DeletedUser20912
Guest
I Thought of an idea to improve events lowering the frustration of not getting that last event set building when you are so close. Here is the Idea: bonus quests!
They would be a lot of work for little reward.
The bonus quests would only appear after completing the sequential quests. These quests would be there to get just a tiny amount of event currency for a lot of work, but readily repeatable (ie. won't be harder to complete the exact same quest again), and won't make doing later quests whether event or non-event. Using the Carnival event's currency: candy here are examples of what I mean.
Make these quests decline-able too.
Examples:
50x beverages for 1 candy.
40x simple tools for 2 candies.
10x 3hr Tier 1 boost for 2 candies.
8x 9hr Tier 1 boost. for 3 candies.
15x bread for 3 candies.
20x tournament event encounters for 1 candy.
12x Advanced tools for 4 candies.
10x groceries for 5 candies.
Spend 5 KP for 1 candy.
Acquire 500 Spell fragments for 1 candy.
Acquire 3 enchantments (any type spell) for 1 candy.
Use 3 enchantments (any type of spell) for 1 candy.
Craft an item (use the Magic Academy's crafting menu to craft an Item) for 2 candies.
Train (25x chapter) units for 1 candy
(20% of capacity is just an idea and a representation of difficulty. Could be replaced by a chapter specific amount.)
Collect Coins (20% of capacity) for 1 candy.
Collect Supplies (20% of capacity) for 1 candy.
Quests added to the pool after being researched.
3x 3hr Tier 2 boost for 2 candies.
2x 9hr Tier 2 boost. for 3 candies.
2x 3hr Tier 3 boost for 2 candies.
1x 9hr Tier 3 boost. for 2 candies.
These ideas are tentative as they could be exploited in a Fellowship to get in theory: infinite event currency.
(Possible solution to the exploit could be to limit the number of completions before it stops appearing in the cycle. A decline would not be a complete for the limiting completions.)
Tentative Ideas:
(Non-named or specified. If specifying tier adjust the amount. If tier not specified all goods are equal. Goods could be of specified type ex. marble.
Collect (100x chapter) goods for 1 candy.
Accept 5 trades for 1 candy.
Bad ideas for bonus quests; as they are too easy to complete:
build a building.
get culture.
post trades.
The Bonus Quests Should NOT be quests of the following types:
Buy KP.
Complete encounters (non-tournament)
Upgrade buildings
Produce non-boost goods (ie. produce non-boost tier 1 goods 3hr x 3)
Produce goods that you have not unlocked the building for.
To summarize: the bonus quests would be a lot of work for little reward. The purpose is to be able to get a tiny amount of event currency to acquire the next event set building that you a near and possibly the next building. These quests are NOT intended to get a lot of event goods. These quests would/should NOT make the next event harder by making the cost to do that type again higher.
Add-on:
After reading @SoggyShorts message I think we have an agreement. Basically do a challenge, but with event currency instead of the normal rewards, but it only becomes available after completing all of the sequential quests. In the challenge each thing you make (in the workshop) would give points, and once you get enough points you get and event currency automatically. This amended idea could replace the earlier suggested quests entirely.
They would be a lot of work for little reward.
The bonus quests would only appear after completing the sequential quests. These quests would be there to get just a tiny amount of event currency for a lot of work, but readily repeatable (ie. won't be harder to complete the exact same quest again), and won't make doing later quests whether event or non-event. Using the Carnival event's currency: candy here are examples of what I mean.
Make these quests decline-able too.
Examples:
50x beverages for 1 candy.
40x simple tools for 2 candies.
10x 3hr Tier 1 boost for 2 candies.
8x 9hr Tier 1 boost. for 3 candies.
15x bread for 3 candies.
20x tournament event encounters for 1 candy.
12x Advanced tools for 4 candies.
10x groceries for 5 candies.
Spend 5 KP for 1 candy.
Acquire 500 Spell fragments for 1 candy.
Acquire 3 enchantments (any type spell) for 1 candy.
Use 3 enchantments (any type of spell) for 1 candy.
Craft an item (use the Magic Academy's crafting menu to craft an Item) for 2 candies.
Train (25x chapter) units for 1 candy
(20% of capacity is just an idea and a representation of difficulty. Could be replaced by a chapter specific amount.)
Collect Coins (20% of capacity) for 1 candy.
Collect Supplies (20% of capacity) for 1 candy.
Quests added to the pool after being researched.
3x 3hr Tier 2 boost for 2 candies.
2x 9hr Tier 2 boost. for 3 candies.
2x 3hr Tier 3 boost for 2 candies.
1x 9hr Tier 3 boost. for 2 candies.
These ideas are tentative as they could be exploited in a Fellowship to get in theory: infinite event currency.
(Possible solution to the exploit could be to limit the number of completions before it stops appearing in the cycle. A decline would not be a complete for the limiting completions.)
Tentative Ideas:
(Non-named or specified. If specifying tier adjust the amount. If tier not specified all goods are equal. Goods could be of specified type ex. marble.
Collect (100x chapter) goods for 1 candy.
Accept 5 trades for 1 candy.
Bad ideas for bonus quests; as they are too easy to complete:
build a building.
get culture.
post trades.
The Bonus Quests Should NOT be quests of the following types:
Buy KP.
Complete encounters (non-tournament)
Upgrade buildings
Produce non-boost goods (ie. produce non-boost tier 1 goods 3hr x 3)
Produce goods that you have not unlocked the building for.
To summarize: the bonus quests would be a lot of work for little reward. The purpose is to be able to get a tiny amount of event currency to acquire the next event set building that you a near and possibly the next building. These quests are NOT intended to get a lot of event goods. These quests would/should NOT make the next event harder by making the cost to do that type again higher.
Add-on:
After reading @SoggyShorts message I think we have an agreement. Basically do a challenge, but with event currency instead of the normal rewards, but it only becomes available after completing all of the sequential quests. In the challenge each thing you make (in the workshop) would give points, and once you get enough points you get and event currency automatically. This amended idea could replace the earlier suggested quests entirely.
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