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Applying a scaling percentage factor to the rewards based solely on time is a little blunt and clunky, but the dev is clearly responsive and active, so I think I will stick to this one. The one thing I really like so far is the quests. I see them as a version of challenges in other idle games, but they are a major change to how you play one of the minigames, an actual challenge, and not something I am going to have to do over and over and over every time I prestige something. The depth dweller changes are also great, very happy with this patch (aside from the 8 hour thing, which is just cludgy.)
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# ? Oct 1, 2023 22:24 |
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# ? Jun 4, 2024 01:14 |
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Nea posted:it's not mandatory at all. the rewards from school are as of follows: oh that's great to know, thank you
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# ? Oct 1, 2023 23:07 |
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Hand Row posted:Not sure what you mean though for lack of indication on ready to upgrade. If it’s red you don’t have enough, white is good to go and orange is you need to increase your cap. And the button is dark for Buy if you can’t. For the Village in particular you gotta scroll around through a whole sea of buildings, some of which like the Crane are hardly relevant except for "# of buildings" achievements. The pagination tabs could have a little indicator about whether that page had something to buy, but it's probably better for them to not be there at all. Nea posted:game just got patched to make fast resetting not nearly as good as 8 hour runs. Really appreciate the Depth Dweller tooltip now saying how long things will take. The changes to make "fast" Horde prestige less attractive don't seem to do much to make Horde prestige feel good or worthwhile. Gooboo posted:These changes aim to reduce the gap between players with very fast prestiges and others who prestige one or two times a day.
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# ? Oct 2, 2023 00:28 |
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There's a bit of automation in horde in that you can have it automatically fight bosses and progress zones if you win, if that counts
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# ? Oct 2, 2023 00:32 |
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Looks like it drastically reduced gem prices for a bunch of things too, which is great. I like how responsive the dev is so far.
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# ? Oct 2, 2023 01:24 |
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The big thing the game needs is an "auto-buy upgrades" automation but I'm not sure it exists yet.
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# ? Oct 2, 2023 05:12 |
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I don't like the entire Horde section. It feels way too active with the super short cooldown clickies.
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# ? Oct 2, 2023 07:19 |
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dipwood posted:I don't like the entire Horde section. It feels way too active with the super short cooldown clickies. Yeah the constant clicking is annoying (and I want to automate it asap), and I'd like at least an approximation of bones/second from the zone I'm in, similar to the scrap and ore/second in the mining screen. e: another useful piece of information to have would be timers, just simple "how long until this resource is maxed" and "how long until you have enough resources for this purchase" tooltips. Would make evaluating whether an upgrade is reasonably attainable or not easier. junan_paalla fucked around with this message at 10:07 on Oct 2, 2023 |
# ? Oct 2, 2023 08:15 |
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okay yeah, gold cracks the garden mechanics wide open; for anyone who hasn't drop that gnome down & buy plant levels ASAP
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# ? Oct 2, 2023 17:17 |
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Can't figure out what "magical damage conversion" is doing in horde. Doesn't seem to be converting damage I'm doing. Is it converting damage I'm taking to physical? Hard to tell, but doesn't really seem to be doing that either. All the biological/poison equipment seems to suck because bosses are so resistant to it.
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# ? Oct 2, 2023 17:52 |
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Baddog posted:Can't figure out what "magical damage conversion" is doing in horde. Doesn't seem to be converting damage I'm doing. Is it converting damage I'm taking to physical? Hard to tell, but doesn't really seem to be doing that either. If you mouse over your damage number, it will say "Regular attacks happen every second and have the following damage distribution: <numbers>". With no equipment you do 100% physical damage, equipping the Fire Orb changes it to 2/3s physical, 1/3 magical, etc. (not 100% sure what the math is to get 50% magic damage conversion into 2/3s and 1/3). So when you run into enemies that are resistant to physical damage, one third of your damage isn't resisted. But enemies that resist magic will take less damage on the magical portion. I think the idea with the biological/poison equipment is to use a trash mob setup with a lot of bio/poison, then a specific build for the boss. Which seems high maintenance for the game, but I also remember some of the boss fights in NGU, so I can't complain too much.
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# ? Oct 2, 2023 18:21 |
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Damage you are doing, at least for the orb. Mouse over the crossed swords for the breakdown. Bio damage sucking is because the corrupt eye does it as an add on to making bosses slightly more likely to drop a soul (and trashing your stats). Wish it just didn't bother with the damage so that all types get a chance.
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# ? Oct 2, 2023 18:23 |
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Arbetor posted:If you mouse over your damage number, it will say "Regular attacks happen every second and have the following damage distribution: <numbers>". With no equipment you do 100% physical damage, equipping the Fire Orb changes it to 2/3s physical, 1/3 magical, etc. (not 100% sure what the math is to get 50% magic damage conversion into 2/3s and 1/3). So when you run into enemies that are resistant to physical damage, one third of your damage isn't resisted. But enemies that resist magic will take less damage on the magical portion. Ohh thanks! I was looking at the little triangle/square/circle icon to the right. Damage dealt/damage taken. But apparently that's a *different* multiplier than damage distribution, heh.
