Recent posts by Sillyman on Kongregate

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Topic: Anti-Idle: The Game / REVIVE! - Mega Events!

The quadruple white coin event seems to be acting as double instead. (just got 8 white coins from spending 1,000,000 gc in AA)

 
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Topic: Anti-Idle: The Game / REVIVE! Pt. 1 - Open Testing (round 2)

The counterbalance is that you lose your daily rewards streak and are cheating.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

Originally posted by FaerieNoir:

What exactly does the supply crate do? I’ve opened 2 or 3 and not noticed much of a change…

Gives a little of everything. The ? button next to it on the Mystery Box screen will tell you.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

Originally posted by Oneironaut1:

Is this a bug, or just a feature I’m unaware of?

While I’m in TukkunFCG I seem to be getting small amounts of the Auto Harvest and Battery Charger cards. Anytime I look at them in the card page they never have more than 5 seconds left on the duration, but my printer has been hovering around 300-400 power for a while now because of it.

I had these two cards active all day yesterday, but they expired early this morning.

Read the “login” page for TukkunFCG again. Giving you the cards is how it implements what it says there.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

When feeding your pet Level 10 gems, LolMarket profit goes up by exactly the sell price, as though you had sold the gems.

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

Originally posted by atomduck:

Challenge number 18

You have to reach level 2 by anti-idling and it’s crazy fun. Watch out for the


Objective: Reach level 2

Rules:

1. exp = 0.005%
2. anti-idle only

Rewards:

  • Medal Name: Level 2
  • Skin Color: #000000
  • Eye Color: #000000

This is actually pretty clever, if it’s not completely impossible.

 
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Topic: Anti-Idle: The Game / Drop Mechanics Guide

Yeah, all I really wanted to know was the base drop rate (which crazye97 so helpfully provided) so that I could factor that into my calculations. Does the bonus for rare/epic count for IAs?

 
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Topic: Anti-Idle: The Game / Drop Mechanics Guide

What’s the drop rate on Invisible Allies?

 
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Topic: Anti-Idle: The Game / 9 million plays!

Originally posted by Arbalist:

digit “10”

Surely you mean “digit pair”, not “digit”?

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

Instant Progression

Reach level 9001 without EXP or Coin gain from most features besides the Progress Bar… sounds difficult, but then you notice that everything is giving you Insta-Progress to make up for it! Better claim as many rewards as you possibly can.


Objective: Reach level 9,001

Rules:

1. EXP and Yellow Coins cannot be gained except through Progress Bar, Awesome Adventures, and Level-Up Rewards, but all features grant Insta-Progress instead.
2. Mystery Boxes except for Progress Boxes cannot be purchased. All Mystery Boxes earned through gameplay are converted to Progress Boxes
3. Tree Harvests grant Insta-Progress based on GP value.
4. Excellent and Perfect clicks in Button Machine grant Insta-Progress.
5. Battle Arena kills grant Insta-Progress equal to Fighter Career EXP gain (as well as Battle Arena EXP as normal). Yellow Coin loot is replaced with an Insta-Progress loot item.
6. Arcade grants Insta-Progress through gameplay as normal, as well as Insta-Progress equal to 100k Medal gain.
7. Awesome Adventures grants 1 Insta-Progress every adventure instead of EXP. The Adventures that give EXP and Coins still work, however.
8. Stadium and TukkunFCG grant Insta-Progress for wins based on difficulty.
9. Money Printer, Lolmarket, Careers, and Business are disabled.

Rewards:

  • Medal Name: Instantaneous Reward Claimer
  • Skin Color: #00FFFF
  • Eye Color: #000000
 
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Topic: Anti-Idle: The Game / The Soda Machine of MAgic idleing

You get nothing. ABSOLUTELY NOTHING! YOU LOSE! GOOD DAY SIR!

I insert a purple button.

 
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Topic: Anti-Idle: The Game / Suggestions!

Originally posted by crazye97:

BP^2*100, unless BP > 500, then BP*50k, to a cap of 2.5B.

Thanks, I’ll note that down. And it can also be worked out by just gaining pixels until the bonus doesn’t go up anymore. All the same, it really should be shown on the dialog.

 
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Topic: Anti-Idle: The Game / Suggestions!

