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Just felt like this was missing after seeing 'Bug Thread'
* Please make a toggle (Right click the icon maybe?) to cast the active skill automatically. Everyone runs the game in the background while doing something else and it's so easy to forget it even exists for long periods of time.
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It takes more than 4 hours to upgrade resources after each rebirth
It feels tired
Hope to simplify this process
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Hi devs,
while the game seems like it is still in beta version, I have enjoyed it so far so I figured I would put my 2 cents into UI and gameplay suggestions.
1. The loot list is covered by the active buffs, I recommend moving it up slightly so it begin after the buffs.
2. The cost to level up an item isn't displayed while it is in evolution level, it would be great if it showed what resources it normally costs so that I know what I require to re-level it. I currently save and reset to find out the resources required.
3. The auto progress level option is something I switch often and would be better placed as a toggle on the main combat interface (e.g. right battle pane)
4. Upgrades x10 etc don't seem to be functioning as a auto increment by the multiplier but are subject to the cost of the multiplier to trigger, it should be one or the other (e.g. make it limited to 1 upgrade per queue cost and trigger when the 1x cost applies or make it the higher multiplier trigger effect)
5. The third global slot in rebirth is expensive, I was expecting a 10x cost increase but it turned out to be 100m, this seems excessive, please reduce it.
6. Mage ability buffs, the fire shield should be an aura instead of fixed position, so anything that gets in range absorbs a charge etc.
7. Potion that gives chance on hit to capture mobs. This shouldn't be intended to capture high level mobs but would be used to capture mobs that are significantly lover level and would be one shot.
8. You mentioned that the in combat pane could be switched to Slime Bank Coins, I would prefer to have it as both, e.g. keep the current and create a second graphically flipped coin bar and have them both in the same place.
Nice to see active development.
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A better way to spend resources more specifically
the AP into stats
and
the other resources into skill levels
I try to keep my AP into stats about level cost wise but having just found out about the click and hold way to put points in it goes from 1 point at a time to 'blazing to quickly to control' to quickly to control it'd be much better if I could type in an amount of points to drop in per click
as for the skills one because skills that cost MP increase their cost along with their levels I find my self leary of increasing their levels to much this runs opposite how many games decrease the cost of a skill as you level the skill up or if you're going with rank ups then other games give you the option to cast lower ranks even after you gain the higher ranks (cause while the higher ranks might be more powerful sometimes the extra cost of the higher rank isn't worth it)
also I had gone awhile without putting my resources into any of my skills because I was more focused on other areas of the game for awhile and realized my cost to level the skill was more than 20 e's less than the resources I had and it took a long time of just holding my mouse down to get that skill up to a level closer to my resource level ... if that makes any sense
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For the Bank Interest to show how much your current coins are worth toward interest gain
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I would like really a way to auto-buy upgrade for ressources. Thanks!
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After a certain point you get the option of queue. It allows autobuy of a certain amount. Theres also addition to it with Epic Store.
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I wouldn't mind having a way to increase the Nitro cap permanently for those of us who are offline longer than a few hours to max out the 1k limit (1 nitro per 8 offline seconds: 1000 * 8 seconds = 8000 seconds / 60 seconds (1 minute) = 133.33 minutes (estimated): 2h 13m 20s.)
I've only been playing for about a week now, so maybe there is a perk that I have yet to unlock, just figured I'd ask.
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Maybe my game is just weirdly glitched, but there's no actual help section for Alchemy. I expected it to either be its own section or be under Crafting, but Crafting only covers equipment.
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- It would be nice if you could use a skill just right-clicking on it in the skill table.
It's really really awful when you want to buff your char while fighting a boss, you have to switch in and out the skills from the slot.
- Level Up the equipments by holding the left-click...
It's so bad to evolve the item and have to click 120 times to level up to the max again...
- The ability to queue Mistery Upgrade
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Having a way to not kill monsters for capture would be good. My heros run around like they're on speed and kill everything.
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> *Originally posted by **[ashakura](/forums/1069380/topics/1906481?page=1#13379594)**:*
> Having a way to not kill monsters for capture would be good. My heros run around like they're on speed and kill everything.
You can unequip attacks and equipment and turn off auto walking that will drastically slow down the killing
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Since the xp/gold log has to be turned off for improved performance, it would be nice to have a GP/S and XP/s value listed instead.
