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This wasn't a small adjustment like a bit of temperature difference, the latest update made Shrine and T13 upgrades at least 100x more expensive AND nerfed gold gains.
Going by your analogy that would be someone asking the staff to maybe make the pool a bit warmer or colder and the staff reacting by boiling the pool or freezing it solid.
The dev probably panicked because people were actually progressing at a good pace but they have to keep the annoyance factor of slow progression somewhat up so that a certain amount people will be compelled to continually spend IRL money on this dumpster fire.
Their priorities are painfully obvious: simple QoL fixes like having a button to "collect all" of the achievement gems took days and multiple updates, a nerf to endgame progression because people would actually be able to complete the ascension tree within maybe weeks or months got an immediate reaction just stopping progression dead in its tracks.
Game has two primary progression points: gold and elixirs. Secondary is medal upgrades. Pets are addition that depend too much from rng. And all of them are totally linear.
Game has three primary activities: 'buy' buttons to increase something, 'claim' buttons to get rewards from something and active skills buttons to dirrectly interact with visually presented game process (running ninja throung packs of enemies).
That's all of the content.
We has medal upgrades, but only one limitation - how much medal you has. Amount of medals increased over time, more time you play - more medals you has. More medals you has - more upgardes you can afford. Eventually you will buy all upgrades and currently dev used only one method to delay this - increase total amount of medals needed by dirrectly rebalance the cost or just add more upgardes.
For example, Realm Grinder has fraction upgrades system where you can choose some upgardes from big list. You can't choose all of them and they provide different bonuses. This means - you can make build for current run. This upgrades reset as well as all other things on every 'ascension', so you can do active run, reset, do an idle run, reset, do some specific run, reset and so on where upgrades will be choosen by you for exact purposes.
Similar system can be implemented here for medal upgrades and medals itself can be used not to only unlock upgrades itself, but for buying slots for active upgrades too. Respec in this case in one long run also will be more reasonable function instead of 'Oh, I just ♥♥♥♥♥♥ up - time to spend some amber'.
We has buildings which has milestones with big effectiveness jump, but this is valued until you unlock next building which always provide more income and grow faster.
Hero Clicker's 'buildings' (heroes) work same way with one huge addition - at some point of progress first building can provide more income than last that you can afford, because at some milestone it give massive effectiveness boost. This method create cycle instead of just add new buildings on the table.
For example, if at 1000 farms game from x2 give it x1000 effectiveness (or whatever amount it need to outperform shrines at this point) - you instantly will get two building to focus instead of just shrines.
We has elixir skilltree which is mostly linear with no actual skilltree. It's funny, because it has separated ways, but you need to get both connected branches to move forward. Only dead way branches can be ingored. And bonuses on this tree seen as random mess instead of something structured. Close to right it has more of the same increases placed one next to another - it's ridiculous if we think about this more than few moments.
Actual skilltree provide different ways, separated in general specialized boost with addition of common buffs presented in all branches. I mean, one branch for idle/away play, one branch for pets/challenges/random events (fireflies only right now), one branch for active skills and crit chance/multiplier, one for buildings and one for gold income - this already five different ways to progress where player choose by himself how customise his playstyle instead of just move to the right where dev choose for him.
I'm sure I can name more things if spend some time to formulate thoughts, but this not change much.
Currently dav try to make something pretentious from the straight line he has.
Its still an idle game. It has to be grindy at some point, but it should be possible to reach achievements within a fair amount of time.
After 14 hours (!) I got 6,41 NVg.
For ONE (!) Shrine upgrade I need 250,58 NVg.
That makes 41 (!) days of doing nothing for ONE (!!) simple Shrine.
5.0.7. I felt like playing a game again, now I can deinstall again...
Waiting 41 days.... LOL.
i agree. the most recent update makes endgame broken.