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# ? Oct 2, 2023 18:31 |
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crime weed posted:okay yeah, gold cracks the garden mechanics wide open; for anyone who hasn't drop that gnome down & buy plant levels ASAP but it moves things beyond the turnip stage, certainly A (I assume) recently-added note tells you to put the gnome on the field. Prior to that, I thought the gnome might be discreetly finding gold for use in the Village tab. The resource shoulda been named worms or shells or glitter or anything not already used by another tab.
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# ? Oct 2, 2023 19:57 |
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NGU Idle: Is Chocolate supposed to be a large adventure stats wall? Also, are all normal challenges expected to be complete before you hit Evil?
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# ? Oct 2, 2023 20:28 |
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Sivart13 posted:Prior to that, I thought the gnome might be discreetly finding gold for use in the Village tab. Speaking of this kind of thing, is there any interaction between games beyond "they all build the same global level to unlock things" and "the quests in the generals tab require you to do things in multiple games"? Right now it feels like you're just playing multiple different idlers at once.
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# ? Oct 2, 2023 21:55 |
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Toshimo posted:NGU Idle: Is Chocolate supposed to be a large adventure stats wall? Also, are all normal challenges expected to be complete before you hit Evil? It's been a while, but I think conventional wisdom is everything but the no time machine challenge should be 100% done before Evil. I do recall chocolate being a pain in the rear end.
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# ? Oct 2, 2023 22:03 |
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I thought you dipped your toe into evil to get a few bonuses, the go back to normal to finish out the rest of the normal stuff. There are some low hanging evil perks that offer decent bonuses (might even just be a single “welcome to evil” or something perk). Not sure what else, but just those are fairly decent if I recall. But yes, chocolate in normal has a pretty large stat hump, as it’s the last adventure zone of normal. There is a similar stat hump for the final adventure zone in evil if I recall.
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# ? Oct 2, 2023 22:19 |
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Does food do anything in gooboo? Besides unlock the Treasury. Seems like my guys are fine starving to death.
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# ? Oct 3, 2023 01:54 |
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It's what gets converted to gold.
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# ? Oct 3, 2023 01:55 |
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I seem to be missing whatever upgrade is needed to get more tin capacity. It's stuck at 2 and the only upgrade I have that can use it requires 15. Finally able to prestige the village after waiting 3 days and opening 4 packs to get a duplicate card. I don't like this mechanic at all, it's probably going to take a week to be able to prestige horde.
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# ? Oct 3, 2023 02:07 |
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Jabor posted:Speaking of this kind of thing, is there any interaction between games beyond "they all build the same global level to unlock things" and "the quests in the generals tab require you to do things in multiple games"? I'm not as far as some people (only at star level 149), but it seems like the main thing linking them is star level and how all of them contribute to the same pool of achievements, which then feeds into gems and more buffs for whatever you're focused on right now. Modes linking different subgames definitely seems like something they could add as a later addition, though.
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# ? Oct 3, 2023 02:16 |
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Xerol posted:I seem to be missing whatever upgrade is needed to get more tin capacity. It's stuck at 2 and the only upgrade I have that can use it requires 15. You don't actually need cards in order to prestige. You just won't get a bonus card effect if you prestige without one. Upgrading tin capacity needs you to be past floor 50.
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# ? Oct 3, 2023 02:18 |
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Xerol posted:I seem to be missing whatever upgrade is needed to get more tin capacity. It's stuck at 2 and the only upgrade I have that can use it requires 15. Also, two points: 1) Once you reach 60, you get an additional sub-mechanic that produces the items you need to boost tin ore capacity. 2) Please don't wait until you have duplicate cards to slot in to prestige. You're stalling your progress completely to get one bonus that isn't even permanent, while also stopping you from getting more achievements to speed up gem drops which you need to get more cards in the first place.
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# ? Oct 3, 2023 02:22 |
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Well I'm dumb. Thought you had to slot a card to prestige.
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# ? Oct 3, 2023 02:48 |
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Lurks With Wolves posted:Also, two points: Whoa, no, you don't need to get all the way to 60 you can get the sub-mechanic going as early as 50.
