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firetail_madness
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firetail_madness
20,591 posts
Blacksmith

This is a reminder to all the people who haven't checked yet, as well as a general discussion on the game.

Discuss.

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surfthenet
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surfthenet
703 posts
Nomad

sorry again, I can get more than 230k, lol.

one question,

Is it better to make mana farm with Prismatic rather than R/O in the beginning? I found the monster just stuck in a spot and mana increase faster than R/O. Perhaps Prismatic have 'stuck' ability?

ConnerC
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ConnerC
652 posts
Peasant

yes thats the evil cyan component assuring that each prismatic trap is always farming a good ammount of monsters

if chapter 2 is good ill play it, i heard gameinabottle is considering adding save game and grade 7/8/9 buyable gems in the next but he said its to hard to add to this game now thats its already created

AsSto
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AsSto
64 posts
Nomad

ConnerC, I don't know where you have seen that. But when I've asked gameinabottle, he answered me that the game is not made for a long game and he plan to make the second episode so a game wouldn't last longer than 30 min.

ConnerC
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ConnerC
652 posts
Peasant

i wish he would but i must have not understood what he meant in his response

surfthenet
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surfthenet
703 posts
Nomad

ConnerC, I don't know where you have seen that. But when I've asked gameinabottle, he answered me that the game is not made for a long game and he plan to make the second episode so a game wouldn't last longer than 30 min.


It would be nice, imagine how many 'work' we have done here. I just play for 6 hours and accidentally right-click on the screen and got crashed.

So the high score will be 30 minutes, no more wasting time.

Guys, what do you want to add in GC2.

I want

1. In-game save, if they have endurance game.
2. grade 7/8/9 is not enough, we need it until grade 20+.
3. rather than make a bomb to make the same color, add a new button in the upper right, so we can save time.
4. I want pink gem, it can reduce the armor into half instantly, but you can only use this gem for bombing only.
5. Black gem, for bombing only, double the score and double the monster's HP.
6. White gem, towers only, have no attack damage, double monster's speed gain double score.
7. Gold gem, traps only, double score, 'it likes a deep pit', the monster will stuck there for eternity, maximum monster stuck is 3 if you combine with Red.

8. Gold, White, Black and Pink can't be prismasticize, only dual. Very rare to appear.

9. bigger map.

10. You can upgrade the tower and traps too, so they will add speed and range to the gems.

11. There is a story in Gemcraft right? I want that story in a book or E-book or in main menu "Story", this story will be added every time we defeat a stage, so only people who finish all stages can get full story, so it will be looks like 'Lord of the Gemcraft - The Wizard', 'Lord of the Gemcraft - The Resurrection' and 'The Final Great Battle'

12. In Final Great Battle, GC2 must surprised us, only if we play all stages and collect all amulets. What the surprise? It's a secret....

I hope there is amulet that will increase speed/damage/range permanently, so we can adjust the gem's capability. In the main menu, "Gem Capability Shop", we can also change the shape of range from 'O' shape into 'D' shape or 'rectangular' shape.

13. Monster mode, we become the monster, It's a-must-have in GC2.
vesperbot
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vesperbot
955 posts
Nomad

Kasic, well Balloon Invasion is too stressing my wrists so I abandoned "Elite" run after first epic battle. I don't think it's too hard, but yes it takes a good set of skills... but it's also a lot slower than GC0 (at least while you lay GC0 normally )

surfthenet, I'd say no, it's better to farm with R/Os, you can spend 4000 mana and get a 279-speed R/O with 10.1 mana leech, but when mana stops being a concern (say 20k mana income per frame), it's better to upgrade traps to prismatic. They also do a pretty high amount of damage, as well as they stun (that's why they are better later on).

surfthenet
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surfthenet
703 posts
Nomad

surfthenet, I'd say no, it's better to farm with R/Os, you can spend 4000 mana and get a 279-speed R/O with 10.1 mana leech, but when mana stops being a concern (say 20k mana income per frame),


So, how strong R/O should I have? 30 traps? grade 10?

