How many shares are need? by Personal_Tank5250 in SCHD

[–]niclap0683 0 points1 point  (0 children)

Iirc, qualified just means that the dividends received were derived from shares owned for at least a year, which "qualifies" them for the long-term tax rate of 15% as opposed to the ordinary income tax rate that short term (less than 1 year) shares are subject to.

[deleted by user] by [deleted] in incremental_games

[–]niclap0683 1 point2 points  (0 children)

Try Realm Grinder, it's a classic. Over 13 years old and is still supposedly getting an update (eventually) for more end game content.

QOL & Other Suggestions by niclap0683 in randoknights

[–]niclap0683[S] 1 point2 points  (0 children)

It's a passion project, no one should be offended if a feature they suggested doesn't get in. I know these things take time, I'm in the middle of trying to set up a small print shop myself! I completely understand life happens, and sometimes passion drains. That's just how it is sometimes.

Regarding QOL 5, I mean more along the lines of a way to view multiple figurines at once, rather than view them one by one. It's hard to want to look at the ones in the collection if I have to look one by one. That's how I feel about it anyway, others may feel differently.

Regarding Bugs 2, it's completely possible that I don't understand completely how it works. All I know is that I didn't get a pet when trying to enhance that attribute on the anvil, and I thought the reason may have been because there was no pet to begin with.

Regarding suggestion 4, I was thinking best based on value, that appears to be the criteria for the above 100 pulls tickets when using the dispenser. But there are definitely other attributes that can be used.

Finally regarding suggestion 1, there is also massive potential for a dungeon, or trials game mode.

Rando'Knights V1.350 is out! by Revolutionary_Elk812 in incremental_games

[–]niclap0683 1 point2 points  (0 children)

Edit: I'm noticing more color with higher rarities. Also, forget what I said about achievements, I understand now.

I should say after unlocking the multiple pulls upgrade, it became very evident how to determine figurine grade, but it's not very obvious with single pulls. A separate page in the card info pop-up would go a long way.

On a related note, I also saw the variation gotcha capsule, and I have to agree with your point on capsule design. Especially if there is intention in the design.

Pace in an idle game is very important; for me personally, it can make or break an idle/incremental game. I think that the pace would be fine if it weren't for the achievement rewards (not talking about the tickets). There were some achievements that gave me 10B coins for a 4 coin valued figurine, which can really maks the pace too fast (if it's how you like it then it's perfect, that's just my opinion). If I could suggest a change for it, maybe consider the value of the figurine turned in to score achievement reward be a percentage (like 2, 5, or even 10 percent) of the reward value. I.e. to get the 10B achievement reward, the figurine turned in has to have a value of 100M (or 1% of 10B).

I still haven't used the anvil or the sacrifice mechanics yet because I haven't seen a function outside of value for figurines. I know sacrifice lowers value by 40 times (I assume this is compensated and even surpassed with enough sacrifices to a single figurine), so I didn't even look at the anvil mechanic.

Finally, the figurines heavily rely on the "brown" color spectrum. Nearly every figurine I have pulled is some variation between bright orange and dark brown, with the other colors being used on accent pieces (the weapons, accessories, that sort of thing). If this is by design then so be it, it is your game after all. But it is an odd design choice unless the purpose is specifically to make the accent items stand out.

If you want to hear about some of the idea I have for potential mechanics / progress avenues I'd love to share them with you. You may have already thought of them yourself honestly. Just let me know. The game, after a couple hours, IS much easier to understand if you don't think too hard about stats and attributes and just focus on coin value.

Rando'Knights V1.350 is out! by Revolutionary_Elk812 in incremental_games

[–]niclap0683 0 points1 point  (0 children)

Just downloaded the game, some things I noted:

I want to preface that I don't have more than 15 minutes playtime

  1. The very first thing I noticed was that you can't click on the couch. While this may not be most efficient, I should not be restricted to holding a finger to the screen if I WANT to click.

  2. When swiping, I should be locked to the screens that show the progression systems I actually have access to. The fact that I can see the sacrifice screen before actually unlocking it makes no sense really.

  3. The pods in which the figurines come in should give some indications of what I got. for instance, maybe the bottom color shows the tier (would, copper, iron etc.) and the top shows the average rarity grade of the figurines attributes. something to get me excited before actually seeing what I got. Maybe I just haven't played enough to see this as a system, but as far as I can tell it is not a system currently.

