Deleted User - 312108
Guest
Okay, so given my general burnt-out feeling regarding events and more specifically dissatisfaction with the solstice event, I did want to break down some of my thoughts in regards to the sequential quest line. I have a couple broad category items and then want to go into more specifics regarding the quests themselves. Depending on how long this gets I may try to break this apart into separate posts. So here goes:
#1 - Lack of variety in sequential quests
This one, I am broadly counting by types as in craft tier 1, craft workshop, etc AND I am also citing some data from the previous events. The repetitive nature of the quests leads me to a great deal of boredom with them.
So for this last event, we've made 35 beverages, 31 tools, 61 bread, 49 whatever the 3 hour one is, 49 9 hour and 39 1 day work shop productions. Tier 1 boosted, 53 3 hour, 45 9 hour, 37 1 day and 9 2 day... in addition we've bought 157 KP (unless you took the OR option), collected 72 relics and 26 enchants as well as 38 catalysts, 89 vapor and 5800 spell fragments... then there are encounters... 104 regular or 520 tourney.
Differences between Solstice and Phoenix 3 quest types added, 8 removed.
There were Carnival quests that were not present in Phoenix or Solstice and given the sheer number (and the need for all t1 factories) I am not going to detail them other than the table.
#2 - Scalability
Okay, here I am referring to both based on chapter level, but also race and boosted.
The reason I highlight this is at lower levels (basically below 9 where everything seems the same) is that in Chapter 5 a elf or human with planks has a very different number of factories. The level 1 difference also means that an elf with planks or marble or a human with marble has an easier time fitting in extra level 1 factories.
___________________________________________________
Onto the specific quest types
-> Spend KP - easier on browser than mobile given you can donate to others AWs, but otherwise fairly easy.
-> Gain Supplies - again very easy and multiple ways to do so
-> Workshop - Produce n of x hours - Okay I am lumping all of these together. I am glad to see the 5 & 15 minute ones lessened to manageable levels because they were a pain. They are also at such a frequency as to be overwhelming.
-> Buy KP - This is one I personally hate, mostly because I don't like to buy KP, I'd like to see some of these switched to "Gain KP' which has the benefit of promoting things like the bemoaned carting library.
-> Gain Coins - Again a nice easy one and one we did not see enough of
-> Gain Enchantments - This was another one I loathed, mostly due to randomness and the fact that I was using my Magic Academy to produce & collect Combining Catalysts. I'd like to see some of these switched back to Gain/Use Enchantments and Gain/Use Spells which I think included coin rain and windfalls
-> Research Technology - maybe a little too frequent at 13, but given it was always an OR no strong feelings on it.
-> Collect Vision Vapor - Same as Research Technology at 7 times a little frequent, but it was an OR option.
-> Produce Tier 1 Boosts - I think it was the quantities of these that might have made them more aggravating as I do not normally mind them. After my last city reconfigure I did not have space to add all sorts of T1 factories.
-> Upgrade Buildings & Scout Provinces - These were another OR option so no complaints on them
-> Complete Provinces - As long as you didn't complete all of the provinces when you were collecting relics or doing encounters these were easy. I am just uncertain for those at upper levels if they were able to do this quest or not? Are there folks who have no more provinces available to complete?
-> Solve Encounters/Tourney Encounters - the numbers that we did to a total of 104 encounters was excessive. I know for higher level players tourney encounters may not be a big deal, but this may also be a matter of timing. For smaller (Chapter 1-5) players, these could be show stoppers.
-> Recruit Units - No complaints
Removed quests that I wouldn't mind returning:
Train Units - the difference between this and recruit was it has to come from your barracks etc vs. one of those that produces without supplies.
Accept or Place Trade Offers
Collect/Use Spells
Use Enchantments
Fight & Win an Encounter (or 4 Tourney Encounters)
Move Building!
Gain Tier 1 (not necessarily boosted)
Quests I would like to see added
Perform Neighborly Help
#1 - Lack of variety in sequential quests
This one, I am broadly counting by types as in craft tier 1, craft workshop, etc AND I am also citing some data from the previous events. The repetitive nature of the quests leads me to a great deal of boredom with them.
So for this last event, we've made 35 beverages, 31 tools, 61 bread, 49 whatever the 3 hour one is, 49 9 hour and 39 1 day work shop productions. Tier 1 boosted, 53 3 hour, 45 9 hour, 37 1 day and 9 2 day... in addition we've bought 157 KP (unless you took the OR option), collected 72 relics and 26 enchants as well as 38 catalysts, 89 vapor and 5800 spell fragments... then there are encounters... 104 regular or 520 tourney.
Differences between Solstice and Phoenix 3 quest types added, 8 removed.
There were Carnival quests that were not present in Phoenix or Solstice and given the sheer number (and the need for all t1 factories) I am not going to detail them other than the table.
#2 - Scalability
Okay, here I am referring to both based on chapter level, but also race and boosted.
The reason I highlight this is at lower levels (basically below 9 where everything seems the same) is that in Chapter 5 a elf or human with planks has a very different number of factories. The level 1 difference also means that an elf with planks or marble or a human with marble has an easier time fitting in extra level 1 factories.
___________________________________________________
Onto the specific quest types
-> Spend KP - easier on browser than mobile given you can donate to others AWs, but otherwise fairly easy.
-> Gain Supplies - again very easy and multiple ways to do so
-> Workshop - Produce n of x hours - Okay I am lumping all of these together. I am glad to see the 5 & 15 minute ones lessened to manageable levels because they were a pain. They are also at such a frequency as to be overwhelming.
-> Buy KP - This is one I personally hate, mostly because I don't like to buy KP, I'd like to see some of these switched to "Gain KP' which has the benefit of promoting things like the bemoaned carting library.
-> Gain Coins - Again a nice easy one and one we did not see enough of
-> Gain Enchantments - This was another one I loathed, mostly due to randomness and the fact that I was using my Magic Academy to produce & collect Combining Catalysts. I'd like to see some of these switched back to Gain/Use Enchantments and Gain/Use Spells which I think included coin rain and windfalls
-> Research Technology - maybe a little too frequent at 13, but given it was always an OR no strong feelings on it.
-> Collect Vision Vapor - Same as Research Technology at 7 times a little frequent, but it was an OR option.
-> Produce Tier 1 Boosts - I think it was the quantities of these that might have made them more aggravating as I do not normally mind them. After my last city reconfigure I did not have space to add all sorts of T1 factories.
-> Upgrade Buildings & Scout Provinces - These were another OR option so no complaints on them
-> Complete Provinces - As long as you didn't complete all of the provinces when you were collecting relics or doing encounters these were easy. I am just uncertain for those at upper levels if they were able to do this quest or not? Are there folks who have no more provinces available to complete?
-> Solve Encounters/Tourney Encounters - the numbers that we did to a total of 104 encounters was excessive. I know for higher level players tourney encounters may not be a big deal, but this may also be a matter of timing. For smaller (Chapter 1-5) players, these could be show stoppers.
-> Recruit Units - No complaints
Removed quests that I wouldn't mind returning:
Train Units - the difference between this and recruit was it has to come from your barracks etc vs. one of those that produces without supplies.
Accept or Place Trade Offers
Collect/Use Spells
Use Enchantments
Fight & Win an Encounter (or 4 Tourney Encounters)
Move Building!
Gain Tier 1 (not necessarily boosted)
Quests I would like to see added
Perform Neighborly Help