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Tell me what you'd like to see in NGU, whether it's a QOL thing, some content, a setting to add.
Other people can then make fun of your suggestions or maybe like them, who knows?
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Adding more specific instructions on how to unlock different items would be nice, going from "find this in adventure" to "find this in the forest"
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Cloud save would be wonderful
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Been playing countless hours since it got uploaded several suggestions: a. faster merging (suggested several times) b. exp purchase that makes the respawn time of monster in adventure faster c. enable the donation shop so I can give you money hehehe d. clearer descriptions of the effect of purchasing speed to energy per second. as pointed out, it doesn't reflect correctly when you hover over it e. a way (maybe exp) to make the rebirth time penalty shorter? the multiplier seems ok towards the end but the waiting for recovery seems too long to me since I have done it like 30 times already. Overall, great game. Congratulations. One of the best recent idle games and I will probably play it for a long time.
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> *Originally posted by **[wretched666](/forums/984525/topics/1498770?page=1#12381708)**:*
> a. faster merging (suggested several times)
For A. >> From the ingame 'Learn' second for inventory, scroll down, I missed it too at first.
**Inventory Menu Shortcuts**
RightClick: Quickswap equipment
1/2/3 + RightClick: Quickswap accessory into Accessory slots 1/2/3
CTRL + Click: trash or consume item.
SHIFT + click: Set item to be protected. This means it can't be accidentally trashed or otherwise deleted.
A + Click: apply all possible boosts to item. This only works when clicking on equipment.
D + Click: Merge all possible copies onto this item. This only works when clicking on equipment.
*==============================================================*
For a suggestion it'd be dope to be able to speed up how fast stuff spawns in adventure mode. Seems kinda slow now. Thanks for working on this game, your humor adds a lot to it.
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Can we please have a way to reduce the amount of time needed to unlock attack and defense moves?
Maybe an xp buy that reduces the level needed to unlock each tier by a %?
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Hi, great game so far. But the filtering is unclear. I disabled everything except boost and the first drop was a sword. The options dont show whether to "drop" or "dont drop" an item / type.
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> *Originally posted by **[NathanielP63](/forums/984525/topics/1498770?page=1#12381141)**:*
> Cloud save would be wonderful
Will look really seriously into doing. As in, figuring out how the heck to do it.
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More to items than either merge, equip or trash. Maybe sell them or break them down for a crafting feature?
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D+click Merge should work even when the level of the item will go over 100. Or is there a reason I should have two of the same item in my inventory?
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Assuming auto-merge isn't an option, I'd love the inventory button to go red or something when the inventory is full.
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Ghost levels on items (pants lv 101) just to see how many you've put into them after max lv.
Auto augmentation where you can put in a lot of energy and it will auto lv them up to the target you set, then move all that energy to the next one and start over.
For example: Saftey sissors to target lv 15, then auto move energy to milk infusion ect.
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User interface on Adventuring tab: please add double arrows either direction. One goes to safezone for rapid healing, and the other automatically takes you to the farthest zone you can reach.
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Good Idea: In the crap to do before rebirthing! Add a reminder to try to kill a boss if you have a higher def lv then the current boss' attack. Also add the reminder if its been a few min sense the last one you tried to kill.
Helps players not lose out on exp they forgot to grab before they push the reset.
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I got a couple:
- Add a section on "How to Play" listing all the game's shortcuts.
- Make the right click to merge shortcut detect accessories that are not in the first slot.
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Good idea: Fighting monsters sometimes makes the second to last hit put it under 1 hp, and the decimal places freak out until you put it out of its misery.
So perhaps you could make player damage in the adventure round up if the monsters health is less then 1 after player damage resolves so it just kills it and doesnt do that anymore?
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Bad idea: Make ambush mobs that explode that do a flat amount of damage at the start of a fight, before the player can attack them. checks for toughness insted of a dps with the same threat.
Edit: Do it you won't
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The way the Rebirth Time Factor works feels like clunky, gameplay inhibiting extension of each rebirth. I've noticed the breakpoints where the multiplier immediately jumps up are at ~5 min (10x), 10 minutes(10x), 30 minutes(2x), and 1 hour(2x). I certainly understand the harsh penalties for rebirths under 10 minutes, as there are multiple ways to exploit quick runs. The 30 minute and hour mark are a bit more jarring, and I think the gameplay stalls out considerably while waiting for those benchmarks. Yes, the penalty for not reaching them is not nearly as harsh as the first two, but what benefit do they add to the gameplay? They effectively defeat the purpose of lower upgrade times on augmentations, since those are the limiting factor (at least around earlier bosses) on how far you can get. For example, say you can get 2x shoulder mounted minigun in 45 minutes. You are incapable of advancing to the next boss in those 15 minutes since another weaker augment wouldn't boost you enough to hit those breakpoints (all being 10x, so far).
Rather than having 30 minutes and 1 hour be flat breakpoints, I suggest smoothing out the Time Factor growth rate on a sharper linear scale. It's a very simple fix (assuming you're alright with the balance) in that instead of having those breakpoints, simply double the rate of growth between the 10-30 and 30-hour marks. Even some sort of exponential curve between them would make for smoother gameplay than the current formula. There are enough other time-based walls that penalize you for shorter rebirths - the Money Pit cannot be used every rebirth if you don't wait an hour, and the Blood NUMBER Boost provides other breakpoints to potentially wait for (albeit with diminishing returns).
tl;dr: The hard breakpoints on the Rebirth Time Factor at 30 minutes and 1 hour aren't particularly necessary to game balance and feel arbitrary. They create an additional time wall and there are enough other time walls in bosses, blood magic and augments that they undermine any small efficiency upgrades you can achieve since the 30 minute wall cannot be reduced (unless there's an upgrade for that I haven't seen yet, but this is quite frustrating early game as well...)
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Omg, please make the cap buttons distribute energy equally to the skills instead of prioritizing one. I turned on the sync because I want them levelled up at the same time. It's so frustrating to find out that one didn't get the right amount of energy and is way behind because the cap button doesn't respect the sync.
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I suggest, probably as challenge reward, that on the first rebirth of a challenge (on the 0. rebirth of this challenge) a bonus to the NUMBER.
Probably something like half your highest bosslvl as bonus (like if ur highest boss is 60 u get (1/2 lvl) a 2^30 start or smaller like (1/4 of 60) 2^15) this bonus would make the start of challenges a bit smoother and if it is only there for the first rebirth (and assumingly not to strong and maybe not to easy to achieve) it should be fine.
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Would be nice to have tooltips with updating numbers update while it's visible (for example new energy cap on rebirth, new training level cap on rebirth). Currently you have to move mouse outside tooltip and move it back to have numbers update.
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Heard some people complaining about this game lagging.
Can you add a low-intensity mode? One where the calculations are done once per second instead of 50 times per second.
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Blood Magic needs a 'Target" button like Augmentation has. Otherwise, you are forced to pay for the magic upgrade even if you dont want it, especially if you are afk-idling.
Also, the training + buttons can be right-clicked to dump all available energy into the skill. I would like to see this behavior duplicated on + buttons in other fields as well.
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Having the loot filter just prevent you from getting items makes it really not that good. I'd suggest keeping the drop rate constant, just removing certain classes of items from the potential results of an item drop. If this seems potentially too powerful, you could limit how many classes of items can be filtered out at a time.
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Can you make a separate loot filters for 'rings', 'pendants' and 'other' accessories, please? Forest rings are trash, and forest pendants are extremely powerful, I want to turn off only rings looting, not all accessories.
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