SoggyShorts
Mathematician par Excellence
Summary
Make the daily rewards from events more interchangeable by standardizing the benefits that they provide to your city.
Motive
Variety without penalty. I, and presumably others, often compare current offerings to my existing stash. It's really hard to replace an old 3x3 building that gives me 6,200 pop with a cool new one that gives 5,900 pop, or conversely, it's hard to hang onto an old one with lower stats despite using RR spells to keep the chapter current.
Update: Also, under the current system many players pick the "best" building by stats in an event and then simply use all of their currency on that day, ignoring the other ~30 days. I get that, because why would you pick a weaker prize if the odds of winning are the same?
So, key to this concept would be that "better" buildings are rare, and harder to get.
Details
The game already has rarity tiers such as Legendary, Epic, and Rare (as seen in the bottom left corner of some buildings in the summoning tab), so I propose that event buildings such as those offered as daily exclusives be normalized within each tier.
E.G. a Winter Star & Goblin Gift would both be Legendary Tier and each would give the same population & culture per square.
This of course raises the question of "why would anyone want an Epic building then?" So, a secondary consideration is the actual rarity of event rewards (see possible downside #1 below)
Possible downsides
1. Similar to the current situation some buildings would have much more desirable stats than others.
Make the daily rewards from events more interchangeable by standardizing the benefits that they provide to your city.
Motive
Variety without penalty. I, and presumably others, often compare current offerings to my existing stash. It's really hard to replace an old 3x3 building that gives me 6,200 pop with a cool new one that gives 5,900 pop, or conversely, it's hard to hang onto an old one with lower stats despite using RR spells to keep the chapter current.
Update: Also, under the current system many players pick the "best" building by stats in an event and then simply use all of their currency on that day, ignoring the other ~30 days. I get that, because why would you pick a weaker prize if the odds of winning are the same?
So, key to this concept would be that "better" buildings are rare, and harder to get.
Details
The game already has rarity tiers such as Legendary, Epic, and Rare (as seen in the bottom left corner of some buildings in the summoning tab), so I propose that event buildings such as those offered as daily exclusives be normalized within each tier.
E.G. a Winter Star & Goblin Gift would both be Legendary Tier and each would give the same population & culture per square.
This of course raises the question of "why would anyone want an Epic building then?" So, a secondary consideration is the actual rarity of event rewards (see possible downside #1 below)
Here's an example of the current rewards
Pop per square
689 Goblin gift shop
667 Father tree of candy canes
656 Winter star
658 Infirmary of white flame
625 Frostberry bar
600 igloo festival
589 winter pond habitat
567 red forest
511 ancient pond statue
Under the new system the
All 3 Legendary will be 680 pop/sq, 5% chance in event ches*t, 2 RR/sq to upgrade
All 3 Epics will be 650, pop/sq, 10% chance in event chest*, 1 RR/sq to upgrade
All 3 Rares will be 580 pop/sq, 20% chance in event chest*, 0.5 RR/sq to upgrade
*Clarification: Different days would have different prizes just like now- I'm not suggesting multiple buildings in one prize chest
Pop per square
689 Goblin gift shop
667 Father tree of candy canes
656 Winter star
658 Infirmary of white flame
625 Frostberry bar
600 igloo festival
589 winter pond habitat
567 red forest
511 ancient pond statue
Under the new system the
All 3 Legendary will be 680 pop/sq, 5% chance in event ches*t, 2 RR/sq to upgrade
All 3 Epics will be 650, pop/sq, 10% chance in event chest*, 1 RR/sq to upgrade
All 3 Rares will be 580 pop/sq, 20% chance in event chest*, 0.5 RR/sq to upgrade
*Clarification: Different days would have different prizes just like now- I'm not suggesting multiple buildings in one prize chest
All chapter 17 event daily prize buildings* that are 3x3 would be
Tier, pop/culture
Legendary 6,000/1,400 or 0/14,000
or
Epic 5,500/1,300 or 0/13,000
or
Rare 5,000/1,200 or 0/12000
When a Legendary daily exclusive event prize is offered, the chance to win is 5% in the "chest", but if an Epic is offered the chance that day is 10%, if it's a Rare prize the chance would be 20%
This way, in an event you could "expect" to win 16 Rare, or 8 Epic, or 4 Legendary prizes depending on which day(s) you spend your currency.
Tier, pop/culture
Legendary 6,000/1,400 or 0/14,000
or
Epic 5,500/1,300 or 0/13,000
or
Rare 5,000/1,200 or 0/12000
When a Legendary daily exclusive event prize is offered, the chance to win is 5% in the "chest", but if an Epic is offered the chance that day is 10%, if it's a Rare prize the chance would be 20%
This way, in an event you could "expect" to win 16 Rare, or 8 Epic, or 4 Legendary prizes depending on which day(s) you spend your currency.
Possible downsides
1. Similar to the current situation some buildings would have much more desirable stats than others.
The only solution to this I've thought of is to actually increase the rarity of buildings with a higher "rarity" so that winning an Epic daily exclusive is [twice] as easy as winning a Legendary one. This could be accomplished either by giving 2 epics vs 1 legendary or tweaking the % chance in the "chest" each day based on the rarity tier.
2. Stagnation: If players remain in the same chapter for too long they may feel that event rewards are pointless if they already have "enough" legendary buildings.Again, increasing the rarity of the "best" buildings could offset this, and players could also solve it by progressing through the chapters.
3. Reduced need for RR spells. If every event offers rewards with the same stats then instead of using RRs a player can wait just a month.Simple fix: Not all tiers of all buildings need to be offered in all events, and the chance to win top-tier buildings can also be tweaked.
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