Autoplay/autoskip low stages
When a player has already often can do level 10+, he gets quite bored in the early stages and it takes a lot of time. It may be worth considering the option of auto-battle with a random outcome, not in the player’s favor. Next, let him select all the abilities that fell out and allow him to continue from the next level.
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Comments5
Michael Mccallum
Jul 29, 2024
Hello,
Thank you for the feedback, I created a ticket and will let you know if we will implement your suggestions.
Have a good day.
potatofan
May 10, 2024
In addition. The game needs to be played and auto battlers are the worst thing that happened to the gaming industry. But the first 5 levels become boring torture and interest only appears over time if you get something powerful so that you can go through 6+ levels with pleasure.
A person must spend 15+ minutes of game time per session to get to an interesting place.
A level skip for 5-10 energy is just like selling shovels where they dig for gold. You are offering to buy time for people who are in a hurry to have fun. They will pay by giving up the number of attempts (energy), the quality of games (skipping stages).
And without it sounding bad, I'm not calling the game boring, the game is amazing! I'm just talking about one boring place.
yolaEric
May 7, 2024
I really support this idea and believe it addresses the current challenge of players feeling bored during the early stages of the game. The proposed solutions make sense and align well with the goal of enhancing player experience.
The suggestion to allow auto-battle with a random outcome is intriguing, and I especially like the checkpoint system and considerations outlined. It seems like a balanced approach that benefits experienced players while maintaining a fair gameplay environment.
Additionally, I think the proposal to have checkpoints after the Oasis HP increase, combined with solo progression requirements, ensures that players still have to earn their progress. This thoughtful approach strikes a good balance between convenience and challenge.
abbbbbbb
May 6, 2024
I like that idea, and was thinking about it previously. There are a few considerations:
What level would each player be assigned, as you know there can be variation depending on how well the player picks up the XP orbs AND if they get a big multi kill last hit as their final kill.
What HP should they spawn as?
Does reaching a party allow the player to get to that stage?
I think the best solution would be:
Only allow the checkpoints to be at the stages after the Oasis HP increase. Makes it fair with having 100% HP on start.
Only allow players who have reached the checkpoint Solo to get it. Otherwise you could have the situation where you get carried there, and then you could just load up to the higher tier level and at worst do some mining and pass 1 stage.and exit with high tier loot.
Give Players a 'level' which is decided based on player analytics, some average-ish point.
This could be a good balance, as it saves time for higher tier players, leading to better player retention. But they also are sacrificing some some XP and loot(gold) from earlier tiers, reducing their theoretical maximum output per day if they played all straight through, as they are Energy constrained. Making the starting level lower than the best players also means you may still need to do a full run if you want to try for the best possible run.
Webb
May 16, 2024
We're exploring this in line with the new dungeon mode and would like to hear your feedback on this once we push this out.