We’re excited to share that Version 0.23 is on its way, featuring a complete overhaul of the battle system and the new ability to change your character’s class, among other changes.
Just to clarify, I’ll be using the past tense and referring to the current battle system (the one playable at the time of this post) as the “old” system, even though the “new” battle system hasn’t been released yet.
Problems With The Old System
Let’s talk about why we’re overhauling the battle system in our game. Simply put, the “old” battle and hunting mechanics didn’t fit well with the idle game genre. Despite our efforts to refine these systems, they fundamentally clash with the nature of idle gaming. Many players found this aspect of the game polarizing – it was either loved or entirely ignored.
So, what was the issue with the old system? Let’s break it down.
Level Discrepancies
The huge problem with the old battle system was that a character’s “power level” (how strong they are) didn’t align with their “combat level” as you’d expect in most games. Surprisingly, it was possible for a character to reach combat level 100 but remain significantly weak. This happened because experience in primary stats like Strength and Defence was earned through skills unrelated to combat effectiveness.
This situation caused quite a bit of confusion among players. Many were frustrated, thinking they couldn’t defeat enemies that matched their combat level, and we had to clarify repeatedly that this wasn’t a bug – it was just how the system was designed. The issue arose because the system limits battles to no more than 100 turns. If a character is too weak to defeat an enemy within those 100 turns, the battle simply won’t proceed. This rule was primarily set to save time, as fighting through more than 100 rounds could drag on for several minutes.
One popular suggestion we’ve received is to have the game issue a warning before a battle starts if the character is not strong enough to attack a specific enemy. However, this presents a technical challenge. To determine whether a character can successfully attack an enemy, we would need to simulate the battle before it actually begins. Unfortunately, simulating battles does not scale well.
Difficulty In Obtaining Primary Stats EXP
As touched on above, the discrepancies in levels and the resulting confusion were largely due to the way experience points were distributed across different skills. For instance, activities like woodcutting, which seemingly had nothing to do with combat, contributed to increasing a player’s strength, while smelting boosted speed.
Not only this, but the experience awarded per action was excessively low. Ten months into the game, the highest Strength level achieved by any player is only 92. This slow progression caused primary stats to lag significantly behind the pace at which characters could increase their combat level, leading to a disjointed and illogical system where combat effectiveness didn’t match combat levels.
Hunting
The hunting mechanic, intended to add depth to the battle system, fell short of expectations mainly because it was tedious. The process involved repeating the same action every few minutes, which turned into a burdensome task of keeping the screen on just to ensure the hunt was completed. The core issue was the awkward timing of the hunts – they were too frequent and too brief to truly fit the idle game format, yet not short enough to be engaging for active play. This left players in a limbo where, for two or three minutes at a time, they couldn’t do much else but wait.
Another significant problem with the hunting system was its inefficiency, particularly frustrating for new players. They could spend considerable time hunting for enemies, only to encounter enemies that were “unkillable” for them. This meant they had to restart the hunt without engaging in any actual combat, leading to a cycle of fruitless efforts. This aspect of the system was so tedious and unrewarding that it sapped the excitement out of the gameplay. Even writing about it is dull.
Battling
The battling system, while slightly more engaging than hunting due to the need to monitor health, was still tedious. The system required a minimal but awkward level of attention – not active enough to be captivating, yet not passive enough to be truly idle. Players couldn’t just set their characters to battle and check back after a short period; they had to intermittently manage the gameplay, which disrupted the flow of a typical idle game.
This issue was even more pronounced for lower-level characters, where simple battles, like defeating a rabbit, could take up to 40 seconds.
More Issues
I don’t want to spend an unnecessary amount of time outlining the problems with the old battling and hunting system so I’ll just quickly list the rest.
Attacking Lower Level Enemies
The game mechanics incentivized players to target lower-level enemies. Given the lengthy process required to hunt and defeat higher-level enemies, the efficiency (EXP per second) actually decreased in tougher locations, making it more practical to stick with weaker enemies.
Stats
Despite reaching high levels, the impact of stats was minimal – this was primarily because players kept attacking lower-leveled enemies.
Food
The inefficiencies in combat rendered food almost pointless. If characters are primarily engaged in low-risk battles (like attacking weak rabbits that only inflict minor damage), there’s little need for resources like food that are meant to recover health lost in more challenging fights.
Bots
It seems that about 80% of people using bots are doing so specifically for the battle system, setting up an autoclicker on the battle page and leaving it running for hours. While I get why they do it – given how tedious the system can be – that doesn’t make it acceptable. We’re naively hoping that by smoothing out some of the friction with our new battle rework, we might discourage the use of automation a bit. Even a 10% reduction in bot usage would be significant for us. Reviewing flagged accounts and banning offenders is a time-consuming process, so easing the burden even slightly would be a big win.
Thoughts
We’ve got a lot of improvements lined up, particularly addressing the points we’ve been talking about. I realize there’s a few players who really enjoys the old, more “active” hunting and battling system, and some of you might be disappointed with the new direction we’re taking. But the truth is, the old system wasn’t quite in line with where we want the game to go. We’re trying to find a balance that keeps the game engaging while staying true to our vision.
