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TLDR: Research system is coming! Support units no longer an issue, Boot Camp and War Zone becoming more exciting.
**GIVE FEEDBACK: We will be hosting a Discord event later today at 17:00 GMT**, where we will be actively available for any questions/feedback/suggestions regarding this update. We will be there for a few hours, but will actively also check there and here during the next week - so share your thoughts :)
JOIN discord at https://discordapp.com/invite/xxw3BAj
**Resolving technical limitations (e308+, unit limits...)**
After careful consideration, we have decided to NOT rework the game in a way, that will allow us to go past huge numbers (e308+). We think that simply extending the numbers would be boring, harder to balance and make in interesting indefinitely, and that by choosing a different approach to how the late game will play, will in the end make it much more interesting for you to play as well!
Furthermore, reworking the code to handle numbers above e308 would require a significant time investment, and have a risk of introducing new exploits/bugs to the game, as the fundamental code handling all sort of math would have to be reworked. On top of that, it would result in potential performance issues down the line. This, along with the much harder balancing and keeping content exciting, are the reasons why we are not going to extend numbers indefinitely.
NOTE: We still will resolve some other technical limitations (WZ battles, max amount of support units...), but these do not require a completely new number handling system, as they are more structural issues.
**Game goals, extending the game loop and making it more exciting at later stages
**
Instead of adapting for infinite numbers, we will be extending the game loop in an even more exciting way, that keeps the current content/features all viable, resolves MANY progression/excitement issues the game has AND adds new experiences/replayability.
To keep this short, we'll be noting down the major changes only, but are always welcome to elaborate more on what these decisions bring on discord/reddit/forum. Please note that while the general direction of these drafts is final, various numbers and final details are not set in stone yet, as they'll be fixated with tests etc.
**Boot Camp changes
**
Currently there is no goal in BC, nor incentive to optimize its progression (mainly due to “quick deploying”/lack of support unit generation).We will be adding a new mechanic, where you will stop working on your existing Boot Camp, and be sent to a different, new one. From scratch, leaving the old one behind completely. At certain stage you've done your part in bringing the first Boot Camp to its full potential, so the army will send you to another one, and another, and another...
This means you will be starting completely from scratch – even your privatization points will be reset. However, your investors will remain, on top of any boosts you received from various badges, and the new feature that will be added (more on this later). As you will keep all these boosts, your “climb to privatization” will be much faster than the first time...
On top of that, when starting on a new Boot Camp, you will also be able to choose a perk/boost, that will stick with you through this Boot Camp. This will help you play Boot Camp in new ways, try out new strategies... We might even include challenges later on, that will invite you to try new strategies/ways to play it!
Each new Boot Camp, your renown will also reset, meaning you will be able to collect all those rewards again! Most importantly, new Boot Camps will give you a never-ending supply of new support units, keeping your convert option exciting, plus investors might be interested to increase their investments as you prove yourself as an expert Boot Camp supervisor!
Each new Boot Camp will also give you a permanent boost to deployment of support units, as well as cementing a part of your score MX – so privatizing just before weekly competitions end, will become less and less of an issue.
As this will resolve the “limited support unit supply” the game currently has, and result in more and more support units to be generated, this will also allow us to put hard caps and “disincentivizations” to quick deploying, and make that less of a “forced” annoying grind that is currently a big issue.
**War Zone changes
**
Due to the BC changes, progress won't be “solely” dependent on quick deploying anymore, and make War Zone progression much more enjoyable. More consistent support unit generating, will also remove the pain of sacrificing and losing support units in PvP battles.
We will be simplifying WZ battles, which are currently randomly generated (diff num of units, hp...), and cause an array of issues for scaling – performance issues due to storing, unpredictability and overuse of fuel, on top of preventing us from doing things like “farming anywhere”. So we will be changing unit generation to a fixed number per battle (say 10), with very clear HP scaling. This will simplify and optimize a LOT of things, and open WZ up for more future options.
Levels, ranks and achievements might get completely re-balanced and their rewards fundamentally changed via the new “research system”. This will give these features meaning and value, that will scale properly and be meaningful.
**Research System**
We will be introducing something exciting to the game, that will make various existing content meaningful (levels, ranks, achievements, renown...), add more variety and repeatability to the game, help solve many scaling issues (i.e. late game slowing down), all in an exciting way that will make basically the whole game more engaging and fun!
