Some ππŽπ‹ & π”πˆ Suggestions

in Site Feedback & Ideas

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myriadium • 6 April 2026 at 3:53 PM

@hinokazes

i lowkey do think that they should cycle out creatures more often rather than letting them just sit around. you're right, a lot of these creatures have been sitting around for mooooonths, and if VEND creatures can come back, why not just cycle them out? that way people aren't blindsided when something is added suddenly

altho that's more of a selfish thing cus it'll probably make you more stressed ^^;; since you'd get like no break on questing haha. that being said, it's best to just buy out the stores during downtime so you don't have to use user shops for quests...it definitely takes up time to build up a questing strongroom lol

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spookyfrog • 5 May 2026 at 6:36 PM

Now that there's been a decent amount of forwardness from Ian about site developments, this forum topic kinda died down. But I just wanted to bump the thread so that these suggestions don't collect dust and also to suggest some of my own ideas.

1. When you are using a travel or buying a CC travel, it lets you select a creature in your cove and displays a preview of what that creature would look like with that specific travel on. This "Select Creature" dropdown is so confusingly sorted. When buying a CC travel, it is sorted by a version of Oldest First that is actually just sorting by lowest egg ID first (so if you resurrect a creature it would appear at the bottom of this list). When you are applying a travel in your inventory, it is sorting by what my best guess is a staggered/chunked alphabetized sorting? Idk. This suggestion is to standardize these dropdowns to be alphabetized, which will make it easier to navigate and easier to remember which creatures you have in which order so if you forget one creature's name, you'll remember what other creatures it's nearby and you don't have to switch pages. or whatever. Just standardize the ordering of dropdowns!

2. On the individual item pages in the Item Database, there's buttons allowing to search in the Auctions, the Trade Center, your shop stock, and your Strongroom. Can we get one more button that will search other users' shops for that particular item?

3. FILTERS IN THE STRONGROOM.

4. Population counters on the species archive pages.

Female
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kataclysm • 9 May 2026 at 6:31 AM

I really would love to see the databases on site get a more thorough tagging and searching system. Misspelled search queries need to come up with 'did you mean [name]?' Because the species names on this site are so random, and so numerous, that remembering them and their spellings is super tedious. This would improve trivia answering, improve accessibility and make those databases easier to use.

Also, correct tagging on entries, more thorough tagging.

Female
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prairie • 23 May 2026 at 12:24 PM

Just want to bump this again.
I know life is a bit busy for @Ian, but I do want to keep this active!

Female
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jarsha • 1 June 2026 at 10:23 PM

Bump again but man I've just been thinking about how I wish there was a way to earn CC beyond just trading for it or buying it. I understand it's a good way for the site to make money, I just wish I could earn it too even if very slowly, since Listdnats costs so much (I believe it was mentioned it cost way more in the past, even?) and some pre-final evolutions just look so good I want to keep them that way

Female
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minnie298a • 1 June 2026 at 10:58 PM

@jarsha
You can currently earn CC through the Monthly Challenge/Daily Tasks. If you complete the 5 tasks each day for 25 days in a calendar month, you win 100CC. However you need to verify your account to access it, which at the moment involves handing over your mobile number (which I know some are unable or uncomfortable doing so). But that is supposed to change when the log in changes happen.

Female
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jarsha • 1 June 2026 at 10:59 PM

@minnie298a wait woah this is awesome! I'm so excited for the log in changes so I can participate in that, thank you so much for letting me know that's really relieving that you can earn CC that way!

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spookyfrog • 2 June 2026 at 12:49 PM

This post was another topic in the Site Ideas and Feedback category, by @merit and I really like the idea and think it holds some weight. I would love to see it implemented. I'm linking it here because it was ironically drowned out by the forum games in the Recent Topics list.
Exclude Forum Games from Recent Topics?

"Hi, I've been trying to use the forums more lately and it's been really slow going. Most of the action seems to take place in the Forum Games section.

There's nothing wrong with that; forum games are fun and a great way to do forum post dailies. But it also means that the Recent Topics are mainly filled with them. I think this might keep other topics from getting more attention.

My thought was, what if the Forum Game topics were excluded from the Recent Topics list? This would give other posts a better chance to be seen. I also don't think it would hurt the forum games themselves much.

I don't know how easy this would be to implement, or how other players would feel about it. I would find it useful personally, but I'd love to hear other people's opinions!"

