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    Your Elvenar Team

'New Fellowship Adventures feedback

Iyapo1

Well-Known Member
So, why oh why are you complaining, number 1?
Your team knocked it out of orbit braclets residue and all.
 

Enevhar Aldarion

Oh Wise One
Good idea. I think the key here though is 1, having a high level Mountain Halls, and 2, using a ton of MMs. If you lack those, you're going to be in serious trouble on the bracelets.

I came to the conclusion a while ago that Mountain Halls is only good for the population and the goods bonus sucks. It gives you a bonus using your base production, before the relic boost is applied, so the amount is actually tiny. The Elvenar Trade Center is much more valuable because it makes your MMs more powerful.
 

SoggyShorts

Mathematician par Excellence
. If I were still in chapter 15, where that factory level is unlocked, my same factories could probably make another bracelet per day, because the required amount is lower. That is not really fair, so maybe we need a suggestion to make all the chapters in between upgrade research to require the same amount of goods.
There's a pretty long haul between the Advanced scouts and T1 upgrades in those chapters though. Like in chapter 15 it's at least 1 FA, 3 if your timing is unlucky, even if you're quick.
Making 16&17 the same could be done, but all other buildings in 17 are more efficient (pop/culture) so having higher requirements makes sense.
 

Enevhar Aldarion

Oh Wise One
There's a pretty long haul between the Advanced scouts and T1 upgrades in those chapters though. Like in chapter 15 it's at least 1 FA, 3 if your timing is unlucky, even if you're quick.
Making 16&17 the same could be done, but all other buildings in 17 are more efficient (pop/culture) so having higher requirements makes sense.

I can't remember if you were playing when we had a few events that required all the factories and workshops to be current or previous chapter to qualify for quests, but yes, something like that, where batches of chapters have the same requirements.
 

SoggyShorts

Mathematician par Excellence
I can't remember if you were playing when we had a few events that required all the factories and workshops to be current or previous chapter to qualify for quests, but yes, something like that, where batches of chapters have the same requirements.
Yeah I remember that- hated that it promoted inefficient play (factories over sets, workshops over wonders etc)

As for batches of chapters, I don't think that's fair either. Players in a higher chapter have several advantages over those in the lower chapter even when they have the same factory tech unlocked. That singular variable being the same wouldn't make giving them the same quest requirements balanced, there are too many other variables that all favor the higher chapter player.
 

Deleted User - 1178646

Guest
Bracelets were a bit of a struggle for me too... in my ch 3 city, it was pretty easy to produce 1 every 3 hrs with MM spells. (15 level 9 with MMs is 2/3 hrs) In one city, I opted to stay in chapter 4 instead of advancing so ended up making plenty of bracelets and finishing with loads of kp. In my ch 7 city, I just made what I could and focused on other badges. The group still did fine. I think the bracelet change was actually great for providing a way for lower level players to make really big contributions.

Arcane residue was terrible. All of my fellowships hated it. It was too resource intensive to keep making it. I crafted things I did not want, used time boosters I would have rather saved, and ran low or out of relics. Also, my cities without CCs didn’t get any in spire. My city with a bunch kept getting more. I’m sure it’s more coincidence than conspiracy, but it was darn rotten luck and really made it difficult to keep making vision vapor.

In general, I consider the fellowship adventures an exercise in masochism. But the arcane residue requirements seemed especially painful. At least necklaces and statues were easier. I also enjoyed having more automatic badges that just pile up from normal game play to replace the supply production badges.

just wait untill you hit the mystery buton and get 500 diamonds ;)

I think one of the issues people complain about the "too spell fragments" is they look it at a point where every recipe needs to be "usefull" and the mystery chest is ignored as an "addon"

If you turn it around (mystery chest is the goal) and you go for the most interesting recipes and if nothing interesting you grab something good for the mystery chest. a lot less people will complain about spell fragments.

It's a change of mind thing.
I love the mystery chests, I love the 500 diamonds in it and I like the free KP/KP instants it very often gives, and a few of the buildings ain't that bad either.

Perception is a bitch and can be very different depending on how you look at things.
 

Aritra

Well-Known Member
I would like a FS/FA interface that can show badge inventory for the whole FS, even better if breaks down per member (though that could get complicated easily). Yes, this would undermine a bit of the communication required by design, yet, constantly announcing personal inventory really bogs things down in chat/message (imo) and takes away from more productive communication regarding plans and strategy. This would give everyone the ability to see where we're at badge-wise and can communicate needs and assignments more effectively.
 
