comments for Super Rarity Orbs [AUTOMATION UPDATE]
sort: go backdeveloper response: Suggestion added (as of v0.4)
developer response: Fixed (v0.6)
My point is not that you should get rid of the cost increase, I see why you're doing that, and in fact I'm not telling you HOW to rebalance the diamond system at all. But what I am saying is that it needs rebalanced. Players do not engage with it, we don't find it worth it, and it feels bad watching that cost go up while feeling like the increase in rate of diamonds doesn't keep up with that. There are plenty of ways to try and fix those problems, and any suggestions I could give would probably be the wrong ones. But a problem does exist.
developer response: I see.
developer response: Fixed Pyrocon’s comment
If you have any other comments regarding UI improvements, say it in the Discord
developer response: Given how upvoted this comment is, I will try
developer response: fixed in v0.4a
developer response: That will be on v0.6
Otherwise, good job.
developer response: Prestiging will be implemented next Tier. Thanks for the suggestion!
Also, spawner priority goes to those which has the highest luck.
2. Tier 2 grind is way to much, need either speed up the progression or downgrade the tier of needed ball to something like celestial or ascended.
3. QoL upgrades like BuyMax, Autobuyer (if it will be added sometimes in the future, which it should), maybe even "keep diamonds/rebirths" should not be using the same extremely valuable currency (tier points) that I am using to update my progression rates (spawners, orb luck, money boost, etc). It feels really bad to "waste" tier points on QoL features instead of speeding up progression by buying progression boosting upgrades. To keep QoL upgrades gated behind progression without making the player to choose between speeding up the progression and getting carpal tunnel from clicking all the buy buttons you could introduce "milestones" to tier points (other games solve this problem this way), so that after getting to 2 total tier points player can automatically unlock QoL features, without needing to spend tier points to buy them. And with current progression speed those upgrades definetly should be BuyMax upgrades/spawners.
4. As others mentioned diamond boosts aren't worth it. In the same time that I could wait to get enough diamonds to get a 2x luck boost for 5 minutes I could just do a rebirth which is faster (at the first two tiers at least) and gives me same luck boost permanently and makes me progress the game. And 2x money boost just doesn't change much. Either increase boosts from 2x to 5x or make them cost less and significally increase their duration.
5. Diamond resets suck. Maybe rework it completely. I would change them to be reseted to a certain maximum (for example after getting 150 diamonds and hitting a reset I would keep 100 diamonds, because this would be current max reset value of diamonds). And this maximum value could be further upgraded with diamonds, adding some kind of additional progression layer.
Overall looking good, could be a nice game with cool mechaincs, just needs some more work.
developer response: For 3 It is often recommended to actually buy Buy Max 1,2 upgrades to get Buy Max 3 (massive time save)
For 5, I will reduce the nerf to 10% instead of 50% in next miniupdate (v0.4c). This buff indirectly fixes 4 and slightly 2.
For 2, I concluded the main factor why you might say that is that it is too repetitive. Thus, I will add the MLF (KOT) upgrade on Rebirth 25 and a Diamond boost per Reb on Rebirth 50.
(The v0.4c update, which is just released should fix most problems (except #1))
developer response: Well it’s in RL4 tho it’s a placeholder for now
I've seen some people say, and it kinda seems obvious to me. As chances of getting rare orbs increase at the point when the chance becomes 1 in 1, it means that every ball must be that kind(common, rare, epic and so on). But that is impossible(summ of probability must be 100%), so it could be better if the chances were represented as percentages for frequent orbs and 1 in x for rare orbs. And 0% for lower rarities.
example:
common - 0%
uncommon -75%
rare - 24.99%
epic - 0.0095%
Legendary 1 in 99999
I hope you get the point ^_^
Looking forward for future updates!
developer response: yup, will fix that next update
developer response: Will try to fix in v0.4



















developer response: Should be fixed by now