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myriadium • 7 June 2026 at 11:29 AM

Since there has been no update on either galleries nor the new login updates (which were supposed to ensure safety and privacy for our accounts and also a massive quality of life that the playerbase has been asking for since forever, btw), I will continue pinging @ian whenever we get a forum requirement on dailies.

Female
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jarsha • 10 June 2026 at 8:41 PM

@ian login changes first said to come out April 28, then pushed back May 13 due to health issues which is understandable, but it's now June 10 no updates or communication on it.

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myriadium • 12 June 2026 at 6:21 PM

@ian , any updates on the improved login?

Female
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jarsha • 20 June 2026 at 12:36 PM

Today is June 20 2026 and it has been 500 days since this thread was first created and these improvements requested (although these requests seem to have been requested MUCH longer than this thread has existed) with no response. :[

Edit: I re-read the thread today and remembered talk about Bumpwire LLC. Just wanted to update that Bumpwire LLC's status is dissolved since April 23 2019. I'm worried this site is just kind of running on vibes at this point, which seriously disappoints me as someone who has only played for less than a year and wasn't expecting it to be neglected.

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myriadium • 23 June 2026 at 3:54 AM

@ian login updates. it's been over a month since these login updates were promised (may 13th btw). an update would be appreciated, to say the least.

Female
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jarsha • 24 June 2026 at 11:49 AM

Can we also get an updated History of Past Events page? It was last updated in 2020.

It does describe the page as a "complete list of previous site events" but it hasn't been touched since 2020.
It would be nice to get that at some point.

But some communication on what's going on with the security update first would be appreciated please
@ian :[

Female
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myriadium • 2 July 2026 at 1:06 AM

In the interest of not letting this forum post die, I also wanted to pop in and mention a definite improvement to renaming/editing creatures:

Allowing the "Cove Actions" like [get HTML], [manage star], and [rename], most crucially, to be done on a creature page rather than on the cove page! This would help in case someone (cough cough, me), likes to mass rename creatures.

Also @ian, any updates on galleries or the login update...

Female
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jarsha • 5 July 2026 at 8:18 PM

@ian it is now July...

Female
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dragongirl02 • 6 July 2026 at 2:12 AM

Hi folks, hope you don't mind me jumping in here too.

I'm a bit irritated because the lag monster (aka the fast-feeding error) just ate my second skip day on July 5th by throwing the message: "Too many feed requests! Please wait a few seconds, refresh, and try again." I've noticed a few major structural issues with the 5 random daily tasks that I want to lay out, and I'm also curious about the Gallery mystery since it was supposed to help with managing these quest tasks.

Issue 1: The Cave Task Math Excludes Players

For the 15 cave task, the first 10 attempts are free, but the remaining 5 attempts have an RNG cooldown ranging from a minimum of 5 minutes to a maximum of 30 minutes.

If you go to a tool like Random.org and simulate 5 random rolls between 5 and 30, look at what happens:

Roll 1: 5 minutes

Roll 2: 6 minutes

Roll 3: 27 minutes

Roll 4: 21 minutes

Roll 5: 21 minutes

When you add those together, it equals 80 minutes. That is 1 hour and 20 minutes of pure, forced waiting time just sitting around for timers to tick down. Many younger players have a strict 1-hour screen-time limit. How is a player supposed to complete a mandatory daily task when the built-in wait timers physically exceed their entire time limit for the day?

Potential Fixes for Issue 1:

Solution 1: Cap the RNG Cooldown Timer – Lower the maximum cap on the random cooldown timer for the 5-attempt waits so it doesn't artificially balloon the task's runtime past an hour.

Solution 2: Restructure the Tiers – Scale the required cave attempts logically so tasks remain accessible for tight schedules: Easy (10 attempts), Medium (11 attempts), Hard (12 attempts). Drop the grueling 15-attempt wall entirely.

Issue 2: The HST Penalty (Daylight Saving Squeeze)

Hawaii Standard Time (HST) players are actively penalized because Hawaii does not observe Daylight Saving Time.

When the mainland clocks change, our daily rollover aggressively switches from 7:00 PM HST down to 6:00 PM HST. If the rollover stayed at 7:00 PM, things would still be tight, but it would at least be doable. Moving it to 6:00 PM forces our daily run to slam directly into prime dinner preparation, family time, or the end of the workday.

This rigid setup completely broke my streak over the holiday. On July 4th, my family and I went out to one of the local July 4th events. Because the rollover has been squeezed down to 6:00 PM, there was no evening buffer left to finish my tasks once we got back.