We’ve honestly put a ton of work into the old battle system. If you’ve been here since the pre-beta stage, you will likely be aware how many times we have made adjustments to the battle and hunting system. I’m extremely cautious about not leading us into a “sunk cost fallacy”. Sometimes, no matter how hard you try, things just don’t pan out the way you’d hope.
Battle and Hunting Rework
So, let’s dive right into what we’ve been working on with the battle system. Instead of just telling you about the changes, I think it’s better to show you directly.
Just a heads-up: Everything I’m sharing is still subject to change. We’re in the alpha testing phase, so things might still change quite a bit.
When you first open the battle page, you’ll notice nothing has changed if there are no enemies to battle.
However, when you start hunting, you might notice something different…
We’ve made the hunts longer, a lot longer… and this all depends on your stats. Instead of just a few minutes, now you can hunt up to the maximum idle time allowed by the game. To extend your hunting duration, you’ll need to boost two key stats: Movement Speed, which you can increase with your equipped pet, and your Hunting Mastery level, which goes up the more you hunt. The higher these stats, the longer you can stay on the hunt.
However, with the changes to the hunting mechanic, we’ve decided to remove the ability for pets to hunt on your behalf. Not many players were using the pet hunting feature, and with the new system, it would make things a bit too powerful.
When you finish the hunt, you will notice that the enemies will be stacked on top of each other.
The main idea behind this change is to let your character continuously hunt enemies until you reach the cap, which is determined by your Hunting Mastery level. It’d be pretty impractical (and a bit silly) to display each enemy individually if you’ve got hundreds waiting, like how the old system did.
Currently, the maximum number of enemies a character can stack ranges from 500 to 2,000. So, if you’re at level 100 in Hunting Mastery, you’ll be able to stack up to 2,000 enemies. This change should streamline the experience and keep things looking clean and manageable on your screen.
This leads to another new feature: when you hunt more enemies, they just stack up on top of the ones you’ve already hunted. Since it’s not feasible to hunt all 2,000 enemies in one session – given that the idle time maxes out at 160 minutes for your main character with a membership – you’ll need to split this task over several hunting sessions. Also, it’s important to note that reaching that 160-minute cap requires a high Hunting Mastery level and sufficient Movement Speed.
When starting a new hunt, it will pick up right where the last one left off. You can keep going like this until you hit your limit.
If you decide to cancel a hunt midway, the game will automatically determine how many enemies you hunted during that time. For example, if your current capacity allows you to hunt 500 enemies over 100 minutes, and you cancel after 50 minutes, the game calculates that you’ve hunted 250 enemies – because you stopped halfway through. These enemies will then be added to any you had previously, stacking them up for you to battle later. This way, every minute of hunting counts, even if you don’t complete the full duration.
To start attacking an enemy, just click on the one you want to defeat. This will open a dialogue window, giving you the option to attack.
You will notice two new things on this screen: Food and Stance.
Food
You can choose which food to bring along for the battle, and adding food effectively extends your battling time. Here’s the basic idea: the more food you carry, the more enemies you can battle. Food boosts your “effective health” – for instance, if your character has 100 HP and you take 20 food items, each providing an extra 10 HP, your total effective health becomes 300 HP (100 + (20 * 10)). With a higher effective health, you can engage more enemies consecutively.
The battle continues until one of three scenarios occurs:
- Your character gets defeated (in which case, they have exhausted all their health and food).
- Your character defeats all the enemies
- You exceed the maximum idle time.
Stance
Stance is our new method for gaining primary stat experience points. Now, instead of earning these points through skills, you’ll get them directly from battling. We believe this approach makes more sense since primary stats are exclusively used for battle. Previously, obtaining them via skills seemed to disconnect them from their main function, making the whole system feel a bit disjointed.
There will be five stances to take:
Balanced: Obtains EXP for every primary stat. for instance, if you get 20 EXP, then each stat will get 5 EXP.
Offensive: Obtains EXP only for strength.
Defensive: Obtain EXP only for defence.
Agile: Obtains EXP only for speed.
Dexterous: Obtains EXP only for dexterity.
Just to clarify, the experience points (EXP) you earn from defeating enemies are allocated to both combat and stats. For instance, if you defeat an enemy and you get 20 EXP from that enemy, that means that 20 EXP will go towards your combat level, and 20 EXP will go towards your primary stats depending on your chosen stance.
Battling
When you start battling, you will be shown a completely new battle screen.
We’ve significantly revamped how the battle system operates behind the scenes to streamline performance and to allow it to scale. Previously, in the old system, battles were conducted one enemy at a time. For each encounter, the system would “simulate” the fight to determine the winner and calculate the rewards. This method, especially when facing multiple stacked enemies, became highly inefficient and a major performance bottleneck as it had to simulate each battle individually.
