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Long idle wishlist: 2021-06-24 12:32:05


Banxi 
Level 58
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Balance / functionality;
- Each idle level has independent artifact cooldowns (when multileveling is active);
- After map 15, finishing a level resets artifacts cooldown (when playing single levels) - can't be before ~15th map or it can be subject to abuse later;
- option to vibrate phone on draft spawn when idle is open and/or when a draft spawns activate a ping draft button (like idle battle button);
- all auto upgrade / sell / craft need a slider from 0 to 100% efficiency to be configurable + - all auto functions toggles condensed right bellow Artifact Dig;
- auto upgrade army camps - upgrade the cheapest, upgrade the most efficient (troops created/money) or focus on a single camp options (players with Supercharge Army Camp will want this);
- auto upgrade hospital - upgrade the cheapest, upgrade the most efficient (troops saved/money);
- option to simulate offline time at extreme speed (like in challenges) when you relog after a long period of time - so, you go to sleep and had Supercharge army camp on for 2 hours, auto-conquer active and auto-upgrade army camps, when you relog the game would simulate all these factors at extreme speed and without user control (like in challenges), then the offline gains window would pop and you would gain control of the game after dismissing it - this would solve most of the waste it's happening now due to the game processing everything at once instead of over-time and would make it more in tune with an Idle concept;
- Ascending: apart from the AP reset it would be fun that Ascencion would have a perk tree of it's own. Nothing to grand or OP, mostly comfort or vanity stuff;
- Some sort of long term memory of the maps - after a few ascensions and having 0 powers on map, one would expect some sort of army camp/hospital visibility option - there currently isn't one - also, current visibility advancements still leave the revealed territory as flagged as "fogged".

Phase 5 ideas:

- Hospital Visibility;
- Army Camp Visibility;
- Extra Dig Crews (like multilevel, each one costs more; credit: JK);
- Dig Discount;
- Artifact Cooldown (not cumulative with CW reward, up to the same value);
- Reduce troops on territories with powers (up to 90% reduction - at this stage territories no longer reward powers, so they are just blank inflated territories that don't even give money/sec)
- smart smelt/craft queue (credit: Phoenix)

2v2s:
- Idle bond - create a bond with a player and receive 20% of it's equipped artifacts effects - updated once per day, active artifacts will also give the 20% boost but only when you activate your own (he has SAC equipped on the daily bond refresh time, you can get 20% of his power boost but only if you have one to and activate it). Idle bond would be your partner in 2v2 matches;
- Idle tag team - one idle level, 2 players, you and your bond. shared camps, hospitals and mines (mimicked outputs for each player), smelters and crafters mimicked but managed individually; no powers on map but rather loot box at the end;
- Idle 2v2 - 2v2 idle battles same as tag team but vs 2 other players - works at the same pace of an idle level and not as an idle battle - each conquered terrain spawns an army like challenges do; Plays exactly like a normal idle level (each player can always play a normal level + a 2v2 battle or a tag team battle)
- Idle levels leaderboards - Total levels beaten; Fastest times to finish each level; AP leaderboard; etc.
- Idle battles leaderboards - BP, win rate, fastest times;

Edited 7/2/2021 10:43:24
Long idle wishlist: 2021-06-24 13:16:45

Phoenix
Level 25
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- option to simulate offline time at extreme speed (like in challenges) when you relog after a long period of time - so, you go to sleep and had Supercharge army camp on for 2 hours, auto-conquer active and auto-upgrade army camps, when you relog the game would simulate all these factors at extreme speed and without user control (like in challenges), then the offline gains window would pop and you would gain control of the game after dismissing it - this would solve most of the waste it's happening now due to the game processing everything at once instead of over-time and would make it more in tune with an Idle concept;

Thanks to some other thread, Fizzer recently realized that his idle simulation had some flaws. Whether they are already fixed or still on his bucket list, I don't know, but the simulation of the idle time should either have improved or improve soon. Seeing the idle time simulated in extreme speed would be a nice option either way. But when I know that the idle simulation works pretty well, I don't need to see every action happening individually.

Another idea for idle (or WZ in general, for some multi-day games this would apply, too), having an in-game note pad would be nice, such that I can keep track of what I want to do next on the following day for example.

Edited 6/24/2021 13:17:23
Long idle wishlist: 2021-06-24 22:45:45


JK_3 
Level 63
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- Each idle level has independent artifact cooldowns (when multileveling is active);

I dont really use ML, but for those that do, this is really needed. Each level also needs its own digging teams, so that you can actually play 3 levels at once, rather than 3 different maps on the same level (which is effectively what the current ML does, with shared digging and artifacts)

- all auto upgrade / sell / craft need a slider from 0 to 100% efficiency to be configurable + - all auto functions toggles condensed right bellow Artifact Dig;

Yes. this would make it useful to invest AP into those settings, since they can then finally be set up to be somewhat useful (autoconquer is still too dumb to use)

- auto upgrade army camps - upgrade the cheapest, upgrade the most efficient (troops created/money) or focus on a single camp options (players with Supercharge Army Camp will want this);
- auto upgrade hospital - upgrade the cheapest, upgrade the most efficient (troops saved/money);

This should have been a thing a long time ago. On the same topic, being able to sort them (with level 3 stats advancement) would be pretty cool as well. Now i manually have to check which camp has the best upgrade for income/cost...

The 2v2 and bonding stuff sound like they overcomplicate an already quite complicated game, so i dont really see the need for that.
Long idle wishlist: 2021-06-25 12:06:49


Banxi 
Level 58
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@JK: yep, some of those would really make a better idle experience. multiple dig would break the game tho.