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Aritra

Well-Known Member
Regarding Arcane Residue... This badge has been slightly controversial with complaints in different directions with different solutions. One aspect I would like to see is the ability to stack vapor. I completely understand why stacking in general has been denied (clearly and multiple times), and as much as it is a pain, I support the inability. However, I would like to see the badge for vision vapor to be an exception. I recognize that the vapor quantity was reduced from Beta, but for many, across the spectrum of chapters (it appears based on miscellaneous forum posts), constant/frequent crafting is a struggle for multiple reasons. This means that every bit of vapor is precious and it is quite frustrating to have wasted vapor because of the vapor value variance and difficulty to consistently come out at multiples of ten.
 

neeronie

Well-Known Member
My main complaint with the new badges is on Bracelets, and it is for the following situation:

I am in Chapter 17, upgraded an additional manufactory to at least take the edge off. Last night's collections got me just shy of a badge. I was tired, and while I should have just spent the timers to do another 3-hour production to finish it off, I didn't.

So, this morning, with an MM spell cast and a Storm Phoenix fed, I wasted thousands of marble to finish off that Bracelet badge that only needed a few to complete.

This is a good learning experience that I will try not to repeat. But added on top of the difficulty of gaining Bracelets overall, it seems like this badge needs a rethink.
Yes, we learned a lot and can make adjusts for the bracelets. The Arcane Residue is what it is and only a little help from technical can help us there,
I suggest that the percentage be raised to earn the combining catalyst in Spire and/or it is included in the gifts for visits and tournament. The drain on relics to make it for a Fellowship Adventure is unacceptable. Especially since there too, you often overcollect what is necessary since you have to choose to craft from what is available.
 

Darielle

Chef, Scroll-Keeper, and Buddy Fan Club Member
The Elvenar Trade Center and the Storm Phoenix matter more than the Mountain Halls.
Thank you for letting me know. I don't have the ability to get ETC yet, but I have seen storm phoenix in the MA. Will it still be useful without evolutions available?
 

neeronie

Well-Known Member
Regarding Arcane Residue... This badge has been slightly controversial with complaints in different directions with different solutions. One aspect I would like to see is the ability to stack vapor. I completely understand why stacking in general has been denied (clearly and multiple times), and as much as it is a pain, I support the inability. However, I would like to see the badge for vision vapor to be an exception. I recognize that the vapor quantity was reduced from Beta, but for many, across the spectrum of chapters (it appears based on miscellaneous forum posts), constant/frequent crafting is a struggle for multiple reasons. This means that every bit of vapor is precious and it is quite frustrating to have wasted vapor because of the vapor value variance and difficulty to consistently come out at multiples of ten.
I also have posted some solutions. I left out the most obvious one, which is switch out vision vapor for spell fragments. I would have no problem if I waste them.
 

Darielle

Chef, Scroll-Keeper, and Buddy Fan Club Member
I came to the conclusion a while ago that Mountain Halls is only good for the population and the goods bonus sucks. It gives you a bonus using your base production, before the relic boost is applied, so the amount is actually tiny. The Elvenar Trade Center is much more valuable because it makes your MMs more powerful.
When I get far enough to craft that, I will. Thanks.
 

Darielle

Chef, Scroll-Keeper, and Buddy Fan Club Member
So, why oh why are you complaining, number 1?
Your team knocked it out of orbit braclets residue and all.
Thanks! Yep, we're still number one; I'm hoping no team is waiting for a last big splash, but we're more than 3K ahead so hopefully it will hold. :)
As far as arcane goes, blowing all of your ccs and spell fragments and time boosters that you have spent 6 months acquiring on stuff in the MA you don't want and having to depend on spire for the next six months is not really a fun way to spend the FA. But for all that, I'm not complaining for myself. I'm complaining because I'm a fierce advocate for new players, since they are the ones that keep this game growing and thriving, and ultimately benefit the long time players. I don't want Inno turning them away, as they are doing with Arcanes. And although I don't like the bracelet thing, I'm not really complaining about those, since they're at least doable for newer players. Arcanes are not.
 

