|
metadata
Here is topic for your suggestions and feedback after game went live.
|
|
|
metadata
Hate to quibble with spelling, but unless that “Beatle Rider” sits atop one of the greatest bands of musicians ever, it should probably be a “Beetle Rider” ;P
|
|
|
metadata
saved skill builds. Instead of resetting skills every time we loop let us save a specific build so we don’t need to input the same build every run.
|
|
|
metadata
@stingrayjayz, thanks for the feedback, i’ll fix it =) While I like Beatles too, they are not in this game =(
@Jayman23, Skill builds are very flexible and sometimes you will need to build your heroes differently, depending on your need for current run. For example, there will be enemies with different skills (like Armor, or Shields) in the future, so this will require different approach.
|
|
|
metadata
Please make an option where user can turn off archer artifact/reward popup gain. I would imagine in late game, it would show up alot and it might become annoying.
|
|
|
metadata
maybe a statistics tab ? with stuff like the total bonuses to dps, mps, gold, and time played, stuff like that.
|
|
|
metadata
I like the fact that we seem to be getting more than one spell, but perhaps some more upgrades than just power for magic bolt?
|
|
|
metadata
Will there be automatic level advance while offline. Because especially on phone i cant have my phone on non-stop it drains my battery in no time and im on the run all day cant charge until late night
|
|
|
metadata
make waves “auto-go” instead of making us click that “go” button. also, make it so chests only lose their boost if we go offline.
as of now, the idle aspect of this game is actually quite low. you can’t let the game running on a tab and go mind your business, because you have to click that go button every 4 minutes, and you can’t let the game run on its own because your chests will lose their boosts. not to mention the constant pop-ups of big game hunt artifacts.
the first game was much, much more idle-friendly, and I really liked that. please allow us to progress through waves automatically, and not loose our boosted chests because we didn’t open then in 5 minutes. and please add an option to turn off BGH artifacts pop-up.
|
|
|
metadata
Also there should be option to remove coins drop its buggy when you tab to something else they accumulate so many its like a rain when you start collecting.
Also just saw that there are no Facebook/twitter link like phone has for rewards :(
And some UI suggestion make all the skills on bottom of the game with quick access 1-5/q,w,e,r for fast cast, heroes and masters on left and right side when you click it opens their tab and wave level and game option on top
|
|
|
metadata
> *Originally posted by **[Eduardomsc](/forums/33115/topics/634417?page=1#posts-10480272):***
>
> make waves “auto-go” instead of making us click that “go” button. also, make it so chests only lose their boost if we go offline.
>
> as of now, the idle aspect of this game is actually quite low. you can’t let the game running on a tab and go mind your business, because you have to click that go button every 4 minutes, and you can’t let the game run on its own because your chests will lose their boosts. not to mention the constant pop-ups of big game hunt artifacts.
>
> the first game was much, much more idle-friendly, and I really liked that. please allow us to progress through waves automatically, and not loose our boosted chests because we didn’t open then in 5 minutes. and please add an option to turn off BGH artifacts pop-up.
The go button auto click itself after 30 sec if you are idle so you can progress fine when not paying attention to the game ^^
And losing the chest bonus is just to give a bonus to players that are active i guess ? they just get more xp :)
|
|
|
metadata
Here are some suggestions and improvements I ment to post a few days ago already.
**Some ideas to improve the Event system**
After the active event is over and the event becomes passive. Well all who have either read about it or played on mobile know how unpleasant it is there. I have heard that you guys are already working on some tweaks on event system which is good. I thought this is good time to share some of my thoughts after talking with some mobile players and reading their feedback on forums.
Here is the idea:
During passive event when the event boss is under 100% rage anyone who kill it would receive fayball fragment. The player(s) who kill event boss at 100% rage would still get the whole fayball as 100% chance to drop. That way everyone will get something and those who are lucky to kill boss that is fully 100% enraged still gets a whole fayball. Then when collecting the fragments players could make or exchange something like say 10 fragments (you can adjust the amount to better fit your needs) to 1 whole fayball. So you do not need to wait to be able to kill fully enraged boss. You could just kill enough event bosses and collect the fayball fragments and eventually (albeit slower) get fayballs. :) Now everybody wins!
