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- Sad Panda Programmer
Or, well... multiple lotteries, I guess? With the 1400 gem pack, it would cost ~860m$ <.<
This kind of ruins that meme I was trying to get going though. >>
You are refering to the 32 bit integer maximum correct? Does that mean Crush Crush is a 32 bit program?
It means that the type of this variable is INTEGER, integer = 2 147 483 647, not that the game is 32bit :D
http://www.economist.com/blogs/economist-explains/2014/12/economist-explains-6 good example about INT - youtube devs used INT for views count because they tought soon noone will react it, after int.MaxValue + 1 it goes to a negative which caused youtube to broke viewcounts and showing negative numbers :D instead of N+ intValue
I am a programmer and did not know this, maybe I should rethink my career choices... :P
If I don't buy time blocks, only make prestige, do I reach the max possible time blocks for enabling these rthings?
There's enough later on to do all hobbies and one of the bigger jobs or a bunch of the smaller ones but doing all would require like... 100+ blocks. o.o
I will have all the jobs unlocked except for wizard by tomorrow so i will add it up for you. (Assuming my math is right)
Instead of selling time blocks directly, sell time boosters. Display the total number of purchased time boosters similar to how it displays your total purchased speed multiplier, except time boosters would be additive, not multiplicative. (Buying 5 twice would get you a total of 10, not 25.) Now as an example perhaps each time booster is worth a 10% increase in your total number of time blocks, rounded up to a whole number. (There would probably be some cap on how many you can buy though. Since at 10 boosts worth 10% each you'd gain 100%, which would be doubling whatever you've got unlocked from achievements. At some point or another you'd reach more time blocks than it would take to run all hobbies and all jobs at the same time anyway, unless they cap it off before it gets there.)
If it worked like I described (remember that I suggested that it should always round up)...
* When you've got 10 or fewer blocks, each 1 booster would be worth +1 blocks.
* When you've got 11-20 blocks, each 1 booster would be worth +2 blocks.
* When you've got 21-30 blocks, each 1 booster would be worth +3 blocks.
* And so on.
The value of your boost grows to match your progress in the game.
I'm at 72 but that is of course including the 10 extra that I bought. Of course, at this stage in the game it's the hobbies that gate progress, not money. We'll make plenty of money while waiting for the hobbies to level.
Currently, for me... In about 9 hours I'll finally hit 40 in the hobbies and I'll be able to finish with Bonnibel, and the Love job will unlock at that time to allow me to get to the next step with Alpha. After that, Nina is waiting on a level 41 hobby to continue, Pamu is waiting on a level 42 hobby to continue, and whatever requirements are going to come up for Alpha, Nina, and Pamu after that the next milestone that I can currently see is being able to finish with Fumi when a hobby reaches level 45. A lot of time just waiting for hobbies to level up there...
Hmmm, this is inspiring a suggestion... What if they replace the gilding of hobbies (which I haven't done and don't currently see much point in doing because I wouldn't want to blow the gems on just one specific thing when several of them need to be raised up at some point or another for different things) with a different approach that relies instead on the use of time blocks? I mean, currently it's a flat rate of 3 time blocks to tie up into a hobby to keep that hobby leveling, but suppose that in place of the diamond icon for the gilding option they place three clock icons instead and clicking on one adds 1-2 time blocks to what that hobby needs to consume but applies a small speed multiplier (more like x2 or x4 instead of x16) to that hobby. Actually, you know what, how about keeping the diamond gilding option in place as a way to permantly override the need to pay the extra time for one of these three speed boosts?
Thinking about it, this suggestion could be extended to jobs as well. Add however many clock icons on each job. Clicking on a clock invests something like 50% extra time into the job but multiplies the income from it and/or applies a speed boost to it. Add in a diamond gild option for jobs as well, with the gild permantly bypassing the extra time cost of one of those boosts.
Something like that would kind of add even more of a time management angle to the game and make time blocks that much more of a precious resource.