I’d really like there to be some way of knowing what the maximum daily pixel bonus from the Battle Master is, given the “cannot be more than 5% of your current pixels” stipulation. That is, the amount he would give without that cap, given my current Battle Points.

 
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Topic: Anti-Idle: The Game / [COMPLETE] Anti-Idle Challenge No. 1: Mission: Inconvenient

Originally posted by TheLinkToThePast:
EDIT: Prizes will be delivered when you update to v1635+. Make sure you have one Outfit slot and one Weapon slot open.

To prevent the same confusion I experienced: The rewards are given upon opening the Battle Arena, rather than being automatically placed in your inventory. Going to the Mystery Box screen before then will not show the rewards. This could be useful if you don’t have an outfit or weapon slot open.

 
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Topic: Anti-Idle: The Game / The Soda Machine of MAgic idleing

You get a bucket. Upon examining further, it appears to be completely full of 9,001 level 1 fish.
I insert 4 arcade tokens.

 
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Topic: Anti-Idle: The Game / [Update1] Removal of Boost system?

Originally posted by SaintToaster:

How will the boost Epic Skill factor into this?

The obvious way is simply to let the boost Epic Skill raise Boost (which would, effectively, be a slight buff to it).

I’m all for unifying Boost.

 
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Topic: Anti-Idle: The Game / Final Balancing - YOUR help is needed

