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Future updates are mostly decided in Discord now. If you want more info about them, please visit the Discord channel: https://discord.gg/r2u6VNU
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Hey :)
You have good ideas in right order imo, but I would improve second option from Priority 1 section. Why? Becouse if you stop doing them on specific number, clones will go as unemployed. It’s waste in all ways. If player have to check if he have some unemployed clones, he can check if he reach more, then he want, right? It’s better to check and have 113k instead of 100k and 100 free clones i.e. However it will be better, if you will add some sounds effects. Like bell or alarm sound.
Also I PMed you about marks, do you remember it? If you implement mark I’ve mentioned, this idea wouldn’t be so bad after all.
(You will mark or flag training/skilling/fighting to be target of newborn clones. “Create new clone \> send him to do marked activity”).
Och, I’m almost forgot. In P3 you can add guide page which will have infos about exact power ammount needs to cap monsters, number of clones needs to cap trainings/skills etc. It should stays “?” for all positions until you cap individual things imo.
Of course things I mentioned up above, are only my conception of game design. I’m pretty sure some of you will agreed with me and some don’t so please, type your ideas here and let Ryu82 made a game which win at least weekly contest :)
Best regards from Poland,
Kubuleki
P.S. Sorry for my grammar :|
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About Priority 1, I add this option mainly cause some people wanted to have even numbers and they don’t like to look at numbers like 10002 or 10273 cause they want to have 10000 so its even.
I will think about the “mark” option, but I don’t want to make the game that way it can play itself alone without the player having to do anything. That would make players more likely to move on to something else cause it became boring to play.
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Just a little UI thought – any chance of a button to assign the cap number of clones to something?
I.e., a button that would give 167 clones to running, 334 to situps, etc. etc.
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I might add a textfield so you can add the number of clones by yourself instead of 4 toggle buttons
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I think something like a queue system might work into those ideas.
Effectively sending 167 clones to Run for 100k turns.
Or setting a creating screen queue. So we can prioritize setups. Like 2k clones , 1k light, 1k stone, 1k soil etc. I know this would ease some frustrations. After 12 rebirths it feels a little tiring sitting and waiting for those numbers to come up and have to be there to move to the next resource.
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MitchellDore, but it will colide with Ryus idea. He wrote: “I don’t want to make the game that way it can play itself alone without the player having to do anything.” This queue system would make idle game way too idling, then developer want to make it :)
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In priority 2 you mentioned more achievements and possibly reducing creation time, which made me think of a possible feature: Global achievements. These would be awarded based off your overall statistics and therefore stay with you through all rebirths, and could give you bonus. For example, on thing that could be implemented is that after having created a certain amount of clones overall, you now have a reduced creation time for clones specifically.
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One idea I have is to modify the parent/child in the creation tab. Currently, when you select tree, which needs 5 soil and 3 water, if you lack the necessary components it descends the scale in order to create the requirement, but there is no ascension once the resource needs are met. Since creation is one of the longer cycles of the game, it would be nice to focus on a high rank and let it fill out all the lower tiers as well (I hope this makes sense). Other than that, currently liking the game and am looking forward to future updates.
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Personally I’d like to be able to set it to “Create clones till maxed then create some other thingy.” For when I go to work, I usually burn off my clones to increase my max for next rebirth, then spend the next 8 hours making clones even though it’s capped after 2/2and a half hours.
I can see how a queuing system might encourage nonplayment. But I don’t think being able to switch from clones to element automatically (if toggled) would be that bad, I may be wrong.
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I’d like if you could add offline creation. You could gimp it at about 10% or something, but just as long as there is some I would be happy.
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^ I culd see something like that happening, but it would have to be LOWER. Hes capped it so you can basical make 10 clones a second(from what people are saying) so 10% of that would be the normal creation speed.
Unless there are upgrades to that (I still have no idea what upgrades are/do, i cant even buy creations yet)
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suggestion:
another dynamic qty button like max is but this one is half current say your S.clone count at the moment is 166/3435 when you hit the half button the QTY box changes to 83 which is half of 166
or give an option to control both training and skill at the same time so they can be kept mirriors of each other (for thats how i spend my clones half of the non fighters on training half on skills in attempts to keep both sides as equal as possible
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Try fixing offline activity? When I went offline for about 5 seconds, under statistics it had me offline for 2 hours. Can really break the system in terms of training
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Indeed. All I did was refresh the page and suddenly got all my ongoing trainings over 100000. That’s not even trying to break anything, it just casually break itself.
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With Fights i always have had add clones on and it has never added any clones to any of the fights.
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> *Originally posted by **[Daikoru](/forums/2874/topics/437745?page=1#posts-8514398):***
>
> Indeed. All I did was refresh the page and suddenly got all my ongoing trainings over 100000. That’s not even trying to break anything, it just casually break itself.
