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Regarding the purpose of the update: Some reasons Shamahan (the dev) already mentioned in update posts. The way of having players reset every few minute is tedious and unnecessarily grindy for a game of its genre. Another reason that wasn't discussed overly public yet is that we can assume Shamahans idea is, that the old way of Elixir gain and game progression wasn't as optimal and reliable in the long run when it comes to adding future content on top of it, so it was changed to the new system because maybe he beliefs it is more stable to add new things on top of this system now. Some players said he should not have changed a system that seemed to be running fine - and yeah, thats somewhat agree-able, since with the current content people were having fun, but who knows how well it would have stood with following content.
Regarding the current progression: It may not be 'really decent progression now' but that is also because when a videogame company decides to overhaul their balancing and release balance updates, these are never just updated once and then done. Shamahan released a version with weak numbers, which - understandably - caused a lot of motion and anger in the community, since the game is about growing numbers, and those were severly taken away. Although I think it is good that he decided to do it like that, because if he released the game with the new progression system with numbers comparable to the old system, there could have been a chance that he failed to do 1 or 2 calculations which could have enabled some lategame players to become OP in minutes, so the chosen approach was: start weak, check stats of the playerbase, release follow-up updates (which weÄve got 4 of by now) and buff player progression instead of nerfing it right after. --- Still, i agree that there should have probably been more communication and testing beforehand and clearing explaining the community whats about to happen, so the days from the 27th to 29th could have been avoided... but eh, here we are. ^^
Regarding your current progress: As i said earlier that one idea was to remove the grindy aspect of ascending every few minutes, another addition is that offline gains were heavily increased. You wrote you dont see good progress and have the game on 24/7... so, maybe turn it off once in a while? A game shouldn't require somebody to have their PC turned on for weeks to be enjoyable, maybe just checking in, doing some things and then turning it off for some hours again could be a strategy for you to try. Just to take it a bit more casual. Another thing you might still be missing are gold gains. After the 5.0.0 update Shamahans first follow-up updates focused on getting the elixir to a more stable, self-sustaining value again. Gold was toched a bit before by reducing endgame prices of buildings and research, but will probably still need to be looked into more over the next days. So maybe the will solve your problem, once this has been checked as well.
I hope that helped you as a player-to-player feedback.
2. Global elixir gain was normalised and now work fine at all point on timeline. Now is possible to make a long runs and not hit a wall after first 15 minutes with no progress for months if you not do resets every 15 minutes. But you still can reset every 15 minutes if you want. System just not give you almost all possible ascension outcome only from this time segment.