Alram

Flippers just flip
@Darielle Don't worry about us. I got to open my mystical object for the first time because of arcane residues. New players are doing just fine. Thank you.
 

Iyapo1

Well-Known Member
I'm a fierce advocate for new players, since they are the ones that keep this game growing and thriving, and ultimately benefit the long time players. I don't want Inno turning them away, as they are doing with Arcanes.
Perhaps you should listen to new players then. Inno is taking pretty good care of new players. There are several FS full of new players and small cities in the top 50. They can do it. It is also a great way to introduce new players to the Mystery Object. Which is wonderful!

@Alram
just wait untill you hit the mystery buton and get 500 diamonds ;)
 

Sarafyne

Member
Dear Humans and Elves,

Please let us know what you think about our 'Fellowship Adventures with a Twist' we announced.

You can read the full post here!
I am sadly very disappointed, I've always loved playing Adventures, in fact it was an Adventure in the very beginning 2 years ago that got me hooked on the game to begin with, but now you have made it way too hard. In 3 of my cities I started a new chapter so hadn't been able to upgrade my T1s yet, so it took me almost 2 days to make one bracelet - that is totally out of proportion to necklaces and statues! and the Arcane Residue has to go!! I've spent my entire stack and time boosters to get them done, crafting a bunch of useless stuff I don't want. I have 6 cities and all of them play the Adventures and everyone of the fellows said they didn't like the bracelets and residues. Please take them away again. Or at least give us something decent to craft, at lower cost and faster production time. If it takes 10 vapors for one residue, give us something to craft that is worth 10 vapors, none of that 4 x 3 vapor stuff to get one badge. I love a challenge but this is not fun anymore...
Sarafyne
 

Dominionofgod

Thinker of Ideas
My FA thoughts.

I honestly liked this new version a lot more then the old version. Not to say it doesn't need improvements, but over all it was a lot more simple and a lot more stress free for me.

I run two cities in my fs. And i plan ahead and use all my room for badges in both cities. Im also the one that has to come up with the FA plan for my FS each time. I run the event as well as keep track of every single badge reported and every badge spent and who is doing it. So forth and so forth, you get the idea. Point being that i see what each player is doing every fa. It can some times take hours for me when i first get on to collect and reset both my cities and update my spreed sheets and finish everything else. - So when i say that this new FA format had a lot less stress involved for me.. i mean it lol.

I can respect the different lines of thought behind the new fa format as well. It was an interesting mix of trying to listen to player feedback and being able to incorporate specific badges that required players to experience all the different aspects of the game (since some ppl ignore certain parts.) We had badges that leaned towards ws, factory, tourney, spire, MA, crafting.. a wide field to make players experience different things and see what the game has to offer. Its also a good way to spread out the badge requirements instead of making nearly all of them ws/factory badges.

It also had a nice attribute of being an on going production badge. Instead of workshop or factory badges where its 'who is making what and how many specifically', the new badges were ones that are ongoing. Everyone can be making them all the time (generally speaking). Which also meant less badge reporting needed to be done. - And one of my favorite effects of this was the fact that even the players that generally don't do Fa's or do very little at best, would still be making badges even if they wernt trying to. Which put them in the position of do they willfully withhold using badges from there own fs, or go use them even if they don't care about the fa or there fs. I noticed a few players that normally don't participate much suddenly had a higher number of badges used then they ever do before. And they were nearly all non ws/factory badges. Its kind of a cleaver way of 'almost force participation' without actually forcing them. And yet, still a bit stronger then just an incentive. So i find that very amusing, and helpful.


As for the badges themselves...

I was glad the treants and bakers were taken out. I kinda wished carpenters was added to that list too, but oh well. We had to many ws badges. Seeing them reduced from so many different kinds was nice. Similar can be said for factory badges tho there were less of those to begin with. I think id rather have seen the statues removed tho. They have always been a pain. The main goal has always been to try and have all the statues you'll need finished before the fa starts/as it starts. The time on it is just to long to want to make during an FA.

Witch hat/enchantment badges of old; it was a good way of combining all three of those. Not bad once you get used to it. And the fact that we dont have to stop (especially during tourney) to go grab the 100 goods to finish the badge is probably the biggest upside of that change.