**Small idea to improve Thief’s Shakedown skill**
The problem with this skill is mostly that permanent upgrades make shakedown not work at all for the most part of the game. So I thougth adding a small twist to it could do the trick. **Here is what I was thinking:** Add another additional effect to shakedown. A % chance that when shakedown procs and if thief would kill the enemy instead the enemy is left alive with 1% health. This sounds like a fitting twist for anyone calling themselves a true thief! Take their gold and leave them just barely alive instead of killing them \>:) \* evil laugh \*
I had some more ideas but I still need time to think them over.
|
|
|
metadata
> *Originally posted by **[Nothing4less](/forums/33115/topics/634417?page=1#posts-10483713):***
>
> Here are some suggestions and improvements I ment to post a few days ago already.
>
> **Some ideas to improve the Event system**
>
> After the active event is over and the event becomes passive. Well all who have either read about it or played on mobile know how unpleasant it is there. I have heard that you guys are already working on some tweaks on event system which is good. I thought this is good time to share some of my thoughts after talking with some mobile players and reading their feedback on forums.
>
> Here is the idea:
> During passive event when the event boss is under 100% rage anyone who kill it would receive fayball fragment. The player(s) who kill event boss at 100% rage would still get the whole fayball as 100% chance to drop. That way everyone will get something and those who are lucky to kill boss that is fully 100% enraged still gets a whole fayball. Then when collecting the fragments players could make or exchange something like say 10 fragments (you can adjust the amount to better fit your needs) to 1 whole fayball. So you do not need to wait to be able to kill fully enraged boss. You could just kill enough event bosses and collect the fayball fragments and eventually (albeit slower) get fayballs. :) Now everybody wins!
>
> **Small idea to improve Thief’s Shakedown skill**
>
> The problem with this skill is mostly that permanent upgrades make shakedown not work at all for the most part of the game. So I thougth adding a small twist to it could do the trick. **Here is what I was thinking:** Add another additional effect to shakedown. A % chance that when shakedown procs and if thief would kill the enemy instead the enemy is left alive with 1% health. This sounds like a fitting twist for anyone calling themselves a true thief! Take their gold and leave them just barely alive instead of killing them \>:) \* evil laugh \*
>
> I had some more ideas but I still need time to think them over.
why not loot the dead? **evil laugh intensifies**
|
|
|
metadata
i want to improve my huntress first so i may farm with her for artefacts but it doesn’t go so fast because defender takes 2x more chests then her, so here is my question and suggestion: why can’t we buy the hero we want first?
|
|
|
metadata
Before anything else, I wanted to say that I thoroughly enjoy this game. I also enjoyed the first one equally. Thank you for producing something this entertaining.
I am not even sure that this is an issue with the game not my rig at work but I have noticed that every three or four bosses everything slows down and then the boss and any surviving minions vanish. Clicking does nothing other than show sparks and the heroes just stand there. The boss’s health meter is also visible.
|
|
|
metadata
I have 2 ideas to share for today.
# 1. PvP modes and balance
**There are 2 PvP modes to begin with that I think would work**
**1.** **A bracket based mode**
This can be called “Bracket” or “League” or if you have more fitting name then use it.
I have few ideas to implement this. ~~Either based on the average permanent hero levels in the singleplayer mode.~~ OR just purely progress in based on points gained in the Brackets. In both cases the hero levels would be the same for both players that battle eachother. Players can still choose how they want to allocate the skill points for their heroes and also when to use their active skills in the battle. Also the player will still be able to decide which hero they want to use for each hero slot. (Example: Defender or Conqueror for slot 1)
### There would be brackets based on experience level (or pvp rank) in the PvP mode.
- Beginner – Heroes level = 50
- Bronze – Heroes level = 100
- Silver – Heroes level = 150
- Gold – Heroes level = 200
- Diamond – Heroes level = 250
- LEGEND – Heroes level 300 (Max)
Battline in bracket mode will give players rewards and points. More for Winner and perhaps some consolation prize for the other. With enough points you move up to next bracket. Higher level brackets have different and more interesting rewards.
**2.** **Free for all PvP**
This mode is mostly for fun and takes the permanent levels form singleplayer into account. This can be used to test skills and Raw power of the players and their heroes.
**Bonus**
1vs1 PvP where 1 hero fights 1 hero.
Moving to the 2nd idea of the day.
