Recent posts by jonny0panic on Kongregate

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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Valor Toggle (Along with another suggestion, same outcome)

I do think it’s poor design to reduce the first-win reward for having no valor. I was close to beating Mission 5 when I ran out of valor this morning… now I have to keep farming 4 even if I can take 5 just because I don’t want to suffer the reward loss. let me get the initial win for full reward and then I’ll either try 0-valor farming it (not guaranteed to be easy) or just go back to 4.

IMO, if you run out of valor and can’t beat a mission, then spend hours 0-valor farming UP for upgrades and manage to beat the mission with no valor, you should really GET a valor point. Just a matter of pride.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Invasion Early Tips

Notes:

UNITS
Don’t be in a hurry to upgrade later units, BUT buy them as soon as you can easily afford them. Buy Tactician, buy Pyro, you can probably get Grenader after mission 4, get them.

Why? Base damage. The units don’t just do their level*x damage, they also start with a base damage amount + 1 level bonus. Get Tactician, and he starts out doing base 80 + 10 for being level 1… 90 damage. Pyro starts out doing 150. Grenader starts out doing 290.

How is this important? Simple: the upgrade “Unit Damage” (UD) is going to be essential… and, as soon as you get each of these units, their damage is affected by it. This means that, if your UD is 10 when you buy your level 1 Tactician, he’ll start out doing 180 damage. A great start for an otherwise mediocre-seeming unit.

The fact that they have a base starting damage means that a level 1 unit starts with an advantage when you maintain your UD. Which you should. It’s an amazing upgrade.

OVERKILL LOSS
This occurs when you have a huge hitter… but he can only kill one monster at a time. Whether your Captain or Grenader can do 2k damage or 10k damage, the vast majority of their VAST power is wasted if he has to waste a shot clearing a lead monster that’s limping along with, say, 500 hp.

The Sniper is, of course, important here… BUT so are the Tactician and Pyro. Unlike the thorough but slow Sniper, they can get in ahead of the Cap or Gren’s next shot and sometimes clear away the suffering beastie in time for the big hitters to expend their damage… well… hitting something big. Making better use of their massive damage. Both of these guys are FAST shooters, and this is big part of why.

I’m not saying go crazy upgrading them, but don’t just ignore the Tac or Pyro… besides just dealing out additional damage, they do have a role to play!

CLICKING
While clicking does get a speed upgrade option, the issue you’ll encounter with click damage is that it is NOT affected by UD! Chances are, you’re been putting a lot into UD, because it is an excellent upgrade with a lot of punch. The vast majority of your damage probably relies on your high UD investment. Click damage doesn’t benefit from this AT ALL.

This means that, even with it’s speed upgrades, it’s damage is going to quickly fall behind all other options as the event advances and your UD and unit investments become ever greater!

Just keep that in mind when you consider upgrading click damage… before long, a single level of just about anything else may far outstrip multiple levels of click damage investment. Spend those UP wisely!

THE BAZOOKER
… is bugged, at the moment, and might sometimes throw monsters it hits AT you. Very inconvenient.

THE GRENADER
… does decent damage (starting out, roughly similar to the Captain, but slower… his speed is similar to the Sniper). His damage doesn’t scale up quite as fast as the Captain’s, although he starts out doing 290*UD damage. His shots momentarily STUN the lead monster, though, slowing down it’s advance. You may not want to spend to upgrade him anytime soon… but, even at level 1, the damage and stun are a nice addition to your team!

GOOD LUCK!

 
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Topic: Clicker Heroes / What is the point of clans for newer members?

In my clan, the immortal is dead almost immediately on spawn. I never see it, let alone get to hit it, so I get 1 HS a day for being in the clan.

“What the **** is the point, Walter?”

Edit: Messed up the quote.

 
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Topic: Clicker Heroes / 0.20 Patch Notes

Clans should have an option to be free-join or invite-only, with clan quit option for members and clan boot as well for leader(s).