Then, July 5th (yesterday site time), the compressed deadline forced me to rush at high speeds to beat the clock, which is exactly when the "lag monster" caught me. I call it a lag monster because it feels like an evil creature that literally eats the food right out of my hands while I am actively trying to feed others. I hit this fast-feeding error multiple times in a row while racing against the countdown, getting completely blocked by: "Too many feed requests! Please wait a few seconds, refresh, and try again." We are penalized with a lockout timer while the clock actively ticks down to zero, stealing our skip days unfairly.

Potential Fixes for Issue 2:

Solution A: Account Timezone Anchors – Allow players to lock their account to a fixed local time rollover so deadlines don't shift based on mainland DST.

Solution B: Deadline Grace Period – Implement a 1-hour safety buffer for time zones that do not participate in DST so we aren't squeezed during dinner hours.

Solution C: Adjust Server Rate Limits – Dial back the sensitivity of the anti-spam trigger ("Too many feed requests") during the final hours before a server rollover so high-speed clicking doesn't lock players out.

Proof of the Daylight Saving Issues for Hawaii:

Under the federal Uniform Time Act of 1966, states are allowed to opt out of Daylight Saving Time, which Hawaii legally did via Act 4 of the 1967 Hawaii State Legislature (Source: https://www.transportation.gov/regulations/time-act ). Since our time zone is legally locked by geographic reality, it is incredibly unfair that our game rollovers shift dynamically to accommodate mainland states.

Any other solutions or suggestions from the community?

Edit: Jul 6 6:40am ECT (12:40 am HST)
Additional Observation: I just noticed that the fast feed error actually went away after one refresh while doing the feed for July 6 (as an overniter). On July 5, it would not go away in one refresh, which is basically what did me in. Basically, the Lag Monster was extremely hungry last night for a late-night/midnight feast. Yes, I'm a fast clicker, but sometimes, when you are up against the clock, you have to be.

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minnie298a • 6 July 2026 at 6:49 AM

@dragongirl02
While I will admit that changes in daylight saving time does affect things a little, it's really only two days a year that it effects the amount of time you have to do things.

Every other day of the year is 24 hours. Your 24 hours may start at a time different to Eggcave, but it's still 24 hours. It boils down to how you manage your time

For the record, I'm not on Eggcave time. In fact, I'm not even in the same hemisphere as America. Actually for 14 or 15 hours (depending on US DLS) the date does even match, which means things are even more out of whack. I also observe a bunch of different holidays. Yet for 363 days a year (364 in leap years) I still get 24 hours to do my dailies. I had to find a way to manage my time within that 24 hour block to optimize my Eggcave-ing. This is not the only site I do it for as it's a me issue to find a solution to, not a site issue.. Most sites I play on roll over is often between 2pm and 6pm my time, but it can happen at all hours. And yes this means that twice a year I need to adjust things a little when other countries change there clocks. But it's just one of those things I've always had to adjust to for International based sites. (And major events, like the current World Cup has live games over our night, with our teams games often at 3am)



In saying that, if I miss a day of collecting dailies, it's normally a 15 Cave approach day. It is the one that seems to take the most time for me and I like to collect all my rewards at the same time. It and the "Use 10" are the tasks I audibly groan when I see them. But every player probably has that one task that they hate or is harder (Quests for newer players come to mind).

Random Data:
Between Feb 2023 and Jan 2026 or 1094 days (I haven't converted the data this year yet, it's on my to do list though)
Times Approach had turned up:
10 - 114
12 - 91
15 -110
20 - 2
Total - 317

And yes, for nearly the first 3 weeks, 20 approaches was the "Hard" limit.

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dragongirl02 • 6 July 2026 at 7:26 AM

I want to clarify that this isn’t about basic time management; it’s a matter of geographic reality.

Not all countries or states observe Daylight Saving Time. Japan doesn't use it at all, and even among countries that do, the schedules often completely mismatchβ€”London and the rest of the UK shift on entirely different dates than the US. Domestically, Hawaii and most of Arizona (excluding the Navajo Nation) remain on year-round standard time, along with U.S. territories like Guam and Puerto Rico.

Because our local clocks in Hawaii never change, when a US-East-Coast-based site shifts its server clock to EDT, it physically shifts the deadline back, making us lose exactly 1 hour of evening wiggle room.

That 1-hour loss slams the daily rollover right into the absolute worst time slot for Hawaii players: 6:00 PM HST. That butts directly against the typical family dinner hour, the end of a work shift, or a chaotic evening commute. We only get our safer 7:00 PM HST window back from November to early March when the mainland reverts to Standard Time. But for these eight months of the year, we are completely squeezed.

