|
metadata
> *Originally posted by **[GamerKing93](/forums/984525/topics/1580080?page=5#12778774)**:*
> Might be in the minority here, but I actually suggested an update to the stat breakdown page. I would LOVE to see some extra stats there for things that are currently not included and the visual overhaul would be a huge QoL improvement. Would bring some nice polishes to the game. I'm sure the end-game crowd is itching for new content/devolopment but hey, I'm sure they have a TON of grinding to do in ITOPOD still. Plus, (and pulling this out of my ass) I think that the stat breakdown update will be easier/quicker to set up for the next build than adding new content.
>
> And on the titan idea...I had not thought of a titan that basically scales up. With the current system it feels like there are "stepping-stone" objectives. It's clear-cut, straight forward, and it works. It provides a clear adventure path. I think adding a titan that scales up should be saved until very end-game before resetting to the next difficulty. Basically the be-all-end-all boss before moving on to evil or sadistic difficulty. If you structure it this way, you could set this as the impenetrable wall on easy difficulty, scale the stats for pre-existing titans/zones for evil difficulty, and have new content for evil difficulty onward be accessible where the would-be tier-up titan would be on easy.
>
> For simplicity, you can think of it as chapters in a book. Titans 1-6 (with 6 as the tiering/scaling titan) would be avail on any difficulty, but on evil difficulty, Titans 1-5 are same, Titans 6-11 are new, and Titan 12 now becomes the scaling Titan. 6 Titans in the first chapter of the book. 12 in the second chapter. 18 in the third chapter. *number of titans estimated. please add as many as you'd like.
>
> Thoughts, comments, concerns? I can be located in chat room #8!
>
> Edit 1: Formatting sucked. Added spacing for better visibility.
>
>
>
>
+1 for stat breakdown cuz I'm a number freak.
I like the idea of having a scaling titan for the end of Normal difficulty. Then its gear drops could be used as a bridge to evil difficulty. Whether or not there are additional scaling titans before that... I dunno. It feels like trying to cram a little too much content into one place. I feel like it'll get fatiguing to just fight stronger versions of the same boss over and over... It'd be more interesting to make a titan with multiple parts, rather than multiple tiers. Maybe a zone made up of a single gigantic monster, with each titan tier being a progressively more important body part, and the monsters being... like... hairs or parasites or something?
|
|
|
metadata
Not too sure about the Titan scaling thing. It seems to make more sense if that was the final titan for this difficulty. I like the visual/interface update for stat breakdown though. I also like how you emphasized the gold rings for the completed Challenges. Can you add a gold background or yellow shade so it's a bit quicker to identify the completed challenges? Like this for example. https://i.imgur.com/Oye8oxO.png
|
|
|
metadata
I support better Stats with both arms. It will benefit all players. I don't understand now how different things and what things exactly affects my Attack/Defence stat.
It would be cool to have some kind of visualisation, e.g. pie charts and graphs, so that we could understand easier and better what to do and how to do it
Thanks for great game somethingggg!
|
|
|
metadata
I like the stat breakdowns, I think it would be super cool. Maybe even like miscellaneous stats like fruits eaten, etc, that you could add more achievements to.
|
|
|
metadata
Also placing my vote for stat breakdowns. The stat breakdown page right now is frankly ugly and difficult to use, and easy access to information is important in a heavily stat-based game.
|
|
|
metadata
Looks like stat breakdown wins actually! I'm working on it right now, I'll try to show a few example screenshots of what the stat breakdown will look like later today.
But to clarify, this isn't displaying literally every stat like " lifetime seed gain" or whatever, it's just cleaning up and improving the current stat breakdowns and things like the speed factor you currently have for Beards, NGU etc. I'll eventually flesh out the misc stats page with those kind of random figures, though!
|
|
|
metadata
If that means that we'll be able to see the modifiers for the attack/defense stats then it is more than welcome because there are so many sources that it's hard to keep track of all of them.
|
|
|
metadata
+1 for stat breakdown! :) and 2 suggestions for future builds:
- make maxxed items that were trashed recoverable (Like CTLR+R+Righclick on itemlist to pay 5k AP to recover an item that now has became more usable [like triple flubber]! But oh, I've trashed it... s%#&!);
- show the max possible stats on the itemlist also on maxxed items so we can figure what old items are useful without having to check each one on the wiki.
|
|
|
metadata
NGU speed breakdown lacks the bonus from the troll challenge for the magic part (probably just a display thing, but 3x multiplier is not small).
|
|
|
metadata
Hey guys! Just a quick update to let you know I'm diving headfirst into Titan 6 now. The titan itself has been made, the autokill code is in place, the unlock riddle/quest is in and now i'm working on the actual fight AI. Loot art/design will happen after, then the drop table will be made, and then it should be on testing! A lot of your reported math/display errors for the stat breakdowns have been fixed for .401 as well!
|
|
|
metadata
Hey again!
