Symbiote
Well-Known Member
farming products is way less efficient as an income source than active luck farming and that is due to the inflation of products the sets has caused. the income rate for 15s luck farming is as high as 15x more than if you were to farm product and employ effort into developing craft. the solution is easy: halving product chance drop, or even 1/3 of the actual numbers. product farming gets way more interesting just by tightening the supply offer for the crafts. easy.
another inconvenience is how click-heavy going for 15s spam is, you must be adding tasks every 2min15s because 10 min jobs sucks and that demands having to cease in whatever irl task you are every 2 minutes so you can go for the awesome fast click-and-wait-reward gameplay. make the 15s jobs being 1 minute long (edit: the rewards and drop chance is 4 times more too ofc, in parallel), the 10 minutes one to 15 (still useless) and 1h as it is. this reduces the span of attention you need to give the idle game when you want to play it active. is it too much to ask for the freemium job slots to be 5 and the premium 12?
crafts need a massive revamp but thats another thread.
another inconvenience is how click-heavy going for 15s spam is, you must be adding tasks every 2min15s because 10 min jobs sucks and that demands having to cease in whatever irl task you are every 2 minutes so you can go for the awesome fast click-and-wait-reward gameplay. make the 15s jobs being 1 minute long (edit: the rewards and drop chance is 4 times more too ofc, in parallel), the 10 minutes one to 15 (still useless) and 1h as it is. this reduces the span of attention you need to give the idle game when you want to play it active. is it too much to ask for the freemium job slots to be 5 and the premium 12?
crafts need a massive revamp but thats another thread.