Recent posts by Crystaliss on Kongregate

Flag Post

Topic: Tyrant Unleashed: General / [To Dev] What is fun?

Sorry if the post is (too) big, but apologizing made it bigger :3

1 to following Arena suggestion(s)…
[]PvP Max battler energy increase per PvP rank. It makes sense, gives reason to climb the pvp ladder, and has 0 impact on game balance.
[]More achievements & Ranks. Player’s that have goals have more reason to play than those who don’t, also shouldn’t affect game balance, and gives reason to climb PvP ladder.

1 to following War suggestion(s)…
[]Limiting war Refills, but I would instead like to suggest that you could only buy 1 (or 25 energy) per war, as you I’m sure you don’t want to impose players to have to wait till current war ends/watch for next wars, and it would have the same intended result.
[]Win/loss point ratio change. But unlike OP, war points should not be perfectly flat, a war won by 1 point should not give as much as a war won by 1,000, but also, a war won with 1,000 points total, should not give as much as a war won with 10,000. The same should be said for losing, losing at 500 should give less then losing at 1,000, but not in total if the war lost at 500 lost by very little.
{}In short, there should be two calculations, one that says winner gets X and loser gets (X-Y%) * Loser/Winner, and another that gives points based on total war efforts.

1 to the following Mission suggestion(s)…
[]Reduced energy cost. Not by as much as the numbers OP suggests though, maxing a high mission with only 4 hours worth of energy is a bit much.
[]Surging in PvE, could make a fairly decent amount of content out of it…
[]Bosses with siege structures, but none of the early ones, and not necessarily only at lvl 10.
[]Increased drop rate for common artifacts, more so at higher energy costs
{}Preferably disable artifact stealing, or the whole artifact system altogether, as it’s currently far too exploited and will continue to be until something is done.

1 to the following Brawls suggestion(s)…
[] Changes in reward ranks. I feel it should be more % based of the highest scorer than rank placement though.

Everything to the notion that wars should be changed in such a way that asks for much less surveillance/attention over the course of a 24 hour period.

My own arena suggestion(s)…
[]Give more gold for fighting higher ranked players, could be a simple 1 extra base gold per opponent rank but lower base gold (example: All currently offer 25-100 based on rating, I suggest that the minimum be 20+rank-(20+rank)***4, so a rank 15 would offer 35-140)
[]In an effort to stop the artifact abuse without abolishing the system, I suggest you impose rank ups after X wins per rank up to rank 10 (somewhere between rank 10-15 may be better). It doesn’t by any means fix the system, as it doesn’t stop players from farming low levels, but it does mitigate it, by limiting how much they can “get away” with. (After a lot of thought, I think 100 flat wins per rank would be ideal)
{}It doesn’t stop them from staying at a low rating and attacking low levels, one way to fix that is to not allow a player’s rating to drop below their rank minimum, which would solve that entirely.

And just want to say, any abuse/exploit is only as legitimate as the devs make/let it. I’m not and won’t say that artifact farming is illegitimate, but I will say it’s [insert favorite insult(s) here].

PS: Kong formatting sucks, who thought 2 single characters in a paragraph should change everything between…

Flag Post

Topic: Tyrant Unleashed: General / Devs! 4 turn cards need some major help.

I’m thinking the quick cards should be nerfed first, there are a few 1 delay non-fused epics that tie and exceed the base power of any 4 turn maxed rare (even fused)…

And though I’m fairly sure this topic spawned due to the brawl surge mechanic, but I feel it’s a legitimate problem outside of it as well…

And not to derail, but this game is anything but balanced though. It employs hopeless odds/difficulty and offers advantage as a means of getting money from it’s players, fairly common strategies.
And they’ll continue to be implemented in games so long as they work “enough” I suppose…

Flag Post

Topic: Tyrant: General Tyrant Discussion / [Apocalypse Missions][Spoilers Inside] Pip will be a reward?!

Just curious, but…
Are the skills Siphon/Valor/Legion/Regenerate/Refresh compatible with event triggers? (on attacked, on play, etc.)
Is “all” applicable to Counter?
And are actions capable of damage-dependent effects like poison/disease/sunder?

