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Now that a few more of us have hit the infinity Powerlevel/HP God, we need something added as a reward. Just beating the last possible max god for us, feels empty
Can we get a "Suwesh was here first" sign
***Thanks Ryu***
http://prntscr.com/gmdv59
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i think about button in a divinity generator.
i look a button "cap" (add a cap clones in a div. gen.)
may be add button "cap 400%" (add a clones enough to gain 400% divinity)?
And add the opportunity to make a reserve to building.(Autobuy creations for another creations cannt use divinity from reserve)
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I have no doubt something like this has been suggested, but i couldn't find it anywhere else so i'll mention it here.
Some way of reducing the training needed to unlock the next skill (the 500 for physica/ skills to move on, then 1000 1500 etc). Even if only by 1 per challenge completed, reducing it to 499, 998, 1497, would add up to quicker might unlocks. Capped at i'd say 250, would still take ~45 minutes to get to might
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It's been posted several times, but essentially the rub is that Ryu wants to make a limitation on how fast you unlock might. There are indirect impacts of this... say in an 1k challenge that is a much faster rebirth time when you're just doing several might runs; thus the 1k challenges would be a whole lot faster/ easier. Certain challenges it doesn't really matter either way: uuc (unless it's near instant), upc, pmc, aac, uac, ubc, and bhc.... slowly doing uucs [unless you fit into a 3 h run] is a bad way to do them since you can't earn stats with time saved by farming gp or cp.
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I realize this is a double post.... but one big wish list for me would be to have enough pets that we can send 3 full campaigns (10 pets per campaigns), or perhaps [eventually] all of the campaigns with full pets.
So in short I am hoping for 30 pets at least, with a desire to see 70 total.
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> *Originally posted by **[Rino_007](/forums/2874/topics/437745?page=33#11606030)**:*
> It's been posted several times, but essentially the rub is that Ryu wants to make a limitation on how fast you unlock might. There are indirect impacts of this... say in an 1k challenge that is a much faster rebirth time when you're just doing several might runs; thus the 1k challenges would be a whole lot faster/ easier. Certain challenges it doesn't really matter either way: uuc (unless it's near instant), upc, pmc, aac, uac, ubc, and bhc.... slowly doing uucs [unless you fit into a 3 h run] is a bad way to do them since you can't earn stats with time saved by farming gp or cp.
It could be something that's reset in all challenges (similarly to how UBC resets most things, but you still get to keep 1 caps) so it's only something that benefits you outside of challenges
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Recent update on android has a typo in the GP purchase page. "creating speed by 1000%" ▷ "building speed by 1000%"
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Is it hard to make the afk page to run 100% during those 8 offline hours?
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Could we have a way to figure out our crystal power / Hour (or day) that we've earned since crystal power was added in?
Also, if you do that would it be possible to calculate the crystal power/ hour for the rebirth we'd earn if it was with all our equiped crystals at the moment?
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Challenge Idea
DGC - Divinity Generator Challenge - Build a certain level Div Gen or possess a certain amount of Div (if the latter, no GP should be allowed to be spent on Div during the challenge). I would suggest a pit feature and make all creations a possible donation. Donate a certain value of creations to complete the challenge. The reward to this could be dedicated to the Divinity Generator (provide a 0.3% reduction in build time for base/levelling per challenge and 10 gods to the Div Gen at the end of all challenges)
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Challenge Idea
UMC - Ultimate Monument Challenge - This requires high BS and Clones. Build and Upgrade all Monuments to a certain extent. The more challenges you complete, the harder it gets. The first challenge should take a day for players with 20k BS and 2M Clones if all time was spent on it. The last one should take 2 days for players with 200k BS and 20M Clones so as to test the better (higher stats) players building ability. The reward should save 0.4% on Monument time and there should be 50 challenges (20% total reduction) a further reward of better monument effects should be considered for challenges 41 to 50. Maybe 10% per challenge between 41 and 50 completed.
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Challenge Idea: Stretched God DRC
This Challenge is rather easy to start but may be difficult to finish, and things get ramped up every time.
Each God is now a multiplier X further from the last God.
For the first challenge X should be 2
For the last challange X should be 5
Just an idea
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OK, this one is more complex. Type 2 Challenges
Type 2 DRC: Beat P.Baal v.1 through to P.Baal v.20 in a set of 20 challenges (Still starting from DRC). Each Challenge Multiplies the Might % by an additional 5%, all 20 completed would mean that 2 Might = 1% instead of 4 Might = 1%
Type 2 UUC: Create between 25 Universes and 500 Universes in an ordinary rebirth. (25 increment, 20 challenges). Each Challenge increases Powersurge Double Chance by 5% (complete all 20 for 2x Powersurge).