Now, we’ve shifted to a “bulk” simulation approach. Instead of handling each battle one-by-one, the system simulates the entire sequence at once and calculates the outcome collectively. This not only speeds up the process but also helps in handling multiple enemies more effectively, making the whole system more robust and capable of scaling as needed.
Here’s what it specifically calculates:
– How many enemies you can defeat until one of three battle ending events occur (as I have explained above)
– How much damage is given to the enemy per hit.
– How much damage you take from the enemy per hit.
– How many hits you take to defeat the enemy.
– Your hit chance.
– The enemies hit chance.
All this info is displayed right on your screen, so you can keep an eye on your character’s progress and tweak things as needed. This new method is definitely more scalable, but it’s not without its drawbacks. For instance, unlike the old battle system, you can’t check your current health during a battle to heal up in real-time. Also, you miss out on watching each battle unfold hit by hit through those little toast notifications.
Since we’ve revamped the battle system, we’ve had to tweak how some of the stats work, especially Agility and Dexterity. We’ll detail all the changes in-game once everything is released. It’s a bit too soon to dive into the specifics since we’re still fine-tuning and experimenting with the battle formula. We want to make sure we get it just right before sharing the full details.
We’ve set up the system so that if you end a battle early, it will automatically calculate how many enemies you’ve defeated and give you the appropriate rewards. For example, if you start a battle with 20 enemies and it’s supposed to take 20 minutes, but you cancel after defeating the 15th enemy (around 15 minutes), you’ll still get the EXP and loot for those 15 defeated enemies. Plus, any unused food will be returned to you. You’ll also receive a handy overview of everything in your notifications, so you don’t miss any details.
Closing Remarks
And there you have it – that’s the rundown on our new hunting and battling system. It’s designed to be much more “idle friendly” than previous versions. Just how idle it can be really depending on your character’s stats and how much food you decide to invest in the battle. So, you have some flexibility on how hands-on or hands-off you want to be!
We’re still in the experimental phase with this rework, and we’re very cautious about how they might impact the game’s economy. Because of this, there’s a possibility we might adjust the loot rates and EXP rates for enemies. We don’t want to flood the market with crafting materials nor make it too easy to level up just because it’s easier and quicker to defeat consecutive enemies. I can’t go into specifics yet because we haven’t finalized our review – there’s even a chance that nothing will change. But I wanted to give you a heads-up that these aspects are under consideration, so you might see some adjustments.
Changing Class
Characters will now have the ability to switch classes using a special class changer item, a feature many of you have been asking for. However, to prevent frequent class hopping and maintain game balance, there are a few rules:
1. You can only change your class once every 14 days.
2. Class changing items are not tradable. You can only get them from a vendor using tokens.
3. Characters cannot switch to or from the Forsaken class.
Changing Name
This is another highly requested feature. This will work in a similar way to the class changer with similar restrictions (but Forsaken can also change their name).
Fishing Reviews
Saving the biggest news for the end, right? Well, I wouldn’t want you to finish this blog post without a bit of a shocker, so here comes a grenade for you. We’ve noticed a significant imbalance in gold accumulation when it comes to the fishing skill, particularly at the higher levels involving sharks. To help you see just what we’re talking about, here are some graphs provided by @visiel in our official Discord server which you can check out here: https://discord.com/channels/1118502854957727754/1277666983952908319/1277666983952908319. These should give you a clear picture of the stark differences in earnings in fishing compared to other skills:
It doesn’t take a genius to pinpoint where the imbalance is. We haven’t had the chance to fully review this area yet, as we’ve been focused on the battle rework, so I can’t share exact details about what the changes will involve. But, let me be upfront – you might want to brace yourself. We’re planning adjustments to how gold accumulates for high-value items in fishing.
Balancing is always a touchy subject because it can disrupt gameplay and strategies, particularly for those who’ve invested heavily based on the current system. But, let’s be honest, when one skill significantly outperforms others in terms of profit, that’s the textbook definition of imbalance. This especially true for skills that stand alone versus those that are interdependent (By this, I mean that some skills, like Fishing and Woodcutting, stand alone and don’t rely on other skills, unlike Cooking and Smelting).
From the start, we’ve committed to making decisions that we believe are in the best interest of the game’s health and balance – even if it means making decisions that people ultimately won’t agree with.
That said, just to slightly ease your concerns, I want to clarify that this update may not be an outright nerf. While it’s still too early to dive into specifics, one of our key objectives is to put a greater emphasis on cooked food so make of that that what you will.
Overview
This is just some of the changes we have planned in the upcoming update. There’s a lot more we haven’t disclosed yet so expect some surprises too. Fishing changes aside, which I am sure most of you will be screaming with glee after finding out about it, I’m sure that this update will improve idleMMO and make it more enjoyable to play. Oh, and we also have a new global campaign lined up too. We’ll share more information on that soon.
We don’t have a set timeline for when this update will roll out – it could be as soon as next week or perhaps not until early October. The timing really depends on when we feel everything is polished and ready. Given the scale of these changes, especially since they impact a core system of the game, we’re taking extra care to ensure we get it right.