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How about an Ancient that reduces the risk of mercs dying? Like Mr. Guapo the Guardian Angel or something like that.
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> *Originally posted by **[immiT](/forums/2737/topics/428207?page=67#11030303)**:*
> How about an Ancient that reduces the risk of mercs dying? Like Mr. Guapo the Guardian Angel or something like that.
they have a pre-set lifespan so it would not be a risk reducing but a life prolonging one...
for a smaller impact addition for mercs they could make a ancient or outsider with only 1 lvl that allows your mercs to persevere through the quest they were suposed to die on so that they die the instant you collect the quest reward instead of them geting killed minutes before a reward...
alternative version with lvls that lets the merc finish the quest when they were suposed to die if theres X-seconds or less left of the mission time (X determined by the lvl of the ancient)
outsider version alternatively could be somthing that is capped at 100 lvls and each lvl is a % so if the outsider has 25lvls that would mean that a merc can persevere through a 1h quest if he dies with 15min or less of the quest remaining and if the lvl is 100 then the merc will persevere through a 48h quest even if he died on the first second of it
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I think the reload skill should be changed so that you can click it, then click another skill to use it. Right now, there's no way to reload the energize skill.
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I like the new settings in the new patch.
A clan buddy of mine had an idea which I liked, so here it is.
**Volume bars for sound effects and music.**
It would be nice to hear the monsters dropping but at a really low volume, just enough to alert you to when instakill has stopped but not enough to disturb you in any major way if you want to listen to other stuff from the same pc.
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A new ancient like Juggernaut, but instead of increasing DPS, it increases Gold.
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> *Originally posted by **[lwpack](/forums/2737/topics/428207?page=66#10950914)**:*
> You should add a timer so that a clan leader can see how long people have been inactive. Maybe also make it so that people can set themselves to vacation mode so that the clan leaders can see that they have to be inactive.
>
Showing "last activity" would be great.
Can you fix the Immortal Overkill ?
> if(this._titanFight.startLife == param1.maxLife.numberValue()) ========> if(this._titanFight.startLife == param1.maxLife)
> {
> trace("overkill!");
> ...
> }
> else
> {
> trace("titan fight end!");
> ...
> }
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> *Originally posted by **[sillyrob](/forums/2737/topics/428207?page=62#10246178)**:*
>
> > *Originally posted by **[carigun95](/forums/2737/topics/428207?page=62#posts-10152078):***
> > re-write The Dark Ritual details.
> > from “Multiply your current DPS by 1.05 for the duration of your world.”
> > to “Increase your current DPS by 5% for the duration of your world.”
> > as it confuses the newer players thinking that adding Energize to The Dark Ritual will multiply it by 2.1.
>
> They shouldn’t have to change the wording because people are stupid. They worded it properly and the math is fine.
I second this. Logically, multiplying your DPS by 1.05 is a 5% increase, but the way it is worded is kind of confusing. I shouldn't have to change notations in my head for it to make sense.
Also, they should remove the bloop coins stat, because it doesn't seem to have any real use for new players.
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i remember the achievment system affecting your dps at one point and now its pretty much completely useless except for a couple achievments giving click dmg...
would be nice if the dps bonus was added back....
another nice idea would be to have the achievments give a ancient lvl or somthing like that as a bonus...
few examples to what kind of this i mean
aquire x amount of AS = each achievement gives 1 extra AS
complete x amount of gold quests = each achievement gives +5% or +1% to gold quest rewards
get a merc to lvl x = each achievement causes mercs to lvl up faster (all quest times count as 1% more towards the mercs lvl up)
reach x DPS = each achievement gives +1% DPS
complete x amount of quests for rubies/skills/HS/relics/gold = each achievement gives either bonus reward to that type of quest or makes them complete faster
reqruit a epic merc = gives mercs under the rank epic aditional ranks worth of bonus (common mercs have uncommon effect and uncommons have rare effect and rares act like epics)
kill x amount of bosses = each achievement gives 1 extra lvl to bubos
kill x amount of mobs and reach x zone = each achievement gives 1 lvl to kuma
bury x mercs = each achievement gives +1 ruby for burying a merc
revive x mercs = each achievement reduces merc revive cost as if its lvl was 1 lower
these are no way thought out to be well balanced but as examples to what kind of effects could be added to achievments to make people try to actualy get them instead of just ignoring the tab most off the time
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Give us an option to rearange the ancients pls. Especialy when you are a few Ascensions (+ Transcensions) into the game you might have multiple of them but you only want to lvl up some an you want to have some on the same lvl... for example i want Siyalatas, Mammon and Libertas on the same lvl but even with minimizing the acients in between you might not get them visible at the same time. So changing the order would be nice. You could do it by adding the a corner to drag them whil holding shift (or other keys) like the button to minimize them...
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> *Originally posted by **[Necrotechian](/forums/2737/topics/428207?page=67#11101390)**:*
> i remember the achievment system affecting your dps at one point and now its pretty much completely useless except for a couple achievments giving click dmg...