0 Ascensions, Level irretrievable due to Anti-Idle Challenge #1, but sub 3k.

1. Smooth sailing… given that I’ve played anti-idle before a ton. So I can’t really answer 2.
3. I took up that time with spamming the upgrade buttons in the Feature Shop, but more tutorials there would be a good distraction rather than a bad one.
4. 4a sounds best to me, and you could also use it to introduce the most important thing about anti-idling: when you’re not idle and you have to wait for something, go do something in another feature.
6. I think the Progress Bar is about where it should be: significant, but not completely overwhelming other EXP/Coin sources.
7. They’re great once you have them, and the costs seem fine to me, but clicking the upgrade button manually 200 times is… a little excessive.
8. Same issue with clicking the button applies here. Maybe put a +10% button next to the upgrade button?
9. It’s simple enough as-is: some things give you boosts even though you’re already at your max, but they go away. Not sure what to think about the depletion speed, except that it might be a little fast.
10. It’s a little silly, but not hard to understand.
11. I don’t tend to buy boosts unless I just bought Elite Temp. Max Boost or donated my boosts in Adventures… even then, usually I can just konami kode and wait for a few seconds and I’ll be back at max boost. Then again, I don’t idle much.
12. The manual ant sprayer is if you want boosts to not go away, but removing it would be a reasonable way to make people start actually buying boosts again.
13. I’m kind of indifferent, but see 12.
15. Maybe more coins? It isn’t very noticeable, but then again, I use blue trees when I’m logged in and no trees at other times since I hate deleting trees that still have harvests in them and I hate waiting for high-tier trees.
16. Blue.
17. Not particularly high or low.
18. They’re easy enough to obtain, and have a reasonable cooldown, for what they do.
25. The garden’s green and blue coin rates are hard to notice, like the progress bar’s (base) green and blue coins, but a nice bonus for a passive feature.
31. Whatever I’ve got, at the moment. There could stand to be a few more IAs with Produce Loot abilities, to reduce the aggravation from the specific loot drop random quests, though. Right now the only options for Produce Loot: Crafting Material, for example, are in the desert, binary battlefield, and dark pyramid.
32. Crafting Material could stand to be smoothed out (a bit more frequent and a bit less in amount per drop), given that it’s supposed to be THE secondary BA resource.
36. Yes, give me more dailies. MOOOORE DAILIES.
37:
Dark Pyramid – A bit simple, but perhaps it’s better that way? A nice easy raid that’s worth spending every key you get for it, especially early on, since the Pyrabow is a very good early-game weapon.
Defend Mission – Too difficult reflex-wise, too easy stat-wise. Give the aliens more HP so even high level/rank players have to dodge each alien at least once, but slow them down so that it’s actually possible to dodge them.
THE MEGABOSS’s Revenge – I’ve never completed it, but the rewards for partially completing it are worth the effort of attempting it even when it’s hopeless. This is a good thing.
39. A lot of rings are almost never used. Try removing some from the game – I’m too lazy to think of which ones are most useless at the moment. Also, the skill Protection is painful to use, since it gives a CHANCE of negating the penalty for death – you never want to use Protection Ring with it, but you don’t want to use it and not Protection Ring when you think you might die since it can fail, and you don’t want to use either when you know everything will be fine.
40. Maybe a bit more, to keep it somewhat on par with the other things you could be spending that anti-idle time on? I never really used it for the EXP / Coins, only for Purple Buttons and Blue Coins.
41. Green Coins are just fast enough so you notice them and think “hey it gives me a fair amount of green coins” but then get frustrated that it isn’t giving you enough. Blue coins are still okay, and still worth using the button for, though I didn’t think they should have been nerfed – they were the entire reason to use the Button Machine in the first place, and not entirely unreasonable.
42. Only the button upgrade, really. And that’s mainly only because quests check it and it’s another permanent upgrade, so it wouldn’t be dearly missed if it was gotten rid of.
43. Great! Keep them coming. Maybe a bit more variety – when you only get one box, maybe sometimes make it a higher tier box rather than always an Explosion Crate.
44. It surprised me, but it made the Money Printer actually relevant again.
45. Decent, especially given it’s a passive feature. Thanks for smoothing out the critical prints, too; that was always one of the most annoying Random Quests.
47. Triangle Count. I’m decent but not amazing at it, judging by the par scores. I’d say to nerf the 100k medal gain from it (by, say, dividing the score formula by 10), but it takes long enough that it’s reasonably balanced time-wise, if not token-wise.
48. Math Master. Entirely because I’m terrible at it.
49. Player’s performance already affects time spent on each round of the game, so the question seems a bit strange.
50. I frequently find myself with too many, thanks to Adventures, but Adventures is also the only way I’d run out unless I got a ton of quests asking me to go to the Arcade. I think letting us raise our reward rate is a good idea.
51. Too expensive, and too steeply curved. If I hate a game (MATH MASTER), I want to be able to dump all of my 100k medals into that game so I can bypass the quests and achievements (and possibly Arcade Medals) for it, not be almost forced to “build evenly”, as it were.
52. Nope.
54. Simple Race, since it’s predictable. If you know you can win it, you know you can win it. Then again, I usually only race when the Random Quests (or random career potions) tell me to, since those quests are a bit long.
55. No, but I’m not the sort of man to gamble unless I have the edge.
56. Maybe the deathmatch entry, if you like deathmatch and have upgraded all your abilities already? I can’t even bring myself to enter deathmatch once every day, though.
58. Cards are too expensive early on, and the upgraded card system is just a nuisance – trying to build a deck so you can win when you know what you’re doing requires not having a decent deck for a while and hoping you get lucky. Several dozen times.