When you factor in multi-hour RNG cooldown tasks, the only way to complete them during the day without an overnighter would be to sneak onto the site while actively on the clock at a job. I don't think anyone would suggest risking real-world job security for a browser game streak. Because putting a livelihood at risk during work hours isn't an option, an overnighter becomes a necessary preventative measure to ensure a streak isn't stolen by an artificially compressed clock or a sudden server lag spike.

Every player gets 24 hours, but the server shift dictates which 24 hours we can physically use without dropping the ball on our actual lives and responsibilities."

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heatherm19 • 6 July 2026 at 8:43 AM

@dragongirl02 I have to be honest, as someone else living in a place where Daylight Savings Time is not observed, it's really not an issue for me. Eggcave-midnight is currently 9pm my time, and when the time changes again it will be at 10pm my time. I have a daily alarm set for 7pm (I often nap in the afternoon) to remind me to get Eggcave stuff done if I haven't already. If I'm awake soon after midnight rollover, I often do most/all of the dailies then so I don't have to rush in the evening.

I completely understand having real life responsibilities, jobs, other things that need doing. Everyone has that to some extent. Everyone here, regardless of their real life situation or their location, has things other than Eggcave that need their attention. Plenty of users here have jobs, a family, school, etc. And I'm sure other users miss dailies because of those things. But, no offense meant, that is not Eggcave's problem. Except for two specific days of the year when the clocks change, everyone always has 24 hours to get dailies done. Yes, it's completely possible that most of the 24 hours is taken up by school/work/etc, but that's just life, everyone has that. I don't see how Eggcave could possibly change in a way that would always allow users to get dailies done regardless of their real life (and making one or two changes is not going to help everyone).

If you are constantly losing out on dailies because you are cutting it so close that a slight lag ruins it, that's a user-side issue. And maybe it's simply not possible for you to be on at any other time of day, but that's really not something the game itself can (or should) try to fix.

I do share the frustration with the 'lag monster', but it's also relatively easy to avoid, whether it's giving yourself a little more time or pausing for a moment to let it 'reset' before it actually gives that too many feeds message (that's what I do and I actually rarely see that message anymore because of it).
(I can't for the life of me figure out how dailies would require any sort of 'overnighter', even with lag the only daily that could possibly take that long is quests if every single one asked for items you can't get.)

Frankly if dailies were to be tinkered with I'd put my vote behind the quests task, since that really is entirely dependent on the rng of the NPC shops or the expensive user shops, unless you've built up a huge strongroom (which is what I've done, I rarely even have to shop at all during questing even during the big quest days because I already have the items... but that did take a lot of time and ec to build it up!)

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minnie298a • 6 July 2026 at 7:15 PM

@dragongirl02
I feel it is a time management thing on your end. Things you claim are issues are things I've had to adapt to as well. Things many people have had to.

My state does not do DLS either. Other states in my country do to the point we go from 3 time zones in Winter to 5 in Summer. That is a whole other nightmare to navigate.

Time wise, for me, as I type this, it is currently 9 am, Tuesday the 7th locally, and 7pm on Monday the 6th Eggcave time. As we are locally on Winter time, my EC "day" starts at 2pm. Come my Summer (ie Christmas time), it will start at 3pm.

When I first started here, I was working full time, but as that was before dailies, it didn't effect my playing (really only Gobbler hunting, but that was overall free time, not a time zone thing). But for other sites it did. I missed out of fully participating in many things due to my schedule and free time.

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spookyfrog • 3 days ago

Hey yall, I wanted to share my recent thoughts.

First and foremost, I hope @Ian is recovering well. This is not meant to be an attack on you because I have been in those shoes before and it is not a great time. It's hard to have to delay things for personal issues and delay it again. Trust me, I have been there before. I understand. I enjoy this site a lot and I would rather you wait and recover. I want to contribute to this site, even if it's simple work such as providing dates and stuff for the item database. I want this site to be clean and to bring about community engagement. And, while there are people who harp on what this site lacks, (in most cases) these people harp because they love this site and want it to be even better, not just better.