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I suggest that you remove the item droop limit per second.
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Metal slime attack scaling in later dungeons should be reduced, it's kind of silly that I can make it to 800+ in the fox dungeon but now I get killed regularly between wave 200-300 by being 1 shotted by a slime with 50m+ atk long before the foxes are any danger.
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> *Originally posted by **[goku90504](/forums/1069380/topics/1906481?page=1#13379683)**:*
> > *Originally posted by **[ashakura](/forums/1069380/topics/1906481?page=1#13379594)**:*
> > Having a way to not kill monsters for capture would be good. My heros run around like they're on speed and kill everything.
>
> You can unequip attacks and equipment and turn off auto walking that will drastically slow down the killing
At 20 million base attack, I don't think normal slime in 1-2 will be easy to damage without killing
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> *Originally posted by **[Guissinhu](/forums/1069380/topics/1906481?page=1#13380104)**:*
> It would be nice to Level Up the equipments by holding the left-click...
> It's so bad to evolve the item and have to click 120 times to level up to the max again...
Press m for max level
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Allow us to upgrade/craft while in performance mode.
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Show a timer on the screen of the current clear time. Since a lot of the area mission require specific time (Under or over), it would be helpful to know how you are doing mid run.
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display the capture chance of a monster on it's tooltip when hovering it.
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rebirth screen mouseovers. display current points somewhere in the mouseover popup.
There are a few instances where the popup obscurs your current points. (E.G. hover over "Crystal produce" and the effect text obscurs currently available wizard points)
and even when visible through the alpha transparency, still kinda hard to make out (in my opinion)
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I have gone through this thread and added everything that you have suggested to the Request list.
> *Originally posted by **[timemage1](/forums/1069380/topics/1906481?page=1#13380274)**:*
> Allow us to upgrade/craft while in performance mode.
An active performance mode is being developed that will only hide the battle screen.
> *Originally posted by **[ashakura](/forums/1069380/topics/1906481?page=1#13380098)**:*
> > *Originally posted by **[goku90504](/forums/1069380/topics/1906481?page=1#13379683)**:*
> > > *Originally posted by **[ashakura](/forums/1069380/topics/1906481?page=1#13379594)**:*
> > > Having a way to not kill monsters for capture would be good. My heros run around like they're on speed and kill everything.
> >
> > You can unequip attacks and equipment and turn off auto walking that will drastically slow down the killing
>
> At 20 million base attack, I don't think normal slime in 1-2 will be easy to damage without killing
This is why we added the base capture rate of 10% and both Healthy Capture and Advanced Capture Traps (Slime Bank Upgrades) are helpful with this.
> *Originally posted by **[Nykizta](/forums/1069380/topics/1906481?page=1#13379471)**:*
> Maybe my game is just weirdly glitched, but there's no actual help section for Alchemy. I expected it to either be its own section or be under Crafting, but Crafting only covers equipment.
I will get a help file written up for this soon.
> *Originally posted by **[lifeismyjoke](/forums/1069380/topics/1906481?page=1#13379436)**:*
> I wouldn't mind having a way to increase the Nitro cap permanently for those of us who are offline longer than a few hours to max out the 1k limit (1 nitro per 8 offline seconds: 1000 * 8 seconds = 8000 seconds / 60 seconds (1 minute) = 133.33 minutes (estimated): 2h 13m 20s.)
>
> I've only been playing for about a week now, so maybe there is a perk that I have yet to unlock, just figured I'd ask.
Currently there is an upgrade for this in Dark Ritual, but it's a slow process to upgrade it. When we release Reincarnation (Prestige Tier 2), there will be an upgrade that enables you to increase capacity.
If I didn't mention your suggestion directly, know it's on the request list and may even be in current development already!
See the Current Development forum post for up to date information on what is actively being developed right now.
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I'd suggest reworking alchemy in regards to cost/reward and efficiency. Currently I see no way why I should craft any of the higher potions, since their gain is based on quality and their quality/monster essence cost gets worse rather than better with higher levels (100ml, 1l, etc). There's also no gain in time needed, since it takes 10 times as long to fill the next quality tier. At least there are many items (e.g. trap, monster essence), where more expensive doesn't equal more effect.
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An option for how many to sell of an item for x10, x25, x100 so we can sell a set amount. Also please be sure that it can't be sold into a negative number.
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