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In regards with the new shopdesign, could you place the attack and defence boosts for rich jerks side by side? and maybe place the "training advance" under one of the custom buttons? I think it would look much cleaner than it does now, since the defence boost is juuuuust a little too big for the screen to fit. It looks a but sloppy after all the work you've put in to beautify it.
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^ Will do for .378!
Speaking of .378, I've gone ahead and started work on a daily reward/spin system! Here's my rough sketch of the idea:
-Every 23.5 hours, you can go to a menu to spin for your daily reward.
-There will be multiple tiers available, depending on your total play time. Higher tiers => better reward outcomes
-Rewards will be similar to the money pit, but leaning towards special/premium stuff. Expect AP, consumable boosts, poop, and maybe even special items!
-When you spin, there will be a spot on the screen showing a reward. it will rapidly change through options, slowing down until it stops on whatever you've won.
-When you get your reward, you must thank RNGesus.
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Instead of every 23.5 hours, could you make it so that you can do it once per day with the cycle resetting on midnight UTC or something.That makes it easier to not miss any spins for the peole who cannot/ do not want to always be online around the same time each day.
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^ agreed, the original idea would make it seconDaily reward for me )
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Unfortunately I don't have the server resources to have every player polling the server to figure out when their spin resets. I could make it something like 23 hours if that helps, though.
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23 is usually a standard in this case, yes.
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The 23.5h are really smart ... it gives the opportunity to check in in a regular time frame. For example daily during lunch break, without the hassle to be spot on. Even, when missing your half hour, it should be easy to keep up again.
I will enjoy it.
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> *Originally posted by **[somethingggg](/forums/984525/topics/1580080?page=3#12571457)**:*
> Unfortunately I don't have the server resources to have every player polling the server to figure out when their spin resets. I could make it something like 23 hours if that helps, though.
It wouldn't have to be something that polled a server. Having a value that got set to the current UTC day when the spin happened (or some hash thereof if that makes it fit nicer) that is checked against the UTC value stored in browser/on the computer. Occasional UTC checks to browser/computer could also clean up issues with lag slowing progress.
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About the daily spins, cosmos quest has a daily spin and started as just that, 1 spin a day, then a new currency was added called keys which gave you more spins. As the meta evolved, a benefit to hoarding keys till you had certain things arrised. This lead to people spending more than a little time using their saved keys and the dev had to add a "skip animation" button because of the people complaining. Im not saying you should put a skip animation button in there, but I do think it would be a good idea to design it in a way that it could be added later without much difficulty. Games change over time and more daily spins is a very tempting reward to give for new modes as the effects are already fully known by dev and player.
Edit: also, I support the spin a day instead of 23:30 timer, sometimes your schedule can change a few hours one day and a delay in activating the timer could shift everything forward 8-12 hours. This would mean that to get it back to where you want it, you would have to be johny on the spot for a few weeks (assuming you are either at an office with a computer or have a phone that can load NGU) or take the hit and delay your spin till the next day. This is another problem that cosmos quest had with the daily quest system.
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cant you just get the time from some public timeserver? like the operating system does?
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> *Originally posted by **[somethingggg](/forums/984525/topics/1580080?page=3#12571457)**:*
> Unfortunately I don't have the server resources to have every player polling the server to figure out when their spin resets. I could make it something like 23 hours if that helps, though.
> *Originally posted by **[chaos1111](/forums/984525/topics/1580080?page=3#12578913)**:*
> cant you just get the time from some public timeserver? like the operating system does?
https://developers.google.com/time/guides Those are public NTP servers (Google). Maybe you can poll those servers.
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4G, what's coming in .379? Is it beards? Huh? Huh? Huh? Are we there yet?
PS: Great work so far. So much fun making those numbers go up! And down. And up again!
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I'll tell you!
.379 will not have beards. .379 will have... a new wave of NGU's to work on! Including a new menu for magic-based NGU's.
So far I've implemented NGU LOOT, which uses energy. has a base speed about 500x slower than the other Energy based NGU's. each level gives 0.1% bonus loot chance. after level 1000 (100% bonus) it has diminishing returns.
For the new Maigc NGU menu I have:
NGU YGGDRASIL, which buffs the seed and fruit yields of most fruits. Fruits like the gold fruit don't get this bonus for balancing reasons. 0.1% extra yield per level, after level 400 (40% bonus) the bonus is gained with diminishing returns.
NGU EXP, which grants a permanent buff to your earned EXP. Very hard to gain a hgue % in, but since it's multiplicitive its very, very useful. After level 2000 (20% bonus) the bonus has a sharp diminishing return.
NGU POWER β, because I love using the β symbol too damn much. It will multiply with the existing NGU POWER, but of course, uses magic instead. 1% per level.
