Topic: Bush Whacker 2 /
Sensible requests for improvements /changes to game
Fishing for exp would be nice, 1 exp on cast would be sufficient.
Quest rewards need to be scaled for level as they are beyond pointless past level 50. Additionally Crop quests requiring the lowest level crops makes them unappealing, a mix of requests for energy or cash crops might work better.
Trinkets need an overhaul. I understand the need for an open ended system however my trinkets have degraded to the point that I often do not feel there impact on my play. If the problem is only felt on the high end for players in the Flux then perhaps an overhaul of the Flux reward system would work better to address this. The concern that I have is that any system I can think of is complex and would take time away from expanding the game in other ways. That being said bringing up a problem and not providing a solution is not helpful.
Flux concept. Once the puzzle is completed you receive a flux token that can be sold for gold or used to make an upgraded item. There can be a sliding scale of how many tokens it takes to make the upgrade as combined items could take more then one token. If desired you can have the next Flux only accept previous Flux tokens for gold.
Crafting items. Old crafting items are useless so make a system for turning them into consumable stuff. Could be gold, whacking robots, cyborging Mookey, anything. We could pay the Tinkersmith so he can do his own research and come up with new plans based on crafting supply gems and gold. This would also increase the usefulness of gems.
Nate daily quest. Nate is a treasure hunter right so give us a daily quest where we pay Nate in gems to find us random stuff. It could have a set of items that once completed gives us gold. This would help make Nate seem like less of a fool, or at least more likable as I believe he is supposed to be a likable fool. This quest could be suspended during one of Nates Adventures.