Suggestions! page 135 (locked)

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Aurian, I noticed that starting a few months ago. The FCG AI is much more forgiving and a little bit more humanlike since the big FCG update (with the new menu), or perhaps some updates after that.

Also, I happened to play more FCG and became intrigued by the superpower system. I’m sure you have it handled so that it can’t be abused. The suggestion I have, though, is to be able to load a deck from just the deck list or other complete parts of the deck code box as long as you have the necessary cards. It would be the best if it was implemented in a way that the game recognizes the biggest list of cards in the input and then loads that if those cards are available. Of course, it might be tedious to implement it to load from the deck list data, depending on how you have card data stored in the game code.. But I’ve only saved the deck lists since the other parts take quite a bit of space, don’t really show the deck style at a glance and I very seldom want to change to some older decks.

However, today I did, and changing 80-100 cards manually is fairly tedious.. If it’s not too much work, please implement this!

 
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Originally posted by Tukkun:
A permanent perk allows the Money Printer to print money twice as fast.

Speaking of that, you may want to implement an upgrade to printer card. With the perk, it is no longer able to keep the battery up, I believe. My built up charges are dropping away fast at least, which I interpret as it using them faster than it can refill.


Either stop decreasing costs of things, or nerf yc gain further for high end players. I still gain hundreds of billions a day with no active play, idling binary battlefield with full spawn rate gear. It’s still really inflated, so reducing costs is just adding to the downwards spiral again.

I get that might not be the case for lower/mid spectra of gamers, but that’s where you need to stop being so general and do things that won’t screw with them.


@mmKALLL: There is already a system in place to quickly switch decks. If you check the deck lists here on forum you’ll see all of them give you a code with numbers to enter in game and load the deck without having to manually switch.

 
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I suggest an area called the casino. There would be a slot, a blackjack table, a coin flip game and some other gambling games.

 
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I would suggest a “LolMarket grapher” which can be bought with a few ten thousand blue coins. What it would do is plot the history of a choice gem and display it in time graph format, most likely with two y-axis factors – Gem buy price and demand. If possible, also add some scripting function to the graph, in order to calculate stuff like traders do in Forex. Y’know, just to make it seem more real :P

 
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A way to track more than just XP / day.

So, it’s fun to compare XP gain on a day-to-day basis, but it serves little practical purpose (I might be wrong, but that’s just what I can see). However, being able to track Yellow / Green / Blue Coin gain / day would actually serve a purpose, like planning out certain daily routines.

For example, I’d like to be able to know if I could afford activating / deactivating multiple careers in a given day without being broke in the bank all day every day (and without trying it and then failing). Maybe switch on Gem Trader when awake, then deactivate Gem Trader and activate Idler when you go to sleep? What about the possibility of being able to keep Fighter, Gardener, or both Fighter and Gardener active 24/7 on top of this daily cycle?

BC and GC tracking could be useful, too. While high-end players are all “I gots the BC to have all the cards running all the time!” Lower level players might like to know if they can run 4 different cards 24/7 without actually trying to do so.

I don’t actually know how hard it would be to implement such (a) feature(s), but I think they’d be mighty useful in a lot of ways.

 
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Either stop decreasing costs of things, or nerf yc gain further for high end players. I still gain hundreds of billions a day with no active play, idling binary battlefield with full spawn rate gear. It’s still really inflated, so reducing costs is just adding to the downwards spiral again.

I get that might not be the case for lower/mid spectra of gamers, but that’s where you need to stop being so general and do things that won’t screw with them.

The results might be surprising but most (not all though) of the people who complained about the YC nerf are high end players. The lower/mid spectra seem to not care and are just happy that some stuff are cheaper. Or they complain about the fact that they buy a feature one day and the next day it drops in price.

I’m not sure if YC needs further nerf, so if you think the game has become easier for you because of the item price reduction, consider it an intentional buff.

 
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I just broke 1k and I’ve had some problems with YC. Beforehand, I was able to afford to run Red trees and have boosts at max the entire time. I can’t now, I’ve had to adjust and severely limit the amount of boosts I buy, otherwise I can’t afford to run Red.

 
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Originally posted by adv0catus:

I just broke 1k and I’ve had some problems with YC. Beforehand, I was able to afford to run Red trees and have boosts at max the entire time. I can’t now, I’ve had to adjust and severely limit the amount of boosts I buy, otherwise I can’t afford to run Red.

That reminds me, I should drop boost prices.

 
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I had this idea while doing button. Maybe have button upgrades that can be bought for purple buttons.
In my mind i had these upgrades:

Extra purple buttons. (You get an extra purple button every perfect click.)

Button durability (Button takes longer to break)

More rewards (Bigger rewards.)

