This thread is not just one suggestion but a tons of them that I shared with Legalaz previously (some seem to already be getting into the game like the world map resource icons), but only now I finally got to post it here so you guys can say which ones you like. Not all of them are great, so instead of saying which ones you don't like, say which ones you want the most! ❤️
#QoL Mega-Thread
5 messages · Page 1 of 1 (latest)
EASY TO ADD, HUGE IMPACT:
- tooltips for resources have a lot of empty space for detailed description, use this space to tell the player what are uses for this item (like recipes) or
Used by Librarian - Percent Accuracy (8/30). Increases Accuracy by 8%. Next Level Up: 23/114.(shows owned vs needed amount) - make it clear that pet bonuses do not stack, only active pet bonuses apply to player
- update enemy information in Menu to include status (Killing -> Fighting), enemy name and enemy stats (from cards)
- when mining or woodcutting, display the name of object at the top of it (so we know what we're collecting more easily)
- when clicking on NPCs (like Librarian) or trees/ore, disable auto-combat
- add a tooltip overlay and use it where it makes sense (for example, Talents when you click on the skill points, it could show a tooltip explaining what it is and how you get some)
- auto-sort in inventory (people will easily get used to specific order of things)
- when teleporting to town through map, it consumes town teleport (if present in the inventory) before the universal teleport
- when daily bonus is on cooldown, hide the top right button
- when buying items at vendors, add another button to Auto-Buy (Daily) the selected quantity for as long as you have money; label then changes to "Auto-Buy ON" and clicking it again disables it.
- clicking selected location on map (= basically a double click) teleports you immediately, no need to click the teleport button
- marker on the map based on activity (you already added this); don't forget NPCs or skull for best xp/hr, or gold for best gold/hr ratio
- items that are purely cosmetic should say so
- when next zone becomes available, some notifications that stays visible until you dismiss it would be nice
- clicking on a material at librarian should show tooltip saying where to farm it, including a teleport button for that area
- pets should display not only % of progress but also the XP, like 200/240
- attacks skills should check if an enemy is in range; if they cannot hit anyone, don't use them while auto is enabled
- other skills should also have some counter-measure to avoid it being wasted for nothing (like the healing on warrior shouldn't be used if you're at full hp)
IMPORTANT QoL UPGRADES:
- energy changed to keys, players get 3 keys every day and there is NO key limit (idleon has no such limit either, you can save up boss or even dungeon keys), each chest consumes a single key
- since this affects energy presence in other places like journal (spend energy -> kill boss) or shops, make sure to update them all; I would personally sell for gems only the keys and put all the other stuff that was previously purchasible for energy to the other vendors, selling it for gold and behaving as a sink for various currencies like gold, or essence shards.
- mark selected item in inventory as favorite (can be in opposite corner to the trash button), these items get sorted at the beginning of inventory
- make xp bar clickable, switching between default display
565.1M/10.2B (6%)and alternative display that shows number of enemies (or number of actions for skills) on current map to lvl up:4982 ☠️ to lvl up - Daily Tasks have poor rewards, think about rewards like hourglasses for enemy kills or logging in, additional boss chest key(s) for boss tasks, or tower shards (scaling with last reached floor) for attempting tower
LOWER PRIORITY & OTHER SUGGESTIONS:
- make base offline gains 100% for everyone; active players can still get way more XP because offline gains don't use attacks, but this will reduce the gap (which is 5-6x right now).
- move Shop to Menu > add Collections to the bottom bar and move Cards, Pets (and any collectibles in future) to it; this also leaves room in Journal for stuff like achievements or other things that players can pursue
- more detailed stats, it would be nice if players could track where their stats are coming from, best for that would be to make stats clikable in the details and show a tooltip explaining from which numbers and sources (colored) it was calculated
- when you die at boss, not only show "Respawn in Town", show also "Respawn and Try Again" with cost of 1 teleport
- code reedem feature should be ignoring spaces, code "VALIDCODE " with space at end should be still accepted
- did you think about multikill mechanic that idleon has? it exists so stronger players can farm easier content more efficiently... me and neither my friend (we're playing both) are fans of hitting slimes with damage 30000x higher than their health yet getting the same as player that just started. This mechanic makes content that is no longer challenging more fun.
- what is the point of success chance (for skills) higher than 100% when you still get the same amount of drops and xp?
- is there any way how to make teleports more affordable? Idleon solved this by letting you increase the cap and teleport ticket generation speed through permanent upgrades in SHOP. Final upgrade of this basically made it near unlimited, I had cap like 2000 teleports and they were refillinh by +- 500 per day.
- it would be nice to have stats explanation in-game (an not just in FAQ on discord)
- areas could have titles on the world map, like "Greenland" or "Frosty Mountains" (just examples)
SOME OTHER SUGGESTIONS
- Most important would be addition of multi-kill mechanic, basically letting players get rewards for overkill damage. Let's say that slime has 6 hp and you hit it for 30 000, where 29 994 is overkill and should be somehow translated to extra kills (and loot rolls and/or loot amount). Similarly as in Idleon, this game genre badly needs such mechanic to make all zones worth the player's time.
- When I started playing I thought that Tower was an interesting way to farm various materials but figured out that's not the case soon later. I also find it quite "boring" since you get stuck soon and can't do much about it. Basically it's content you do once in a month maybe, progress few floors and that's it. But it has more potential. Let's say players could RESET it once in a week and earn all the rewards on the way up again:) That would make the progress more steady because the prices and difficulty seem to be going up way too fast. I heard it's meant as unlimited content and this change would make it so. It could also have a weekly activity linked to it in Journal. I also considered turning this into daily activity but that might feel too forced. One reset per week is completely reasonable even for those who don't have that much time.
- Most Wanted: How about using the dashboard you have in one of the maps, putting it in town and offer 3 different tasks every day. Each of them being for different map and asking you to kill 50 monsters in order to make their leader spawn (which is a bigger or differently colored version of the mob). This leader has same damage, but much more hp. It can drop a guaranteed card and 2 random rewards from a pool of energy (or whatever you change it to), gems, hourglasses or maybe even something new you plan to add. You could also let players to swap the task's target for other few times every day, so it's less affected by RNG.
- Remember the last configuration played used for each class and when player swaps the class, set it back. This switch should be FREE. The reset items can be used to reset the tree only when player wants (add button to Talents), or alternatively, player could UNLEARN talents for gold. All of this helps players with experimenting with other classes and talents.
I mean if we're gonna continue taking ideas from idleon then bosses should respawn on a timer