Idle Earl, home-made

Haus

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Intentional they are back to straight lines. The squiggly was unintended but I'm thinking of making a new tier with that effect (+ some fireball damage).
The ability to have a legit reason to put a skill into a game called "Squiggly balls" should not be passed up. ;)
 
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pwe

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maybe a cooler multiplier like, skulls do more +dmg when 2 or more are on the same target

this way we can get rid of the last lingering guy faster
I just rebalanced everything so those pesky skulls didn't do all the damage :-( And they are still on top I think.
 

Haus

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I just rebalanced everything so those pesky skulls didn't do all the damage :-( And they are still on top I think.
And honestly, it's not a problem that they're on top. I think the problem was they were so far out ahead and on top that most of everything else Earl was doing seemed trivialized, IMHO. I think the balancing feels good right now.

If there was any thing I'd do to skulls it might be to modify Crypt Master so that instead of just a 4th skull, you get one additional skull at rank 1, then one additional skull for each 50 ranks (so at rank 50, 100, 150, 200, etc) That let's you slowly up the skull game at the endgame phase without obliterating balance up until the endgame.

And since I've slipped into making suggestions which very well could be tucked away for Earl 2 ;)

Change Bountiful so that you get 4% bonus on chests for each rank in it. That way it's the current benefit at rank 25, 200% at rank 50, 300% at rank 75, etc. This would put a dent in that endgame money curve, and give the autists a reason to watch arena for chests. ;)
 
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Haus

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Odd skull behavior I've seen before but never got a screen cap of until now..
1758649666347.png
 

Haus

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It looks like you’re playing on a weird widescreen resolution, there shouldn’t be gray space to the left of the arena.
Yeah, that's what happens when you do "fullscreen mode" on a wide format monitor. We touched on that a while back and apparently it would be a real pisser to "fix" and not really a problem. But the "skull out of bounds" has happened to me when not in fullscreen mode as well. To give you an idea what the whole screen looks like :
1758651662690.png

So you also get a black bar on the right.
 

pwe

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And honestly, it's not a problem that they're on top. I think the problem was they were so far out ahead and on top that most of everything else Earl was doing seemed trivialized, IMHO. I think the balancing feels good right now.

If there was any thing I'd do to skulls it might be to modify Crypt Master so that instead of just a 4th skull, you get one additional skull at rank 1, then one additional skull for each 50 ranks (so at rank 50, 100, 150, 200, etc) That let's you slowly up the skull game at the endgame phase without obliterating balance up until the endgame.

And since I've slipped into making suggestions which very well could be tucked away for Earl 2 ;)

Change Bountiful so that you get 4% bonus on chests for each rank in it. That way it's the current benefit at rank 25, 200% at rank 50, 300% at rank 75, etc. This would put a dent in that endgame money curve, and give the autists a reason to watch arena for chests. ;)
The bountiful would be nice... Skulls sounds fun but kinda op. New fireball tier is in soon.
 

46n2

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When does the last monster get unlocked? It didn't appear at arena 33350 but now since update v.088 I'm dropping. I'm down to 32850 now even with 5 in angry fireball.
Also what is the benefit in the mystery reward of 33% faster time for 5mins? I don't see gold per second increasing.

Some random unsolicited suggestions:
  1. What if when the void touches a monster it instant kills it? Obviously that only happens when it's walking back at the start of an arena. Or if the void is on top of Earl he does a percent more of damage? Essentially when you have a mob locked in a corner for the last 15sec of an arena.
  2. I've clicked 1200+ chests and I'll still get the minimum 100 x gold. Maybe at certain levels of chests clicked there is a minimum bonus.
  3. For the X2 rewards. Instead of needing five to get 10%, how about 1% 1% 1% 1% then 10%. It does suck buying dagger cooldown/master wizard etc for tons of gold to get no benefit in gold per second.
I'm just trying to get to that dam 200 bountiful.
 
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Haus

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When does the last monster get unlocked? It didn't appear at arena 33350 but now since update v.088 I'm dropping. I'm down to 32850 now even with 5 in angry fireball.
Also what is the benefit in the mystery reward of 33% faster time for 5mins? I don't see gold per second increasing.