I come to this thread to make a formal post about it because of the trend of creatures with abnormally high evolution stat barriers. The recent Beejubelle is a lovely creature, I absolutely love the art. (side note, the art for creatures, especially recently, has been extremely great. i love it so much). But the amount of clicks necessary to reach even stage 2 is concerning. These creatures with high evo stat thresholds may seem as a way to induce community through various feeding or clicking groups, but these groups are still going to happen for creatures that have high yet manageable evo stat thresholds. Creatures with stat thresholds like the Colabre, Ohnex, and Kendo make evolving to the final stage take multiple years for a regular player. The Colabre specifically, we had 38 users get together and chip in a total of 19,000 cavecash to evolve their creatures, an endeavor that required a mod to oversee it and trust from each of the users to complete. While yes it brought community and brought more money into the site, if 38 users decided it was more realistic to join this initiative and put their money and trust into this than to simply evolve it through regular means, then something is amiss.

I understand the idea that these birthday creatures should be an endeavor, an undertaking to evolve. But these have blown it out of proportion. My personal opinion is that these creatures should have an upper bound of about a year's worth of their respective stat to reach the "adult" stage. For clicks, a final evolution threshold of around 10k or 11k clicks would take around a year for an avid regular player. (Look at the monthly clicks leaderboard. Outside of the top four, the most clicked creatures this month are at around 500 or 600 clicks in 19 days). If it's a birthday creature, wouldn't it make sense that you fully evolve it in time for the next birthday? It should be difficult yet feasible to evolve each of these creatures. Releasing a creature with similarly unrealistic evolution stats after the Colabre situation sends the message that similar "evolution initiatives" are something to be encouraged.

I have a few suggestions here. After all, this is a site suggestion topic.
First, primarily, and preferably, I suggest you reduce the evolution stats for the Beejubelle tenfold. This makes it possible for a regular player to reach the "adult" stage within a long yet realistic amount of time. It also makes it feel like the later stages aren't behind a pseudo-paywall.

A backup or secondary suggestion is: Introduce a Cash Shop item that evolves a select creature. We have Stat & Evolution Boosters that give X amount of a stat to every creature in your cove. What if there was an item that gave 3 creatures just the amount of their respective stat that will get them to the next evolution? This will make it so that you don't need 6,500 cavecash to get your Beejubelle to "child" stage (yes, thats how much it would cost), and would also make it so that you aren't giving every other creature in your cove 48k clicks when they need maybe 3k clicks. I don't know how much it should cost. Maybe like 150 cc for each evolution? I don't know how often people purchase the stat boosters but I think that this would be a better deal for both the users and for the site. And most importantly, it helps users feel like these evo barriers are not insurmountable.


I understand that the creature-specific feeding or clicking groups have been more prevalent due to these high evo stat thresholds, but i reassure you that these groups will not go away or be less popular in the presence of either of these solutions. The Happy Hoxrins group is still chugging and getting a Hoxrin to adult stage requires a measly 3,000 clicks (lol). 1/33 the amount for the Beejubelle.

Recently, the amount of hankering for a new plot or features or whatever has grown and grown. Again, I understand that you are having personal issues and I am grateful for what you already put into this game.
But, there are other ways to induce community that don't require significant amount of coding or development and also aren't "having a creature need 100k clicks". A few ideas have been previously mentioned, such as the "unvaulting" of retired CC travels, but I specifically want to propose two suggestions that in my (uneducated) opinion would not require too much effort.

1. VEND Machine Refreshing. I suggest we implement a time cap on how long creatures can be in the VEND machine. Maybe 1 year? Right now we have at least 13 creatures that have been available since September of 2022. That's almost 4 years. A lot of these creatures need to be rotated out. This would create room for more creatures to be available in the VEND that either haven't been there before or haven't been in a while. Just in general, there needs to be more movement.

And 2. Double Click Day. One of the best days on this site each month is the Double Feed Day. It happens every month (and really carries in the summer months, plus october) and it is a great time to help each other out. Building community! My suggestion is that, on the 4th sunday of the month, we have a Double Click Day. Each click counts as 2 click stats, and each feed gives 1.5x or 2x ec (while still counting as 1 feed stat). Applies the same mechanic, just on another day of the month, is different enough that it has a different use yet still rewards building community and user engagement.
edit: up until now I thought the Double Feed Day gave double the feed stats, but it's only for ec. I'm blaming it on the mamdani effect or smth. but still there is precedent for stat boosts, such as St. Patrick's Day. So this suggestion still stands.

The Double Click Day especially would be really exciting to see implemented in the game. I know this post is long and windy, but I think it is necessary to bring up. If anyone else has comments on any of my suggestions in this post, please let me know. Stir conversation! Ian, I very much love this site and I want to help improve it in any way I know how. I hope you have people IRL in your circle that you feel safe talking to, and I hope you recover well 😊
And lastly, plugging another site improvement thread (again): Exclude Forum Games from Recent Topics?