Various existing content will be rewarding you with “Research Points” (levels, ranks, achievements, renown, potentially even unit drops, CI/CvC rewards, SPW, codes...). Your scientists will be able to use this to research various technologies, that will give your efforts various boosts and perks, helping you in all areas, and helping you customize your strategy– BC, WZ... potentially even Country Invasions and CvC!
Scientists will come up with … Well even we don't know exactly! But they'll be researching various technologies , which you can apply to your BC, WZ, CHQ to get boosts, or unique gameplay styles. The power of these technologies will scale in power as will you, making it always relevant.
You will be able to apply only a number of these technologies at the same time, but as you reach new ranks/unlocks you will be able to use more of them. Any excess or subpar researched technologies will not be in vain, as your scientists might take a look at several of them, and combine them into a more powerful technology!So whatever is researched will always be relevant, but there will be some randomness that will keep things exciting!
On top of researching technologies, Research Points also give us a chance to add additional unlocks to the game – such as Quality of Life, and other ways to make your account/strategy unique – i.e. ways to get more fuel, reduce over damage, fuel consumption, get more support attacks...
Why we are so excited about the research system, is because it perfectly ties to the theme of the game, while allowing us to resolve many of the game issues in a centralized way (one feature):
- making existing deprecated features interesting and significant
- introduce variety, collectability, discovery and new strategies to the game- give us a way to keep game scaling and fun indefinitely
- allows us to add various ways to build/improve your account and unlock new perks we had no way of adding up till now (WZ, BC boosts, fuel increase, autoclicker upgrades....)
- gives us a new option of giving out meaningful rewards on other game features (wheel, daily tasks, promo codes...)
- connects all part of the game in a meaningful way, WZ will now more significantly affect BC, and both will also potentially help affect CHQ and vice-versa
All of that in a single feature, that can tie perfectly to any old and future content we might still introduce, keeping it simple and in one place to understand and introduce to the player!
**Some other random notes:**
- With extending BC and WZ, and allowing you to start on new BC, we will also be looking to add more ways to give you ways to automate content that gets too repeatable and boring (i.e. buying units, deploying, clicking...). This won't be included in the first changes, but will be worked on very soon after.
- PvP will be getting some improvements with these updates as well, but not focused on with these major changes. It will be getting a bigger look later on.-Any re-balancing to ranks, levels or achievements, will be noted and rewards recalculated/added for existing players
-Research system will be carefully balanced, and not too random/dependent on luck.
-Once the “new Boot Camps” will be released, we will also be able to add/extend upgrades past e240, and make it more dynamic
-Naming of the research system is not final yet, so we are open to suggestions for it any its technologies/what it produces. As well as for suggestions on what sort of boosts/perks would be interesting to see for both the research system as well as New Boot camp resets.
-A lot of details have been omitted to keep this as short as possible :)
We might decide to roll out these changes in 2 separate updates – first the limits changes, then the research system. A VERY rough ETA for when both will be completed, and when you can expect to see them added is 3-4 weeks.
If you have any suggestions, questions, doubts about these updates, please do not hesitate to let us know – we will be actively following our discord channel, as well as forum/reddit in the following weeks, as we work on it! So we are very well still open for feedback, as these will not be graphically intense changes, so we are relatively agile to potential improvements ;)
This update has gotten me much more excited and reinvested into this game!
I really like that with these updates gameplay has huge opportunity to not be the same over and over.
Also, as a side, a NEW BC will mean a new BC background?, for free, to look at, which helps with the "staleness".
I am a fan of automated BC to an extent. Though, now those with money (who probably work) don't have time as a hinderance vs those who don't have money (but probably have more time), but still BC really should be automated more. Maybe you have to do one cycle to "set" the automation in place, and you can add to the "queue" what you can see regarding units/upgrades?
Can automation include "claim Daily Task" at end of day, that way if you win the 9x PP, you get full benefit of it, irregardless if you work/sleep at that time you don't fall behind that way?
DO include challenges later on in BC, weekly rewards one can only do so much as it's more based on what stage of the same you are than anything you did that week (unless you spent a lot of gold on TW and optimzed that, you might be able to rank higher...probably truer if you have more rewarding levels..besides badges which are too small/same looking to really care. )
I wonder if, while true more programming, if each BC will have a different optimal order of upgrades/units. W/o Automation a thing, this would really help with staleness as well. If we have automation it will be much less an issue.
