Good questions... If diamond value outpaced credit cost a little it would get faster and faster, instead of slowing down. If that one can be figured out without breaking early game balance. Some auto incrementing buff might be easier and probably more fun. It could still let things speed up instead of boring perfect balance. Faster and faster until something explodes.OK. Check in now on a day old rebirth and currently at around 59Sx/sec.
I am definitely seeing the credit cost curve hitting me now. I was clocking around 30 seconds a credit before this rebirth (~20k diamonds), now (~30k diamonds) it's 45 seconds.
I think the question for P pwe at this point is.... Are diamonds the last phase, or are you going to add another?
Like I mentioned with the wall theory, each thing which had a "going parabolic" curve for cost/damage always has a next tier system to help you mitigate it... (damage first, then skill ranks, then diamonds). Now you're adding card acquisition as a semi-4th tier. I would suggest thinking about changing the credit cost to be more linear and less parabolic if it's going to be "the final frontier, where autists just run this game forever because they're.. well... autists". Otherwise there will always be a "next cost mitigation" thing for you to do with this thing.
This gets back to how long a play life do you expect this to have for normal users, versus the autists, and can you build a game which the autists can enjoy long after you've forgotten it existed?
Otherwise, yeah, something to drain down 10k or so diamonds and in return give you multiplier for PI that doesn't count against your diamond/credit count would work. Maybe make that an "auto generated" card, so each time you purchase it, it puts another one for you to purchase next.
I think the difference might be in linear cost increase versus parabolic curve cost increase. In a prefect world you'd math out the perfect linear cost increase rate to get "equilibrium".Good questions... If diamond value outpaced credit cost a little it would get faster and faster, instead of slowing down. If that one can be figured out without breaking early game balance. Some auto incrementing buff might be easier and probably more fun. It could still let things speed up instead of boring perfect balance. Faster and faster until something explodes.
I'm thinking... increased income from high end upgrades, add 5 more upgrades with the last one being Final Earl (something crazy). Fits exactly on the screen, as it shouldI think the difference might be in linear cost increase versus parabolic curve cost increase. In a prefect world you'd math out the perfect linear cost increase rate to get "equilibrium".
The check in now at ~74Sx/sec... Note the "next 2x" numbers. I think the question is at what point does that number become so large that a player doesn't consider it feasible, even with diamond/multiplier accumulation, given the time it will take. Like my current "next 2x" for Smart Daggers is 19 days away.... Even doubling my PI, that would still be over a week out.
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Oh, and credit accumulation is currently at 40s per credit.
I didn't think you had it in you to figure out 4-5 new skills.I'm thinking... increased income from high end upgrades, add 5 more upgrades with the last one being Final Earl (something crazy). Fits exactly on the screen, as it shouldThen there is an end goal to work towards, both for players and for me. Version 1.0, final Earl.
Yeah I need something relatively simple, I'm am a bit busy these days. And I can't even come up with a single one atmI didn't think you had it in you to figure out 4-5 new skills.
The view from today :
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Going to push to 400 Dagger Damage, and after that it's probably bouncing between upping Earl's combat efficacy and just dumping into +1% , since my to next 2x value prop versus time for anything Skull Crusher and up is crazy at this point.
And at 30k diamonds I don't want to rebirth again until I have at least 10k credits, if not 15k.