> would be nice if the dps bonus was added back....
> another nice idea would be to have the achievments give a ancient lvl or somthing like that as a bonus...
> few examples to what kind of this i mean
> aquire x amount of AS = each achievement gives 1 extra AS
> complete x amount of gold quests = each achievement gives +5% or +1% to gold quest rewards
> get a merc to lvl x = each achievement causes mercs to lvl up faster (all quest times count as 1% more towards the mercs lvl up)
> reach x DPS = each achievement gives +1% DPS
> complete x amount of quests for rubies/skills/HS/relics/gold = each achievement gives either bonus reward to that type of quest or makes them complete faster
> reqruit a epic merc = gives mercs under the rank epic aditional ranks worth of bonus (common mercs have uncommon effect and uncommons have rare effect and rares act like epics)
> kill x amount of bosses = each achievement gives 1 extra lvl to bubos
> kill x amount of mobs and reach x zone = each achievement gives 1 lvl to kuma
> bury x mercs = each achievement gives +1 ruby for burying a merc
> revive x mercs = each achievement reduces merc revive cost as if its lvl was 1 lower
>
> these are no way thought out to be well balanced but as examples to what kind of effects could be added to achievments to make people try to actualy get them instead of just ignoring the tab most off the time
We can't add the dps bonus back because it would make first run transcensions to easy
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> *Originally posted by **[Necrotechian](/forums/2737/topics/428207?page=67#11101390)**:*
> i remember the achievment system affecting your dps at one point and now its pretty much completely useless except for a couple achievments giving click dmg...
> would be nice if the dps bonus was added back....
> another nice idea would be to have the achievments give a ancient lvl or somthing like that as a bonus...
> few examples to what kind of this i mean
> aquire x amount of AS = each achievement gives 1 extra AS
> complete x amount of gold quests = each achievement gives +5% or +1% to gold quest rewards
> get a merc to lvl x = each achievement causes mercs to lvl up faster (all quest times count as 1% more towards the mercs lvl up)
> reach x DPS = each achievement gives +1% DPS
> complete x amount of quests for rubies/skills/HS/relics/gold = each achievement gives either bonus reward to that type of quest or makes them complete faster
> reqruit a epic merc = gives mercs under the rank epic aditional ranks worth of bonus (common mercs have uncommon effect and uncommons have rare effect and rares act like epics)
> kill x amount of bosses = each achievement gives 1 extra lvl to bubos
> kill x amount of mobs and reach x zone = each achievement gives 1 lvl to kuma
> bury x mercs = each achievement gives +1 ruby for burying a merc
> revive x mercs = each achievement reduces merc revive cost as if its lvl was 1 lower
>
> these are no way thought out to be well balanced but as examples to what kind of effects could be added to achievments to make people try to actualy get them instead of just ignoring the tab most off the time
I second the notion achievements need to do more. Maybe an Ancient who improves DPS and/or Gold earning based on number of achievements?
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Two requests actually:
- Fix Immortal Overkill
- Create an additional "order of magnitude" modifier for leveling Ancients. Like you have Level 1.00e26, press the key and click once to get to 1.00e27, next click 1.00e28 and so on. This would be really helpful in the late game.
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> *Originally posted by **[enderlord2](/forums/2737/topics/428207?page=67#11126395)**:*
> > *Originally posted by **[Necrotechian](/forums/2737/topics/428207?page=67#11101390)**:*
> > i remember the achievment system affecting your dps at one point and now its pretty much completely useless except for a couple achievments giving click dmg...
> > would be nice if the dps bonus was added back....
> > another nice idea would be to have the achievments give a ancient lvl or somthing like that as a bonus...
> > few examples to what kind of this i mean
> > aquire x amount of AS = each achievement gives 1 extra AS
> > complete x amount of gold quests = each achievement gives +5% or +1% to gold quest rewards
> > get a merc to lvl x = each achievement causes mercs to lvl up faster (all quest times count as 1% more towards the mercs lvl up)
> > reach x DPS = each achievement gives +1% DPS
> > complete x amount of quests for rubies/skills/HS/relics/gold = each achievement gives either bonus reward to that type of quest or makes them complete faster
> > reqruit a epic merc = gives mercs under the rank epic aditional ranks worth of bonus (common mercs have uncommon effect and uncommons have rare effect and rares act like epics)
> > kill x amount of bosses = each achievement gives 1 extra lvl to bubos
> > kill x amount of mobs and reach x zone = each achievement gives 1 lvl to kuma
> > bury x mercs = each achievement gives +1 ruby for burying a merc
> > revive x mercs = each achievement reduces merc revive cost as if its lvl was 1 lower
> >
> > these are no way thought out to be well balanced but as examples to what kind of effects could be added to achievments to make people try to actualy get them instead of just ignoring the tab most off the time
>
> We can't add the dps bonus back because it would make first run transcensions to easy
well the click dmg increase achievments dont come to effect untill you actualy ascend for the first time on each trans so why not have it work the same way?