I don't know if Levels/Ranks need to be reworked (well the later ones are too far spaced out atm...I think max a month of hard normal fuel play per Rank).
I do think achievements (at least the actual rewards aka BS usually) need to be reowrked. Very early on in gameplay they went from worth it to not even worth a penny. I don't even care one bit about any achievements for months/years now.
I do think that you could include more rewards all over the place (and I thought you could include other rewards in the SPW/Code/drops etc as well, so I'm confused why you say a rework is needed for that).
3-4 weeks is all you need (roughly ofc) jeez...I would have thought this could have been a 6 month thing.
I don't know about anyone else, but I think WZ takes too long. Granted, If I spent $ on the autoclicker that keeps firing and/or 2x/3x DPC, things could be faster. That said, even those have limits as if one wants to have Support Power/30secDPC running during Boss Battles, you need to keep an eye on the screen (not sure does it stop and wait for you?) and PvP currently you have to be around to pick your choice, and probably in the future as well, as hard to know who you face and lowest units is not the #1 always choice (though a safe automated choice).
Regarding quick deploying, there is no way that 20% at 1000% etc is ever going to be worth more than 10 100% etc deploys. And, even 100% vs 1% will take I think years of SP converts to 10% per day to be worth enough. That said, this is under the current system and if it's better to make it further in BC so you make it to new BC's, and helping with WZ etc, then those extra incentives will make 100% better. I don't think 1000% will be better but if you have to be gone (sleep/work) but the incentive is to keep it running (and there is no automation to include deploy at 100% and rebuy) at least some compensation is better than nothing.
Thank you for your contunued investment into this dynamic game to keep bringing and more gameplays into it.
Yes, we do want to consider some design changes with reaching new Boot Camps. But I also must say that it's not the first build priority, especially as we don't have a dedicated designer currently, plus it can take quite some additional time. And our priority is getting mechanical/gameplay improvements out as soon as possible. We'll def try to do some simple changes even with the first update, and look into making it more attractive later on.
We definitely od want to add more automation, especially to boot camp. From units buying, trainers buying, upgrades buying, to deploying. Especially with new worlds making BC more dynamic over and over again, this will be needed. We might not be able to get any automation out with the update (again, to not delay the gameplay update itself), but will be adding at various options shortly after with priority. Actually, Beetle gave us some neat ideas yesterday, that I'm sure will find way in some way or another to the game soon!
I can't say for sure what exactly will be automated, as some might be techincally difficult, so until we get a better idea of what we'll be going for - just keep giving us suggestions/requests of what you'd like to see automated. With the claim daily task specifically, I'd actually prefer to just rework the rewards to not be reliant on "opportune claiming", and give the same useful benefit, no matter when you claim it.
Challenges definitely are interesting, I think we'll lookin to doing/adding these as a second priority, after the main updates.
Yeah, having diff unit setups (at least graphically/thematically) would make it slightly diff experience, but indeed, a significant graphical change "each time" is a bit too much for our capacities right now. Also changing upgrades order/costs, would require some core rework of how things load/are stored, and would done in haste introduce room for issues, or just messy code. So (unless we end up seeing we can do this more easily/have extra time than we think and change our minds) for now I can safely say that with release of the update at least, the BC upgrades will not be changed.
We definitely will be rebalancing levels - mainly because its the last difference in math/progression between Kong and original version, and would be great to equalize completely so we can then balance it properly. As for ranks, I can't say yet, we need to have a discussion about this - do we want to make ranks indefinitely (repeat/add ranks indefinitely), or say cap them at 36, and that's it.
I can safely say that achievements will likely have BS rewards removed, and completely changed with Research Points rewards only. (they will be calculated and given out to users who already obtained them). BS rewards for achievements are just BS :) We might also change some numbers for achievements (again, in which case they'd be recalculated for everyone)
New rewards for SPW/Codes currently is an issue, as there's little "new and meaningfull" things we could add to them right now. Becasue there... just isn't many available. And we don't want to just make up additional random boosts, because then things get confusing. But with a centralized reward/boost system /research system) we could just add research points as rewards, and they'd always be meaningull, and not confuse the player/Complicate things.