NGU NUMBER, which buffs your NUMBER on rebirth. This bonus also scales with your run's current time factor, so runs of 1 hour + gain more of this bonus than speedruns. 1% per level. After level 1000 (100% bonus), the bonus has diminishing returns
These NGU's have a base speed starting at about 30x slower than the original NGU's, and going up by a factor of 3-5x each.
There's also a new fruit, the Fruit of Arbitrariness. 3 guesses on what it gives. 20M activation Energy needed. Gives a small amount of AP and seeds. Not affected by the yggdrasil NGU. Affected by poop.
Let me know what you think!
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That sounds great. More incentive to get more magic.
On the other hand 4g, are you planning on ever making something that speeds up training unlocks?
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The new NGU is so cool. Fun addtions for the late game! It's nice to have more goals to aspire to.
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Heads up for what's in store for .380:
So far I've completed:
Auto activations for yggdrasil: A new Spend EXP menu tab for yggdrasil will have these. To buy one, you need at a total energy or magic at least 10x what the activation cost is. So for example, fruit of gold has a 100K energy activation, so you'll need a minimum 1M energy cap to buy. After that, it's just a simple pay EXP=> you bought it type thing. If bought, the fruit will automatically activate, and without consuming the activation cost anymore! Convenience but saving you some energy you can allocate elsewhere!
Ap Shop item: Harvest reminder for Yggdrasil. Costs 50K AP. If bought, the yggdrasil menu button lights up green if any fruit has grown to its current max tier and is sitting there uselessly.
With this in place I think I'll start work on the "Troll Challenge". My vision for this is: Every so often, the game will do somethingggg to mess with your progression. Examples might be:
- Oops, i just cut your augment count by half
- Ooh, that's a lovely blood rebirth multiplier. would be a shame if it was reset for no reason
- Crap, I broke your already broken time machine.
And many other temporary or permanent trolls to hinder your ability to climb up the bosses. This will probably cap at a low number of completions ( 5 or 10) to avoid it getting too annoying. Each completion will make the trolls happen more often and hit harder.
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> *Originally posted by **[somethingggg](/forums/984525/topics/1580080?page=3#12587909)**:*
> With this in place I think I'll start work on the "Troll Challenge". My vision for this is: Every so often, the game will do somethingggg to mess with your progression. Example might be
>
> - Oops, i just cut your augment count by half
> - Ooh, that's a lovely blood rebirth multiplier. would be a shame if it was reset for no reason
> - Crap, I broke your already broken time machine.
>
> And many other temporary or permanent trolls to hinder your ability to climb up the bosses. This will probably cap at a low number of completion ( 5 or 10) to avoid it getting too annoying. Each completion will make the trolls happen moreo ften and hit harder.
>
>
Troll challenge, you say? That could get very interesting. I like the idea of screwing with the player...
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Other things you could do with troll challenge. Disable 1 or more gear slots, make certain zones MUCH harder, make certain bosses MUCH harder. cut down your yggdrasil, unallocate whatever the player has energy/magic allocated in, zero out energy/magic and make them regain it again, Move player back to safe zone, reduce power/toughness/regen to 1 for a few min, drop troll items (lvl 10 aafp with 0/0 stats, 1000 boost that is broken and doesnt work etc)..... thats all i can think of for now.
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kazeshi, you musb be the devil...
but good ideas
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What about auto harvesting/consuming fruits? :) So we can pair it up with auto activation of the fruit?
Just put ticks near each fruit like harvest if ticked, eat if unticked..... :)
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How about make it so we can set a Target amount for Blood Magic, NGU.
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Hey gang. I got a bit sidetracked today so I might not have an update out by the end of this week.
BUT.
The good news is i'm well on my way to adding loadouts into the game! You'll have up to 10 loadouts you can unlock: a few via EXP, challenges or other ways, and the rest via AP purchases. The AP price will be somehwere in the 50-100k range for each loadout slot. You'll be able to set your currently equipped items to a loadout with one button, and then click another button to instantly find all the equipment that makes up the loadout and slap 'em on to your sexy body. One thing of note though: this will also unassign ALL energy/magic to prevent exploty stuff, even basic training. If you bought instant caps this will keep the usual 6/6 energy in your basic training though.
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> *Originally posted by **[somethingggg](/forums/984525/topics/1580080?page=3#12595862)**:*
> One thing of note though: this will also unassign ALL energy/magic to prevent exploty stuff, even basic training.
The point of presets is to click less. If we'll have to reassign everything again, it will be more clicking instead :( Maybe there are other ways to prevent exploits?
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Not without blocking you from loadout swapping if you don't have the energy/magic free, which adds another wrinkle of difficulty. Most of the players i chatted with didnt seem to mind reassigning energy after a loadout switch.
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