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How bout an ancient that scales in price similarly to siya/lib that increases the amount of hero souls you gain from heroes?
level 1: 2 souls per 2000 hero levels
level 2: 3
level 3: 4
level n: n+1 souls per 2000 hero levels
Then another ancient that scales in price similarly to kuma/dora/fortuna/etc that reduces the amount of hero levels needed to gain a hero soul bonus:
level 1: -1.5% hero levels needed
level 2: -3%
level 3: -4.5%
level n: -1.5n% hero levels needed
thoughts?
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How about being able to buy a fish for rubies for when you are stuck at the end of a run?
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Upgrades to Ancients like the heroes,
Like for Siyalatas 1,000 (+x DPS)
Or something like that
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Definitely need an 1en+10 for upgrading ancients in late game. Clicking so much when I ascend that the game is lagging.
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> *Originally posted by **[s3ph1r07h666](/forums/2737/topics/428207?page=67#11189357)**:*
> Definitely need an 1en+10 for upgrading ancients in late game. Clicking so much when I ascend that the game is lagging.
Just use V?
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> *Originally posted by **[a_youman1](/forums/2737/topics/428207?page=67#11161974)**:*
> How bout an ancient that scales in price similarly to siya/lib that increases the amount of hero souls you gain from heroes?
>
> level 1: 2 souls per 2000 hero levels
> level 2: 3
> level 3: 4
> level n: n+1 souls per 2000 hero levels
>
> Then another ancient that scales in price similarly to kuma/dora/fortuna/etc that reduces the amount of hero levels needed to gain a hero soul bonus:
>
> level 1: -1.5% hero levels needed
> level 2: -3%
> level 3: -4.5%
> level n: -1.5n% hero levels needed
>
> thoughts?
>
This would be a good concept, except that hero leveling souls aren't much compared to souls gained from just the game playing and getting them from Centurions and Primals in general. As for the second Ancient idea, same kind of reasoning as the first. It does look decent, though, compared to SOME past ideas.
> *Originally posted by **[Comrade_neutral](/forums/2737/topics/428207?page=67#11190063)**:*
> > *Originally posted by **[s3ph1r07h666](/forums/2737/topics/428207?page=67#11189357)**:*
> > Definitely need an 1en+10 for upgrading ancients in late game. Clicking so much when I ascend that the game is lagging.
>
> Just use V?
>
Or set the autoclicker or manually click at a lower rate of clicking overall :)
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I would love for an overkill ancient to help speed up things a bit. Make it expensive as you like to level but basically, if your damage is high enough you kill 2 per round, then 3, etc etc etc. It would really help avoid the two hours of boredom of instakilling your way to the upper thousand zones.
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I see suggestions for an order of magnitude purchase on ancients such as having an ancient go from 1e30 to 1e31. The mobile version has this (it's called "Max"), I can't confirm it in the browser as I don't play on my computer, but it comes right after x1000. I would find that really strange if it's only available on the mobile version.
I personally would like for the Immortals to have their character randomized in the late game. I'm getting tired of fighting the same old sentricon Immortal, plus, I have several empty spots in my Hunt Log and I'll never get to see those unless I leave my clan and join a really weak one or start my own clan.
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How about instead of only 8 hour Timelapses we can get a 2 and 4 hour as well.
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I think it could be helpful and not too hard to implement a type of bar or pie chart in the corner or along the bottom of the screen that showed a visual breakdown of the heroes DPS percentage. Does this make sense to anybody?
It could make it easier to see exactly how much you benefit from leveling up specific heroes, and make it easier to see which one was the most powerful.
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> *Originally posted by **[mangostein](/forums/2737/topics/428207?page=67#11284533)**:*
> I think it could be helpful and not too hard to implement a type of bar or pie chart in the corner or along the bottom of the screen that showed a visual breakdown of the heroes DPS percentage. Does this make sense to anybody?
> It could make it easier to see exactly how much you benefit from leveling up specific heroes, and make it easier to see which one was the most powerful.
you do realise mouse overing the lvl up button of a hero opens a window that tells you the % of your total Dps that hero does? and besides most of the time you have a single hero doing 99,99% or 100% of you total dps.....
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> *Originally posted by **[Necrotechian](/forums/2737/topics/428207?page=67#11324163)**:*
> > *Originally posted by **[mangostein](/forums/2737/topics/428207?page=67#11284533)**:*
> > I think it could be helpful and not too hard to implement a type of bar or pie chart in the corner or along the bottom of the screen that showed a visual breakdown of the heroes DPS percentage. Does this make sense to anybody?
> > It could make it easier to see exactly how much you benefit from leveling up specific heroes, and make it easier to see which one was the most powerful.
>
> you do realise mouse overing the lvl up button of a hero opens a window that tells you the % of your total Dps that hero does? and besides most of the time you have a single hero doing 99,99% or 100% of you total dps.....
Of course I am aware of that. I am talking about a more visual representation, like a shape instead of a number. Also, yes later in a trancscension you have one hero doing most of the work, but earlier not so much. It doesn't have to be huge or always visible. I just thought it would be helpful.
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