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New Content The Quantum Incursions update and the 4th Championship Feedback Thread

DJ of BA

Lieutenant
Read through the announcement and, well, don't understand half of it, they talk about this and that, stuff nobody cares or thinks about and certainly most do not understand, players come on fight or contribute and go off, simple as, if they have to think about it they will not bother, as Inno seem to be claiming that there is a smaller player base that they anticipated and getting smaller by the day, they think by reducing the chances of rewards, adding time limits, making it overly complicated and time consuming, and by doing so seem to be thinking that this will encourage Guilds and players to take up the challenge and participate....WAKE UP INNO, this was a boring dull repetitive feature that wasn't going to work, now you have killed it, well done instead of improving it ( and it was sort of going in the right direction ) you have really messed it up. I dont know what planet you are on but its certainly not Earth.

I certainly will take a long hard look in its new format, but if its half as bad with the new changes as I suspect it's going to be then, I for one won't be continuing, now mess with GBG some more why don't you, wool for brains !
 
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ggbuild

Corporal
Looked over the changes so if i understand these changes right i bloody love them.

The changes to the buying of shards will finally make it so its more balanced for all players.

The map unlocking daily to the next level is a brilliant idea for big guilds and small guilds i have been in big guilds and they go through the maps so fast some players dont get a chance to keep up with there towns to contribute this will be a great fix.

as for small guilds this is also a benefit as its now a goal to try get strong enough to fight on a higher map this will get people focusing on there QI settlement more.

nice job
 

Droppy

Sergeant
The map unlocking daily to the next level is a brilliant idea for big guilds and small guilds i have been in big guilds and they go through the maps so fast some players dont get a chance to keep up with there towns to contribute this will be a great fix.

What exactly is supposed to be the fix? I do not see anything that will slow them down, so how do those players you mention get a chance to keep up?

as for small guilds this is also a benefit as its now a goal to try get strong enough to fight on a higher map this will get people focusing on there QI settlement more.

What exactly is it that they can focus on their QI settlement more? You still have to do with what you get at the start. Building and production times do not change. Unless you are spending money on it you can still do with a visit twice a day. If you do spend money, you will get less for it, cause buying quauntum actions will become more expensive.

How can you call that a nice job?
 
as for small guilds this is also a benefit as its now a goal to try get strong enough to fight on a higher map
In other words it won’t be playable for players in a small guild unless and until they get a strong advanced city. There are 728 guilds in H world where I play. Our guild is small so not an elite guild and we are currently ranked in the top 100 in QI - not exciting perhaps but in the middle of the top quartile and we can’t get beyond Level 2 Now. What the heck do you think we’ll do after day 2 or 3 when no one has a chance to guild up the settlement to fight on the higher difficulties?

So who are these changes really designed for? The top few larger guilds and that’s all.
 

Forwandert

General
So who are these changes really designed for? The top few larger guilds and that’s all.

It's to nudge you into increasing QI boosts wherever you can, which usually leads to some type of spend. They've ran city boosts up with creep and now there's another chance to increase revenue by making tempting event buildings and boosts that might push you a further day or 2 into QI.
 

DJ of BA

Lieutenant
I can see a lot of smaller guilds just not bothering to continue to play the feature, Already several players of one of my guilds have said they will not bother to continue to play, this is a cluster f**k,

Balancing....it isn't... its all to do with revenue income for Inno and I think this will have a real turndown in revenue income, players are not going to spend the same for less overall chances of rewards... INNO, if you want players to spend you need to increase the rewards not lessen them, players are more willing to spend when they get something of value in return
 

Paladiac the Pure

Major-General
I can see a lot of smaller guilds just not bothering to continue to play the feature, Already several players of one of my guilds have said they will not bother to continue to play, this is a cluster f**k,

Balancing....it isn't... its all to do with revenue income for Inno and I think this will have a real turndown in revenue income, players are not going to spend the same for less overall chances of rewards... INNO, if you want players to spend you need to increase the rewards not lessen them, players are more willing to spend when they get something of value in return
There may be some smaller guilds that will not bother with it - but even ignoring the "revenue" excuse, the buildings that are rewarded have decent combat stats - and those stats are what many of the higher level players/guilds are wanting to help increase their GbG fights.
Nothing about QI is a clusterf**k, but it is definitely a very boring and uninspired side-game, with the exception of the rewards of course.
 

ggbuild

Corporal
I have 2 towns in solo guild that are iron age with 0 main town att defence and i spend 0 diamonds on the i have tested QI in 9 different guilds ranging from rank 1 to solo guilds and it comes down to better QI town planning.

i love the challenge of maximising the power of the QI town i put a lot of work making a guide and find little improvements all the time.