I’m new-ish (hze 605) and all the folks I know are in clans already, while the clans I’ve applied to aren’t paying attention to applications.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions Thread: Aug 17 - 23

A Save option to create a .txt file of your current stats, please!

Everyone and their sister has their version of some Globawful Frankenstein’s Monster of an online spreadsheet that they insist is the best calculator for scratchin’ your crotch in-game, and then more hacks further botch it all up by using the originals instead of creating their own copies, or add more garbage pages. Just looking at any one of them anymore gives me a petit mal.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / I love the new NRG timers!

NRG maxes don’t cost a lot, and still help if you have to be away longer than usual. Folks are making a bigger deal of all that than it really is.

People aren’t mad about these changes, they’re just mad because they want something to do. That’s why I push for new features. Who wouldn’t want new features, anyways? :D

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions Thread: Aug 17 - 23

People get more wood and stone… and they complain. This is good for your guilds, folks; small extra values that were being truncated are now being given to us, and less wood and stone is being wasted due to capped NRG. Bonuses affect people sooner and more completely in their game, so they contribute to their guilds better and sooner. Buildings are being built faster, which is good, because there’s more of them now.

If you’re bored, ask for more content, don’t hate on this change. Nevermind scripters, this is just good for all of us.

Ray: We just need something else to do. Focus on that and ride out these initial reactions… people will be just fine with this. They’ll adapt to it very quickly.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / I love the new NRG timers!

This was a great way to resolve the difference between scripters and non-scripters without punishing anyone!

More casual players suffer less, now, because less NRG is lost due to being at cap for hours. The increased output really highlights the values that were being truncated before AND the impact of bonuses MUCH earlier in a player’s game. Also, it’s just long enough… but still short enough… to really make the NRG Ascension and Trophy perks shine.

With those running, even though my Woodcutting cap is at 74, I can STILL get in two max-cap sessions in per day. AND I’m not limited to waiting until they fill up… I can check in at any time and just use up what’s there!

If anything, though, this does illustrate a need for more short-game content, so people have something to do to keep them engaged. Here’s hoping something comes out soon!

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions Thread: Aug 17 - 23

Maybe it’s time to introduce other short-time features to keep folks engaged. Space Expedition Combat, Pet Dungeons and the like, anyone?

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions Thread: Aug 17 - 23

Originally posted by goroshi:

Please, do more events.
I lost the “clean energy” for 2~3 days (new player) and now I can’t get any “event bonus”. [10 event points to 5% more dmg and others for example]

I know it’s an idle, but a little event every week could do.
or maybe one “perma event” like 1 or more event points on every 5th day reward.

There’s generally one per month, as I understand it. That’s just an occasional extra bonus to enjoy.

On the other hand, mines still only give 1 diamond per clear normally, that’s a big slowdown. Please fix that.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions Thread: Aug 17 - 23

By the way, some folks in Chat 2: Electric Boogaloo are agreeing that the font for the in-game chat kind of sucks. Just a thought.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions Thread: Aug 17 - 23

Originally posted by DionysusSP:
I’m running a casual guild and my members really appreciate not missing out because they went to work/school/sleep while scripters are still cashing in.

It would be impossible to avoid scripters. Scripters will continue to beat your guild. Scripters will continue to beat me. Your argument makes no sense. All this does is make people who check their stuff on a more regular basis have less to do. Scripters are still doing fine.

In this case, scripters no longer pull significantly ahead. There’s actually one in my normal game chat room who started scripting specifically so he could stop losing out on wood/stone while he was sleeping. Now, the non-scripters are no longer missing out heavily and the scripters have less to bother scripting.

bonuses like Warehouse and the +10% bonus currently running impact players MUCH sooner and more reliably

What? How? 10x more income with 1/10th regen speed is a wash.

When the 10% bonus started, I wasn’t getting any of it, because the system truncates decimals and I wasn’t very deep in. I didn’t start seeing an impact until several depths into the mine, and then +1 stone per rock started showing up. I started seeing +2 stone per rock around depth 15.

