Has anyone considered that it may not have been intended for all players to complete, or even do well, in events until they have reached a, shall we say, self-sustaining position with their city builds? If there are quests that seem to be too difficult for a player to complete easily at their current chapter, it might be that that is by design; making events too easy at early levels will just make them even more so after reaching the middle chapters.
As a corollary, quests such as "Buy KP" and "Negotiate Map Encounters" aren't difficult or impossible to complete in and of themselves; instead, the difficulty comes from players running their cities in ways that, if not specifically discouraged, at least are not really supported. Should the game designers change them to appease the few players who find them a problem? Or should the players make adjustments to their play style, knowing they are going to run into these issues consistently? IMHO, it's not good practice to change a game's rules or methods just because some players have difficulty with the way the game is set up.
First off, if youre putting out an event that lowwer chapter players can not finish, by design, and that higher chapter players may not be able to finish, by design.... then you just failed in creating a quality event for your player base. That simple.
More specifically, quests like 'world map encounters' have an inherently flawed issue for any city over scouted, parked, or finished the last chapter. Now while one can argue over parked cities... theres pretty much nothing in game that warns you again over scouting. In fact for many newer and intermediate players, they go balls out on it because they think they need the extra prov expansions from them. The game doesnt rly explain the concept of smaller compact cities, making specific choice with there available room and all that very clear. When i started this game, it told us nothing of the sort. It showed how to build buildings and upgrade them. Ultra basics. But that was it. The rest was just left to figure out on your own. And while that can be a interesting thing to do, you cant.. shouldnt.. have a system designed to punish players that might not have figured it out so quickly. -- And cities at the end of the chapters not only face the over scouting issue as well, but they have 2-5 day scout times on top of it.
Id also like to be perfectly clear about one point i continually make.
A while back, there were some quests that were causing so much problems, so much outrage form the player base, that inno actually did remove them completely. And sometimes near completely (As were seeing 'scout a prov/finish a prov' sneak its way back in.)
Im not asking for quests like world map encounters or buy kp to be removed completely. Im asking for a legit OR option. Thats all.
That single thing, if done right, solves all or nearly all the issues with these quests. In fact, for a short while, inno actually did that. And it worked beautifully. So naturally they changed it. Which is what infuriates us even more.
For all the more problematic quests, you give a legit less problematic OR option. And let the player chose which to do. Very simple. But i have to spell that out because we somehow went from 'fight/negotiate x world map encounters' (single quest) being a real problem for some, to inno making it 'fight x world map encounters' OR 'Negotiate x world map encounters'. THATS NOT AN OR. Thats the same damn thing! Its nothing more then a slap in the face to do that. You dont make the OR option the same damn thing! Hell, they could have at least make it world map encounter OR tourny/spire. Even that would have been slightly better then what they did. (Tho still irritating because they actually have a single quest 'solve x world map/tourney/spire encounters'.
They dont need to remove more quests... they dont need to inherently change the game.. just give a legit OR option.. and all these issues go away. Its that damn simple. Which is part of why its so infuriating to some of us.