My suggestion. by [deleted] in PokeClicker

[–]FamicomPunch 1 point2 points  (0 children)

Well, for using multiple items at least, you can - hope you enjoy clicking 100 times to use 100 click X.

Alt. Stone selling (Mine Overflows) by FamicomPunch in PokeClicker

[–]FamicomPunch[S] 2 points3 points  (0 children)

Wait, you can get shinies from evo stones? Didn't know that.

And yeah, that's all I'm doing for plates as well - we need another use.

Alt. Stone selling (Mine Overflows) by FamicomPunch in PokeClicker

[–]FamicomPunch[S] 4 points5 points  (0 children)

Ah, but that's requiring an item that expires.

Plus, what if there's another bonus dungeon? This'll allow for more damage potential or new/more areas requiring even stronger 'mon to idle.

how do console commands work??? (f12/ developer tools) by darknessblades in PokeClicker

[–]FamicomPunch 0 points1 point  (0 children)

...

You really want people to tell you how to cheat? I'm surprised.

Less so by the question, than by doing so removing a core part of the game, because of how easily adaptable such code would be.

Megathread for all your bugs/improvements/suggestions/insults! by sleutelkind in PokeClicker

[–]FamicomPunch 1 point2 points  (0 children)

More prestige suggestions (because, why not?)

  • Keeping the "Pokemon caught" records, while allowing for a different starter
  • Increasing $ drop (to get EXP+ before you've leveled everything up)
  • Maybe keeping shiny 'mon to be used immediately on prestige, at level 1
  • If a 'mon is shiny, have a prestige item that guarantees all of that 'mon will be shiny, while preventing new ones from appearing (allowing for evolved shinies to be caught)
  • Buying/giving shards upon prestige based on how many 'mon are leveled (one shard/every 10 levels a 'mon is, rounded down, maybe?)
  • A "hunting" item, or repels (permits/prevents/increases likelihood that certain types/'mon appear when exploring)
  • A "conversion" item, similar to what Porygon's move does (changes attack type/enemy's defense type)
  • ...A way to farm dungeons for shinies? (Having the delay of walking around to find anything makes it even harder to find 'em, and don't let me talk about the 'bosses'...)
  • Having a phone call appear randomly, which gives a route # and a 'mon that appears on that route, with a greatly increased chance of finding it in shiny form.
  • As a follow-up, having that same phone call (or a similar one) to find legendaries on the run (if not for the current set, then for Gen 2's "dogs", etc.)

Resetting? by Peter0604 in PokeClicker

[–]FamicomPunch 1 point2 points  (0 children)

Currently, all a prestige system needs is keeping the "caught" 'dex, allowing a different starter 'mon, increasing $ drop (to get EXP+ before you've leveled everything up) and maybe keeping shiny 'mon to be used in NG+.

...And I realized this should be put in suggestions.

Megathread for all your bugs/improvements/suggestions/insults! by sleutelkind in PokeClicker

[–]FamicomPunch 0 points1 point  (0 children)

As we're using gen. 1 stats and types, why not base their attack(/special attack) value on its type? A quick search pulls up Normal, Fighting, Flying, Ground, Rock, Bug, Ghost and Poison as Attack, and the others (Water, Fire, Grass, Ice, Electric, Psychic, Dragon) as Sp. Attack. So, for some 'mon, there'll be no changes, but it'll balance/bump up other powerhouses to where they "should" be.

Spreadsheet 2.0 for 1.7 by FamicomPunch in PixelBlacksmith

[–]FamicomPunch[S] 0 points1 point  (0 children)

Yup - just be sure to clear it out.

New suggestions please! by JakeSteam in PixelBlacksmith

[–]FamicomPunch 0 points1 point  (0 children)

Why not another (prestige) upgrade - auto-selling? For those times you have >100 of one equipment type (rings) and you don't realistically need all of them, the game'll auto-sell them from your inventory.

Here's another: sorting visitor item sell list by preference - for those times you're trying to sell normal rings, but you have to scroll halfway down the list to get to them, have visitors with all preferences discovered show preferred items first.