Yes, the ETA right now is 3-4 weeks. A Boot camp reset is relatively easy to do. As is a new reward system, especially one that is "procedural", is basically just a bunch of numbers/randomness logic. The main bulk of work here will actually not come from those two tasks specifically, but other misc things related to them - finding good ways to display these boosts, add these boosts to various parts, make sure they're properly taken into account both on frontend and back end (i.e. doesn't introduce new bugs, holes), reworking the way we store War Zone battles/units and how they're read/saved between frontend and backend, testing and just balancing/Deciding on the little bits.
When this is all done, ideally we'd also want some sort of automation for War Zone, that enables you to use your daily clicks in less time. No specific ideas right now, but we'd want to think in that direction when we get the time.
Yes, quick deploying as you say will always still have some "ideal point" - unless if it were just exponential like the boost itself, but that sort of scaling would simply not be appropriate for War Zone progression curve. But thing is, even if we limit it to say 50% or 100% to get the full units, there still is SOME way to "quick deploy ideally", but I don't see that as a problem at all. That sort of deploying is manageable, and still gives users some sort of active optimization task/strategy. But is not annoying/as extensive as it is right now where techincally you can deploy units with 0.00...1% of boost <- that is which causes the current issues with it. A hard cap at 100% or even 50%, wouldnt' cause that issue. Especially if automation is added later anyway.
**Major update overview: Lategame rework - extending Boot Camp gameplay**
Unfortunately, we had a few unforeseen things to deal with and were not able to complete the updates properly to release this week as we had initially hoped (plus we wanted the current competition week to end), but we will definitely be able to release it this coming week!
Currently, we aim to release on Monday or Tuesday, during which there will be a maintenance period of 1-6 hours as we'll have to adjust some things with user states to properly work with all the new improvements and new content. However, as this is a major update that deals with some of the core code and user states, we'd like to ask for your understanding should any additional delays happen – things are currently looking good, but we want to be as certain as possible that things will work properly in all areas from the start.
We just wanted to give you a heads up, especially if any of the coming changes might affect your choice of strategy in the coming days. For this purpose, and to get you a bit more familiar with the details of the update, we've prepared a condensed overview of the update below:
This particular update is set to revitalize boring late-game Boot Camp (BC) gameplay, provide you with un-drainable source of replenishing your support units and with that keep late-game War Zone (WZ) more dynamic, resolve the annoying “quick deploying” issue, spice up the weekly competitions and resolve some issues there, give you different strategy options/game focus, and also introduce some game optimizations (front and backend), that will allow us to scale the game further and improve your experience.
**Tactical Map – extending Boot Camp gameplay**
Reaching 1e200 Power Points in Boot Camp allows you to start commanding a New Boot Camp from scratch, giving you plenty of (long term)benefits:
A permanent support units MX when deploying (min +100%, +3% for starting a new BC with every e1 (X10) higher than minimum)
Specialize your new Boot Camp in a certain military branch (your land/air/sea units gain a 2x/3x/4x production multiplier in this new Boot Camp, plus a 10% permanent deploy support units boost for this military branch)
Additional perk choice for your new Boot Camp (higher privatization MX, cheaper BC upgrades, 100% extra support units deployed)
Renown Rewards are collectible from scratch (Resets Renown level)
You will be able to deploy more and more often again, increasing your War Zone army, and your convert reward will be more efficient again
Permanent score MX from your current Boot Camp gains, will be saved and multiply with all other(past) BC score MXs
You will KEEP your investors and also unlocks a set of investor upgrades
* Your old Boot Camp(s) will not be playable any more – but in the future, we might be able to implement that option for potential achievement purposes only
**Renewed and bigger sources of generating support units, resolving “quick deploying issue”**
As you can see new Boot Camps will introduce 3 new boosts to support unit deployment, on top of giving you a never-ending chance to deploy units over and over again.
As these changes will now provide more than enough support unit generation, it allows us to put a hard cap on “quick deploying” support units, which is an annoying side effect of the current gameplay for most users and creates a bad, slow gameplay loop that requires too much micromanagement or scripting.
To deploy units to War Zone, you will need to generate at least a 50% increase in contractors boost – you will stay be able to deploy lower if you'd choose so, merely the units will not be sent to War Zone as support units in that case. This will still allow for some micromanagement/optimization via quick deploying at early/mid game, but to a far smaller extent. Especially when we will later on also add various QoL tools helping you out choose your strategy.