This way, newer players will see the impact of even small bonuses much earlier. A depth-1 player with a Warehouse 5 guild and the current 10% bonus will see 2 more stones per rock (6 more per tile). A depth-2 player will see 5 more stones per rock (15 more per tile). These are all bonuses that the system previously truncated completely out unless they were big enough for a full-integer increase. Now, instead, we see them even more indepth as we progress through the woods/mine because more of the bonuses produce tangible integer increases.

Edit: I hate alternative formatting schemes and I’m not going to bother learning this one, Kong.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions Thread: Aug 17 - 23

Originally posted by flashdime:

Add a way to cancel expeditions early in case of misclick please!!

This is a thing that would be useful. Also, a confirmation button for Forfeiting a tree, in case of accidental misclicks.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions Thread: Aug 17 - 23

I love the changes, personally. We get a little extra because we’re getting the decimals that were cut off before, bonuses like Warehouse and the +10% bonus currently running impact players MUCH sooner and more reliably, there’s less NRG loss due to being at cap for more casual players so they get a better experience out of woodcutting and mining and so do it more, and it requires less frenetic checking of the game. I’m running a casual guild and my members really appreciate not missing out because they went to work/school/sleep while scripters are still cashing in.

It’s an idle game, folks. This is a good thing. If you want to hurry it up, buy energy/dynamite.

Although I WILL say that “Buy Energy” and Dynamite costs are excessive, now. Two bucks (equivalent) for twenty swings of the axe? My trees take over 40 WITH Ascension perks! $2.50 for a single Dynamite blast? That’s rough.

Still, since I run Trophy NRG perks, even with 74 max woodcutting NRG, I’m still getting two full runs per day, and the extra wood is awesome!

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions Thread: Aug 17 - 23

Can Double Train please get a more accurate name?

If you don’t want to go the “pick damage” route with mining (which would lead to it being more of a woodcutting clone), how about upgrades to give small chances to unearth various other resources when you clear a tile? Uranium for expedition points, petrified wood for +wood, dinosaur bones for pet food, AP just because it fits the design (activity points for actively playing the game, which you likely are if you’re mining), random cards based loosely on depth, tiny chances at extra diamonds, and so forth.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions Thread: July 27 - Aug 2

I do like the idea of putting AP yields on challenges. Maybe make them one AP per challenge, one-time-daily per challenge (i.e. you can do each challenge once a day for an AP point. Maybe make it only Duo and Group challenges.)… another way players can earn AP BUT only when they’re actively playing. It’d also encourage people to help new players do their challenges.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions Thread: July 27 - Aug 2

Mining: Since mining is a strictly “active” feature and less developed than woodcutting, how about some manner of upgrades to allow for a chance to yield additional resources when mining? Perhaps a chance to get AP when you crush a tile, and a separate, smaller chance to yield a diamond.

Activity upgrades: a line of upgrades that add a chance to reduce long-duration timers by X when you kill something within a few seconds of being active. Make them hard-to-afford before level ~100-ish, but each skill has X% chance to reduce the timer on it’s field by 1 second when a kill is made within the activity timer. For instance, a field t hat yields a base 1% per level chance of reducing the current expedition timer by 1 second if a monster is killed within 2 seconds of you being actively at-keyboard. Another for pet training. Maybe another for chest claim (and add more chest claims). Make them not work if you’re level 100+ and have no available stamina.

Career upgrades: Several lines of upgrades where everyone can advance to level 10 in ALL of them, but can only advance to level 11+ in ONE of them. Astronaut (affects Space Expeditions and time extend), Bodybuilder (affects auto and click base damages, splat, crit multipliers), Ninja (affects auto and click attack speeds and double attacks, and HP reduction), Swashbuckler (Affects treasure hunter, huge loots, easy loots and pet speed), Merchant (coin count, gold rate, triple size), Druid (click regen speed, woodcut energy capacity, log split chance, pet crit and double attack chances), Industrialist (woodcut damage and crit, various undefined mining effects), Wizard (time extend, auto speed, max mana/stamina, gold logging, pet crit damage… an eccentric mix), the list of possibilities goes on.