# 2. Epic Bosses and ‘GO!’ button
There has been varying opinions on how people feel about the existence of GO button but most agree that waiting for 30 seconds to progress every 10 stages is stalling the progress too much. While I agree with most on that the transition to new location should not delay the progress for idle playing, here are some ideas that utilize the short pause after killing epic boss as a feature.
### Traveling Merchant
This mysterious fella with his/her supspiciously looking wares starts to appear randomly after stage 500. After winning battle against any Epic Boss there is % chance for traveling merchant to appear. The cost and loot will scale with the stage you are on. Also Different locations could offer different loot. Still the loot would be semi random. Prices could vary from 10% discount up to 10% increase in cost.
**possible items for sale**
- Books
- temporary buffs
- keys
- Meals
- Runestones
- Gems (the green emeralds)
- perhaps even special artifact only from the merchant :P (possibly on higher stages only)
These possible items are offered somewhat randomly. And they can cost gold (cost based on the stage you are in) or runestones or some extra special offers for gems. The deeper the stage you meet the merchant the more and better items can be offered. Also the Mercant will always have at least 3 different offers for the player to choose from. You can buy 1 or all or none of them. After you have made up your mind you can click ‘GO!’ and move t next location.
**Note:** The gems offered work a little different from other items offered by the Merchant. The amount and price is based on your max stage reached. The higher your max stage the more gems is offered but the price also increases. The gems would cost runestones to buy. Here are some example: 1 gem for 5 runes. 5 gems for 50 runes. 10 gems for 115 runes. 25 gems for 320 runes. The opportunity to buy **gems** from the merchant is rather rare chance so be sure to check it out!
### The mysterious horrors of the void!
The Void is a truly empty and scary place to be. After all what would be scarier than something that is nothing but still is.
After Winning the battle with Epic Boss on Stage 2000 and above there is chance for a **Void Portal** to appear. This is optional bonus location to travel with extra challenges. To enter the void player clicks the portal and then ‘ok’ in the confirmation window. The void consist on alot harder enemies than you meet normally. And All the bosses scale to your heroes levels. Enemies in the void have unique abilites not seen anywere else. But also offer great rewards. Each Commander killed in void drops some rewards. The Boss in void has even nicer rewards. And finally the Epic Boss called “Void Lord” drops something truly special. (all drops are not guaranteed)
**Extra ruling:** You can’t flee battles. It is either “Do or die”. If you die in the void you instantly exit and return to the normal world back to stage you used to enter Void location. Then you can continue progress as normal. However each boss (Commander, Boss and Void Lord) you managed to kill will net you rewards. The real rewards can only be collected from the Void lord however!
**Extra ruling 2:** Your Magic has no effect here. It is just your heroes and their skills. ( you can still use active hero skills).
**Possible Loot from Void Lord**
- Runestones
- Keys
- Special Book
- The Void Artifact
- The Void magic
- Master of the Void summon scroll (rare drop) **note** the player can save this item for later use.
**Note:** The void magic is the only magic that works in the void but it has special effect. Also the void magic can only be upgraded with loot from void.
**The Master of the Void**
This is the ultimate battle. Meet your maker, meet your nightmares. This is it! To battle Master of the Void you need to win battle against the Void Lord and then use Master of the Void summon scroll. Master of the Void scaless to Legend hero levels (maxed heroes) and some more. You will need to make the best use of your heroes possible to even have a chance here. You need to use Void magic here to turn the tide of the battle in your favor! If you by some miraclous chance are able to win the battle you will be rewarded with very special and unique loot!
After beating Void Lord (or Master of the Void) you can go back to the stage you used the portal to enter Void.
Loot from the void is based on the stage you use the portal to enter it.
|
|
|
metadata
Gem prices on rerolling/demolishing artifacts and items on the shop are WAY too high. Gems acquired through achievements are relatively slow, and unless you’re spending money, gems should never be spent on anything except the chronosphere.
1) xx Gold for 30 gems
This is a completely pointless item in the shop because it is a one time boost in gold that doesn’t even give that much gold. No one should ever buy this item.
2) TimeLapse for 60 gems
This is very similar to the #1 item- it only gives a one-time gold and cooldown reduction benefit. It is debatable that it is beneficial for really high runs, but that would be the only viable use.