I never reached 20k mana/frame, it's too tired.
Karsten75
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Karsten75
266 posts
Peasant

From speaking to GameInABottle (Peter) he was disappointed that we turned this into a long-lasting game. He was expecting that one would finish the final battle around lvl 60 Wizard. Hence there would always be challenges in allocating skills and so on, not like me where I have >2k skill points that I cannot allocate - all skills are maxed.

I have asked Peter for automatic mana pool increases and for mana pool to increases after the cost reach 95% to be a small percentage of the current pool size, rather than the fixed 2k it is now.

I would like to see linked towers where they co-operate once they are linked. Exactly how they would do this is a question.

Also I would like to be able to decompose mixed gems into pure gems so I can change my strategy in-game.

In my opinion the endurance mode is inherently unfair to game players. Yes, you can get a massive score, but eventually, even if you never anger the monsters, their HP increase to impossible levels. So with using the facilities of mana farming, you end up with a game that just goes on and on and on with no end. When you get bored, you have to suicide by taking all your gems out of the traps and towers. That sux. So I hope there will not be an endurance mode again. I believe there must always be a way to win in a game - otherwise, what is the point? And if you earn stuff - like skill points, you MUST always be able to use them.

I never play a game longer than 3-4 hours, I get too tired and I fall asleep and my wrist starts hurting. If there was an automatic mana pool increase, I might leave it and walk away and see what happens, but as is, I know that if I leave I die eventually.

ConnerC
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ConnerC
652 posts
Peasant

id like:

1.) save game

2.) arcane guardians/1 giant monster wave that are angerable
ANGERABLE ARCANES WOULD OWN!

3.) buyable gems up to 15, 2m mana (16+ takes 4m+ mana per gem and thats too much)

4.) probably wont happen but some supergem-all thing to speed it up

5.) battles with up to 100ish waves not just 50 like the ones we have

6.) more usefull amulets, and difficult such as "make a grade 20 gem" + 1m score or something that will make a differance for its difficulty to do or anger +15k monsters in a battle, this could be like +300 a wave for waves 20-70

7.) more upgrades past wizard level 203, like a second tier of leveles once you max every skill you can continue to the 2nd tier where you can for even more wizard poitns per lvl, go past lvl 10 in skills, example "wizard level 19, cost 30 points to get lvl 20"

8.) highscores back

9.) custom battles =] design the # of waves, type and # of monsters, and the map itsself for a bit of fun(must beat the final battle to access this)

10.) and i want it to be about 100x harder than the last one, such as drop 15 grade 15s on a socket and still be able to defeat the final boss after that which is around 10m hp but its angerable, it wont increase in #, still just 1 but if you want a challenge you can make it about 10x more score for killing the boss if you boost it to a few hundred million hp, i want the boss to have abilitys such as randomly lower the grade of a gem by 1 every 5 seconds and every 30 seconds randomly destroy a gem and heal itsself by the gem bomb damage of that gem

ConnerC
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ConnerC
652 posts
Peasant

whoa whoa wait.....lankhr....you play rs??? whats your rs name.

my rs name is "a final name" simple and easy to remember

i hoper your highish level

vesperbot
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vesperbot
955 posts
Nomad

hmm. I would like (basing on current GC):

1. Angering arcane guardians - yep, I feel pity to the arcane guard torn into pieces with its armor notaffected, just because there were monsters tougher than it, and a lot of them. I'd also like the arcane guardian to boost self and satellites EACH TIME you do angering - this way you'll have to balance your over-anger or you'll end up with 1e100 HP arcane... hum, hum

2. Extendable skills (at least some, those that boost, by formulas). I'd like to spend that 4k skills I've left

3. The ability to use higher grade gem creation spell. I think the grade limit of 12 will do. However, this might be "buyable" sort of upgrade, maybe even battle-lasting.