Flag Post

Topic: Tyrant Unleashed: General / My suggestions to this game (not raid/pay2win related)

Originally posted by Shadowhopeful:

I’m going to preface this post with a passing comment that since it does not increase revenue, it will most likely be ignored.

1. Devs too lazy to implement sorting. Not totally sure why you need it anyway.
2. Nah, just WB your second deck.
3. The current descriptions are adequate adequate.
4. No. The pc port was an afterthought.
5. This is a fair point.
6. Nah. Moar money that way.
7. Also a fair point.
8. No. The point is that you take a gamble.
9. Just you.
10. Largely a redundant request.
11. Yes. But will be implemented badly on mobile, so no.
12. Artifact system is pretty broken as is, plus it’s a legitimate strategy.
13. Where is it? You skipped straight to 14.
14. And put a bigger load on servers resulting in higher server cost? Nty.
15. There will always be tier boundaries, greedy sod.
16. Make more officers, dumbass.
17. Devs are unreasonable. Duh.
18. Fair, but server load.
19. This is already done, dumbass.
20. No, that’s just how it works.
21. Why? If they read the forums they’d be sufficiently clued in.

No, “your” suggestions were not implemented. The only one implemented was a rather popular complaint, not even in the way you mentioned.

I don’t much care for the tone you set with your preface, but I suppose you’re entitled to it.

I suppose in the grand scheme of things, sorting is partially unneeded, and to an extent, filtering is a form of sorting, it doesn’t re-order cards per-say, but it helps navigate to what you want, which is also the point of sorting. So yeah, different implementation that contributes to the same solution, I’l change the note on that…

Not sure what you mean by #2, I’m fairly sure you didn’t read 20, and I don’t think you (or anyone for that matter) understood #8…

I’m fairly sure 11 could be done very easily, mobile or not, with a simple button in the current card window, preferably in a corner, that toggles visibility.

Many of your comments are just plain rude, or misunderstanding, specifically 9, 16, 17, 6, and 19…
(And no, 19 was not done, I was there at 11:20 time left, and I did not witness any of what I suggested, so, enlighten me, if you would? preferably with specifics, if possible)

14 would be done by client memory, not server bandwidth, I’m not actually sure how you would consider doing it otherwise…

Suggestion 21, is aimed to improve the game by making it more user friendly, and to save player’s time. That’s why.

You bring up server load again in 18, I know you probably might not care, but I’m going to go into detail, on how memory works…
Let’s start with the amount of memory a player card pool takes…
Let’s say, each player has 0/100 cards, but there is a max of 0/300…
This means there needs to be storage allocated for the maximum amount of space per player, so space is made for 300 cards per player…
How much memory does that take? Well, cards are likely ID’ed, so you need numeric values to store each card…
If the number of IDs reaches 256, you would need 8 bits, each bit being a 0 or 1…
Now, let’s estimate that there is space made for future additions, I’l say 16 bits, or 65,535 for simplicity sake…
That’s 16 bits, times 300 cards, for 4800 bits of storage, and also the max estimated transfer, for cards alone.
Add in a counter for win/loss, but in this case, 10 bits per is probably enough (1023 max win and loss records)
That’s roughly, another card, yep, what a burden on those servers (admittedly, cards are probably stored differently and possibly more efficiently then my example, but that IS how memory/storage works, and the comparison stands)

Anyway, as crass as your post is, I can appreciate it on some level, so thanks for the input, as it has helped me realize, that I should probably revise this, fairly soon…

And thanks for the note on 13, gotta learn to count eh?

Flag Post

Topic: Tyrant Unleashed: General / My suggestions to this game (not raid/pay2win related)

With the brawl event…

In the war event that preceded, there was a period of time at the end where starting wars was disabled, allowing only currently existing wars to finish.

For Brawl events, I suggest that something similar be implemented…

My example to suggest, is that the honor (purple energy) stop regenerating 12 hours prior to the end, OR, the event carry on 12 hours past, but disallow honor regen for that period of time.

