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Any info about this part?
I reached e40 ants and as such unlocked the feature, but besides a Time multipler going up and a timer going up, nothing is happening, clickable area does nothing, and no info/tooltip...
quite underwhelming so far so any info welcome
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You hit the sacrifice button (big red ant under the timer) and gain Ant Multiplier. ELO is some amalgam of ant purchases and crumbs, and that works with your Time Multiplier to increase the Ant Multiplier when you sacrifice. Basically more ants = more ELO = higher Ant Multi on sacrifice.
The first sac should be around 1.000 --> 1.500, then 2, 6, ~10 and eventually once you can hit e40 particles in under 15min, it becomes quicker to sacrifice at 15min when the time multi is 1.0x.
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thanks Shmanel that's helpful!
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Well, got the Talisman... very dispointed that they have some negative effects especially because the default choice obviously made to fxck things around, would have prefered to have balanced strong/weak effects instead of positive/negative that overall throw me back >e1000 particles, >e200M coins, etc 'cause of course I can't respec (was not expecting to have to pay offering for this)... sure, won't take long to climb back, but very annoying, time to decrease the rating
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"Featuring a more intricate crafting system and ability to “specialize” in **many different builds** to optimize your production in many different aspects."
as advertised in the patch note... if each respec for each talisman cost 100k offerings, with at least what? 6 talismans? with the possibility to have more later on (I guess) and 10 possibilities to arrange the bonuses for each of them, that is 1 million different builds possible costing >1B offerings just to test, it is not reasonable to explore various builds to "optimize production in many different aspects", meaning it will encourage many peeps to look for meta-builds without playing and testing the game themselves... I mean, come on, this is a game design pb known for >20 years, for ex., RPGs, e.g. Diablo's where Blizzard ended up allowing easy respec... why test crazy/fun/idiotic builds if it cost half an arm each and every time?
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You can alwyas export before testing, or open the game in several tabs. No need to waste offerings, or regretting what you have done...
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Hm. Something seems broken to me.
I see the red ant to sacrifice, but when I click it absolutely nothing happens.
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> *Originally posted by **[imsabbel](/forums/1071251/topics/1915903?page=1#13426067)**:*
> Hm. Something seems broken to me.
>
> I see the red ant to sacrifice, but when I click it absolutely nothing happens.
You need to have e40 crumbs to sacrifice, otherwise nothing happens
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> *Originally posted by **[joliette](/forums/1071251/topics/1915903?page=1#13419290)**:*
> "Featuring a more intricate crafting system and ability to “specialize” in **many different builds** to optimize your production in many different aspects."
> as advertised in the patch note... if each respec for each talisman cost 100k offerings, with at least what? 6 talismans? with the possibility to have more later on (I guess) and 10 possibilities to arrange the bonuses for each of them, that is 1 million different builds possible costing >1B offerings just to test, it is not reasonable to explore various builds to "optimize production in many different aspects", meaning it will encourage many peeps to look for meta-builds without playing and testing the game themselves... I mean, come on, this is a game design pb known for >20 years, for ex., RPGs, e.g. Diablo's where Blizzard ended up allowing easy respec... why test crazy/fun/idiotic builds if it cost half an arm each and every time?
there's very few reasonable builds though, since what you want is to rush blessings. Effectively you'd want the same setup in every talisman. And you always want speed. Also prism/SI should always go together. so you're more or less left with 2 reasonable builds, which is ~500k offerings to respec all 5 talismans every so often, which is basically nothing. You don't need to experiment with *every* combination when you can theoretically ignore most
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> *Originally posted by **[haram_mango](/forums/1071251/topics/1915903?page=1#13426849)**:*
> > *Originally posted by **[joliette](/forums/1071251/topics/1915903?page=1#13419290)**:*
> > "Featuring a more intricate crafting system and ability to “specialize” in **many different builds** to optimize your production in many different aspects."
> > as advertised in the patch note... if each respec for each talisman cost 100k offerings, with at least what? 6 talismans? with the possibility to have more later on (I guess) and 10 possibilities to arrange the bonuses for each of them, that is 1 million different builds possible costing >1B offerings just to test, it is not reasonable to explore various builds to "optimize production in many different aspects", meaning it will encourage many peeps to look for meta-builds without playing and testing the game themselves... I mean, come on, this is a game design pb known for >20 years, for ex., RPGs, e.g. Diablo's where Blizzard ended up allowing easy respec... why test crazy/fun/idiotic builds if it cost half an arm each and every time?
>
> there's very few reasonable builds though, since what you want is to rush blessings. Effectively you'd want the same setup in every talisman. And you always want speed. Also prism/SI should always go together. so you're more or less left with 2 reasonable builds, which is ~500k offerings to respec all 5 talismans every so often, which is basically nothing. You don't need to experiment with *every* combination when you can theoretically ignore most
>
finished my 1st C10 recently so, yes, indeed, I got that and it is worse than I thought: "many different builds" = 2 useful meta builds, which are in fact the only 2 builds, nothing crazy/fun/idiotic possible, only time-wasting-builds besides meta
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