New badges:
Ghost, solve 3 tourney or spire encounters: I was honestly ready to be annoyed at this badge. Even went so far as to assume the annoyance. I figured it would be programmed similar to the event quests where it is one or the other. 3 tourney encounters OR 3 spire encounters. I was very surprised that we were allowed to mix and match to get this badge. And very grateful. I think that fact is what made this badge decent. If it had been one OR the other then this would have been very irritating and probably upset a lot of ppl. So good attention to detail on that one. Some times its the small details that make all the difference.

Staff, collect combat catalyst spell: This one was an iffy one and could be very situational. You can get them in the spire as a random chest reward. But you also could go a whole floor and not get any (hence random). Also, if you did get a catalyst chest, it was usually spell x3 all at once. Which meant we would only get one badge out of that and not three. - Which left the other choice of making them in the Magic Academy. But if you do that, you cant make the spells for the witches hat at the same time. So we have to make that choice. - Part of me likes the idea of making to make strategic choices in this manner, but part of me understands why some don't like it. And speaking of that.. i also understand why younger players are annoyed at the the magic academy badges all together when they only have a low level MA. The enchantments take so much longer which will effect FA play. Yet at the same time, i also feel its a temporary thing if they continue playing. Because you can get small amounts of diamonds in the spire each week. (And i think inno added a few to completing early chapters now? I could be wrong on that.) But either way. with some persistence, the younger players can earn enough diamonds over time without having to spend money and be able to upgrade there MA. Which again, long term/planning ahead strategy. It was a founding principle of this game. So i can see both sides on this. Tho the players have the ability to make it a non issue through smart game play which i find very interesting. Not something i see to often.

Marbles, gain 8 relics: A simple enough badge for those that play tourney. Your decision to reduce it from gain 10 to gain 8 was a smart one. With tourney provinces after #9 giving 4 relics per tourney, 8/10 makes a big difference. Its actually a 50% increase of provinces needed (if your going in numerical order). Which would mean a lot less badges being made. So good call on that one.

Residue, gain 10 vision vapor: One of the big two badges that most players had an issue with in this system. The fact that you reduced it from 15 VV to 10 VV and ppl still had such a big issue with it says a lot. - We only have one MA so we can only be making 1 at a time at most. And with random crafting options, we might get lucky and one craft equals one badge. Or we might get a run of recipes that only give 2-3 vapor and need an eternity to get one badge. - When you can look at a fresh line of recipes that are all 2-3 and realize that it might be more efficient to just wait the 6~ hour for a new batch rather then try to make all those small ones... that's an issue. Luckily, i personally did not run into that issue. All of mine were either one recipe or two recipes to get my badge. But im guessing not everyone was that lucky. --- All of that being said, i like the badge idea. I think the amount needed of this badge needs to be adjusted to reflect the fact that ppl can not make these as fast as the other badges.

Tiara, use 3 enchantments: I saved this until after the residue in order to pair it with
Bracelet, Produce xx amount of t1 goods: Because Bracelet is the second of the two big badges that players had an issue with.
In order to make bracelets, many players had to run the good enchantment badge on there t1 factories around the clock. That necessity gave them a handful of tiaras by default. So tiaras wernt rly any issue due to that fact. But bracelets were one of the two badges i heard the most about. And i also can see why this would be the more complicated badge to address.

I do like the removal of two of the old factory badges and the implementation of a flat out 'produce x amount of goods' badge. I think the two main factors would be, 1. where to draw the line on the amount needed. And 2, how many badges should be required on the map. As for the players, how many of these badges they could make will vary greatly depending on there play style. Those that lean towards catering in the tourneys probably have higher level t1 factories for there chapter. Thus making the badge a little bit easier to obtain when compared to those that go military four tourney. I myself go military for tourney. Since the game is about population/culture balance and how we cant have max everything (without special diamond buildings or expansions) the pop/cult gets used towards military and thus something else needs to be cut back to make up for it. For me, that's my factories. I just have unlocked the first advanced scouts of woodelves, chapter 9. My max steel factory level was 19 at the end of chapter 8, and will be 23, when i unlock that in woodelves. But both numbers are kind of irrelevant as a military player, my t1 factories are on lvl 16 and i don't see that changing any time soon due to pop/cult demands. - Point being, ppl in that situation will have harder times making a bracelet badge due to lower production of goods. For me personally, wiht the goods enchantment running, starting the day with collecting a 9h over night and running 3h all day, i can only obtain about 1 bracelet a day.
 
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