Female
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jarsha • 3 days ago

@spookyfrog +1 to your suggestions, these are very good. I did get contacted back by Ian about offsite unique views being broken (they should be counting all of them but have not been for a while now) so I think that'll be eventually fixed, but I have trouble getting my 3k views and clicks and was shocked to see the requirements for the birthday bee. I wonder if the broken count gets fixed, if that'll make the birthday creatures high requirements be more feasible, although I find offsite views are much easier to gain than clicks and feeds since people aren't required to actually interract to help grow them, and people offsite are less likely to click let alone feed as well. I see what look like years old birthday creatures on here still in their eggs years later, so the idea of being able to feasibly hatch them at least by the time the next birthday arrives is a really fantastic idea.

And double click and feed days sound AMAZING. I thought the current double feed day was for feed stats for a long time, when it's actually a double ec day. Having a day like that for each stat would be so welcome and give us more special days to engage with, so that's a really cool idea.

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daisycat • 3 days ago

What is the point of so many clicks? You could say ohh it teaches patience, it'll feel more rewarding once it hatches, it should be something you have to accomplish, it's a large amount to mark the special occasion... No. There is no point other than to make money. And all it creates is frustrated, angry players. Don't you want your players to be happy? πŸ˜… A birthday especially should feel fun. This isn't fun.

"If it's a birthday creature, wouldn't it make sense that you fully evolve it in time for the next birthday?"
Agreed. My partner was saying 365 clicks would be nice for the hatch stat, and then 365 more each time. So, a reserved player who isn't buying clicks could hatch it themselves more easily, and players who get clicks from others or buy clicks could hatch it before the next birthday.

"the Colabre situation sends the message that similar "evolution initiatives" are something to be encouraged."
I was thinking of hosting a hatch group (edit: paying CC to instantly hatch) just like the Colabre one (first asking @/isis for permission and giving credit). I really love the creature and would like to own it in bug form and I'd get to help others in the process. But then I saw it'd be $65 just to hatch, and then I realized, well, they're still winning, they're still getting money from this creature which is what they want. "Why don't you want Egg Cave to win?! Or make money?!" It's not that I don't! It's just, making passive money feels like the only point for them. It's fine as one point, I understand the need for money, but it doesn't feel great as the only point. So I'm not really considering making a group anymore. :-/ I now think the stats should just be changed. It's easiest, no group hatch needed, no new items need to be created and coded, and no one will be upset about it lol.

"It also makes it feel like the later stages aren't behind a pseudo-paywall."
Yep, later stages are totally a paywall. And yep the site's gotta make money. But it does already anyway, like, can it make money while also trying to be more kind towards its players.
(quotes are from @/spookyfrog, all great points)

The blog post states "Like other previous birthday creatures, this one requires high stats to evolve."
But that's not exactly true. Take a look at the birthday creatures' stats. This obnoxiously high amount is new. Are they allowed to change it up and make a new tradition of super high stats for birthday creatures? Yes, of course! Is it nice for the players? No.

2026 Beejubelle: 50,000; 75,000; 99,000 clicks
2025 Colabre: 25,000; 50,000; 99,999 feeds
2024 Ohnex: 10,000; 20,000; 100,000 views
2023 Revelca: 150; 300; 720 feeds
2022 Pinyanda: 500; 1,000; 2,000 views
2021 Mokka: 150; 300; 1,000 clicks (archive typo, dates available list 2020 instead of 2021)
2020 Cackamon: 2,000; 5,000; 10,000 views
2019 Drakimi: 1,000; 2,000; 3,000 clicks
2018 Cerberus: 2,000; 3,000; 4,400 views
2017 Jubaleen: 2,000; 3,000; 4,500 views
2015 Chev: 600; 1,200; 2,000 views
2015 again Moue: 250; 500; 1,000 feeds
2015 again Benvoir: 250; 500; 1,000 clicks
2012 Trenka: 2,500; 5,000 views
2012 again Wiset: 150; 333 feeds
2012 again Moxel: 140; 280 clicks
2012 Unipeg: 75; 200; 300 feeds (no bday mention but states July 20)
2012 Pandai: 1,000 views; 2,000 views; 3,000 views (no bday mention but states July 20)
2011 Roasen: 122 feeds
2010 Bragon: 2,555 views (archive typo, dates available list 2011 instead of 2010)
Missing a few years so feel free to fill them in or correct anything. :-)


Edit: The stats have been lowered, thank you! At the absolute risk of sounding ungrateful, I wish it was even lower. ^^'

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