days (you said wait 10 Minutes) no change on leaderboards, not only mine other people's also
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I like this game. I would like it even better if unenchanted items were a separate inventory. (With a sell lowest option, of course) Also, it would be nice if the smelt/forge tooltips told how many ore/bars are used.
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Hey guys!
What do you think about quests? For example on some map could be few markets and there will be some lists for us, for example "We want to buy 10 copper shields of poison and two silver swords of light". For reward we get some Skill Stone (or something) and then we can improve each skill (usefull when auto mining has cosmic prices).
What do you think about it?
Sorry for my bad english :D I hope that you understand my idea :)
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The MPS appears to be based on money gained over the last x seconds, but that makes it fluctuate wildly. As such, I don't find it very useful because I'd have to sit and wait to find the minimum and maximum values to actually find my average MPS. I would love it if the MPS were calculated through the information given in the tooltips (the ones you see when you hover over the progress bars) because that would give me a faster, more accurate indication of how much money I'm making when I change something. I realize this doesn't account for manually creating things, so perhaps it could be put in a tooltip when you hover over the MPS display?
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You should put #1-5 for manual clicking for example 1 will mine and 5 will sell so you have a much faster way to get money.
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I just maxed out everything. Atm i am mining Infinitium +30 ore while enchanting with infinity +43. Fastest selling rate at very expensive is 0.61 sec per sell (autosell) and 1 click per sell manually. At that rate it will take 256mil / 0.61 sec = 13,3 YEARS to get to the last achivement. Have fun guys but don't expect to get every achievement. I'll suggest to increase the maxlevel or to enhance the selling rate by.. er.. 300-400 times.
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The speed for auto mining, smelting etc accelerates dramatically above lvl400, to the extent that by the early/mid 500's the figures are in the 10's of millions a second (530 is 30.42M and 540 is 42.47M a second). I'm only at ascension level 20k so people beyond me will probably know better whether this growth continues, but through this sheer brute force increase combined with the increasingly more valuable critical chance and critical multipliers (I'm now at 50% chance of a critical mining with a x6 multiplier) this game becomes much more functional once you clear the early midgame. The games only real issue for me was the bottleneck from the point you're earning low T's to middle P's. Once you get into making E's you seem to be golden. If that bottleneck could be sorted out this game would have great progression right the way through and that would make it a winner imo.
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I've crafted enough copper swords so that every human on this planet would have at least one... and there's STILL demand for them?
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Yes rrrrex, they are unbalanced, and you got past them with an autoclicker. For those of us that dont want to do that, we will be stuck until the developer does something about it.