Some random unsolicited suggestions:
  1. What if when the void touches a monster it instant kills it? Obviously that only happens when it's walking back at the start of an arena. Or if the void is on top of Earl he does a percent more of damage? Essentially when you have a mob locked in a corner for the last 15sec of an arena.
  2. I've clicked 1200+ chests and I'll still get the minimum 100 x gold. Maybe at certain levels of chests clicked there is a minimum bonus.
  3. For the X2 rewards. Instead of needing five to get 10%, how about 1% 1% 1% 1% then 10%. It does suck buying dagger cooldown/master wizard etc for tons of gold to get no benefit in gold per second.
I'm just trying to get to that dam 200 bountiful.
I know I updated and I see the last mob now. And I was at Arena 42k. And have been losing constantly since as I can't break the new DPS check. heh
 

Haus

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Update, I looked up and had cascaded down to around arena 40710 and was seeing space pigs again, so somewhere just north of there would be where you see the last enemy appear I would suspect.
 
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pwe

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When arena HP is increased the intention is that you don't have to YOLO through 40K arenas to get to the last enemies. It should make it faster for lower level players to reach high level enemies.

High level enemies pop up when arena HP is higher than their own HP. So my expected result is that at first you might see higher level enemies than before (Arena has more hp), and then you drop back down to the enemies you were at before the change. So in some sense you are going back to lower level enemies, but you are just going back to the enemies you were fighting yesterday. If that makes any sense :)

I must have missed something obvious if you are instead just free falling back to actual lower level enemies than the day before.
 

pwe

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When does the last monster get unlocked? It didn't appear at arena 33350 but now since update v.088 I'm dropping. I'm down to 32850 now even with 5 in angry fireball.
Also what is the benefit in the mystery reward of 33% faster time for 5mins? I don't see gold per second increasing.

Some random unsolicited suggestions:
  1. What if when the void touches a monster it instant kills it? Obviously that only happens when it's walking back at the start of an arena. Or if the void is on top of Earl he does a percent more of damage? Essentially when you have a mob locked in a corner for the last 15sec of an arena.
  2. I've clicked 1200+ chests and I'll still get the minimum 100 x gold. Maybe at certain levels of chests clicked there is a minimum bonus.
  3. For the X2 rewards. Instead of needing five to get 10%, how about 1% 1% 1% 1% then 10%. It does suck buying dagger cooldown/master wizard etc for tons of gold to get no benefit in gold per second.
I'm just trying to get to that dam 200 bountiful.
33% faster time means 33% faster income. And faster Arena. It is mostly just a fun effect that gives some extra income.

1) Interesting, but would have to be limited else too OP if it touches the highest HP monster. The other ones also sounds interesting and not too OP (but priorities).
2) Chests should randomly give you between 100x and 300x income. So that scales with your income. I guess that could increase, but there is already Bountiful which doubles it.
3) That would add up quite a lot... I think the current version makes the 10% feel more special? /shrug
 

Haus

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When arena HP is increased the intention is that you don't have to YOLO through 40K arenas to get to the last enemies. It should make it faster for lower level players to reach high level enemies.

High level enemies pop up when arena HP is higher than their own HP. So my expected result is that at first you might see higher level enemies than before (Arena has more hp), and then you drop back down to the enemies you were at before the change. So in some sense you are going back to lower level enemies, but you are just going back to the enemies you were fighting yesterday. If that makes any sense :)

I must have missed something obvious if you are instead just free falling back to actual lower level enemies than the day before.
When I say "Free Fall" I meant that when I refreshed (to v 0.88) and the Darkness showed up I just didn't have the DPS to kill it at my current build out at around level Arena 42k so I lost several in a row until I was at a low enough Arena level (and ergo Arena HP total level) that it went back to multiple pigs instead of a darkness. Which I assume is the intended process. Overnight it seems to have reached equilibrium at around Arena 40700, then I started adding ranks of Frenzy, Necro, and Angry Fireballs and now I'm hovering around level 40800.

I've hit that point on this rebirth where the "bigs" (Skull Crusher to Crypt master) I've gotten ranked up enough to build PI that the jump to "next 2x" is longer than I see my patience for watching Earl flutter around the same arena level. So now we play the game of "how long do I let it roll to accumulate credits" for the next rebirth. Golden rebirth rule for me is always rebirth in the morning so you don't waste a night of credit earnings...
1758718535323.png


Next rebirth will probably be when I give in and poopsock it to Bountiful 200 for the skin. Don't know how many rebirths until I have the PI momentum to make the run to 500 on 1% PI ranks.
 

pwe

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When I say "Free Fall" I meant that when I refreshed (to v 0.88) and the Darkness showed up I just didn't have the DPS to kill it at my current build out at around level Arena 42k so I lost several in a row until I was at a low enough Arena level (and ergo Arena HP total level) that it went back to multiple pigs instead of a darkness. Which I assume is the intended process. Overnight it seems to have reached equilibrium at around Arena 40700, then I started adding ranks of Frenzy, Necro, and Angry Fireballs and now I'm hovering around level 40800.