I’m pretty sure that was due to the version switchover. Probably treating the time from the new version going live to being reset as being offline and tacking that on to what you had before resetting.
Got a few ideas:
In Training/Skills, instead of having the 100k stopping point take them out of commision, have them drop down the list to another skill that hasn’t reached 100k.
Starting Shadow Clones, with the number equal to the Gods defeated stat.
Creating 2 or more things at a time based on the Gods defeated stat.
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A quality of life change. It’d be nice if the items that have hard caps (ie 167 for running and double punch) could not be assigned higher values. If I clicked max it’d go to the max that does **something**. An other thing I’d like to see, due to the way the caps work, I’d love it if there was a button that would do an optimal cap. If I have 90 shadow clones available and I clicked this button for running, it’d assign 84, if I only had 80 clones available it’d assign 56. The hard cap idea wouldn’t apply to battle since if the enemy can kill your clones you may want to go above the (potential) hard cap.
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> *Originally posted by **[dandeliongames](/forums/2874/topics/437745?page=1#posts-8515573):***
>
> The hard cap idea wouldn’t apply to battle since if the enemy can kill your clones you may want to go above the (potential) hard cap.
Still, i’d like an option to remove extra clones when you have maxed a battle. Finding the cap by clicking is boring when you don’t loose clones anymore.
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> *Originally posted by **[AsSto](/forums/2874/topics/437745?page=1#posts-8515873):***
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> Still, i’d like an option to remove extra clones when you have maxed a battle. Finding the cap by clicking is boring when you don’t loose clones anymore.
My thinking is the ‘optimal’ button would work for that, you could just zero the clones and then click optimal and it would go straight to the actual amount needed (or best ratio if lower), I just wouldn’t want a hard cap since if you wanted to idle overnight but your clones are dying the hard cap would limit this.
~~-~~ ——
**Editting to add this in** It would be handy if on rebirth the scroll bars in the UI returned to the starting position, quite a few times people have asked in chat how come they couldn’t train and this was the problem.
~~-~~ ——
**Second edit** Since we now have a cap button, it’d be a nice little feature to improve the stop at feature, if it’s triggered it should reallocate the available shadow clones into the same tab on the next available skill (that is under the stop at limit).
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I don’t know if you intended this, but Creation Multi does not increase the speed of creation (although the other multi’s increase the speed/power per clone on the other pages). I made 15 clones per 10 seconds (17.5 clones per 10 seconds after I found the 35% increased speed option next to the kred symbol) at 500 creation when I was still on my 1st rebirth, and now I still create at the same rate at 1.312 million. If this is intended, for the love of Chronos, WHY?? If not, then please fix it priority #1A! Thanks. :) If it is intended, please seriously consider some kind of improvement in creation speed, if not with Creation Multi, then with rebirth or god title rank-up, or SOMETHING! I don’t even want to think about how long it will take to produce 99,999 clones….
\*edit – I just checked again, and before rebirth, I was making almost 20 per 10 seconds, and now after rebirth, I might be making 18 clones instead of 17.5. If it does affect it, it is not enough.
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The current creation power does affect the speed not the multi.
But with a higher multi, your creation power goes up faster so.
From creation power it can go up to 1000% and this 1000% can be increased with god power a lot higher. If it is at around 3400%, you will max out the speed for creating clones which is around 33/s.
With this 99999 clones will be created in around 50 mins.
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Wait, hold up…
At MAX speed for creation, the MAX number of clones will be created in 50 minutes.
And… This is ok? In an incremental game, you have hard caps, that cap out making the MAX amount of clones at FIFTY minutes. So on each rebirth, it’s an hour long trudge to get back up to speed?
Furthermore. Clones are nice and easy to make, they’re the fastest thing to make, I believe. So, you have a hard cap on creation speed that make it take a long time for ALL of the creation to be done.
I’m a critic, so take my words with a grain of salt… But this sounds like a really, really bad idea. If you don’t want to allow us to make things faster, at set something in place to make it easier. Maybe the ability to make more than one thing at once.
Creation has been a frustration for me personally, because I look at it and realize… If I ever play to that point: I can probably clear ALL of the training, skill, and possibly fighting achievements, and still have to spend another week- or more- on creation to get all of the creation achievements.
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From creation power it can go up to 1000% and this 1000% can be increased with god power a lot higher. If it is at around 3400%, you will max out the speed for creating clones which is around 33/s.
With this 99999 clones will be created in around 50 mins.
Does this mean that if you go past 3400% the creating speed for other things will continue to increase? or is 3400% the MAX for creating overall?
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it will continue for others. It’s just that there is 1 tick every 30 millisec. It can’t go faster than 1 each tick atm.
So a creation speed will be maxed, when it creates 1 creation each tick.
Maybe I will add it sometime later that you can create 2 creations, if the speed is maxed though.
50 min as max speed for 99999 clones is not that long when you think about it takes at least a day for rebirthing to defeat higher leveled gods.
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