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Post by Jason Citron on Aug 14, 2008 15:35:07 GMT -5
If multipliers could last a bit longer, you could complete the levels as they stand by strategically picking ones that you don't need, to build up the multiplier, then go for one of the ones you do need a lot of. This is the idea we're going for.
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Post by aardWolf on Aug 14, 2008 15:58:49 GMT -5
If multipliers could last a bit longer, you could complete the levels as they stand by strategically picking ones that you don't need, to build up the multiplier, then go for one of the ones you do need a lot of. This is the idea we're going for. That's what I do... I had a suggestion in the wishlist forum about using the stopwatch (which is practically useless in blueprint mode) to extend the combo timer temporarily.
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Post by Jason Citron on Aug 14, 2008 17:09:32 GMT -5
This is the idea we're going for. That's what I do... I had a suggestion in the wishlist forum about using the stopwatch (which is practically useless in blueprint mode) to extend the combo timer temporarily. This is a fantastic idea. We've been toying with ways to increase the duration of the combo length. I think the big concern I have is communicating it visually in a way that makes sense. I have some ideas, and this may sneak into one of our upcoming releases.
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Post by colin on Aug 14, 2008 18:14:40 GMT -5
Though it may seem like a good idea, it would only gain you three short periods where the multiplier time was extended to a useful amount, which might make as few as say 21 moons worth of difference. It might also mean that people always just go in with three watches. Mind you, none of the other tools are much use either, so I optimistically go in with three watches anyway, in the hope that this time it'll do something useful!
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Post by ewiley28 on Aug 15, 2008 0:44:38 GMT -5
ewiley28 Which version of the game are you using. Or which level did you use when you did the blueprints. I agree - my skill would have been good enough for the 1.0.0.1 version - but in 1.0.1.0 I had real, real trouble to get any blue prints in a regular way. Thod I didn't think about that. I haven't done any blueprints in 1.0.1.0 because there aren't any available! I did play through the first 3 levels of each category one afternoon when it for some reason didn't recognize the account, but then the old one popped up. I am tempted to erase and start over, but I'm worried that then some cool update would come out that I wouldn't have the required stuff for anymore.
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Post by ewiley28 on Aug 15, 2008 0:50:55 GMT -5
Were the multipliers tamed with 1.0.1.0? I can only mine and I haven't played with it too much, but the highest multiplier I've gotten with 1.0.1.0 is x27, so it seems like it was fixed some? The x27 is without rotating the phone at all, because having to think about the accelerometer seems to make my poor little phone's head explode. This is in contrast to the three digit multipliers.
It reads and feels like you've done some good work to get this under control and are continuing to address it, but are choosing to approach the issue with careful reflection to try to make the multipliers function in cases of legitimate, well-thought-out game play while eliminating the various methods to artificially inflate these values. That a fair assessment?
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Post by aardWolf on Aug 15, 2008 8:30:04 GMT -5
That's what I do... I had a suggestion in the wishlist forum about using the stopwatch (which is practically useless in blueprint mode) to extend the combo timer temporarily. This is a fantastic idea. We've been toying with ways to increase the duration of the combo length. I think the big concern I have is communicating it visually in a way that makes sense. I have some ideas, and this may sneak into one of our upcoming releases. I think maybe altering the color of the frame around the playing board, and having it pulse like a heartbeat would be really cool...
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Post by alarise on Aug 15, 2008 16:38:45 GMT -5
ewiley28 Which version of the game are you using. Or which level did you use when you did the blueprints. I agree - my skill would have been good enough for the 1.0.0.1 version - but in 1.0.1.0 I had real, real trouble to get any blue prints in a regular way. Thod I didn't think about that. I haven't done any blueprints in 1.0.1.0 because there aren't any available! I did play through the first 3 levels of each category one afternoon when it for some reason didn't recognize the account, but then the old one popped up. I am tempted to erase and start over, but I'm worried that then some cool update would come out that I wouldn't have the required stuff for anymore. You are very lucky. I agree, in 1.0.0.1 the smithing was rather easy, and not very difficult. I used to be able to whiz through them in no problem. However I had started my 8s when 1.0.1.0 came out and so had to deal with a HUGE learning curve, took me about 10 tries to start off with. I think maybe a difficult somewhere in the middle? I'm sure for those who started levelling up just now are finding the progress easier because it just gets a little bit harder as you go, but the abrupt change was shocking for me. I just went "Oh s***" and almost fainted. Without random swiping, the best I could do was about 120 of each type.
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Post by ebronte76 on Aug 15, 2008 22:36:50 GMT -5
Wow.
Just wow. I have been battling like crazy since the last update that made the Smithing of blueprints like 10 times as hard (I finally purchased an iPhone instead of playing on my iPod Touch and had to start over from the beginning).
It took me at least 5 times each to complete a blueprint that required 75 for two elements. But I was able to do it with practice and strategic use of alchemies and furies. It was almost not fun, but it was because I was ultimately successful. Barely. I had like 3 seconds left each time.
I was never successful with the next level of blueprints that required some elements to reach 100. I was getting upset since the game would not allow me to level up anymore because I had too many un-completed blueprints.
Then I just now read about this "random swiping" technique. I completed a 25, 100, 100 blueprint with time to spare by just moving blocks randomly back and forth as quickly as I could.
I have got to tell you that on one hand it felt good to FINALLY complete another blueprint and be allowed to level-up again. On the other hand, doing it this way was not at all satifying like I felt when I beat a 75, 75 bprint.
The way I felt for the 75, 75 should be for the HARDEST levels, not level three stuff, and there should be intellegent strategies that are effective for beating higher levels other than random swiping. It seems like something as simple as giving more time would allow me to try to use intelligent tactics and tools...
That being said, I absolutely love this game and feel honored to be involved in some small part in the evolution and development.
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Post by thesun on Aug 16, 2008 20:41:09 GMT -5
an update would be awesome!! will the difficulty be the same as the original version. in update 1.0.1, it becomes extremely hard. please make it a bit easier because right now you have to mine 140 of one mineral and then mine 10 of another. can u make it more proportional so that they all are like at 50. this game is awesome even with the added difficulty.
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Post by eliu87 on Aug 16, 2008 20:46:42 GMT -5
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Post by grandmanuel on Aug 19, 2008 14:24:36 GMT -5
Problems? What problems? My stats were all reset after the update and LOOK at me NOW! ! Ha Ha Ha Ha (Laughs diabollically)
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Post by Danielle Cassley on Aug 21, 2008 12:58:45 GMT -5
There are two updates we are working on right now. Version 1.0.1.1 will fix most of the things that Jason listed in this email and should hit the shelves in the next few days. Version 1.1.0.0 will be out shortly afterwards and will have the new community feature.
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Post by aardWolf on Aug 21, 2008 13:33:17 GMT -5
Awesome! Thanks for the update.
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Post by sportchick8 on Aug 21, 2008 17:39:34 GMT -5
Great news!! I look forward to both updates (especially 1.1)
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