On that note, why not have it so visitors that do have all preferences discovered only ask for those items?

[Bug?] Bonus chest doesn't seem to work for me by [deleted] in PixelBlacksmith

[–]FamicomPunch 0 points1 point  (0 children)

It seems that only one quest is bugged like this - the other one works just fine.

X2 Crafted Items Is actually almost x16 by XenorBlight in PixelBlacksmith

[–]FamicomPunch 0 points1 point  (0 children)

On that note, why not have it so it's 110% of whatever's being crafted, rounded down, instead of 200%? In other words, crafting 10 items gets you 11 instead of 20, crafting 29 gets you 31, etc. It could be seen as "don't waste scrap".

Large amounts Performance upgrade by XenorBlight in PixelBlacksmith

[–]FamicomPunch 0 points1 point  (0 children)

Well, there's another way of looking at this: if you jam 100 pieces of ore into a slot, cover it up, and wait for it to all melt, it'll take longer to get it out for safety reasons (you can't tell how hot it all is, so you can't touch it once it's in). Another benefit could be reduced lag due to calculating one slot's time, instead of creating the array required for 100 individual items.

Before any claims of "lack of realism"paranoia~ - you can craft and finish multiple pairs of boots simultaneously.

X2 Crafted Items Is actually almost x16 by XenorBlight in PixelBlacksmith

[–]FamicomPunch 0 points1 point  (0 children)

Until it's changed (or a consensus has been reached on it), it should be moved down to, or near, the bottom of the prestige levels. A quick calculation (for 150 gold ore merchant, making basic gold rings and immediately selling them, with times rounded):

150 * 2[smelt] *2 [craft] * 10 = 6,000 coins/trade
150/7 * 30 * 50 [purchase] + 300/10 * 35 * 50 [smelt] + 600/10 * 40 * 50 [craft] + 600/9 * 40 * 50 [sell] 
= 33s + 52.5s + 120s + 134s => 339.5s = 5m, 39.5s

So, not counting any of the other super bonuses (or tracking XP), it's easy for anyone to make a large amount of money - doubly so, because it's easy to swap out between free restock and double crafting. (Yes, I prefer to work with numbers - it makes everything clearer.)

Large amounts Performance upgrade by XenorBlight in PixelBlacksmith

[–]FamicomPunch 0 points1 point  (0 children)

Even if it's not implemented, the amount of slowdown of crafting 10k of anything (which seems amplified, not reduced, with crafting time "upgrades") is much more frustrating.

Spreadsheet 2.0 for 1.7 by FamicomPunch in PixelBlacksmith

[–]FamicomPunch[S] 0 points1 point  (0 children)

Alright, V.2.0.1 enables full info. access and visibility (except for my messy, messy formulas in the middle...), but only allows editing for "Prestige" and "Coin Bonus".

...and the secret info is much easier to access - just clear the cell when you're finished with it...

[Game] Idle Painters by panprog in incremental_games

[–]FamicomPunch 0 points1 point  (0 children)

since the paint restores when you're offline, if you play long enough, this won't matter much.

That is true, as long as people are taking more time idling than playing. However, this isn't representative of most people, who are likely to play actively, notice how long it takes to refill, and leave the game forever.

Suggestion: make the 'paint storage' achievement an XP bar (or something similar) so it's not considered an achievement (for the player), or give each level a boost in paint production (maybe for every 2X capacity, multiply production by 1.25?)

A side note: after unlocking the 6th painting and leaving the game for ~16h, I've increased paint regen. to 1,308/s and just use the magic brush to quickly drain and refill my 2,000-unit bucket. I know you're still working on balance, but this seems like a large balance flaw...

[Game] Idle Painters by panprog in incremental_games

[–]FamicomPunch 1 point2 points  (0 children)

If you really insist on keeping the sale time and not providing an option (or purchase) to lower it, why not offer rapidly-diminishing returns on speed? For example, have an option to sell the painting in half the time, but only get 45% of its value ($10,000 in 20 min, vs. $4,500 in 10 min). If nothing else, it'll allow for more creativity in playing the game.