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# ? Oct 3, 2023 07:06 |
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Arbetor posted:(not 100% sure what the math is to get 50% magic damage conversion into 2/3s and 1/3) Figured this out: it's leaving your normal physical damage alone, and then adding an additional 50% magic damage on top of it. So you're ending up with 2 parts physical damage and 1 part magical damage. This clicked for me after seeing another item's description. --- Infinity Gaia posted:Whoa, no, you don't need to get all the way to 60 you can get the sub-mechanic going as early as 50. Got this unlocked at 51 (why doesn't 50 have aluminum but 51 does?) but that doesn't seem to unlock any tin capacity upgrades. Xerol fucked around with this message at 07:17 on Oct 3, 2023 |
# ? Oct 3, 2023 07:14 |
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Xerol posted:Got this unlocked at 51 (why doesn't 50 have aluminum but 51 does?) but that doesn't seem to unlock any tin capacity upgrades. When aluminium dropped off when you went too deep, the game mentioned that aluminium will keep popping in on depths divisible by 3. (51/3=17) I think it'll say so when you hover over the resource as well.
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# ? Oct 3, 2023 07:26 |
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Infinity Gaia posted:Whoa, no, you don't need to get all the way to 60 you can get the sub-mechanic going as early as 50. I think there's actually two different sub-mechanics there - the first one (that produces a resource you need) unlocks at 50, the second that lets you turn that resource into a different resource to upgrade your tin capacity unlocks at 60.
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# ? Oct 3, 2023 07:56 |
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Jabor posted:I think there's actually two different sub-mechanics there - the first one (that produces a resource you need) unlocks at 50, the second that lets you turn that resource into a different resource to upgrade your tin capacity unlocks at 60. Oh, you're right, I guess I didn't realize they unlocked at different times because I basically pushed through those ten levels more or less in one go with a night's worth of idle resources.
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# ? Oct 3, 2023 09:44 |
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Just starting out with Gooboo, and really enjoying the mix of mechanics. Of all the things it has, I think the over-capacity mechanism is one of the best I've seen in the genre. I like these games that have capacity limits and storage mechanisms, but the innovation of being able to still gather resources above the limit is a great change. You don't ever really feel like to have to check in right now because your resources are full. It's honestly brilliant. I'm sure it may have been used elsewhere in other games, but it's the first time I've seen it.
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# ? Oct 3, 2023 13:08 |
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What's the deal with faith? My first village had the church producing 0.05/s for the first Church and showing that the second would bump production to 0.15/s. Now on my first reset I see the Church saying it produces 0.04/s and the second changes that to 0.12/s Is this happening naturally because of progression (a gradual worsening of Faith production) or is it because the production keys off of something else I just have less of this time around, like pop?
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# ? Oct 3, 2023 14:37 |
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Had you refreshed the game between those resets? The dev is constantly tweaking things, and that might be one of them.
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# ? Oct 3, 2023 14:53 |
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KazigluBey posted:What's the deal with faith? My first village had the church producing 0.05/s for the first Church and showing that the second would bump production to 0.15/s. Now on my first reset I see the Church saying it produces 0.04/s and the second changes that to 0.12/s If you look at how faith cap works, it's much more lenient about overcapping than other things "You have reached the cap 11 times resulting in a reduction to 50% gain" oh okay then.
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# ? Oct 3, 2023 14:56 |
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pixaal posted:If you look at how faith cap works, it's much more lenient about overcapping than other things "You have reached the cap 11 times resulting in a reduction to 50% gain" oh okay then. Yes I understand this, that's not my question. The base production went down on a baseline, per-church basis between resets. Nothing to do with the overcapping penalty. Orvin posted:Had you refreshed the game between those resets? The dev is constantly tweaking things, and that might be one of them. Not seeing any changes to faith in the changelog for the last couple of versions.
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# ? Oct 3, 2023 15:02 |
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KazigluBey posted:What's the deal with faith? My first village had the church producing 0.05/s for the first Church and showing that the second would bump production to 0.15/s. Now on my first reset I see the Church saying it produces 0.04/s and the second changes that to 0.12/s I wouldn't be surprised if there was a silent boost to your first run's church to make sure you get a decent amount of faith despite the fact that you'll be stalling out around that point. It's held steady at 4-12% for me over the 2/3 runs where I've actually paid attention to my church gains, so it can't be degrading that much.
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# ? Oct 3, 2023 15:24 |
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KazigluBey posted:What's the deal with faith? My first village had the church producing 0.05/s for the first Church and showing that the second would bump production to 0.15/s. Now on my first reset I see the Church saying it produces 0.04/s and the second changes that to 0.12/s 4 -> 12 -> 24 -> 36 (?) not sure how you managed to get 5 -> 15, but it was likely either a bug or an older version (or some temporary modifier i guess)
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# ? Oct 3, 2023 15:31 |
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Gooboo: How do you get green crystals? The color suggests you get them from the dweller when you prestige but I can't find anything actually saying that.
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# ? Oct 3, 2023 16:43 |
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Sindai posted:Gooboo: How do you get green crystals? The color suggests you get them from the dweller when you prestige but I can't find anything actually saying that.
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# ? Oct 3, 2023 16:44 |
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# ? Jun 4, 2024 01:14 |
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The tooltip explains it, but might not show up until after you reach a milestone.
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# ? Oct 3, 2023 16:48 |