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So once a value (gold, diamonds etc.) gets to the point where the number after the 'e' can't be displayed in full (so when it's displayed as '2.22e222.2M' for example) the game still appears to be trying to display the full number with rounding on the exponent so the value before the e is still counting up from 1 to 9.9 and then adds one to the exponent (after the e). But as that just adds one to several million (which doesn't impact how it is displayed) and drops it back to 1, you just end up with a continually flickering number counting up repeatedly without making any difference to the actual number as a whole.
Would it make sense when you got to that point to just display the exponent (as 'e222.2M' or '1e222.2M' for example)? Or somehow use it to count up to when the next change in number will occur (so fake it such that the value will count up from '1e222.2M' to '10e222.2M' which ticks over to '1e222.3M'), which isn't neccesarily accurate but would make the values a lot more readable and give some indication of how 'fast' they are going up?
At the moment it looks like there should be a lot of movement in the values, given how fast the number itself is changing, but it makes no noticeable impact on the actual whole value.
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This is very true! People probably aren't paying attention because the topic makes it look like you're complaining about the numbers being too big.
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I originally ignored the post because I thought you meant there was a bug, but after rereading, I agree 100%, having an option to display values as floating-point exponents without fractional part would be very nice (antimatter dimension does that). Additionally, it would be nice to have a feature that gets an approximate expected rate of change of a value (or averages past rate of change), and from that deduces an amount of decimal points to displays that allows us to see increments to the number at the least every few seconds (possibly with a hardcoded or configurable "maximum decimals displayed at once")
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