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They're still running tests and taking feedback for it, so it's not officially up and running yet.
Good thing is that it "work", without major issue (leaderboard visually is a bit weird, but that require a client update, but claiming the reward is normally accurate)
I didnt make an announcement because it will last a few days, then taken down to fix all the remaining issue and prepare an official date for a test (to see how it react also with a LOT of people on day one)
For now just enjoy the few reward you can get from it ^^
I noticed that it was running and got my first batch of swings out against the boss that was up and already half dead at the time. (Did the label at the end of the name at the time have a 3 in it? maybe a 4? I wasn't really paying attention.) I thought to check on it again I-don't-know-how-long after my charges had all been restored. The boss was dead and a couple hours away from respawning. (I think the name on screen at that time was labeled T6 though. 6th boss to spawn during the test / event?) I claimed rewards and spent some gold potatoes on a level each in three of the upgrades available in that shop, and... I think that was more than 24 hours ago and I only just now was reminded to check on it again because I saw this topic. So I've thrown some hits at the current boss which looks somewhat recently respawned (did I skip a whole cycle of it then? maybe a few cycles since the current one is labeled T9?). Who knows how long it'll be before the next time I think to check on it.
Update Nov 26: Just got some hits on T11.
Update Nov 27: Hey! Claimed rewards and threw some more hits out while it was still T11. Didn't skip several versions that time.
Update Nov 28: We're still on T11 again after that claim? Huh, okay.
Update Nov 30: Oh okay, claim rewards from that last effort and see boss T14 dead and waiting to respawn. Sure, why not.
Update Dec 3: Oh, this is still a thing. Forgot again for a few days. Pfft, okay, taking some swings at T16 then.
Update Dec 5: Remembered this is a thing again. Claimed rewards, and taking some swings at T18. Why do I keep bothering to check in when I do though? Checking in on this part of the game feels so dumb and pointless every time.
Update Dec 10: Suppose I could check this again, eh? (goes to check on it) It fails to load and says there's a connection issue... And same thing after closing the game, checking for updates, and opening it back up. Test over? Or broken?
i guess yes why was a test but were nice to know xd
For this test some reward are real and kept (Soul, Potion, Reincarnation Point) but Premium purchase are disabled, as well as the season point boosting the main game, those will reset when it's released, which should be soon after the test are over.
So you will lose all the progress once it's done and will start from nothing.
kinda gave me some ideas for what I personally would rather see instead of this whole multiplayer experiment.
Present the boss as instead just being a simple training dummy. (Maybe it's a sack of potatoes set up to look like a scarecrow?) You hit the dummy (could be with a limited number of hits just like we have in this multiplayer) and you see a tally of the damage you've done to it. The dummy's HP bar would be hidden but set to a reasonable value for a single player to eventually be able to destroy it. The dummy is not shared with other players. If a player destroys their dummy, tier it up when it respawns. Otherwise, when the timer runs out the dummy's hidden HP bar will just refill while it remains at the same tier. Destroyed or not, when the timer runs out if the player's damage tally for that cycle is non-zero record their score in a personal score sheet that'll show their top 10 best cycles ever. Give some sort of reward based on that score, maybe with a bonus for setting a new high score. Reset the tally for the next cycle. Make this a permanent feature in the game, always present regardless of whether or not there's an "event" associated with it. Maybe some automation upgrade could be added, like how the whack game can be bypassed with automation.
If you want to insist on still having a multiplayer event in it, maybe the boss appears in the background of this training dummy feature during the event and a new button appears for special flourish hits against the dummy (no automation allowed on those). Flourishes will deal 0 damage to the dummy itself but instead use potato magic to transfer damage towards the multiplayer boss. Maybe the damage received by the boss is something like a log or a sqrt of how much damage the player is capable of dealing to their dummy (so where you're at in the solo grind matters but has diminishing returns), and add that value with a damage factor that's similar to the current event damage but automatically scaling itself based on a count of flourishes the player has already used during the event (no manual upgrade process). Scale up the boss HP to be too ridiculous for actually beating it to be possible with the average of however many players usually participate with robotic super participation assumed of all of them, and on top of that maybe it regens some % of its max HP when the timer for the current cycle ends to keep defeat that much further away. Rewards for participation in a boss fight could be a number of shards (potato skin slices?) scaled based on the amount of damage the player is responsible for flourishing towards it. Every other cycle, maybe the boss takes damage after its regen scaled based on the total shards earned by all players that have participated. If the boss actually does get defeated, bonus shards rain down semi-evenly (maybe some sort of log scaling based on individual participation gives the more active participants more weight in the distribution, or something) on all participating players and a tiered up boss spawns to continue the event. Give each player some base rewards at the end of the event scaled based on the number of shards they earned during it and also scaled based on their own individual flourish count. Then give bonuses on top of that based on which tiers players landed in in the rankings against each other.
Never reset the solo grind against the dummy. But each time a new event starts we'd be starting over on a T1 boss with everyone reset to 0 flourishes used and 0 shards earned.
Or do whatever else along those lines. I don't know. I kinda made most of that up as I typed it, and it's probably all kinds of half-baked. I think it'd be much more interesting with something like that instead of having it how it currently works, though.