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Discussion in 'Time Clickers' started by Kenzie, Sep 23, 2015.
it's not fun to leave a autockicker play for us, that's all (for me)
If you ask me, there's always going to be someone using an auto-clicker. Some use it to be cheap.
And some use it to save their finger from furiously clicking all the time. And with my job, I can't afford to KO one of my fingers due to clicking like a madman. Thankfully, there's watching how often one does so, and knowing when one's at their limit.
Personally, I don't view auto-clicker users as THAT bad a player, since it only does you so much good in the long run.
But if you really want to limit it's usefulness, I would go with a hard limit to how many clicks a second can occur. Naturally, this has to be over 20, maybe 25 for those who can click really fast without an auto-clicker. Possibly cap it at 30 clicks a second.
But as I don't see auto-clickers as a major problem, I can't say I'd be all for it.
And now I resume my gathering of these wonderful green cubes. Because is .
What about if I bind left click to my WheelScrollDown on my logitech mouse with kinetic scroll (mechanical switch I can de-press to make wheel roll effortlessly, like, forever; can not imagine living without it by the way, highly recommend getting it for professional usage) using default mouse drivers, then keep scrolling it like there's no tomorrow, that would for sure be much above 30, does that count as cheating and should it be limited too?
Or what about if I connect my second and third mouse, stack them together with russian izolenta (blue electrical tape), then keep spamming them three with my right hand (I was able to score more than 10 c/s in this simple online test using just one mouse and it's left button alone, just right hand), and with my left hand I will spam clicks with my touchpad? Or if I'd to borrow more mice from my mates? Should my creativity be considered cheating and hard-limited?
to expensive improvements is more interesting to me
drop chance & % drop are upgrade to "rush" in the beginning, after the real challenge begins
Which is why I'm not really for limiting how often a hand can click, as it can screw with those finding legitimate ways, or those legitimately good at clicking REALLY fast. Like with many rulebooks, there can be loopholes somewhere. If those loopholes can't be plugged without really messing something up, it has to exist as it is. All one can do is try to hide that loophole.
Interestingly enough, on that test, I can only go to 8 Clicks per second max, averaging at 7 otherwise. But I never thought before that there would be a day where I'd have to click fast. And it does hurt my finger to try to maintain that 8 clicks per second, which I have to hold back so I don't cramp it or anything.
to be fair, weapon cubes still start dropping at wave 1000 compared to time cubes starting at 100
of course many people already got a good million or two, that's basically the very same people that already used to get past wave 2500 prior to version 1.2
regular players, who probably make up 90% of the playerbase (i guess), get hardly that far already
people replying to this thread wouldn't mind the cost increase, well of course they wouldn't
people most active on the forums are usually also those who have been playing the longest, of course they wouldn't mind a rebalance, they were already so ahead in the game when 1.2 hit that it took them a few weeks to max out all or most of augments, and it will likely take few more weeks to max them out again after a rebalance, of course they don't mind, i wouldn't mind either problem is, they account for what? 0.1% of the playerbase forum crawlers are the least reative of actual playerbase demograph statistics-wise, it's been true since the internet, and it still is
I wouldn't mind when I just started the game or just started to earn weaponcubes.
I would be "Argh! NOOOOO! Why ;___; .... I ... I ... I just... just got my first...." but as long as it's beneficial for the games longevity and balance, I would understand and accept it.
For the single player a cost increase only has negative aspects, doesn't matter if early or late game player. If it's only for the personal advantage, I would highly disagree with every nerf in every game.
Stepping back a little and looking at the whole picture offers another perspective.
i don't really get what you're saying here Steve...
anyway after thinking about it for another half an hour i came back to add just one thing
long-time player of fresh one does not matter as long as you can filter out exploiters. point is you can't
i don't care what people call cheat, just because something is not specifically forbidden, it doesn't make it ok, it just is considered not relevant of a specific rule/block by the devs. if it was for me manual clicks per sec would be capped at 10, fortunately for many people i have no word in this issue, anyway, you can't really filter autoclick users and scripters/exploiters on the pc version... though i might be kinda ignorant about anything concerning smartphone gaming, but i'd assume tap speed is hard-capped by mechanical issue, like you can't even tap with two fingers because if at any moment there are two fingers touching the screen simultaneously, that would be one, not two taps, so a slight desync in tapping and all gain is lost
so i basicaly came here to ask, is my assumption true, that you can't have auto-tappers and scripts on mobile? and if so, wouldn't it be much more fair to everyone in the playerbase to use mobile (and mobile only) statistics and demographs to balance the game?
I basically said that for me it does not matter if I have 0, 1 or 10000000000000000000 weaponcubes already. Necessary balance is necessary balance is necessary balance. I would always accept it.
A few new features added today, including special bubble noises for when the Rainbow Ball appears. (And the volume sliders actually work nicely now, 50% really does do half volume )
Also the ability to holster your weapons incase you just want to test one at a time:
holster weapon? thats actually very good!! keep it up!
This opens way for challenges like "complete wave2500 without using any weapons" and stuff like that.
Curious what will it become in half a year
Here's another new feature. One problem we all have is knowing when to do a Promotion that lowers your Fire Rate. At first we thought the buy button could have a peek to show if you can get to the next upgrade, but we found all kinds of problems with that, so instead we now have a Gold Overpowered Bar that displays if you are on a promotion that will reduce Fire Rate:
So you can see in this screenshot that I could afford 4 upgrades after the promotion. So great time to promote. If there were no yellow bars or only 1, then I might wait a bit.
The Spread Rifle is not on an upgrade that can lower Fire Rate, so no need to show the yellow bars.
Huh neat, although by now, I figured out a way to measure when to buy my next promotion so that I might already be on the next promotion's doorstep.
But this will certainly help those who haven't figured out how to do it otherwise!
Just to make sure, since the screenshot only shows the promotion from pre-training to training: Does it work in the Spec Ops levels, too? Showing if you can buy x10, x25, x50 or x75 after promoting?
Yep. It will act just like this when the upgrade button is on Spec Ops (black) and regular promotion (green).
Could you add an actual timer to the game? I mean, it's called TIME Clickers, we collect TIME cubes, but there is no in-game tool to determine how long we've been on a particular TIMEline...
well you can use the graphs from your profile for that but i guess there is no harm for an ingame counter