**Incentives to play past minimum “new BC requirement”**
To add choice of strategy and gameplay style, there are several factors that make pushing past e200 a sensible strategy choice, and also ensures all players who already passed it, get well-deserved bonuses from this(past) Boot Camp(s):
A higher permanent score MX
A higher permanent deployed support units MX
Additional renown rewards (new sizeable gold rewards will be added for reaching renowns at e200 and e300) – players who already reached these WILL have this additional gold added to their account when an update comes out
Some additional research Points collected for reaching higher renowns (this will be recalculated and added when the next part of updates comes out)
A higher “all time” max Power Points reached in past Boot Camps, giving you recognition amongst other players, as top players in each BC, will be listed on the “tactical map”
Also, additional BC upgrades will be added at the late-game (past e200) that will allow gameplay extension past that point faster.
Note that we will not exaggerate with these upgrades, as we have to leave some room for the addition of boosts from technologies, that will come with the upcoming research system.
**How will this affect Weekly Competitions**
With score competitions, your old BC score MX from Power Points being saved, means that privatizations within new worlds, will not affect you as much compared to new users as they do now
With contractors competition, current BCs will be looked at, meaning that old users will now have a chance to compete with new users in relative contractor increase gains again
With Power Points competition, current BCs will be looked at, meaning that new users will now have a chance to compete with old users, who might have started their Power Points from scratch in a new BC world
Levels competition will be unaffected
**OTHER notable changes**
War Zone system of storing and handling battles reworked an optimized, this will also result in better distribution of units in battles, causing less overclick damage.
PvP max support unit loss % will be reduced slightly as well
Using bribe will no longer reset your trainer specializations (but it will still NOT deploy units, we have to consider that more thoroughly still)
Some quick optimizations were done to Boot Camp cycling, using up significantly less processor/memory especially at late game, and keeping animations smoother.
Also, some small optimizations were already done to progress saving issues, but these will be looked at more thoroughly in the coming weekly.
No mention of the fact I'm facing mostly players with significantly more units in WZ PVP and while the update stops them from quick deploying, it also stops me, so are you thinking that overtime (maybe months) that the differences will even out (though you always say that in BC that all units can be the best, still waiting on Attack Helicopter to even catch up to 9th place).
Can you give any hints as to why you would want to deploy at under 50% (except for if deploying is a Daily Task Requirement).
I'm thinking that as long as you have enough 10% BC upgrades from WZ, 100% is probably optimal.
Seems as if since old BC are locked, you probably want to get the current BC "finished" before you move on. AKA things get really slow, not much left to gain in rewards. Though you then delay the new BC rewards, so it's some sort of balancing act. Are you going to stop "supporting" aka adding upgrades/rewards past e300/some point in BC, so one can feel a sense of completion? Are there infinite BC to open?
While I think of it and it relates to overclicking, in WZ Boss, (which needs more balancing as I'm sacrificing too much again for awhile now, but new update might get me the units to counteract that), I occasionaly get an overclick revert (and thus get back my Support Power 30 plus the timer counts again. All I'm doing is 10clicks per second on external and the Support Power. So, add those together more than 10, but that should be the case, only hand/auto should count.
Hey Dominic,
Sorry for the late reply, just been limited with time and focused on update the past few days.
Within months definitely (probably sooner), things will even out, due to support deploy MXes and just of hundreds/thousands of new deploy opportunities a new BC start gives. On top of that research system when added will give a few more boosts, so that will help speed up that process a bit as well. We (openly) never liked the hgue advantages "abusing" quick deploying gave, but until we couldn't provide a proper solution to the root of that issue it was also unfair/not the best solution to just limit it, without first resolving root of the issue.
Deploying under 50% might be still of niche/situational use, when your deploys are taking too long, and halting your BC progress, and even say a 10-50% boost could help stack up your progression there, than waiting for 100%. That's one of the problem that quick deploys caused - everyone was halting back their BC progression, so they could deploy more units, which goes agaisnt onf of the most appealign nature of idle games - to progress faster and further.