A mix of new activated abilities that are only available in certain combinations to certain careers at certain levels. For instance: a more powerful Freeze that’s available to level 25+ Wizards and level 75+ Astronauts. A crit-able, double-able Splat available to Wizards at 25 and Ninjas at 50. A pet-based Waylay effect that deals additional damage and steals resources from the monster for Druids at 10 and Swashbucklers at 75. Again, the possibilities are countless.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Suggestions: freinds list

Stolen, much?

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Noteworthy Issues

The game could also use a Friends list. Ideally, one with a Notes field so you can remember next week WHY this person is on the list!

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Noteworthy Issues

Another idea I had to reduce the waste of duration-reducing upgrades would be to offer a checkbox that will auto-collect that feature for you when it’s ready, perhaps for something like 5AP per collect.

It’d also be nice to get a little something extra for helping new challengers through challenges.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Noteworthy Issues

Originally posted by Forceline:
Originally posted by jonny0panic:

“Idle game” is not a default excuse to not engage in strategy design. In this case, Expedition reduction and the like really are a waste unless you dump an obscene amount of resources into them, and if the game didn’t expect you to use some strategy it wouldn’t offer such competing options.

Yes, this is an idle game. It also have active-play design and extra rewards for playing actively. These ideas require consideration for the player’s sake.

I’m not simply using idle game as a default excuse, I was however pointing out that for an idle game IOU is far ahead of all other idle games I have played before, sorry if that came as an excuse.

You still haven’t answered my question about what Petmaster upgrades are?

I thought it was self-explanatory… “Petmaster” upgrades don’t exist in the Upgrades menu. Therefore, the idea would be a new set of purchasable upgrades to further boost pet power so they’re less likely to become useless in the end-game. I don’t have any specifics… but if pets become pointless in the end-game, then it becomes frustrating for players to put a bunch of mid-game effort into them only to have it not matter.

recentteen also sees my point about timer reductions. gravei: your idea only works if the player can micro-manage the game for 15+ hours a day, INCLUDING being there each time an expedition finishes without letting it sit for any amount of time. Even if you run four-hour expeditions with level 6 expedition reduction trophy upgrades, you only gain the extra time to run another expedition if you micro-manage expeditions without letting them sit unclaimed for 14+ hours.

At some point, due to sleep, or work, or school, or another regular, daily reason, you’re going to end up letting an expedition, a pet training session, a chest claim or the like go unused for hours… and then all your investment into timer reduction for that feature will be a waste. Really, the timers for these features should be cut in half for these upgrades to matter. Yes, the impact of the upgrades would also be reduced… but it’d fit in more of that feature to be micro-managed during a player’s playtime, making the reduction more relevant. Otherwise, the only way to make them matter at all is to only run 2-hour gold expeditions.

And I put my trophies in woodcutting NRG when active… I always need more lumber to advance woodcutting, and woodcutting lets me advance my mines, which benefits my guild and nets me guild xp, and the impact it has on the woodcut refresh timer and subsequent axe-swing gains is significant over the course of a day’s play. (To that same end, I also put ascension points in woodcutting NRG+, axe damage and log gains when I’m actively playing.) The impact trophies have on skill timers is minor at best unless you have a TON of trophies.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Noteworthy Issues

“Idle game” is not a default excuse to not engage in strategy design. In this case, Expedition reduction and the like really are a waste unless you dump an obscene amount of resources into them, and if the game didn’t expect you to use some strategy it wouldn’t offer such competing options.

Yes, this is an idle game. It also have active-play design and extra rewards for playing actively. These ideas require consideration for the player’s sake.

