DeletedUser627
Guest
After doing some research on the new structure of quests, I wanted to share some of the data. I'm not happy with the changes, but I'll try to be dispassionate. In any case, the data is the most accurate I could find.
The goods and supplies quests have changed drastically. Here's a comparison of the Dwarven level quests currently in play, and in beta testing also. It's an open Google Docs sheet.
https://docs.google.com/spreadsheets/d/18jcmogjYTnM_Jkmr_3NpBjZbpai9-anjCQb7cbcm6gc/edit?usp=sharing
Look at the side-by-side: Inno has reduced the quest rewards for goods productions by 50 - 85%. This is huge.
As a substitute, they're offering the 24-hour bonus quests with what seems to be a substantial bonus. But the change only benefits you if you're a once-a-day-player. Everyone else will be negatively affected.
If you produce in 3-hour runs, you'll have a drastic hit. For example, at Dwarven level, the only goods quests are for 4000 goods. So, if you don't have 9 or more at full upgrade, you don't even have enough goods to meet the quest. If you're fortunate enough to have the goods, the reward is reduced to 15 -40% of what you've been getting. Personally, this alone will reduce my game by about a million coins per day, not to mention the loss of supplies.
Then there's the question of trading. Good players product boosted goods and trade them for non-boosted goods. Now these trades can't be aligned with quests effectively, because the quest rewards are so small). I'm going to lose half a million daily on legitimate trades.
Up to now, most of the dislike about quest modification has centered around "flipping". And yes, with this latest update, Inno will effectively remove the incentive for any dedicated player to work to get ahead by flipping. But guess what? They incentivized it for casual players! The 24-hour quests are only effective if a player uses it once for every manufactory at the end of the day, so once a day players now need to start flipping if they want to make any progress at all.
The push for 24-hour quests is blatant and makes me curious. Thinking in computer terms...why would a developer discourage avid players, and encourage the most casual players? Is it money or servers? Are the avid players not spending...or do they want more players without increasing server capacity?
Once again, this is a proposed modification which changes the nature of the game. I don't think Inno can change mid-game to penalize frequent players while rewarding casual players. This isn't beta.
P.S. I enjoy playing with members who log in once a day - no insult intended. It's fun for you - and I'd be delighted by the wonderful bonuses being made available to you...were it not that my game is being dismantled.
The goods and supplies quests have changed drastically. Here's a comparison of the Dwarven level quests currently in play, and in beta testing also. It's an open Google Docs sheet.
https://docs.google.com/spreadsheets/d/18jcmogjYTnM_Jkmr_3NpBjZbpai9-anjCQb7cbcm6gc/edit?usp=sharing
Look at the side-by-side: Inno has reduced the quest rewards for goods productions by 50 - 85%. This is huge.
As a substitute, they're offering the 24-hour bonus quests with what seems to be a substantial bonus. But the change only benefits you if you're a once-a-day-player. Everyone else will be negatively affected.
If you produce in 3-hour runs, you'll have a drastic hit. For example, at Dwarven level, the only goods quests are for 4000 goods. So, if you don't have 9 or more at full upgrade, you don't even have enough goods to meet the quest. If you're fortunate enough to have the goods, the reward is reduced to 15 -40% of what you've been getting. Personally, this alone will reduce my game by about a million coins per day, not to mention the loss of supplies.
Then there's the question of trading. Good players product boosted goods and trade them for non-boosted goods. Now these trades can't be aligned with quests effectively, because the quest rewards are so small). I'm going to lose half a million daily on legitimate trades.
Up to now, most of the dislike about quest modification has centered around "flipping". And yes, with this latest update, Inno will effectively remove the incentive for any dedicated player to work to get ahead by flipping. But guess what? They incentivized it for casual players! The 24-hour quests are only effective if a player uses it once for every manufactory at the end of the day, so once a day players now need to start flipping if they want to make any progress at all.
The push for 24-hour quests is blatant and makes me curious. Thinking in computer terms...why would a developer discourage avid players, and encourage the most casual players? Is it money or servers? Are the avid players not spending...or do they want more players without increasing server capacity?
Once again, this is a proposed modification which changes the nature of the game. I don't think Inno can change mid-game to penalize frequent players while rewarding casual players. This isn't beta.
P.S. I enjoy playing with members who log in once a day - no insult intended. It's fun for you - and I'd be delighted by the wonderful bonuses being made available to you...were it not that my game is being dismantled.