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Feel free to share any suggestion in this thread about current feature, or future one that would make the game even better
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Hello, any way to show exp/gold per minute indicator on every stage?
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A how much Str/Def per second when we are training our skills would be nice.
What common/rare/legendary/ect item did we get from adventuring would be nice to know. Just seeing the grade is annoying
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Indicator, how much time left to fully replenish mana?
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Heya i'm working on a str/def per sec for the training, but for the item not sure i can display the name without doing a full rework of the way i made the system
Time left to fully replenish mana is already done but will be on .59 only as the update is really big i can't just push it like that, a testing build will be uploaded tomorow or friday on a guest link so people can test the 2 new features and upgrade to be sure balance is good and that there is no bug (Auto Town / Auto Slaves / Custom Input / Unlocking new feature pop up box / time left to fully replenish mana & a few other QOL are in and working already)
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The way challenges work is kind of unclear in-game. They drop the player to having no reincarnation bonus and no mana cap, and it's not clear whether one may reincarnate *during* a challenge to offset that, or whether reincarnation would *cancel* the challenge (and possibly forfeit one's prior bonuses). Clarifying that in-game would be wonderful.
I'm not sure where extra information would fit best, though. There's no info/help screen for Challenges. Perhaps one should be added?
Separately, the Mana tooltip could use some work; it's long and wordy (hard to quickly read) and doesn't include Mana Power (which has to be referenced from the Store). Would it be possible to add Mana Power, and condense some of the wording to something like this?
> Current mana / Mana cap (this life):
> **12345** / **500,000**
> Mana per cycle / Cycle time:
> **10** mana / **950** ticks
> Mana Power:
> **10**
> Next life's mana cap increases by 1 per **250** mana created. Next life's cap:
> **501,250**
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>suggestion
How about make the game thematically consistent with itself? It's really weird that I'm a "wizard" spending mana on training with sword and axes and things. Strength? Dodge? Body training? Shield? Katana challenge? None of this has anything to do with wizards
While you're at it, why don't you make a "Space conquest" game where you build spearmen and farm wheat.
It doesn't fit the theme.
Also, the constantly nagging and useless tutorial in this game might be the most obnoxious I've ever seen in any game, ever.
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hippodarren your suggestion is perfect i m going to submit it to people on discord and will add it for .59 (with a lot of others new thing so might take a week or 2 of balance test).
LordBucket i do understand dropped like this its really really weird, but there was a story in the "journal" that got removed that explained why the wizard is doing training with Dodge / Body / Shield & weapons =(
Also a lot of people are still pretty lost even with the tutorial and there is a "skip button" that give the same reward as if you follow it.
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There is one more thing I alluded to in the previous post. It's good practice to use bold text sparingly, to draw the eyes to specific things. The example I put together does exactly that - labels and descriptions are in standard font, as they do not change, and all the values are in bold to help draw focus quickly to the numbers.
(This is also why "increases by 1 per **250**" has "250" in bold, but "1" in regular text - the 1 never changes, and is functionally part of the label, not part of a value.)
The current state of the game has exactly the reverse - each of the help texts have the title / descriptions in bold, and the numbers in standard font. It's visually overpowering to have so much bold text, and it doesn't help guide the eye to where players are trying to look.
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Keybinds for adventure abilities Q is Basic Attack A is Block Z is Heal ect. As well as a way to turn on/off the tooltips for specific things like what those abilties do under settings or on the adventure page.
With the Spirit and Shadow interlinked together we can still generate Spirit while full but cannot gain more Shadows. Would be nice to be able to gain points towards Shadows even if slower than normal.
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I have two suggestions, both for Adventure:
> *Originally posted by **[demonwonders]**:*
> Keybinds for adventure abilities Q is Basic Attack A is Block Z is Heal ect. As well as a way to turn on/off the tooltips for specific things like what those abilties do under settings or on the adventure page.
This one is the same as mine. It would be so great to be able to disable the tooltips because they cover the battle info during the fight! Also being able to use the keyboard to trigger attacks would be really great.
The other suggestion is to show which Map the various Items came from. I have all the items sorted in my Bags by the Map Area they came from but some of them are hard to tell. Accessories are the hardest I think. It would be great if they had a little number attached to them to indicate which Map Area they were from or something. I know mostly they are the same type for each zone, like rock, or by colour, but I have no idea which zone Travis Jo Leg came from.