 
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Topic: Idle Online Universe: Discussion, Feedback, and Suggestions / Noteworthy Issues

There’s a few logic issues I want to address:
Abilities:
- Freeze’s impact fades as you buy more Time Extend. Because of this, there’s little reason to buy it as anything but last (at level 100), and no reason to raise it above level 1, as it’s not hard to raise Time Extend to an impactful level fairly quickly.
- There is no reason to take Splat above level 1. Also, while Splat’s reuse timer is half that of Damage Boost, it’s less potent if you don’t use Damage Boost first.
- Crit Enhancer’s impact is greatly reduced if you don’t also use Crit Chance.
- Crit Chance’s impact is reduced if you don’t also use Damage Boost.
- The impact of Damage Boost, Crit Chance and Crit Enhancer are all reduced if you don’t also use Speed Boost.

This results in players mindlessly using skills in blocks and then going long intervals doing nothing but clicking. It’s boring and lacks strategy when actively playing.

Pets:
I’m not this far, but I’ve been told time and again that, while pets matter in the midgame, they fall to the wayside by the endgame. This suggests pets could be made more useful: perhaps a short-reuse skill that lets them strike again (and maybe steal resources from the target). Also, “Petmaster” upgrades could be added to the Upgrades window.

Mining:
Resource collection is fairly one-dimensional, but I’m surprised to see mining with such a complete lack of options. Squares always take ten hits, always yield three stones, the values are always set, and all you can change is the depth and the mining energy cap. I’m sure there’s plenty of simple options that could be explored to make this more involved.

Timer Reducers:
This applies to all timer reducers. If you can’t reduce the time for a feature enough to squeeze in a whole extra one of that feature in during your play-time, timer reductions are a waste. This applies to Pet training time, Expedition time, Claim time… any feature where the timers tend to be hours long.

A key example would be 8-hour expeditions… if, in a day, you can only squeeze two full expeditions (to Claim) in, then reducing their time from 8h to 7h or even 6.5h doesn’t matter… you run an expedition, it finishes, you claim, you run one, you go to work or sleep, claim it when you come back… basically, if, at any time, a claim sits unclaimed for hours and you still don’t get any more in total during a day, time reduction is a waste.

Feature Costs:
In some places of the game, costs vary by impact; in others, they’re overly uniform. Examples of the latter include Trophy skills (all of them), Guild building costs and the PP Shop.

UI:
The UI seems kind of Playschool-ish and cluttered. Of note are points where buttons might overlap, causing a player to click something they didn’t intend to. It could use some tightening up and a little re-arranging.


This isn’t hating on the game, I intend it as constructive criticism. I hope it gives the dev some ideas!

 
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Topic: Global Assault: General / [Dev] Player Feedback

Hi guys!

I quit.

I took over the guild Panic after it’s founder quit. We have done pretty well for a casual guild under my management, even as I raised the guild requirements. I’ve tried my best to help them along, be friendly, communicate and make the experience better for all Panic members. I was even debating making a guild message board… until today. The hair that broke the camel’s back.

But the game, despite the weekly events, is too heavily p2w-balanced. Apparently, you think Americans are made of money or something, expecting 5x to 10x what your premium content is worth… too much real money for ultimately useless pixels.

Well, I experimented with the premium game and found it shockingly lacking. On top of that, the recent Raid mechanics provide an elite few with an advantage that can only be overcome with a ludicrous expenditure of money, and the opponent-matching system largely shuts the casual player out.

This is the ONLY notice. Panic is over. I won’t pass the torch on. Hopefully this keeps someone else from suffering your garbage game. Microtransactions are the STDs of the video game development world. Save your money, folks.

/uninstall

-Jonny Panic.

 
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Topic: Anti-Idle: The Game / [Guide] Worst Moon, Apocalypse, Rare and Epic Mobs

I have trouble keeping track of all of this, especially since there’s a lot of outdated info out there.

What should I itemize and skillplan for when going WM? Or Apoc?