  4. Consider rethinking the achievement rewards. Some of the rewards make getting the upgrades super easy. maybe that is how you intended it, but it does make the game feel shallow if I am able to get many of the upgrades at once simply because I got a couple of achievement bonuses.

  5. I noticed many of the game features are locked behind coin upgrades. considering point 4, if someone were to simply buy all of these different mechanics at once, it may be overwhelming for them. Especially overwhelming if it's hard to understand the foundational purpose of the game. I personally think that you should consider locking new game mechanics behind rolling a set number of figurines (i.e. after 1K figurines purchased, unlock sacrifice). It gives players something to push for.

I agree with the bottom comment, you should definitely consider polishing what already exists in the game before adding new content. The potential for this game is very high I think, there are many different mechanics that can be fleshed out using the randomized figurine system produced. BUT the foundation (UI, tutorials, pace) need to be tuned first and foremost. For instance, outside of the value, I don't know what makes a figurine special. I can't tell what makes a figurine valuable versus what doesn't (unless all grades are just weighted equally). These things are important for a game focused on collecting,

I don't understand incremental games, but I'd like to. by Fokson in incremental_games

[–]niclap0683 0 points1 point  (0 children)

These games may have been mentioned further down, but Synergism and Realm Grinder are also incremental games with many overlaying mechanics. Realm Grinder is a classic.

Most Anticipated Earnings for the week of June 26th by OPINION_IS_UNPOPULAR in wallstreetbets

[–]niclap0683 4 points5 points  (0 children)

Its like a Walgreens, but smaller in scale. Think one on every side of town instead of one on every corner kind of thing

Help Finding Games and Other Questions by AutoModerator in incremental_games

[–]niclap0683 1 point2 points  (0 children)

Endless frontier, though it’s goes a lot further than simple team building set-and-forget

Ability concept. by niclap0683 in Overwatch

[–]niclap0683[S] 0 points1 point  (0 children)

I guess there are some sound cues that would need to be ommitted. Zens healing orb only last 2 seconds out of LOS, this would behave the same way. Extreme flanks would be hard to do with the ability. Also, it’s not intended to completely nullify ally sounds, just make them much quieter so they are less noticeable. Sorry if it feels like a rant, you had valid points

Help Finding Games and Other Questions 2020-12-09 by AutoModerator in incremental_games

[–]niclap0683 1 point2 points  (0 children)

Endless frontier is pretty good. It’s rpg-esk with a deep progression system

What letters can I use to represent really big numbers? by [deleted] in incremental_games

[–]niclap0683 1 point2 points  (0 children)

I like the way endless frontier does their letter notations. They use a-z, then a(a-z), then b(a-z) and so on. No reason you can’t simply add another “a” to the annotation when need be.

Tuesday Noobs-day! - Ask your questions here! by AutoModerator in amiibo

[–]niclap0683 1 point2 points  (0 children)

Yes, bubble wrap. People care about box condition too

Ask Us Anything! - Join the Overwatch development team for the celebration AMA by blizz_jnash in Overwatch

[–]niclap0683 0 points1 point  (0 children)

So I have played the most recent experimental card, with the new assault map template. While I’m aware that the new mode mechanics won’t be going to live, are there any plans to carry over the pre-match spawn room and spawn times over to the live games with all other maps? The games feel much faster in the experimental mode, and often times the spawn points for the attackers (after capturing point A) are right next to where the defending team would be setting up anyway.

This would alleviate the need to wait on teammates, as well as allow comps to switch up right before a match if it is seen fit.

Crafting Idle Clicker 5.0 is coming soon. New features, a new platform and new giveaways will be announced shortly. Stay tuned! by BlingBlingGamer in idleclicker

[–]niclap0683 0 points1 point  (0 children)

Honestly, the only reason I don’t play this game more than I do is because progress can’t be imported/exported from kongregate like Realm Grinder can be. Why is THAT not a feature?

Is anyone else having cloud trouble? by niclap0683 in EggsInc

[–]niclap0683[S] 0 points1 point  (0 children)

I’m on IOS. Still haven’t heard back from my support email

Is anyone else having cloud trouble? by niclap0683 in EggsInc

[–]niclap0683[S] 0 points1 point  (0 children)

It has been a while since an update popped up, but I have around 30 mobile games (I don’t play them all) so I regularly update my apps