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Hello,
hippodarren i made a new system that is really close to your suggestion (i just didnt made the number "bold" and text small etc cause the render in game with all the infos was really "meh", and people need to read first what the "numbers" mean as too many people still ask me question about what they are, all this is in .59)
demon & Exelar i'm going to make the input use the skill in the adventure (QWER / ASDF / ZXCV) as well as i will add a button to toggle the tooltip on / off =) (also all this is for .59 which is already in a separate url in live test so should be long till it is out (also the little number is planned for the item to know where it come from)
Oni
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When you have exp over the required for a training, it accumulates. But you only gain levels when you're online. The game stops advancing that training while offline, wish it would keep going.
Or maybe just scrap that accumulation and give the levels accordingly at once.
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Hi Oninou,
I see we get event points after each monster defeated, but is their a way to use event points for something or do they have some other passive trait? My suggestion would be that, if we can use event points, there should be a shop for them to buy certain perks. I don't know what perks they'd be yet though as I've not thought that far ahead.
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Heya,
Oakshield previously it was like that but wasnt accurate at all this is why now offline give exp instead of lvl (so its 100% accurate) and also reward people with the soul (i may see later to remake the offline formula)
poisontaww it was planned to have a "shop" to use the point but won't come anytime soon as the roadmap is 4 features planned before working on the event & achievements shop ^^ but it will come with time
Oni
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Got it.
I just bought the auto conjurer, how about put a "on/off" button for it on the conjuring page to make toggling it quicker?
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Looking at the acheivements page the reincarnation challenge one specifically. Challenges completed in under 1 and under 2 hours seems kinda of ridiculous considering how each one resets your everything but exp purchases. Might as well just keep it with the 1 acheivement being challenges completed.
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Heya, yes these achievements were made before the new challenge system its gonna be reworked using "quests" instead but dont know when i will make these as first i have 4 features + xmas event to release :) once this is done Quests & (event / achievement shop) gonna be the next thing
Oni
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> *Originally posted by **[Oninou](/forums/1028047/topics/1775209?page=1#12953945)**:*
> poisontaww it was planned to have a "shop" to use the point but won't come anytime soon as the roadmap is 4 features planned before working on the event & achievements shop ^^ but it will come with time
>
> Oni
Fair enough, Oni. :) I will wait patiently.
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A potion for like 5000 soul that lets you reincarnate without actually reincarnating. Basically giving you all the things you would get from doing it but not restarting with 0 slaves/generator/1st stage/ect
Maybe a purchasable button that lets us evenly at same time add mana to both sides of the training tree for exp.
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I have one suggestion that would greatly improve life for all: Adventure Item Presets.
These would essentially be Dressmakers Dummies with the same slot layout as the equipped item area, without the mount,
I could add items to one of these, and then at once, swap out the entire armour set with the active one.
It would allow me to swap out items for Mana Refill sets, Power sets, or whatever configuration I wanted. I would suggest preset slot for free, and more for sale.
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Heya
demonwonders tomorow i drop a big update and with the new feature, there is even less reason to reincarnate (but i like your idea :p as i lack idea for soul item, atm i added 3 new QOL thing nothing that would boost game stats)
mightybaldking this is definitly on the todo list already and will come free + challenge + soul shop (maybe 1 / 1 / 2) so u can make 4 custom (to start will add more later depending on how people react) as there is 8 new item bonuses coming tomorow, people might want to use more than 4 combos =(
Oni
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I would like to have (paid from Soul or not) gear sets that you can switch your gear very easy between for example mana power and refill.
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Hello lagonas it's on the to do list already =) they may come with the .60 update and new feature / xmas event (or post xmas :p)
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Currently there seems to be no real benefit to actually max equipment in a zone other then a few % increases, so here is my suggestion :
Once we complete a zone at 100% there should be some kind of extra, like for example either a new crafting that merges all the items in a zone for a new equip (should be an extra/new equip place or a mount) or
a badge which is either worn or works passively without equipping. Those could affect either drop chance/rarity/gathering or the materials you get in the corresponding zone. (example Z1, Z2 and SZ1 giving 1 more Branch each) or
those badges could also affect crit rate, dodge rate, multi hit and crit dmg.
Another idea is Minion auto-casting (could be available through either Exp Shop, Soul Shop or even with the feature mentioned above.), those should be configurable to set use only on a certain rarity/enemy.
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