The Timeline Summary screen is now available! Press the Time Warp button (after you've collected some ) to view the new Timeline Summary Screen. The Timeline Summary includes stats like Most Maximum Damage, Fastest Run, Waves/hour, Time Cubes/hour, Weapon Cubes/hour & Best Gold/Sec value. Just a heads up, since we've added some new stats for update 1.4.2 there will be some compatibility issues between iOS and all other platforms. It just means that you'll lose your stats on the new Timeline Summary Screen if you play between iOS & other platforms until iOS gets the 1.4.2 update. Try it out and let us know if there's any stats you think are missing from the Timeline Summary.
I updated to v1.4.2, opened timeline summary and under Fastest Runs / Current Timeline it said 2430:14:31. After timewarp it said correctly 0:00. Maybe it tried to read some uninitialized value from save?
This is a brand new stat so it won't be accurate until you Time Warp for the first time after updating to 1.4.2.
I'm gonna put the feedback in here although it connects to the quotes and questions from the sneak peek thread about the way how the cubes per hour number is calculated: Since it only takes the last 2 drops the guaranteed drops boost that number up too much. On wave 1100 (weaponcubes startwave 100 + 1000) I got the guaranteed drop and my hourly average jumped to 75k. Now I'm on wave 1430 (max damage all the time, no overpowered) and I'm not even close to that value, it's somewhere around 40-45k now. The calculation with only having the last 2 drops somehow assumes that the increase in the dropamount or the average from that last 2 drops is staying at this rate or number as it is from wave 1095 to 1100 (or wave 1100 to 1105). Regarding to that number I should immediately timewarp at 1100 to get the best efficiency, but unless my math is not completely wrong I'm quite sure that that would kill my farm ^^ Funny sidenote: As I wrote this my run hit 1hour. The "collected this timeline" showed something approximately around 35k but the "per hour" was still jumping around 45k. As a suggestion for another way to calculate the numbers: If the timeline is younger than 1 hour: Get the average cube dropamount ((#1 + #2 + #3 + ... #n)/n), get the average time from boss x to boss x+1 ((time from boss 1 to boss 2 + time from boss 2 to boss 3 ... time from boss n-1 to boss n)/n-1), scale it out to an hour. If the timeline is older than 1 hour: Just take the cubes dropped in that timeline and scale it down to an hour. (Timeline running for 2 hours? Divide the amount by 2. Timeline running for 1.5 hours? Divide the amount by 1.5.) Edit: I just realized that the suggested calculation assumes that the cubedrops start immediately, but that does not work for new players below wave 100 (timecubes) or before you reach the weaponcube start wave. Hmmm... Probably then just go with the average dropamount from #1 to #n and the total timeline runtime. A new player who still needs like 1 hour to from wave 1 to 100 or from his start wave to the weaponcube drop startwave would probably still like to know his real hourly average for his runs and not only the average for going from wave 100 (or the weaponcube drop startwave) onwards.
While I appreciate the work put into this, it needs to be tweaked (especially for the first hour of play) quite a bit:
"Per hour" stat jumps hugely. "Best this timeline" can vary by 100k/hour from run to run, when runs are short. I assume that happens because average is calculated when cubes are ADDED to your counter, not when they actuall drop. And autoaim often swipes across cubes, speeding up the pick up. So I'd suggest calculating average upon drop.
maybe a suggestion for "fastest runs" Best run should not be actualized directly (it will see how many minutes or seconds we won against the best run) The best should update when time warp according to me
My suggestion how to smooth out /min jumps: collect more values, discard extremes and average the rest. Thus the formula depends on the number of available values: 1 - just print it 2 - average 3 to 5 - discard the lowest and highest value, average the rest As I see it, the purpose of /min stat is to predict future based on current performance, so the number of collected values should be as low as possible.
did the random number generator in the game have any tweaking going on in this update? i just experienced four rainbow enemies in a row and, although i understand there is a finite (however tiny) chance of that happening, i find it quite unlikely, i don't even remember the last time i got two rainbow enemies in a row when i first started playing about 8-10 weeks ago, rainbow enemies would often show up in duets, but after a few updates i never had that happen again (till now), so i just assumed you silently solved a bug with your rng routine, or just put a hidden cooldown on rainbow enemies occurrence so was it just all my luck for the week going like that or did you change something? curious...
The timeline summary sometimes gets messed up... it says my best timecubes per hour is 8.5 million. It should be possible to reset the all time best. it's also messed up when you start at wave 90, of course you will get a low time for Beating wave 100