Been a while since I posted here, I've been really busy designing the NEXT BIG FEATURE! :o! Without further ado here's a super, super early look at the UI.
https://i.imgur.com/pT8TRa5.png
The text is all dummied-in just so it looks kind of like how it will when it's done.
So far there's about 8-10 diggers planned, affecting everything from your Attack/Defense, Adventure stats, Energy and Magic NGU, Energy and Magic Beard Speed, Wandoos Speed, EXP earnings, and even a way to earn a small bit more AP over time.
|
|
|
metadata
This post has been removed by an administrator or moderator
|
|
|
metadata
Thanks for the update 4g, looks like an interesting feature! Excited to find out more about it
|
|
|
metadata
So my next objective for the game is to finally, truly, create what will be known as "Evil difficulty". What you're all playing now will be called normal difficulty. When you finally slay boss 301 on normal, and have some other prerequisite stats, you'll be able to enter Evil Difficulty. At the moment, this is planned to be a one-way transition, but I may flipflop on this design choice. Evil difficulty will kickstart the following:
* You will have a giant divider placed on your Attack/Defense at all times. number TBD but it'll shove you back many, many, many bosses.
* You will have a similarly huge divider placed on your Number.
* Each boss defeated in Evil will only multiply the Boss Power Bonus, for you number, by 1.75 instead of 2.00. This will make it a lot tougher to climb back up the ranks of bosses.
* Augments, Blood magic, and Time Machine (heck, basically every major feature) will have new, massively increased speed dividers placed on them. You'll be back to the days where installing a pair of safety scissors takes you a noticable amount of time.
* Adventure will not be directly affected. You should still have the same Adventure stats. But, zones in Evil Difficulty will take off wherever Normal difficulty ends. The climb is real and ever-present!
* Diggers will also not be directly affected. You'll have the same levels and gold costs, and new zones in evil difficulty ought to increase your ability to make gold even further beyond.
In return for taking the plunge into Evil difficulty, the following is planned to be implemented. Note: plans can change. Don't take anything here as 100% confirmed for NGU.
* A NEW RESOURCE: This would be a resource like Energy and Magic. It would be used in new features exclusive to Evil difficulty, and have their own series of NGU's that use it as well.
* This resource can also be custom named by you, the player! Call it whatever you want, Unicorns, Rainbows, Butt Power, whatever fits in about 16 characters.
* You'll unlock perks exclusive to Evil Difficulty that use obscene amounts of PP (cause grinding for PP is fun.)
* Artifacts will be unlocked! This will be a sort-of equipment slot similar to accessories, but they don't give any actual stats themselves. Instead, on rebirth (and scaled with the length of the rebirth), all currently equipped artifacts will add bonuses to your various stats every rebirth. They will drop in evil zones, at a set, low drop chance. The other fun feature: they can be merged to higher levels to provide greater benefits each rebirth. They also will have NO LEVEL CAP. If you can build it up to level 50,000, go for it! They can also be placed in the daycare, giving you something to constant progress via the daycare feature.
This is obviously a whole lot of stuff planned, and I have ports of NGU in the works now, so there may be an extended gap before I give you guys this update. It might be more than a month, I honestly have no clue. I hope you'll understand :c.
|
|
|
metadata
When you say "basically every major feature" will take a significant speed divider, does it also affect the "permanent" features (beard, NGU, yggdrasil)?
I am asking this because if it's not a toggle and those features are heavily slowed, it might make people hold off for a significant amount of time to buff up those features before jumping in, which doesn't seem to be the aim.
Also, how do you plan on handling challenges if it's not a difficulty toggle?
Of course most people would have cleared them all by the time they reach boss 301, but there will most likely be future challenges added, or people rushing for the artifacts and new resource, so I figured it was better to ask the question near the start of the development rather than after the fact.
|
|
|
metadata
Only for the newly added Evil level tracks for those type of features. You'll be able to toggle the normal difficulty trackor the evil track, pretty similar to the Wandoos OS's.
Challenges will be a bit awkward, but I'm (currently) thinking a completion on evil will also set the completions for normal to the max, for purposes of things like stat bonuses and special unlocks from completions on normal. Evil challenges will then have their own special rewards on top of this.
|
|
|
metadata
> *Originally posted by **[somethingggg](/forums/984525/topics/1580080?page=6#12845689)**:*
> Only for the newly added Evil level tracks for those type of features. You'll be able to toggle the normal difficulty trackor the evil track, pretty similar to the Wandoos OS's.
>
> Challenges will be a bit awkward, but I'm (currently) thinking a completion on evil will also set the completions for normal to the max, for purposes of things like stat bonuses and special unlocks from completions on normal. Evil challenges will then have their own special rewards on top of this.
