The only good thing about this game - I found a cure for my insomnia. The game is SO slow and the looting system is abysmal. Unless major changes are made - I'll only play when I need to sleep.
I have 50 gangs (+1000% bonus to pick pocket gains) - why am I still getting $1 per pop ... sometimes $2? I should be getting $100+ with each completion. Also, how do you get past era 1? I have 25 conmen, 50 gangs, got the "smarts" bonus, and almost 1m infamy - what am I missing?
Currently have 4.2 Octodecillion souls - after reset, the game shows "New souls on reset 0.00". I'm currently gaining 1.16 Novemtrigintillion PPS - the soul counter after reset seems bugged.
The game has potential ... but the dev keeps letting the players down. Makes it so that you can't get a worse weapon/pickaxe vs. the one you currently have - but occasionally you'll break your really nice weapon/pickaxe and have to start all over. This is called 1 step forward, but 2 steps backwards. And if item breaking wasn't bad enough, 5% is WAY too high a chance of hat happening - get a great item and upgrade your W&P building a few times - to get an even better item, you have to try upgrading an inane amount of times; but that's ok (sarcasm), because your item will break at least 20 times before you're lucky enough to get a better one than you had. At least have the cost of upgrading items reset each time you break it - cost starts to skyrocket after breaking and getting crap over and over again. Also the buildings, give them names! Not to mention the cost to upgrade your buildings increases at an absurd rate.
When fighting lv 46 mobs (and below), I deal full damage - anything above lv 46, I only deal ~69% of my total damage. Is there a reason for this discrepancy?
The thought process is that fighting higher level mobs should be tougher (not just a few more HP and dmg stats for mob), so oranges get a 30% bonus, reds get a 60% bonus and purples get a 90% bonus. This means that you will deal 30% less damage to an orange and the orange will deal 30% more damage to you. It adds a little bit more difficulty in to the game. Before I made this change, my game testers were blowing through levels like nothing.
With this being an idle game - being away for extended periods of time, players are likely to miss the rarer monster spawns. Having a bestiary with the monsters a player has slain would be a great addition - some flavor text about each would be even better.
@KainXinth: get your facts strait - titanium (atomic number 22, element symbol Ti) is an element ... found in nature as a metal. Well, as an ore - then processed into ingots and so forth.
A compendium detailing information on enemies would be nice - such as hp, speed, abilities, immunities and weaknesses (you know, the basic information all TD games provide about their mobs). I've had multiple 'info tabs' glitch out and just leave a gray smear on the upper left hand side of my screen, and it took me a while to realize the red aura guys were immune to fire - still not sure about a couple others.
Quality controls would be a huge help to the lag issue - the options to negate particle affects, blood and guts, explosions and fires. After that, a little something extra for maxing out a turret would be nice - something like: heat rocket launchers burn / frost rocket launchers slow / heat lasers lower non-elemental armor / frost lasers stun.
Ok I'll get down chance of destroy item....and prices