4. Altered prismatics - so far they are rather unpredictable, the skill cap doesn't seem to ever touch 80% declared, I did have gems with more than 60% power of a special, but nothing even close to 80%. I'd like to have a determined way to create a prismatic and to be able to alter its specials by some actions. Say I'll have a 300% of power to be splittable between 8 fractions, and if I add to one special by actions similar to supergemming, I gain some percentage to maxed special (if they'll be indeed maxed) while losing some of the specials' powers which components are not in the gem I combine into a prism. If one combines 2 prismatics, the specials' max powers are dependant on their grades and are altered with the rule of balance.

4. More powerful monster hue affect against the damage to the monster, with percentage total damage reduction depending on the hue difference, up to total immunity. Say if monster hue differs from tower hue by 1, this tower deals 1/90 (since hues are measured in degrees, the maximum difference is 180, say 210-30. Difference between 10 and 350 is just 20) its dmaage to this monster. Make some gems "white", or make a way to turn a selected (limited type, say prismatic only) gem into a white. White gems have no hue, their shots are white/gray/black (thematic choice mostly), they do uniform damage to monsters, regardless of their hue, and might have some bonus for their formation, say ITD. White gems can be supergemmed under certain conditions to not lose the whiteness - say you've got a white gem, you combine it with a red gem (lesser grade, if equal, you get a red gem, maybe not pure), the gem becomes "red-tinted" (displayed as a dot in a color circle, the closer to the border, the stronger the tinting), so to return it to &quoture white" state you are to combine it with a cyan gem to push the "tinting" back to the center of the circle. The bonus of a white gem might depend on its tinting.

5. Make pure gems more powerful than dual gems, dual gems more powerful than triple gems, and triple gems more powerful than prismatics (questionable), mainly because of their specials. Currently a dual has 70% power of 2 different specials, which is 140%, while pure gem has 100% and is worse. Make a combined gem as powerful (in sheer damage) as two of its predecessors, if they were of equal grade, and please cap supergemming harder than it is capped now. (Duals are capped way looser than pure, triple and prism, making a supergemmed grade 3 dual to hit 220 firing speed. And I'd want range to be capped also)

(Time's up, I'll be back for another wish-set)

Karsten75
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Karsten75
266 posts
Peasant

vesperbot, a thoughtful post on features for CG2.

One thing, I would agree that pure gems should be more powerful than dual, which is more powerful than triple, but I think prismatic should be the most powerful, sort of a reward for creating it. The prismatic could them assume the role of the white gem in your description easily, with keeping a record of what colors is added to it and favoring the three that is most used in its composition?

I can't make supergemming work, I've tried many times. The increase in power/range is so small that I find it quicker to simply make a gem of a grade better.

For instance, let's look at a grade 3 gem. It is composed of 4 grade 1 gems. If I now add another 4 grade 1 gems to it, is the grade 3 more powerful than a grade 4? I think I've stuffed as many as 10 gems of a lower grade into a gem without seeing a big jump in the gem's power and range???

Karsten75
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Karsten75
266 posts
Peasant

vesperbot, i forgot to tell you that I especially like the idea of adding all the angering to the arcane monster. I think that would be the right thing to do rather than the individual angering of the arcane level. I think also perhaps, if one superangers any ordinary game mode, perhaps an superangered arcane monster could be inserted in that level. That will limit the one-sided benefits of angering and prevent some of the high scores that is upsetting to the writer?

yayformeee
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yayformeee
136 posts
Nomad

karsten. Supergemming is more useful with higher grade gems.
If you have a grade 13-14, supergemming these is more efficient than boosting their grade.

AsSto
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AsSto
64 posts
Nomad

vesperbot, the prismatic gems are easy to master in the way you want. While that's not evident to combine in the panel (the last gem merge is always almost "maxed&quot. That's easy to control with a trap. Just put a level 6 pure gem in a trap then combine the prismatic into the trap and you get the component maxed. Remember to not use Lime too much. Only 10 traps with 56% lime was enough to make my last game crash. Probably with 1018 fire speed the game created more shots than deleted.

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