The brawl event, and many other events, have battleground effects, but for some reason, these can be evaded, I’d like to suggest that either the skill info be changed to suit this, or, have the battleground effects bypass evade.

Currently, they should be bypassing, but I don’t know if it’s intentional or not for it to do so, even though the description for evade specifically states “Avoid enemy skills”.

If possible, either in the event window or somewhere, I believe the battleground effect should be visible prior to entering a battle, unless the battleground effect is to be random, in which case it could just say it’s going to be random.

Also, I’m pleased to point out, that some of my suggestions have been implemented, partially or otherwise, as they are, I will tag them as “Implemented” through edit.

EDIT: As any of these are implemented, I will mark them as such, including if changes are made in a different fashion than my suggestion, if the changes satisfy the end purpose of the suggestion.

Flag Post

Topic: Tyrant Unleashed: General / Gorrus, go to your corner!

This card might pale in comparison to some other event cards, but keep in mind, that the low-tier event rewards are probably not ever very useful to players who are reaching mid-top tier rewards.

For me, it’s the first event reward card I’ve been able to reach, and I don’t think it’s that bad (1 turn 3 strike, beats any non-fused epic from standard of same CD imo), though it’s a shame I was 1 rank away (#501, 2 points off) from being able to fuse them T.T

Flag Post

Topic: Tyrant Unleashed: General / My suggestions to this game (not raid/pay2win related)

With the recent war event…
Reward tiers should be inclusive to those who are within 1% of the lowest within each tier.
To give an example, my guild was rank #501 with 20557 points, rank #500 had 20559 points…
The difference in 2 points, equates to less than one one-hundredth of a percent…
A difference of that measure should not discount one from a reward tier, because it is effectively non-existent.

(Alternatively, it could be 0.001%*rank tier, so a rank 500 tier would have a buffer of 0.5% of rank #500
But it may be wise to disable the buffer for ranks 50 and below)

Guild members, while not able to use the fortress repair kits, should be able to see how many are available, to help decide if starting a war now or waiting for an officer to get on would be best.

The number of wars should be limited each day (example, 3 attacks, 6 defends), there’s no reason to make the event ask for 24 hour participation for 3 days, besides to be unreasonable…

With this change, guild members should not be able to start wars.

I would really appreciate being able to see my performance on defenses. Optimally, a guild leader should be able to see everyone’s statistics, so they can offer advice and/or kick as well.

Flag Post

Topic: Tyrant: General Tyrant Discussion / [To DEVs] Currency Transfer Suggestions

Personally, I feel level would be a rather good indicator of what to give, it could even be tiered…

level 1 (a souvenir card: Maybe something like a factionless commander (suggested max: 10hp prot2 weak2 siege2))
Level 20 (1k gold)
Level 50 (Rare pack)
level 100 (Epic pack)
level ? (?)

Level/x*salvage crates
Example: if x was 10, level 50 players would get 5 salvage crates

With regards to WarBonds…
I may sound rather callous by saying this, but I feel that they should not be transferred.
When you play a competitive multiplayer pay2win game, and you pay, you get advantages and have free reign to use them, for the lifetime of that game.
To refund that, feels fundamentally wrong, in that you would essentially get the benefits of pay2winning in 2 seperate game lifetime’s for the price of one.
If you players want to pay2win again, I feel you should have to pay again.
(I’m freemium btw, so if you want to call me out for being biased, go for it :3)

(Though I will say that anyone who put $$$ into WMT within at least 6 months prior to the shutdown notice should be refunded their kreds, because I feel the devs went limbo on purpose…)

Flag Post

Topic: Prime World: Defenders / Card evolution: DON'T EVER EVOLVE A YELLOW CARD WITH A GREEN ONE!

Speaking of that 5% loss by fusing a I with a II, I was wondering…

Leveling up a tower, gives a “+efficiency”, just like evolving them…
But are these additive or multiplicative?
Additive would be 100%45%evolve35%level=180%base
Multiplicative would be 100%45%evolve=145%35%level=195.75%base

In other words, does it matter the order of level VS evolve?