59. Unupgraded cards are almost useless and seem to only exist to help with new players bootstrapping into the game (but even then it’s painful to buy something you KNOW you’re going to have no use for except selling for a tiny fraction of the cost as soon as the game starts actually getting interesting) – maybe get rid of them and make upgraded cards a half to a fifth of their current price?
60. Perhaps make there be a minimum FCG Cash reward for each level, so losing doesn’t mean you practically wasted a whole minute or more?
61. I haven’t gotten to the point where I can afford to buy any temporary effects with my precious little FCG Cash, but the free Superpowers are incredibly useful.
62. Yes. Not sure why anyone would think it isn’t.
63. Not great, but it’s a passive feature that is about earning Green Coins, not EXP. Really the same reason the Garden’s Green Coin gain is okay – you don’t LolMarket to earn EXP, just like you don’t Garden for Green Coins, but it’s a nice bonus.
65. Very good, considering Awesome Adventures is a passive feature.
66. Untitled Zone, since Town doesn’t have some really good Adventures and all Titled Zone has over Untitled Zone is a few conversion shenanigans that are only interesting if you have a surplus of particular resources.
67. Not really.
68. Always. Always, always, always. Energy Refill if I have it, Boosts if I don’t.
69. Mega Fertilizers are a bit rare to go selling them like that, and I generally have better things to spend my Quest/Event Tokens on.
70. They’re a bit underwhelming. Maybe raise the chance of success, or get rid of the possibility of failure altogether – the ratios involved would be reasonable for a rare opportunity without having to risk your stuff.
71. Not really. That’s probably why you changed the price.
72. Yes, but not at the shop – I’d rather just wait for the Illegal Blue Coins adventure, especially since it’s rare enough that I can take it every time and still have my reputation slowly rise.
73. Powerful, and rightfully so. Fishing is what you do when you want EXP but don’t want to go to the Arena, and it doesn’t give much else. I’d consider making it more level-based, even.
74. It’s a bit low, considering how much of a coin sink Fishing Skill is.
75. Okay, but the mastery reward is frustrating if you’re waiting for more coins before you can raise your Skill.
77. They’re (mostly) really subtle effects, and pretty difficult to unlock – but it seems to be fine that way. The ones that have major effects are correspondingly difficult to get.
78. I’ve never hit it, since I hit my mastery limit first and I don’t like hitting checkpoints with maxed out mastery.
79. I’ve been hinting at it in the last few answers – the coin cost is way too high, or the mastery cost is way too low. Waiting for mastery with enough coins to purchase the next level is fine, and is what the garden does all the time; waiting for coins with enough mastery to purchase the next level isn’t when you can’t earn excess mastery and a lot of things in Fishing give you large chunks of mastery that you can’t control.
80. They’re great. The rewards are nice… nice enough to make me hesitant to fish when I have max mastery.
81. Maybe a little? It’s fine enough as it is for my tastes, but I wouldn’t turn down faster fishing.
82. Idler is the hardest for me, since I don’t idle, and there really isn’t an easiest one – Button Basher is fastest, but mind-numbing, and Pet Trainer is cheapest, since your pet gets hungrier even while you’re logged out, but fairly slow – Garden would be similar if I used high-tier trees. Overall they’re well balanced, though.
83. The ones that seemed most pointless were recently changed, and all of them seem pretty worthwhile now.
86. I usually bless them with Career Potions, with only one activated with coins, but I expect that will change once I’ve bought all the permanent things I can buy with Yellow Coins or my Yellow Coin gain rate goes up enough.
87. I pop a Random Career Potion (or a few, for re-rolling) when my Random Quest involves a lot of waiting, to tell me what to do while I wait, and a Mega Career Potion when I need to activate a specific career (in lieu of the high yellow coin fee). So I don’t really prefer one or the other.
92. It’s easy enough. Rarely do I even have to use Pet Food from Fishing.
93. Randomfruit can’t be obtained at all until you unlock Another Garden, which leaves an irritating blank spot in the pet’s EXP chart, and FCG Cash is too badly needed for the long struggle toward making the FCG playable in the early game. I don’t think the Pet needs to be changed though, I think Randomfruit should be obtained from regular trees (but a lot more rarely, perhaps?) and the FCG’s card shop needs a serious overhaul.
94. Wait, the pet boosts the progress bar? I thought it only gave 1.5x EXP/Coin, random bonuses, and feature EXP bonuses. It should be announced better, perhaps, but I can’t comment on its magnitude.
95. It’s good.
96. Whatever’s in the Special Shop; Legendary Boxes first, because of the Quest.
97:
Explosion Crate: Early on, the Enchanted Leather Armor – means I can spend my Pixels on stat upgrades and my Crafting Material on keys rather than having to craft armor, at least for a little while. After I’ve gotten all Enchanted Leather Armor or better… the other boxes seem like the most powerful, but really, every prize in the box is great for the box’s cost except duplicate gear – even then, those can be sold.
Gambler’s Box: I don’t like this box, really. The most appealing things are possibly the Legendary Boxes, and if I was spending Blue Coins on Mystery Boxes, I could just do the sensible risk-averse thing and buy Legendary Boxes instead. If I was spending Green Coins, I could save up for Insta-Progress/800% Temp Max Boost instead.
Pixelated Mystery Box: That Master’s Pickaxe would be really nice… and the Enhancers are always nice to get… but honestly, I get enough PMBs from Mission Kommander and the Special Shop to not bother buying any more with Blue Coins.
Legendary Box: 1.5x EXP/Coin cards. The multipliers must flow.
Progress Box: This is incredibly obvious, but Insta-Progress. I generally save these for when a Random Quest wants me to claim rewards from the Progress Bar X times.
Attendance Box: Irrelevant, given that you can’t buy them. It can get frustrating to get Elite Temp. Max Boost from them though, given that I try to keep it as high as possible – the extra is wasted.
Awesome Crate: gotta get me those enhancers
Chaos Crate: I can get EQUIPMENT and UNIQUE ENHANCERS for YELLOW COINS? Yes. Very yes.
Supply Crate: 1.5x EXP/Coin cards, and FCG Cash. The other rewards are amazing, but it’s the FCG Cash I’m desperate for.
100. No, but I do make a conscious effort not to.