3) Keys/Chests for a sum of 75 gems
These are WAY overpriced, considering how quickly you can amass chests and keys with quick runs. A quick run ends in the low-mid 100’s and takes just over a half hour to do. For $20 you can buy 1300 gems, which would only get you a total of 17 keys and chests. I would suggest that instead of selling keys and chests separately, either bundle them together for less gems, or create a “Golden Chest” that doesn’t need a key that has a higher chance of rare items and/or runestones.
4) TimeWarp for 500 gems
TimeWarp grants the user a one time reward of runestones based on the highest level they’ve achieved. For 500 gems, this costs roughly $8 and would only be useful really late in the game. A better use of that many gems would be to simply deconstruct and rebuy a high level Chronosphere.
The issue that I’ve experienced is that I am not finding any item in the shop worth buying (except for the chronosphere). I have several hundred spare kreds that I could buy gems with, but there is nothing in the shop that I would spend money on to obtain. 17 boosted chests/keys for $20? No thank you, I’d rather do one quick run and get that many. Timelapse is not worthwhile until really late in the game, at which point spending gems on it would just be a convenience factor rather than a truly beneficial item. The same applies for TimeWarp- $8 for a one time reward of my highest run? Way overpriced.
|
|
|
metadata
Simple suggestion of just adding a button to open all the chests you currently can with your keys. If you’ve been idling for a long time it takes a while to open 50+ chests at once, and is very tedious. :)
|
|
|
metadata
> 1) xx Gold for 30 gems
> This is a completely pointless item in the shop because it is a one time boost in gold that doesn’t even give that much gold. No one should ever buy this item.
i agree, this option should removed tbh.
> 2) TimeLapse for 60 gems
> This is very similar to the #1 item- it only gives a one-time gold and cooldown reduction benefit. It is debatable that it is beneficial for really high runs, but that would be the only viable use.
the gold you get from this is actually good. and 4h resetting cooldown is nice especially for golden touch. if this function gets utilized well you can go to a much higher stage than you normally would. so i think this option is fine and doesn’t need to be changed.
> 3) Keys/Chests for a sum of 75 gems
as far as chests go, i like your idea of having “golden chest”. it would be essentially a crit boosted chest that can be opened without a key, but that would be actually worthwhile to buy.
as for keys, just a price decrease would make them good. they would be helpful to someone who has a bunch of boosted chests and wants to open them.
> 4) TimeWarp for 500 gems
> TimeWarp grants the user a one time reward of runestones based on the highest level they’ve achieved. For 500 gems, this costs roughly $8 and would only be useful really late in the game. A better use of that many gems would be to simply deconstruct and rebuy a high level Chronosphere.
yeah.. the main issue for this is like you said, demolishing chronosphere and buying it gives you way more than buying timewrap twice. it really gives a pitiful amount for 500 gems. and unlike you said, it actually becomes much less valuable late game.
yeah.. the main issue for this is like you said, demolishing chronosphere and buying it gives you way more than buying timewrap twice. it really gives a pitiful amount for 500 gems. and unlike you said, it actually becomes much less valuable late game.i have an idea of changing this to a trade, gems for runestones. it would be something like 1 gem = ? runestones (it could also be for every 10 gem instead or whatever). and you would be able to select the amount of gems you wanna trade.
|
|
|
metadata
This is a incredibly small problem, but a problem nonetheless.
If you click on one of the cards in your Hero tab (or any other, for that matter) you have to click the card itself again to close it. It would be nice if you could close the hero tab by simply clicking anywhere the tab isn’t, e.g. click on the monster spawn area to close the hero card.
It’s just annoying when I’m trying to close the tab and then I’m forced to go and click the card itself after a few failed attempts of doing that by clicking by the enemies.
|
|
|
metadata
that’s in the options.
just tick the “auto close menu” option, and you can click anywhere to close any tab
|
|
|
metadata
is there a way to port over my progress from mobile app to web game?? i have a different secret code on web than on app. i spend alot more time on pc than on my mobile.
|
|
|
metadata
Current suggestions with the current state of the game. 6/11/16
- - **Suggestions for end game content**
-
I am aware of the fact that not everyone progresses as fast as others. That being said the new Fayball artifact is drastically gonna increase the speed people can reach 3k. I am aware the Devs are working on more content so i figured i’d post some of my suggestions to stop people from getting bored with the game.