Flag Post

Topic: Prime World: Defenders / Advice/Tips

Originally posted by solarcloud7:

Yeah the hard levels later on really suck. I wish I would have farmed them when they were easy. Now i screwed myself.

From what I can tell, the biggest initial problem is having to include detection towers/spells, since it’s both a tower slot and a tower placed/wasted compared to not having to use them.

But as far as the topic goes, it is very important to evolve towers to III.
Beyond that, Max wooden/fire/sling towers first, then mortar.
Lastly, it’s very cost effective to fuse/upgrade damage towers, but status towers have minimal differences between levels…

Flag Post

Topic: Prime World: Defenders / Prime World: Defenders FAQ

I’ve assumed the stones are indestructible, since most things you could destroy are selectable…

Chalk it up to random map generation, and adapt to it I suppose, I kind of like it personally.

Flag Post

Topic: Tyrant Unleashed: General / In game trade system (hear me out)

The big question: how to implement such a feature, that is both balanced in cost, and unabusable?

I’m not sure, but I’m a freemium player, so I can’t really say what WB costs would be fair for such a feature, but if implemented, they should scale with rarity…

Also, consider a transmute system?
(X of same card for random other card of same rarity)

Flag Post

Topic: Tyrant Unleashed: General / [SIM] Tyrant Unleashed Optimizer

So, I’ve been using this for a few days now, but there is one feature I would really like…
Which is the ability to test win rates for semi ordered…
(IE what is the win rate if I play this card first, that card second, and the rest at random)
Because, I can use the current setup to determine the #1 first card, but not the #2 and #3 choices for first card.

But, before considering adding in support for that, could someone tell me what language this is made in?
Cause, I’m a bit of a programmer myself, and if it’s a derivative of C, such as C# C++ or Java(doubt it’s java), then I will see what I can do :3

Also, to everyone who has worked on this, I have saved a lot of resources (and anguish) because of this program, so thanks, a lot.

Flag Post

Topic: Tyrant Unleashed: General / [To devs] Trading card (new idea)

Trading between players would be nice, but because of people, it would be abused to oblivion.

By rank 15, you honestly think people will be looking to trade for rares?
I’m rank 7, I use only 62.5% rares in my deck(5/8), and I wouldn’t even consider spending 1 wb on trading for one…

I feel that you mentioned WB costs, only because you think it would both reduce abuse, and potentially garner developer agreement.
Regardless if the latter is true, I would say that…
No fused trading, because trading a fused card would be potentially equivalent to trading 8+ fully fused maxed cards…
No trading cards that have been upgraded.
(potentially allow it, but flatten level to 1)
All trades must be obtainable through a non-WB pack.
All trades must be equivalent, 1:1 card and rarity ratio
Not saying these changes would make the feature acceptable, but they are steps in a right direction…

Long story short, I am fully against any and all implementation of player 2 player trading, because as nice and fun it would be to trade all my Raider cards to my friend who likes them would be, trading never be both freemium friendly, and unabusable.

Flag Post

Topic: Prime World: Defenders / Steam

Yeah, I noticed that too, I’ve never heard of the game before, but it is indeed on steam.

My question though, is more what the differences are between this game and the steam version? (besides platform…)
Because the steam version, is not free, like this one is.

But had I bought the game on steam, and if I saw none, my question would be more along the lines of what AnCapTundra said.

Flag Post

Topic: Tyrant Unleashed: General / My suggestions to this game (not raid/pay2win related)

Well, that’s quite unfortunate, but thanks again for the clarification.

@Tegorter &LoveLess NHK
Thank you both for your feedback, I greatly appreciate the discussion.

To explain some more depth to the reasoning and to clear any misunderstandings…

So, the current system appears to sort cards by rarity first, faction second, and type third, with commanders at the end.
This is the base system, and all you can do, is filter cards out, by selecting what rarity/faction/type you want.
To sort them, would result in being able to see your card in order of attack power, health, cooldown, quantity, etc.