@Phoenix: nice to know there are plans to improve. because currently idle works way better when you are online then offline. and they should be similar.
Long idle wishlist: 2021-06-25 12:08:50


JK_3 
Level 63
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multiple dig would break the game tho.
'

How so? If you are playing 3 levels at once, you would need 3 digging crews (1 for each level). I dont see how that would break the game.
Long idle wishlist: 2021-06-28 15:29:09


Master Jz 
Level 62
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Right now, by digging constantly, it would take about 118 years to get all of the insane artifacts. It would take 59 years with faster digging maxed.

With 5 digging crews and faster digging, it would still take around 11.8 years to get everything by digging. It might drop to 10 years with clan wars rewards. I don't think this is overpowered. However, given that digs continue after the level is done, it makes more sense to me to give additional digging crews as a late game advancement.
Long idle wishlist: 2021-06-29 08:54:42


Banxi 
Level 58
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OK, it wouldn't break it.

Think we could come up with a Phase 5:

- Hospital Visibility;
- Army Camp Visibility;
- Extra Dig Crews (like multilevel, each one costs more);
- Dig Discount;
- Artifact Cooldown (not cumulative with CW reward, up to the same value);
Long idle wishlist: 2021-06-29 19:57:10


Parsifal
Level 63
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Only if you get this phase 5 for free
Long idle wishlist: 2021-06-30 18:21:31

Phoenix
Level 25
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Hey, just thought of a small thing and as this thread already exists, why not add it in here, too?

Each time you change a recipe, you get the ingredients of the active smelting/crafting process refunded, which is great. Otherwise, you'd have to send some ores/alloys/items to waste each time you switch recipes. But almost more important than the ingredients to me is time. Each time I switch recipes there is some time wasted for the ongoing recipe because I don't let it finish. This is no big deal for the smelting. Even the most time-consuming recipes need less than two hours (the most of them less than 10 minutes) and therefore, if you want you can just wait for an alloy to be smelted and time your recipe switching. But with items this is more problematic, because crafting can easily take hours (for mid-tier items), if not days (for the later ones). More often than I'd like to admit, I change crafting recipes near the 50% mark and therefore waste hours just because I wasn't able to time it better. So, what if I could queue up one recipe that the smelter/crafter will switch to as soon as the current process is finished. In a way, similar to how Auto-Smelt works, but:
- not when there are no more ingredients but when the current smelting/crafting is done
- not to a "random" recipe but to the one I selected.
I wouldn't mind if this was some unlockable of any type.

Edited 6/30/2021 18:23:06
Long idle wishlist: 2021-07-02 03:13:29


mobtrio 
Level 62
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Yup, we can call it Smelt/Craft Queue. And we need to buy for each one we want to use. Lets say first we need to unlocking where we get one Queue, then we can add one by one with additional APs.
Long idle wishlist: 2021-07-02 10:37:45


Banxi 
Level 58
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Will edit first post as we go along
Long idle wishlist: 2021-07-03 18:08:34


JK_3 
Level 63
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Smelt and/or craft que would be awesome!!

It could be a multi tier unlock, where you first unlock the queue, then secondly the ability to set for how many items it needs to hold a slot in the queue (default will be just 1), and all the upgrades after that allow a longer queue (to a max of 5 or something).
Long idle wishlist: 2021-07-04 19:37:10

Phoenix
Level 25
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Hey, out of curiosity I just collected all the things that are already present in WZI one way or the other but don't have an advancement yet. I don't want them all to be some future phase 5 because some might just break the game if they give too much benefit and some are definitely too weak to be in phase 5 and would have belonged in an earlier phase. So here you go:

  • Increased Ore Production for everything from Platinum to Unobtanium.
  • perhaps a (more expensive but) general Mine Production Boost like the mine techs
  • Increased Money from Territories
  • general Cache Boost
  • Faster Hospital Upgrade
  • Hospital Discount
  • Market Discount
  • Dig Discount
  • Efficient Smelter
  • Efficient Crafter
  • Smelt Double
  • Craft Double
  • Army Camp Visibility
  • Hospital Visibility
  • Power Visibility (probably useless, because Powers disappear after the second attempt)
  • Digging Site Visibility
  • Reduced Artifact Cooldown


Then there are some things based on powers and artifacts that could very much be part of the long list of advancements, too. As I said, either to boost powers, or to boost artifacts, or just both (where applicable):

  • Longer Time Warp
  • Longer Supercharge
  • More Market Raid (might be the same as Market Discount, because lower prices would already give you more resources)
  • More Fog busted
  • or a general % boost for artifacts and/or powers
Long idle wishlist: 2021-07-04 20:04:40


krinid 
Level 63
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Power Visibility (probably useless, because Powers disappear after the second attempt)


How about a "Regenerate Powers" AP Advancement?

Level 1 regenerates 1 SM per week. Level 2 regens 1 SAC per week. Level 3 regens 1 TW per week, and so on.

And of course nothing even regens SL or ML b/c they already have their own (very expensive) AP Adv's.
Long idle wishlist: 2021-07-09 23:04:40


Master Jz 
Level 62
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Some auto features that would be nice:
Auto-Dig: When maxed, immediately claims current dig and starts the cheapest dig on the map.
Auto-Market-Craft: Automatically buy ingredients from the market for items that are currently being crafted (when maxed, enough to keep the crafters busy 100% of the time). This would need to be inactive for battles and challenges unless there's some way to make sure it can change to better recipes and doesn't make useless items at a net loss.
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