As for finishing your current BC, it probably won't matter much longterm if you "finish" the first one or any other later on. As i.e. you can always try getting further in a future BC. One thing you won't be able to "get back" is "recognition" in a first BC (top X players on map) if you go to a next BC, which shouldn't be the ultimate drive to most players. Most important thing should be getting a great playing experience, things not stopping to a standstil and choosing a strategy that you enjoy. It's really hard to say what is "optimal" as it really depends on what matters to you. I.e. a paying user might not worry about getting a few K extra gold from reaching that next renown, but it could be absolutely HUGE to a free user. Most might not care about being top X in a past boot camp, but a few might. Someone enjoy having super quick paced BC runs and not care about being optimal with deploys, and vice versa....
The update is meant to make gameplay more engaging at late game and expand it, but the way you go about it, (should) depend on what YOU prefer really.
With our development decisions, we are limited to max e308 anyway, so we will not be able to add many things above e300 anyway. We think generally going to max (e308) would only make sense for some sort of an achievement, we could add in later, but not just as a way of "forcing players to finish it".
We'll be looking at any sort of revertion issues in more detail in the followign weeks as well so hopefully we can get some breakthroughts there as well!
Claim Addiction used to have that 179.77 Uncentillion currency limit, but it was removed and lots of new upgrades were added, but players still didn't get bored. I am not sure why you can't do it in your game. I have not made it very far in Warclicks yet at all, but I know I will get there eventually.
> *Originally posted by **[gamexstudio](/forums/1013247/topics/1818641?page=1#13118153)**:*
> Hey Dominic,
>
> Sorry for the late reply, just been limited with time and focused on update the past few days.
>
> Within months definitely (probably sooner), things will even out, due to support deploy MXes and just of hundreds/thousands of new deploy opportunities a new BC start gives. On top of that research system when added will give a few more boosts, so that will help speed up that process a bit as well. We (openly) never liked the hgue advantages "abusing" quick deploying gave, but until we couldn't provide a proper solution to the root of that issue it was also unfair/not the best solution to just limit it, without first resolving root of the issue.
>
> Deploying under 50% might be still of niche/situational use, when your deploys are taking too long, and halting your BC progress, and even say a 10-50% boost could help stack up your progression there, than waiting for 100%. That's one of the problem that quick deploys caused - everyone was halting back their BC progression, so they could deploy more units, which goes agaisnt onf of the most appealign nature of idle games - to progress faster and further.
>
> As for finishing your current BC, it probably won't matter much longterm if you "finish" the first one or any other later on. As i.e. you can always try getting further in a future BC. One thing you won't be able to "get back" is "recognition" in a first BC (top X players on map) if you go to a next BC, which shouldn't be the ultimate drive to most players. Most important thing should be getting a great playing experience, things not stopping to a standstil and choosing a strategy that you enjoy. It's really hard to say what is "optimal" as it really depends on what matters to you. I.e. a paying user might not worry about getting a few K extra gold from reaching that next renown, but it could be absolutely HUGE to a free user. Most might not care about being top X in a past boot camp, but a few might. Someone enjoy having super quick paced BC runs and not care about being optimal with deploys, and vice versa....
>
> The update is meant to make gameplay more engaging at late game and expand it, but the way you go about it, (should) depend on what YOU prefer really.
>
> With our development decisions, we are limited to max e308 anyway, so we will not be able to add many things above e300 anyway. We think generally going to max (e308) would only make sense for some sort of an achievement, we could add in later, but not just as a way of "forcing players to finish it".
>
> We'll be looking at any sort of revertion issues in more detail in the followign weeks as well so hopefully we can get some breakthroughts there as well!
If I reach 1.7977*10^308 PP, will the number just stop increasing and stay at that number, or will the game freeze up, crash, and never load again?
We have considered reworking the game to handle numbers above e308, but came to the conclusion that it would not offer a better playing experience, merely it would make things even more repetitive, and that going with another "reset system" would allow us to add some strategy variety etc.
Furthermore, reworkign our game to handle numbers above e308, would be a huge techincal challenge, as our game code is much more complex than most other games who do this, as we're one of the rare games that verify player actions , to prevent exploiting etc., meaning we'd have to find a solution for both frontend and backend code, that would have to match exactly with different techonologies. To handle such numbers, we'd have to adapt the numbers types, all functions, and various conditions of how everythign is handled, which would present a lot of room for new potential bugs, exploits if we changed the tech/data implementation behind it.
On a game that some palyers have played up to 2 years for, that would be extremely extremely risky to do and ruin something. Of course it COULD be done, but it would take a significant amount of time, come with those said risks of new bugs/exploits, and in our opinion not be worth any benefits it would bring. That time we can better use updating the game in other ways, that improve the gameplay experience and quality of the game.