Personally, I would love to sort by quantity when salvaging, so I could, quickly salvage only duplicate cards.
And sorting by cooldown/health/power would be nice when making a deck.
I’d also like to see skill filters, such as showing only cards with heal, or armor…

Just like how you can disable sound and music, I was thinking of this in terms of an option, as I specified.
Setup as a toggle, so if a player doesn’t like or feel comfortable with it, they are free not to use it.

Yeah, I did find that out soon after playing, I am unable to achieve that 100% though.

Basically, the packs you can buy say things like “get X cards, where Y of them are [rarity] or higher”, the boxes just don’t tell you what you are getting, just show you what’s possible, how can I consider buying something from a list when I can’t actually compare them?
That, and personally, a “box” is a big thing, a “pack” is a small thing.

Long story short, how many cards do you get from a single “box”, and where does the game tell you that?

Misunderstood, the history it reflects is supposed to only show your recent battles with each target, not any others.

In other words, you battle someone, and win, they later appear in your list again with a +1 (until your history expires that record), and if you lost, a -1 would appear instead.

It’s completely an optional thing, I wouldn’t rate it high in terms of priority, as it merely saves a few seconds per player who consults their history to check for recent battles each time they do so.

Consider you have 100 players, 12 check their records once per 5 battles, take 5 seconds to do so, and they each do 5 sets a day, you save overall 12×5×5, or 5 minutes combined them, or 25 seconds each, which is 4 minutes, and then apply that to this game’s entire player base.

When it happens to me, I’m not so much in a bad situation, as the sides have become locked in a stalemate of heals, weakens, and general non-death.

I don’t see a single reason for user interface to needlessly, unavoidably, hinder the player’s ability to judge the situation, it’d be like having a solid crosshair the size of a quarter, or at least it’s similar to me…

So, you don’t see any problems with players lowering their BR to farm artifacts from low level players who stand no chance?
Or the fact that the current BR system doesn’t help represent the capabilities of a target?

I do agree with you though, that implementing it for the sake of potentially inactive players is not a worthwhile cause. The 12 hour barrier is significant, over the course of a month, the max loss would be 1200, and 14400 in a year, but those implausible maximums. I’d foresee 10k over a year being more accurate.

Again, I’d like to thank you all for your input, at some point, I will revise these, by reordering in terms of priority/impact, giving more concrete details of the results of such changes, working out the “best” solutions for current problems, and do so in a more concise manner. I then will wish to take steps to garner the developer’s attention to the revised proposed changes (highest of hopes, probably).

Also, I’d just like to say, that as a programmer, I idealize optimization, so much so that I often point out changes that make little to no difference to many players (such as #3, #4, #5, #8, #9, etc) for the sake of minimal improvements. The last thing I would want to recommend though, is something that would legitimately inconvenience anyone’s experience, so I do appreciate any conflicting statements, as I’’d prefer to resolve/compromise/repair them now than later.

Flag Post

Topic: Tyrant Unleashed: General / My suggestions to this game (not raid/pay2win related)

Hmm, that’s the mark for a new set of commanders…
Is that how they split target availability?
rank 0-4, 5-9, 10-14, etc…

That is not a bad idea, but it alone leaves room for exploitation, as discussed.

Flag Post

Topic: Tyrant Unleashed: General / My suggestions to this game (not raid/pay2win related)

Hard to read?
but, I even numbered them for easy reading…
And people who take the time to click, will take the time to glance, and, if interested, take the time to post, I could never ask more.
Admittedly, I don’t know the environment here (not that it would change my thoughts), I merely saw no target suggestion thread, so I made my own instead.

Ah, so, that explains why the Arena is borderline broken, thanks for the details on that.