I've hit that point on this rebirth where the "bigs" (Skull Crusher to Crypt master) I've gotten ranked up enough to build PI that the jump to "next 2x" is longer than I see my patience for watching Earl flutter around the same arena level. So now we play the game of "how long do I let it roll to accumulate credits" for the next rebirth. Golden rebirth rule for me is always rebirth in the morning so you don't waste a night of credit earnings...
View attachment 603211

Next rebirth will probably be when I give in and poopsock it to Bountiful 200 for the skin. Don't know how many rebirths until I have the PI momentum to make the run to 500 on 1% PI ranks.
Now that you've played so much, is some buffing needed to speed up income? Any ideas? % per beast is very easy to increase. I'm all for YOLO buffing if things are dragging. I test at certain levels but I have nowhere near you guys' expertise (ironic, I guess).
 

Hateyou

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Now that you've played so much, is some buffing needed to speed up income? Any ideas? % per beast is very easy to increase. I'm all for YOLO buffing if things are dragging. I test at certain levels but I have nowhere near you guys' expertise (ironic, I guess).
I think it does at the end game. Not even us autists that were playing during extreme income have got to bountiful 200. I think it would end up being weeks with no rebirth to get it. The final cards are obscenely expensive too, crypt master and angry fireballs. Getting to the level 5 angry fireballs is in the octillion cost and the final cards incomes gain doesn’t scale adequately for that to be realistic.
 
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Haus

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Now that you've played so much, is some buffing needed to speed up income? Any ideas? % per beast is very easy to increase. I'm all for YOLO buffing if things are dragging. I test at certain levels but I have nowhere near you guys' expertise (ironic, I guess).
I think it's that in the current end game you reach a cycle as I mentioned a ways back there.

You get to the point you reach equilibrium on Arena level where you need to increase skills to move forward, but the exponential factor of skill rank costs starts making that slower and slower. So you hit the wall of how long you're OK with seeing poor Earl struggle before claiming credits to diamonds and repeat. That's actually a logical game loop.

Now, if you wanted to soften those walls so you didn't hit them so hard? Like right now I'm around 61Sx/Sec in PI but all the significant 2x levels for me to hit are days away, in one case over half a month away, so not really reasonable to expect to grind out. Some ways to ramp the late game earnings that might soften those? Sure. I think I had brought up :

Make Bountiful rank up at 4%/5% per rank instead of a flat 100%. This would let us make chests worth more as we advance and give more reason to chase that 200 rank achievement for Bountiful.
Revamp the payouts for Arenas to scale more. Right now, assuming that the "amount" I see at the end of a round is legit it's trivialized.
1758723734449.png

Am I right in reading that for that arena I just made around $4T or do I now multiple gold times gold value multiplier? Which in my case would mean I made $354T. At $354T that is 0.00000058% of a SECOND of my PI.

Perhaps changing "gold value" to "Arena Bonus" with something along the line of "Each Arena win pays out 1 second of your current PI, half that for a loss". Now, this would ramp up the earnings, and it would also give you a real incentive to be winning arenas. At my current rate and using my current Gold Value rank (350) that would mean around $21 Sp per win (someone might want to check my math of $61Sx times 350).

But then I don't know what you'd do with Gold per Dagger at that point.
 
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pwe

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I think it's that in the current end game you reach a cycle as I mentioned a ways back there.

You get to the point you reach equilibrium on Arena level where you need to increase skills to move forward, but the exponential factor of skill rank costs starts making that slower and slower. So you hit the wall of how long you're OK with seeing poor Earl struggle before claiming credits to diamonds and repeat. That's actually a logical game loop.

