Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

collection buttons should have a timer #141

Open
morgajel opened this issue Aug 23, 2014 · 6 comments
Open

collection buttons should have a timer #141

morgajel opened this issue Aug 23, 2014 · 6 comments

Comments

@morgajel
Copy link
Contributor

As previously mentioned, we should set a timer on each button; clicking on them would display a cooldown animation that takes approximately 5-20 seconds.

The start of the click should make an asynchronous JS call. after timer completed, results can be requested and added to the log.

@morgajel morgajel added this to the v0.4.0 release milestone Aug 29, 2014
@Belar Belar self-assigned this Sep 1, 2014
@Belar
Copy link
Contributor

Belar commented Sep 1, 2014

It depends on this #142

@brungre
Copy link

brungre commented Sep 4, 2014

This is a terrible idea, unless a complete overhaul of early progression is made. Currently the only way to get XP to level up the character (that I can see) is through the Mine/Gather/Scavenge collection buttons. Players will rapidly lose interest if it takes ~42 minutes (low-balling) of clicking every 5 seconds in order to level up once to equip better gear. If it was 20 second cooldown, you're looking at the better part of 2.5 hours. Not to mention that since it takes far too long already to get the auto-collectors (which by themselves run incredibly too slowly/randomly) due to their high cost/click ratio and that there is no visible way to upgrade the auto-collectors, adding a cooldown would effectively make me lose all interest in the game, and I like the concept so far.

Edit: My anecdotal experience in attempting to create my first auto-collector was roughly 15-17 minutes of holding down the Mine button until I had enough Iron to make the Mining Rig. My keyboard repeat is set for 25 strokes/sec, but I'm not entirely certain how many of those strokes were being picked up via the browser. I didn't see 25 XP/sec gain, that's for sure.

@smithk58
Copy link

smithk58 commented Sep 4, 2014

I agree with Brungre on this.

As it stands now even while being able to hold down the hotkey for extremely fast clicking it takes an unusually long time (versus other incremental games) to get any of the automated things. Having to do this clicking manually, ESPECIALLY with a giant delay would make the majority of players not bother.

You would either have to make the automation stuff faster to get to, or at the very least have a far more reasonable cooldown. In most cases the only reason to worry about adding cooldown would be to prevent players from cheating using an auto clicker, so adding a small delay that a normal person clicking manually wouldn't notice would solve that issue.

@brungre
Copy link

brungre commented Sep 4, 2014

​Honestly, the way the auto-gathering/mining/scavenging system works already (or rather how it doesn't work), makes the auto-clickers smithk58 speaks of more likely to be used. Adding a cooldown would make sense to combat this, but that tells me you need to fundamentally change the functionality of the clicking (and automated click) portion of the incremental start-up.

Currently I don't see any way to increase the performance of the automation items, so they're rocking a steady 1 click for every 4 seconds. Spread that to the nine planets presumably and you've got an overwhelmingly impressive 2.25 clicks/second (since you can only have one of these per planet...). Every other incremental I've played quite rapidly sets the player up with exponentially faster automatic clicking than the player could manage by themselves.

Is the purpose of the very slow approach in this game an effort to artificially lengthen gameplay? If so, I'd move on to another game. Not fast enough click-to-satisfaction here.

@brungre
Copy link

brungre commented Sep 8, 2014

Update: I left a weight on my keyboard over the entire weekend (~60 hours) on the mining key, and I went from level 11 to level 13. This method was giving me roughly 25XP/sec. Yet, I have gear in my inventory that I cannot equip because I'm not high enough level.

As you can see in the screenshot, I crafted a gold pickaxe, but I need level 28 to equip it. If it took 60 hours to get from 11 to 13, how many years would it take to get to 28? Now how many decades to get to that same level if you implement cooldowns?

http://sc-cdn.scaleengine.net/i/480ff88b8180324f46ab527b331836bc.png

@antlong
Copy link
Contributor

antlong commented Sep 11, 2014

@brungre The game you're playing is deprecated. Wait for the new one.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

5 participants