-
- -The first thing i would like to suggest is a new level cap system. It would be nice if that cap was increasable for the DPS/HP stats past 2000/400. What i recommend is as follows. When a player reaches and beats stage 3,000 the cap increases by 2 levels to (2002/402) but only AFTER you loop. Then on your next run you can have a better chance at beating stage 3,001. After stage 3,001 is cleared you gain another 2 levels to (2004/404) and so on. This gives us a reason to actually try to run deep more often. ATM there is no reason to go deep. It’s actually detrimental to do so. Since the effect only happens after you loop people wont just be able to gold burn nonstop for more progress in one run. Also with the current amount of time a 3k run takes, this wouldn’t be game breaking. Basically instead of farming keys, chests, artifacts, runestones, we can farm level caps :) It would also allow the leaderboards more progression.
-
- - **Hard Mode**. A new option once you have cleared stage 3,000 the first time. In this mode you would not be able to use gold upgrades whatsoever (completely reliant on permanent levels). You would start as level 1 like a normal run but the mobs would be considerably harder. Scaling from say stage 2800 Difficulty and up. This mode could have a new set of BG artifacts more keys/chests gains etc… Mobs with shields, charges, skills etc… Would also be nice if you were awarded artifacts for milestones. Say stage 100, 250, 500 and so on.
-
- - **Challenge System**. This mode would be a series of challenges making us think on the best strategies. Stages where clicking does nothing, stages where you can only bring one hero. Stages where the mobs are extremely strong forcing us to use shields. You can only imagine the possibilities. For this mode id recommend 1 artifact that levels as you clear a wave. I could post ideas for this that would take up a forum all of its own. if you like the idea and want more suggestions on this PM me.
-
- **SPECIAL ARTIFACT EQUIPMENT IDEA**
-
- -For this i recommend an entirely new masters tab with a slot for 1 artifact that could be interchangeable. You could have a whole series of artifacts with positive AND negative effects. Yet, only one could be equipped at the start of a loop. This would allow you to make some seriously powerful artifacts with abilities and easily manage them from being broken and being stacked with other artifacts of the same power. Examples could be Increases DPS by 10,000%, Decreases HP by 90%. Or Increases attack speed by 1000%, decreases DPS by 80%. As you can see this would give huge gains but also restrict how powerful they are. Not ALL need to be detrimental. Even base ones that just give DPS/MPS/HP gains would be useful. I think these artifacts should only be attainable after you have cleared stage 3,000.
-
- - **CURRENT ISSUES WITH THE GAME AT THE MOMENT**
-
- -The games permanent leveling system is phenominal. I love this game. For and Idle/incremental/clicker it is by far the best i’ve played. The current issues i see are regarding mostly late game options. Capping all heroes is quickly upon me. I know not everyone plays hardcore but it will be an issue for most people soon. This is why i posted my first suggestion. Just adding new heroes won’t make this any better. Though i love the new hero ideas! **Runestones** I am currently sitting on a ton of runestones and nothing to do with them. To solve this i recommend an artifact or two that have NO level cap. Instead of a Hard cap, add soft caps. Make the next upgrade cost more and more until its ridiculously pricey. this way we have something to do to gain that next upgrade etc… The costs could be as follows as example. Lvl 1, 100 RS (Runestones). Lvl 2, 500 RS. Lvl 3, 2000 RS, Lvl4, 5000 RS, Lvl 6 20,000 RS. and so on.
-
- Thank you for taking the time to read this and THANK YOU for the amazing game and work you put in. Your community support and ability to take in feedback is amazing. I have a LOT more ideas but i think these are the most beneficial atm. Please feel free to message me to expand or produce even more suggestions. I have also messaged dare with some Casher ideas :)
|
|
|
metadata
I really like [Nothing4less’s post](http://www.kongregate.com/forums/34242-web/topics/634417-suggestions-and-feedback#posts-10494110) about the go button, traveling merchant and void bosses. I also really like [Godssend’s post](http://www.kongregate.com/forums/34242-web/topics/634417-suggestions-and-feedback#posts-10501818) about more endgame content. These both have a lot of interesting features and concepts that I would love to see.
|
|
|
metadata
Store improvement: Rather than selling normal keys, how about selling “permanent” keys. So you’d start each loop with however many keys extra you’ve bought.
So say, you buy 3 keys. From then on you would start every loop with the keys you’d get from normal progression +3. If you later bought say two more, then from that on it’d be normal keys +5 etc.
Maybe a similar thing could be worked for runestones or something, but my main idea here was the keys.
|