And who in the world cares what my BR is?
Judge my words, not my height!
And my play time is 4 days, if you must know, again though, not like it matters, words, not age.
Would not taking me seriously because of my avatar be the next step?
How bout my name?
(Also, not going to apologize about any of that, just know it’s not directed at you alone, and rather any potential posters :3)

anyways, one more I just discussed in chat
Replay function
Either full visual replay,or text log of events, would be nice to have.
(Text log would be easier, but less user friendly)

Flag Post

Topic: Tyrant Unleashed: General / My suggestions to this game (not raid/pay2win related)

And another…

Have Battle Rating(BR) never drop below 80% of the player’s highest ever BR.
Firstly, at my current BR of 1253, my list of opponents still contains BR 0 opponents (5 of them, to be exact), I find this absurd, I should think that around 100-500 is when those would stop appearing…
Secondly, some of those 0 BR targets are stacked with 10 near-maxed epic+ cards, so the BR shares no resemblance to capabilities at this moment.
Lastly, if a player leaves the game for an extended period of time, I doubt they would feel like continuing if their collected BR, which probably took some effort to accrue, was reduced to 0.

Also, I take it that, no comments = no disagreements?
Because normally, I would imagine readers to be likely to single out one (or a few) they don’t like, ignoring or glancing at the others.
Not that that is the case for everyone…

Flag Post

Topic: Tyrant Unleashed: General / [Video] Simple Optimizing 101

Just wanted to say, thanks sir, the video was very informative and I picked up how to use the optimizer with your help.

And thanks to whoever made on that optimizer, it’s amazing.

Flag Post

Topic: Tyrant Unleashed: General / My suggestions to this game (not raid/pay2win related)

I take it back, I found 1 more

Allow players to look behind the box that shows the cards you can play, ideally, allow the player to move it or temporarily minimize it.

Alternatively, centering it vertically and pushing it to the right side may suffice.

Flag Post

Topic: Tyrant Unleashed: General / My suggestions to this game (not raid/pay2win related)

Disregarding any discussion about improvements to the pay2win schemes, freemium progression, the current raid’s difficulty, or game balance…
(because I did not walk up to this game expecting a freemium friendly fair and balanced experience anyway…(#freemium4ever))

Edit: Filter was improved to allow skill and delay filtering, improvements still possible though
Implement a sort feature, I was quite shocked and awed that such a basic and fundamental feature seemed non-existent.

I’d recommend shell and/or heap sorting personally (more-so shell).

Multiple decks would be nice, but not decks in having separate decks that lock 1-of-a-kind cards in one making them in-accessible to another deck, but rather having a quick method to swap to different sets of cards.

To give example, I have 20 cards, deck #1 uses 10 of them, deck #2 uses 3 of the same cards and 7 others.

Ability effects are explained rather well i feel, but there should be context for what the number would represent.

For example, for strike, the text should be “Deals x damage to a random enemy assault card”. Evade in particular, does not describe if it gives 100%/evade+1(evade 3=25%) or 100%/50%^evade(evade 3=12.5%).

It is painfully obvious that this was designed for touch devices (no highlight from cursor hovering, click detection is all square, etc). Now, I don’t like touch devices, so much so that I am probably biased against them (even if logically so…). But long story short, I would like to have the option for 1-click(/touch) card playing, I am very aware of what a card, that I hand-picked, does…

(and yeah, I’m aware of click-drag, I simply don’t like it)

The auto and skip features work well, but there should be a way to turn auto off between battles, because it carries over and will hinder the next match you want manual control on once done auto-fighting.

In the shop, there are these "box"es, and when you select some of them, they show a list of cards and 0/x under them. It is not apparent, whether those boxes give some or all of those cards, and I feel that, whenever ANY purchase options exist in a game, that the player should be FULLY aware of what they are getting, to not allow the user that, is a gross affront to them, or so I feel.

The objectives list seems limited to 4 things, but I’m clearly completing some that aren’t on there, please implement scrolling/full browsing of that list, and consider NOT showing objectives that are behind others. Example, if objective “beat mission 5” is not complete, do not show “beat mission x” objectives that are higher than 5.

In the battle section, I would like to be able to see win/loss rates for targets.
Now, I don’t mean to save statistical data that would take resources from server, but rather, when looking at targets, the game could consult the battle reports, and then put a x battles/win percentage mark on targets that have recent history. Even a simple “-x” or “+y” would work.