24 Hour Challenge - You have 24 hours to beat the highest God possibly from a start of Hyperion. Unlocked only if you can do an 8 hour DRC or faster. (If you have done). The rewards scale from common (P.Baal v.1 to P.Baal v.5) uncommon (P.Baal v.6 to P.Baal v.10) rare (P.Baal v.11 to P.Baal v.15) epic (P.Baal v.16 to P.Baal v.20) legendary (P.Baal v.21 to P.Baal v.25) magnificent (P.Baal v.26+) you get 1 per god and so even after beating P.Baal v26 it's worth trying for the next God.
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Hm... those challenges do sound rather interesting, except 24 hour challenge which I'd rather be a week long.
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Agreed on those challenges, they sound fun. But then I think the more challenges the better by definition.
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> *Originally posted by **[Godhand](/forums/2874/topics/437745?page=33#11694389)**:*
> Hm... those challenges do sound rather interesting, except 24 hour challenge which I'd rather be a week long.
a week long challenge seems like a possibility too. But the tiers would probably have to be expanded. Magnificent should only be V50+ in that case, for players like Fluffy and 4g's
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The unlock requirement for my challenges should be as follows:
DGC - Complete 5 BHCs
UMC - Have 20k BS and 2M Clones
Stretched God DRC - No Requirement
Type 2 DRC: Kill P.Baal v.20 and Beat 50 DRCs
Type 2 UUC: Make a 5/5 BH and Beat 50 UUCs
Each requirement is relevant to the respective challenges. Beating BHCs proves you can get your Div Gen up and running. Having BS and Clones enables you a quick enough completion to the UMC. Killing the God of the final Type 2 DRC before doing it means you understand what it takes to do it again. Making a 5/5 BH means you understand what it takes to make lots of Universes.
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Being able to sort our pets in order of highest growth to lowest growth (and vice versa), and by bonus type to campaign.
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This sounds a little complicated, but it would be a good way of changing Growth Campaign.
Each Pet gains Growth Points at the end of the Campaign. These points can be spent on the pet who was weakest, so you can put say 80 in battle, 60 in mystic and 10 in physical instead of just 150 in battle.
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Perhaps it might not be as hard as you think Buster if Ryu added a new option for growth camps called "custom" and perhaps they have an option for it being a flat amount or a %.
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> *Originally posted by **[Obsolete386](/forums/2874/topics/437745?page=33#11600906)**:*
> I have no doubt something like this has been suggested, but i couldn't find it anywhere else so i'll mention it here.
> Some way of reducing the training needed to unlock the next skill (the 500 for physica/ skills to move on, then 1000 1500 etc). Even if only by 1 per challenge completed, reducing it to 499, 998, 1497, would add up to quicker might unlocks. Capped at i'd say 250, would still take ~45 minutes to get to might
I'll bring this up again, because I want the skills to be trained faster as well. BUT, I'm not interested in getting faster to might. In fact, I just reached PBv4 and still haven't used might even once. More important to me is getting all skills trained to maximize physical and mystic. So, I'd want a way to fasten the skill training until it can be done in an hour, like pretty much all the rest of the game. Might could be further delayed, for example based on time, or based on power level, or something like that.
This would allow for REAL 1h runs, without messing up the later game parts, like challenges or crystals.
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The problem is with scaling.... Say it can get you to might 30 minutes faster, what is stopping it from getting might 1 hour faster for me? Plus, there is the "how would we formulate an over train to be fair?"... Say for a new player just requiring 2 X bb to make it faster makes it cost over 1000 more... but for a veteran player it only costs 1 clone to get twice as fast. Or say it is based off the original caps.... So 300k clones might be a lot for a new player to dump into physical / mystic not so much for me...
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what about this to reduce fast runs time:
no might challange- kill baal while boss X is missing, without unlocking might. X starts with Coatlicue and moves down to Hyperion, like in GSC.
reward - caps to unlock next might/mystic training reduced by 2%, up to 50%
this will enable unlocking might twice as fast, but won't be easy to finish all challanges, as it will be harder than GSC
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Letcher, that seems like a foolish idea. Also, Hyperion isn't GSC. Hyperion would mean no rebirths, no crystals, and no monuments beyond MS
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