Random prizes (Random prizes. for example: Stadium tokens, Arcade tokens, Crafting Material, or extremely rarely, boxes)

 
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You already get boxes from the button (when it breaks) so that’s already in. You can buy more rewards already by purchasing the multiplier, so that’s also in. You can make the button more durable with the invincibility card, so no need for that. And one ascension perk can give you a chance of getting purple buttons from excellent clicks.

All of your ideas are already in the game in some form.

 
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Originally posted by TheChaosNinja:

You already get boxes from the button (when it breaks) so that’s already in. You can buy more rewards already by purchasing the multiplier, so that’s also in. You can make the button more durable with the invincibility card, so no need for that. And one ascension perk can give you a chance of getting purple buttons from excellent clicks.

All of your ideas are already in the game in some form.

Tho it would be interessting for more use of the purple buttons since im hoarding them now aswell. Such as the arcade upgrades, seemingly months and months of arcade playing to max it, if not more.

 
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Suggestion: Item Lock Enhancer
If this enhancer is used to a item, to sell its item typing Shift-K is impossible. Another key(like Shift-T) is required to sell.

I am very sad that I sell a favorite Bacon Sword by mistake.

 
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Originally posted by TakatoM:

Suggestion: Item Lock Enhancer
If this enhancer is used to a item, to sell its item is impossible.
Used again, sale is possible.

I quite like this. Would be a nice way to protect your more important items.

 
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I had the item lock thing in mind some time ago actually, but I’ve been thinking how to implement it so it’s actually effective and doesn’t cause accidents. Looks like using an enhancer is quite the way.

 
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I would make it as the original quote though, not as the edited post says. Requiring a different key just makes it a different risk. Not being able to sell it at all is safer. As long as the enhancer isn’t expensive (I kind of think it should be free) it shouldn’t be a problem that you can’t sell it unless you use a new one.

 
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Dont forget to add an unlock enhancer with that. Also with that update perhaps implementing a “sell all unlocked” key… but I might be pushing it too far.

 
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I think it can use the same item, in the same manner as Spirit Rocks.

 
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Originally posted by Tukkun:
Originally posted by adv0catus:

I just broke 1k and I’ve had some problems with YC. Beforehand, I was able to afford to run Red trees and have boosts at max the entire time. I can’t now, I’ve had to adjust and severely limit the amount of boosts I buy, otherwise I can’t afford to run Red.

That reminds me, I should drop boost prices.

I would love you forever.

 
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I think I got an idea after thinking a while. Or at least thinking about the time I couldn’t.

Just to make it clear, I’ll call “Standard Time” the time when the game starts, for example: 20:17:35 01/12/2012 if I load the save file right now.

… Is there any way that the way the clock time passes at the game gets based on the chat?
I mean, considering that the chat has a sort of consciousness of what is before and after in time and a connection to the Internet, it might probably be able to know that the time is passing, and at what speed it’s passing…
I mean, if a message system like that knows that a message was before other, he must know how before, and that would mean that he knows how fast the time passes, right?

If the chat has a consciousness that the time is passing by any way, even it is by updating itself x times per second, maybe Tukkun might be able to stop time warps people do from Windows Clock.
However, as the chat doesn’t have a clock, the standard time might not be able to be constant.

WHAT I REALLY MEAN IS: The amount of time that is 1 second for chat, is 1 second for the game after a standard time, which may be the current one.

OR: The amount of information chat sends that together mean that 1 second is passed makes the game go to the next second.

Also, after the game is launched, it loses any connection to the Windows Clock.

I know that I was not clear. I couldn’t help about it.

Please don’t kill our eyes by quoting it.

Edit: Maybe having a Standard time which is before the last one means not being able to play?

 
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*head explodes*

 
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Some sort of chart that shows experience gain from specific sources – i.e. AA, Arcade, BA, etc. – throughout the ascension (or just at the end of the ascension). This would be nifty, in that it would allow players to see that some features of the game are more useful than they might think.

 
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Originally posted by Tukkun:

head explodes

Yeah, couldn’t prevent some explosions… Even mine did.

 
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Although anything preventing cheating is usually great, I actually don’t think this one is a good idea. Three reasons for that.

1. What happens if you aren’t connected to chat?
2. Would not work with playing offline, which is by far the most effective anti-lag method I’ve found.
3. Sounds like one would lose the ability to chose when days should start and end. I often change my time zone so that midnight in AI occurs at a different time than midnight for me.

 
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RIP Tukkun ;;
nobody can survive when head explode ;
;

 
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You know how you can click on unfinished achievements and you can see the progress anywhere in thebottom corner? I think that we should be able to do that with the main quests as well (And possibly random quests, but I’m not so sure about that one).