 
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Topic: Bush Whacker 2 / Friend Whack Cap

I’m astonished that people care this much about this, seeing as how I’ve never actually used more than 20 friend whacks at one time because I didn’t go out of my way to add people (though I did make one post on an event sticky, so that got me a fair handful of friends).

 
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Topic: Anti-Idle: The Game / Aurian's suggestion for end game solution

Ah, see, I misunderstood there. I thought you honestly believed what you “would reply” with and refrained out of a sense of “tact”, rather than, as you just put it, a sense of unreasonableness and injustice. In the former case, I would consider it somewhat arrogant (and hence rude), since if you honestly have a dispute you should bring it to the table rather than sitting back and saying “you’re wrong and I’m not going to say why”. In the latter case, as it appears to be, you are indeed correct. My apologies.

As for being rude earlier in our conversation in this thread, you were somewhat flippant but not actually to the point of offense, just to the point where suddenly backing off seemed rather odd.

 
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Topic: Anti-Idle: The Game / Aurian's suggestion for end game solution

You were already rude to me, why stop now? Especially given that explicitly stating you have something rude to say but not saying it is itself rude.

…That said, for various other reasons I agree with your decision to drop this line of conversation.

 
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Topic: Anti-Idle: The Game / Aurian's suggestion for end game solution

It’s a terrible idea in practice, I just did it to give an example of a quickly-growing function. I think my major point was that the effect he claimed was impossible could be done by getting an incredibly-quickly growing function and then scaling the entire thing linearly so that the beginning moved fast.

There are much better functions to actually use, though. Example: x^x goes 1, 4, 27, 256, 3125, 46656, 823543, 16777216, 387420489, 10000000000…

Depending on what the reward and unit of cost are, I could easily see that being game-breaking at no less than 20 years but quite interesting after no more than a day.

 
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Topic: Anti-Idle: The Game / Aurian's suggestion for end game solution

Originally posted by Aurian:

Because that’s totally possible. NOT. I challenge you to come up with a function that has linear effect that provides a quickly noticeable effect but that does not break the game until 20 years of grind. If you manage to, I will eat a hat.

Just to make you eat a hat in 5 seconds of research: apply the Ackermann function to the cost per unit of bonus (times whatever constant multiplier and unit), with the second argument locked at 2 and the first argument being a function of the bonus gained thus far such that it reaches 2 or 3 at whatever point you consider a respectable value and 4 or 5 at whatever point you would consider broken. This fulfills your stated conditions. (well, it becomes broken somewhere around the lifetime of the universe, but I presumed you meant until at least 20 years, not exactly 20 years)

Linear effect, super-exponential cost.

 
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Topic: Anti-Idle: The Game / Free stuff for TukkunFCG!

And I think some random person on the internet knows what the effect of your post is better than you do, judging by the way you’re acting about it.

 
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Topic: Anti-Idle: The Game / Aurian's suggestion for end game solution

As far as “endless” content goes, I think one fairly elegant solution would be to have some sort of benefit without a cap but with, depending on what the reward is exactly, O(n^2) or O(2^n) “cost” for linear effect. There’s a lot of things already in the game that work similarly except that they are capped, and I think one concern was that an uncapped reward might be game-breaking? But honestly, who cares if you have game breaking rewards long after the rest of the game is done? Just balance it so that it’s noticeable quickly but it doesn’t get too ridiculous before, say, 20 years of grinding. Then if somebody actually is still playing the game 20 years later they deserve to have 100x exp or whatever.

 
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Topic: Bush Whacker 2 / A Thanksgiving Feast! (New Event)

Take 10 ingredients of the same category to the event area and talk to the appropriate green-exclamation-mark-having man.