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A few updates that would help: 1) XP per second listed on each skill. 2) Seeing beforehand the links between skills. 3) Updating the costs when holding shift/ctrl to what the 10x and 100x would be. 4) Rounding up when holding shift/ctrl, so if you have 63 and shift+click you'll end up with 70. 5) Highlighting which skill will give you the most XP per second per XP spent. 6) Automatically questing and holding the rewards to claim manually. 4/5 so far
Thanks for your input! 1) We do plan on having XP per second, but probably not this week. 2) Already working on that... should be pretty simple to get in as we already show which skills feed into the hovered skill before you select it 3) Yep, working on that today 4) That is a great idea! I'll see if we can sneak that in 5) We hadn't thought of that, but it is definitely a possibility. 6) We might not completely automate questing, but holding the rewards would be an interesting design. We do have a new design for the quest system that will make it much more usable.
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Getting "Error launching Unity Webplayer." Might be a problem on my end, just want to know if anyone else is getting this issue.
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It would be cool if we could still see what skills are affected by others after we buy them. Sometimes I forget in deep runs.
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like it, but can you please add a stat panel? with something like total gaining/sec, percentages of contribution for every skill etc.
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Gotta say this game uses up a lot of CPU would be nice if there was an option that would reduce it somehow or something.
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You should add some synergy between the hero level/exp earned and legacy points. Right now, legacy points increase the exp earned, but there's no increase to legacy point based on exp/level. This makes the whole exp/level part miss any sense.
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Does the '2% XP bonus' Legacy Points give add up in a multiplicative fashion or something? I noticed the bonus each LP gives goes up as you have more. For example, at 93 LP each gives about ~6.78% bonus per LP, ~13.89% bonus per point at 155 LP, going up to ~40.7% per point at 229 LP. (With a growing rate of growth for how much each gem is worth, making for exponential growth of XP from LP.)
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needs to be a all bonus from getting all other perks at a certain level so it is advantageous to not choose the same skills every reset.
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How about the change in quests where the more of the skill you have; the lower the cooldown is. It would make sense to train skills after you max them in perks to continue down this route to lower questlines.
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This is just a preference thing, but, I'd like to be able to make my first purchase of a skill in sets of 10/100, as opposed to having to buy 1 of the skill, then buying 9 more to make it an even 10. Thanks!
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could you please add show the prices for the selected purchase amount? (1x shows price for one unit, 10x for 10 units, 100x for 100 units) I can't clearly see how it scales, so this would be really handy for me.
Yep, we are looking into ways of conveying that info better. We might have that info on the new Skill Overview screen, so players can plan out their characters more effectively.
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Maybe make it so the cost changes when you hold shift to buy 10 times, so you actually know how much it will cost. Same with the times 100 :P
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@tickbirdgames Not anymore since the last patch. :) Maybe you can make two portraits for each first stat and choose the gender randomly each reincarnation?
Yeah, it is a bit slower now... we were thinking of having a couple of portraits to choose from (or pick randomly) for each starting skill. I'll see if I can convince our artist ;)
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Fun game. Excited for all the new updates you get. However, what exactly does the professions do when you first play the game. Does it has any effect on skills or something?
Right now, they don't do much. Frankly, the whole trait system is a bit broken... The idea is supposed to be that you choose your family history, and that influences your first character, but it doesn't work right now. Next week, we will get it all sorted out :)
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It would be nice if you could hover over stuff to see how much xp you get per second and when u hover over skills it shows what skills are affecting it.
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My 19 y.o. girl won the village armwrestling contest, the Strongman contest a month later, then a year later proceeded to winning the "universe" title... That's some good genes she has.
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It is good but the main problem I see is how linear the LP gain is. Everything else is irrelevant. There is no way to influence the LP gain.
We hope to address this issue with the update next week. LP will have a much different (hopefully more interesting) effect on gameplay! LP gains will still be technically linear, but we will address this as we balance the new system.
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Description for stats/skills, as well as something that shows what stats/skills affect other stats/skills, after you "record" them of course. :)
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I'm not sure what it is, but your game went from really quite addictive to just like every other incremental game in one update.
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Using shift or ctrl to bulk-buy is great, but it would be great if the prices changed to reflect the total cost of the levels being purchased. Also if you don't have enough to buy 10 or 100 in one go, it would probably be better to disable that bulk buy, rather than just buying 6 or 7 or however many. The idea of buying a nice round number of levels is kinda defeated if you go and let it buy only part of them due to insufficient money... :)