Now, if you wanted to soften those walls so you didn't hit them so hard? Like right now I'm around 61Sx/Sec in PI but all the significant 2x levels for me to hit are days away, in one case over half a month away, so not really reasonable to expect to grind out. Some ways to ramp the late game earnings that might soften those? Sure. I think I had brought up :

Make Bountiful rank up at 4%/5% per rank instead of a flat 100%. This would let us make chests worth more as we advance and give more reason to chase that 200 rank achievement for Bountiful.
Revamp the payouts for Arenas to scale more. Right now, assuming that the "amount" I see at the end of a round is legit it's trivialized.
View attachment 603222
Am I right in reading that for that arena I just made around $4T or do I now multiple gold times gold value multiplier? Which in my case would mean I made $354T. At $354T that is 0.00000058% of a SECOND of my PI.

Perhaps changing "gold value" to "Arena Bonus" with something along the line of "Each Arena win pays out 1 second of your current PI, half that for a loss". Now, this would ramp up the earnings, and it would also give you a real incentive to be winning arenas. At my current rate and using my current Gold Value rank (350) that would mean around $21 Sp per win (someone might want to check my math of $61Sx times 350).

But then I don't know what you'd do with Gold per Dagger at that point.
How about rebirth cards that cut credit time in half? I just don't know what they should cost. If there are any suggestions I'll just go ahead and add them. And then the buffing of % for bestiary, that is a quick fix I will add later. It all helps.

Btw, I have to add a credit page with you beta testers (if you don't mind). You are putting in a lot of work.
 

Haus

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How about rebirth cards that cut credit time in half? I just don't know what they should cost. If there are any suggestions I'll just go ahead and add them. And then the buffing of % for bestiary, that is a quick fix I will add later. It all helps.

Btw, I have to add a credit page with you beta testers (if you don't mind). You are putting in a lot of work.
Right now the Credit earning pace doesn't seem too bad to me. I'm clocking a credit every 30 seconds, I'm at 61Sx/sec in PI and right around 20k diamonds. This will mean my current rebirth will last around 3 days (I think I rebirthed Monday morning, and will do it again tomorrow morning). I feel like I made progress (going from around 30Sx/sec last rebirth to around 60Sx/sec this one). Arena numbers went up and down as there was tuning going on. Now my next rebirth will boost me around 10k in diamonds (so a 50% increase in diamonds) and we'll see how that amps up my PI totals.

It makes sense, there are the "walls" and what gets you past each wall becomes the eventual next wall. That's solid modern game theory.

Wall 1 : killing monsters , solution build PI to increase skills
Wall 2 : Skill cost outpaces your ability to grow PI, solution accumulate diamonds for multiplier (and cards)
Wall 3 : Diamond credit earning rate slows as you advance so you can't keep scaling diamonds to scale PI to scale ranks. Solution : diamond rate boosting cards.

How to price them? That's an excellent question that I don't know I have an answer to. Might check with someone who is further down the autist road than I (like Edaw I think). In a perfect world there would be something in the system that scales those cards to keep offering you cards at a logical next cost increment. Eventually that would become "wall 4" but you have to think , as you have mentioned, how long do you plan on people playing the game, ergo how many walls do you build and build keys to get past.
 
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Haus

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OK. for those wondering...
Arena 40820 - 3 pigs
Arena 40825 - 1 Darkness

That seems to be the consistent pattern for me now. And Earl is going to get to pound this wall until tomorrow morning when I cash in around 10k credits into diamonds and rebirth ;)

One thing I am noticing on some arenas now. There seems to be a "third end state" beyond "win" and "out of time". I am seeing occasionally arenas will end, sometimes with mobs left, sometimes on the last mob, and just end and move to the next arena, without displaying the usual DPS/Gold summary on the bottom you see when you win, but also without saying you ran out of time. These are being treated as wins, but no summary, which is odd, and at least once looked like there were still red in the health bar. I will try to catch a screenshot.
 

pwe

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OK. for those wondering...
Arena 40820 - 3 pigs
Arena 40825 - 1 Darkness

That seems to be the consistent pattern for me now. And Earl is going to get to pound this wall until tomorrow morning when I cash in around 10k credits into diamonds and rebirth ;)

One thing I am noticing on some arenas now. There seems to be a "third end state" beyond "win" and "out of time". I am seeing occasionally arenas will end, sometimes with mobs left, sometimes on the last mob, and just end and move to the next arena, without displaying the usual DPS/Gold summary on the bottom you see when you win, but also without saying you ran out of time. These are being treated as wins, but no summary, which is odd, and at least once looked like there were still red in the health bar. I will try to catch a screenshot.
Yeah I've seen it. I have sort of an idea what is causing it. Will fix when I can.