Also in the battle screen, I think the refresh opponents button should have a confirmation, a new player can very easily click it, hoping to find out what it does, see the results, and feel robbed due to lack of information. (or maybe that was just me, not bitter though, just feel that it would be rude to players to let that situation occur to more people)

For objectives like “Defeat Alexiares lv.1”, if I press the view button, and the objective does not exist, it should bring me to the map/mission that proceeds it. As it stands, I have 4 of such missions, and have no way to tell where to go for any of them.

And those are all I could think of, with what I can currently access.
If I had to pick 3 I want to see most, they would be #1, #2, and #6.

Thanks for your time, hope to see improvements to this game, I’ve always loved and admired the art in this game series, and I love that cards art changes with different levels (Aegis, so awesome now).

Flag Post

Topic: Anti-Idle: The Game / Challenge Submission Thread

Yeah, that’s another thing, I haven’t played for quite some time, just got back into it really, and last I played, you could craft the sword as long as you could afford it (and maybe some recipe, can’t remember, quite positive I got it before maxing the robot though), if that’s a requirement then yea that rule is redundant.

The coin changes are because in the challenge I am trying, not having access to achievements really slows down progress and I didn’t like it. So rather than just locking out 60% of the game, I thought just reducing the effectiveness of those features might be funner, and such a thing was referenced in the in-game creation albeit an exaggeration of the situation.

Things like the pet/career/commander/LOLMarket/BAstats/etc are themed, just like many rules for other challenges, but again, “Feel free to butcher/edit rules/description as needed”, I don’t mean to say that any of the rules are good or even needed, just giving my reasoning for them.

Flag Post

Topic: Anti-Idle: The Game / Challenge Submission Thread

Most of the rules are themed, but they affect AI exp/level, which definitely affects BA capability, and thus by proxy, Robacon/Robroccoli exp gain.

The AI/BA exp rate should probably be modified if this normally takes more than an ascensions worth, I made this challenge based on my personal experience with this game after all.

Most of all though, I do not know what is and is not possible to change for these challenges, I didn’t want to assume that just anything could be done, so I kept it simple, and so if implemented, could be made more interesting rather than less. If it’s possible and as you say, needed, I assume that an exp increase to Robacon/Robroccoli will be added.

Also, it locks it at 10-12 or so, but the challenge #4 listed 15 in game so I stopped at 15. The more the better in my opinion, since it’s easier to cut content then to add it.

Flag Post

Topic: Anti-Idle: The Game / Challenge Submission Thread

Mechanist’s Retribution

You brought your robot to a science convention to get recognition of your achievements, along with some plans for future development.
It ended in disaster, your machine was ridiculed for it’s weakness, and many claimed your so-called plans impossible.
They think you were mad, but you’ll show em…
Little do they know that it’s AI allows to to grow with experience…
And so you will teach it the art of battle, and crash the next convention!

Objective: Robacon/Robroccoli Rank 500


1. EXP gain 1.60
2. Progress bar locked in Idle mode
3. Cannot learn/use BA skills
4. Cannot equip Invisible Allies
5. Cannot craft bacon/broccoli sword
6. BA stats/rates: Loot 2, coin 0.4, exp 0.6, pixel 1.5, Light/Water/Earth/Fire elements-20%, Dark/Electric/Ice/Wind+20%, non-boss damage*0.8, Spawn rate+10%, Speed cannot exceed 10, double hit=0, max MaxHP/2, max Attack&Defense&Accuracy*0.7 
7. Mission Commander requirements doubled
8. Bestiary rate doubled
9. Cannot access Awesome Adventures, Fishing, or Stadium Racing or Epic Skills, and cannot plant in Another Garden
10. Idle mode speed starts at 100, max idle speed increased
11. All Coin gain from FCG, Arcade 0.40
12. LOLMarket gem price and profit levels 0.678
13. Ants are tripled, but start with the Doom Ant Sprayer 2012
14. Pet get's thrice as hungry and twice the Mana
15. Career EXP for careers other than Access Idler, Item Maker, Arcade Player, and Button Basher halved


  • Medal Name: Vexing Hexahedron
  • Skin Color: #340167
  • Eye Color: #0BF366

Feel free to butcher/edit rules/description as needed, not sure if double loot rate would compensate for bacon/broccoli needed, or if it’s even necessary.