If it was a game made from scratch, taking into account to handle numbers above e308 can be done with ease, but reworking our huge codebase, would be just too tiem consuming and messy.
If you reach the max double, the numbers simply will just stop increasing and stay at that number. And various display's of costs/buttons would be greyed out, because numbers above that are not supported.
We are really happy with how the New Boot camps generally turned out, we hope all the late-game players enjoy the hastened progression, tons of support units and generally re-vitalized gameplay!
And while the new BC progressions speed and limits seem to be well set, we did notice that some of the top old-time active players (with a ton of badges boosts, investors etc.) seem to be reaching for new BCs at a rate that is a bit alarming. We wanted to hit a soft spot of 1-4 weeks between reaching new BCs (after reaching the first one), as that would keep a great gameplay experience pace, that doesn't require too much manual work all the time, as well as doesn't cause potential "power creep", which is important for long time game integrity!
So we decided to implement a change we had in reserve, that will prevent new BCs being reached too fast, as you gather more and more boosts via various activities - especially with the upcoming Research system, which will add more boosts to both Boot Camp and War Zone, and automation unlocks/options which will generally optimize gameplay and speed up progression even more.
So from today onwards, we've changed the minimum limits to start new Boot Camps to start at 1e200 Power Points, and increase by 1e10 (only from 4th Boot Camp requirements onwards) for each next Boot Camp. This requirement will cap at 1e250.
This means that the first 2 new Boot Camps will still remain at 1e200 requirement, which ensures that everyone can reach the first extra bonuses quicker, and beyond that it will take a bit longer. These are just changes in place that will allow us to add additional boosts via Research system, be more generous with event rewards etc.
We hope you enjoy the new Boot Camps - we will continue looking to improve the experience, so if you have any other suggestions/feedback regarding this feature make sure to let us know!
P.S.: We will share more info on Research system next week, as the release of that feature is very very close as well :)
Actually it wasn't Beetle who first alarmed us about the new BC rate. It was an almost completely free player on warclicks.com (few small past purchases), who used to win most of weekly competitions half a year ago, and had huge boosts from badges. He actually alarmed us on day 1, but things then started evening out. Beetle's speed confirmed the issue a few days ago. Also Beetle agrees that it seemed too fast, so he does care about overall experience for others as well.
The issue of players leaving is not just related to competitivness, but our general bad early game onboarding/experience (and resemblance of AdCap design/mechanic in BC), meaning not a huge percent of players convert to late game players. We are doing some changes on the side for that, but it's small incremental changes that'll take a while, but QoL, bugfixes and research system should help with that as well.
Compared to other games, the ratio of benefits one gets by paying more here are much lower than most other idle games, but the problem is that our leadboards and standings are so visible, that it makes it much more apparent.
For example, our CI donation system gives relatively very little value/multipliers directly to score compared to the amount of gold needed. As considering how much gold was used, other players (even free) are very close to his progress overall.
So it's a wider issue than "it's because of a high paying user", but actually, I am curios to see what sort of other ideas or even specific caps on paid content you would like to see added/implemented that would make it more balanced?
As ultimately, if it is not a skill game, paying players will always have some sort of edge.
Also, which part of this edge, seems to bother you/other players the most? Events, Power Points/BC, War Zone progress, Score in general?
Happy to discuss this and try to improve things in this regard
- Starting tutorials were modified for a better user guidance through basic in-game operations
- Privatization alert was added - when you fulfill the requirements for privatization a pending sign will appear over the privatization
- milestone achieved animation was changed to a more positive one
- War Zone is presented earlier in the game so the user can see what the game is about as a whole
- Some tutorial and other presentation texts were formatted for a more easy-to-read experience
- Autoclicker can be accessed earlier than before - battle 4
FYI: **Tomorrow morning we'll be releasing** one of the biggest additions/ features of War Clicks – **a completely new feature called The Command Center**, that will contain the new Research System as well as allow us to add various unlocks of QoL, settings etc. within it. **For this update we will have to go into a short maintenance, during which the game will not be playable** - it will be a quick one, probably lasting less than 30 minutes. Maintenance will be done somewhere between 7:00-9:00 (am) GMT.
We'll keep you updated!