Pheryll
Set Designer
A lot of discussion has taken place for how to keep players involved in quests throughout the event, while maintaining an infinite quest layout, while blocking the high performance of the overachievers. The system I propose is to subdivide the event time into three quest progressions (each one lasting a little over a week to fill the entire event time). Each progression would start offering 200 event currency for the first quest which would decay by 5% (multiplicatively) for each subsequent quest with a minimum reward of 1 currency.
How it plays out:
A player decides to complete 20 quests each cycle. The reward for the quests is shown below:
Quest 1: 200 currency
Quest 2: 190 currency
Quest 3: 180 currency
Quest 4: 171 currency
Quest 5: 162 currency
Quest 6: 154 currency
Quest 7: 147 currency
Quest 8: 139 currency
Quest 9: 132 currency
Quest 10: 126 currency
Quest 11: 119 currency
Quest 12: 113 currency
Quest 13: 108 currency
Quest 14: 102 currency
Quest 15: 97 currency
Quest 16: 92 currency
Quest 17: 88 currency
Quest 18: 83 currency
Quest 19: 79 currency
Quest 20: 75 currency
Total 2557 event currency for each cycle, which amounts to 7671 event currency for the entire event from doing 60 quests, which amounts to about what is needed to maximize one evolving building.
What if they doubled their efforts, doing 40 quests per cycle instead of 20? The rewards for the next 20 are just under 36% of that for the first 20 quests. If they did another 20 (60 total) their rewards are 36% of what they received from the previous 20. The process continues with exponential decay until one reaches 56% more rewards than that gained from doing 20 quests. This means that the maximum currency allocated would be the amount for doing 20 quests each cycle + 56% more towards the next building + the rewards for doing quests at the minimum 1 currency reward + currency collected in the city + currency gained by purchase. This effectively limits those that do not purchase event currency to maxing only one evolving building and being well on their way to a second.
In the end the casual player has a decent chance at leveling up an evolving building to the point that they might want to place it in their city. The more dedicated free player would get only one maximized evolving building, and the player that spends has a means to boost this to get a second one (or more).
How it plays out:
A player decides to complete 20 quests each cycle. The reward for the quests is shown below:
Quest 1: 200 currency
Quest 2: 190 currency
Quest 3: 180 currency
Quest 4: 171 currency
Quest 5: 162 currency
Quest 6: 154 currency
Quest 7: 147 currency
Quest 8: 139 currency
Quest 9: 132 currency
Quest 10: 126 currency
Quest 11: 119 currency
Quest 12: 113 currency
Quest 13: 108 currency
Quest 14: 102 currency
Quest 15: 97 currency
Quest 16: 92 currency
Quest 17: 88 currency
Quest 18: 83 currency
Quest 19: 79 currency
Quest 20: 75 currency
Total 2557 event currency for each cycle, which amounts to 7671 event currency for the entire event from doing 60 quests, which amounts to about what is needed to maximize one evolving building.
What if they doubled their efforts, doing 40 quests per cycle instead of 20? The rewards for the next 20 are just under 36% of that for the first 20 quests. If they did another 20 (60 total) their rewards are 36% of what they received from the previous 20. The process continues with exponential decay until one reaches 56% more rewards than that gained from doing 20 quests. This means that the maximum currency allocated would be the amount for doing 20 quests each cycle + 56% more towards the next building + the rewards for doing quests at the minimum 1 currency reward + currency collected in the city + currency gained by purchase. This effectively limits those that do not purchase event currency to maxing only one evolving building and being well on their way to a second.
In the end the casual player has a decent chance at leveling up an evolving building to the point that they might want to place it in their city. The more dedicated free player would get only one maximized evolving building, and the player that spends has a means to boost this to get a second one (or more).