Well you could also make completing all challenges a requirement for evil difficult (they should be done quite fas and easy when some1 can reach 301)
|
|
|
metadata
> *Originally posted by **[DDK89](/forums/984525/topics/1580080?page=6#12848777)**:*
> > *Originally posted by **[somethingggg](/forums/984525/topics/1580080?page=6#12845689)**:*
> > Only for the newly added Evil level tracks for those type of features. You'll be able to toggle the normal difficulty trackor the evil track, pretty similar to the Wandoos OS's.
> >
> > Challenges will be a bit awkward, but I'm (currently) thinking a completion on evil will also set the completions for normal to the max, for purposes of things like stat bonuses and special unlocks from completions on normal. Evil challenges will then have their own special rewards on top of this.
>
> Well you could also make completing all challenges a requirement for evil difficult (they should be done quite fas and easy when some1 can reach 301)
Please don't do that... Not everyone likes to do repetitive chalenges and it should not be a requirement to unlock evil mode.
|
|
|
metadata
> *Originally posted by **[DDK89](/forums/984525/topics/1580080?page=6#12848777)**:*
> > *Originally posted by **[somethingggg](/forums/984525/topics/1580080?page=6#12845689)**:*
> > Only for the newly added Evil level tracks for those type of features. You'll be able to toggle the normal difficulty trackor the evil track, pretty similar to the Wandoos OS's.
> >
> > Challenges will be a bit awkward, but I'm (currently) thinking a completion on evil will also set the completions for normal to the max, for purposes of things like stat bonuses and special unlocks from completions on normal. Evil challenges will then have their own special rewards on top of this.
>
> Well you could also make completing all challenges a requirement for evil difficult (they should be done quite fas and easy when some1 can reach 301)
I would think it is a lot easier to reach 301 than it is to complete the last of the 24 hour challenges.
|
|
|
metadata
And i think all challenges completed should be a requirements for evil mode. Why?
1. It will most advanced players the feel they are head again, which is neglected by far too many noob friendly updates recently.
2. Evil mode should be like a "hard reset for better rewards" anyway, co fully completed normal mode makes sense.
3. A lot of challenges give perma bonuses, in % modifier to ur current stats, not as a base addicion, so they will help immensly for Evil mode nerfs.
4. EXP and AP which will probably be required in shittons for compensating for the dividers to all features.
|
|
|
metadata
i feel like a neat idea would be to introduce an item in the first zone that can take you back to normal difficulty (for the cost of taking all your number and forcing you to do boss 301 again). a perma change would make several things iffy and might not even be beneficial. for example it would probably be easier to farm exp in normal mode than it would be for evil. not to mention that depending on where you are at the game could be a lot more difficult.
|
|
|
metadata
I think that, if all challenges completed was a requirement for Evil mode, it would have to be only INITIAL (first) completion of all the challenges. And then there would be new challenges specific to Evil mode... or maybe Evil Mode variants of those same challenges, with different rewards... hmm will be interesting to see how this develops anyway...
|
|
|
metadata
> *Originally posted by **[agronemic](/forums/984525/topics/1580080?page=6#12853197)**:*
> i feel like a neat idea would be to introduce an item in the first zone that can take you back to normal difficulty (for the cost of taking all your number and forcing you to do boss 301 again). a perma change would make several things iffy and might not even be beneficial. for example it would probably be easier to farm exp in normal mode than it would be for evil. not to mention that depending on where you are at the game could be a lot more difficult.
Realm Grinder has this issue, and it works just fine; ascending can limit you in lots of ways early on, and makes certain achievements much harder. But eventually things pick up again, and you wouldn't want to go back.
|
|
|
metadata
Just a quick update: My last 2 weeks or so were occupied making that Armor Games port, but now i'm focused on bringing evil mode to you, plus some new type of equipment: Macguffin Fragments!
At the moment, they're planned to unlock when you defeat Walderp which unleashes all sorts of Macguffins to the various zones. After a set number of kills in each zone, you'll get a Macguffin to drop! What do these macguffins do? At first, almost nothing. They give no stat bonuses on their own. However, every time you rebirth, whatever MacGuffin fragments you have equipped will apply a stack to various bonuses such as NGU or Wandoos Speed, Energy power and Cap, Magic power and Cap, and many more, depending on the type of MacGuffin equipped. These bonuses will be miniscule, but will add on *every* rebirth. Each zone will have 1 or 2 macguffins you can find and merge to level them up. Even better, since they are fragments of the Infinity MacGuffins they have no level cap! You could crate a level 50,000,000 MacGuffin if you're dedicated enough! Merging Infinity MacGuffins will keep improving the effect they apply each rebirth slowly but surely, granting you infinite power!*
*Power is not inifinite, just really high.
|
|
|
metadata
Just a question, With the Diff. There was Evil mode and Chaos Mode or something, is there still going to be a 3rd Diff. Mode in the future or will it just be the two now?
|