I would say this update is more geared away from diamond players because of the removal of the reset to shard spending increase means that non spending players such as myself can now finally have a chance to push the diamond players on the guild ladder.
 

ggbuild

Corporal
What exactly is supposed to be the fix? I do not see anything that will slow them down, so how do those players you mention get a chance to keep up?



What exactly is it that they can focus on their QI settlement more? You still have to do with what you get at the start. Building and production times do not change. Unless you are spending money on it you can still do with a visit twice a day. If you do spend money, you will get less for it, cause buying quauntum actions will become more expensive.

How can you call that a nice job?
For example in top guilds the can be on map 6 on day 2 or 3 this makes it so weaker players in there guilds just cant keep up this is now changed with the new level per day means its slows there progression through the maps and allows time for small players to keep up.

As for small guild because there will be still a lot of time to build a town it gives strong players in weak guilds a chance to test there ability on harder maps is my thinking.

i loved the potential of QI and setep 2 starter towns just to test and make guides that would work for all players with or without main town support

there are still lots i would love to see changed but its a great feature takes way less time then gbg and requires thinking instead of just button mashing like gbg.
 

Xeon of Camelot

Brigadier-General
its slows their progression through the maps and allows time for small players to keep up.
INNO should have done something like this a long time ago in GbG to give the smaller guilds more playtime with less chance of being locked out

Hope it works because all I have recently seen from INNO is support for larger guilds where small players get left behind, so they give up.
 

Bhaalu

Private
very poor change from inno. it'll only benefit big active guilds who ARE able to finish a level each day. For rest, things may be out of reach by 4-5 days.

automatic change of difficulty should only be for those who finish a level, like GE. For those lagging behind, the level must stay and change incrementally on completion.

If let's say, someone hasn't finished lot of settlements and is busy on day 1 or 2, then that player can't do anything for rest of round. maybe just donate coins, troops, goods, etc, but those nodes are too few. And why force someone to donate? Just let them fight at their pace.

This proposed change is ridiculous by design
 

ggbuild

Corporal
INNO should have done something like this a long time ago in GbG to give the smaller guilds more playtime with less chance of being locked out

Hope it works because all I have recently seen from INNO is support for larger guilds where small players get left behind, so they give up.
yeah exactly this is why i love this it has the potential to close the gap in the championship and also allow big player in small guilds to have more fun.
 

Nidwin

Captain
I would say this update is more geared away from diamond players because of the removal of the reset to shard spending increase means that non spending players such as myself can now finally have a chance to push the diamond players on the guild ladder.
You are correct but this also means spenders, especially big spenders, are going to stop spending in QI but also in events for QI boost buildings once saturated as their QI boosts will outmatch their loss of troops, goods, coins and supplies as they are now limited in total actions during a season.
 

Forwandert

General
I can see a lot of smaller guilds just not bothering to continue to play the feature, Already several players of one of my guilds have said they will not bother to continue to play, this is a cluster f**k,

Players just need an excuse to abandon some mechanics in the game now and inno keeps unintentionally giving them. There's too much going on and having the option to ignore some makes it more manageable time wise.
 

Nidwin

Captain
INNO should have done something like this a long time ago in GbG to give the smaller guilds more playtime with less chance of being locked out

Hope it works because all I have recently seen from INNO is support for larger guilds where small players get left behind, so they give up.
It won't work because those top guilds are powered by founders with credit card to diamonds game play. There are 2 main groups of big spenders, top guilds and loners. While loners are a non factor in GbG and QI in rankings, the top guilds are simply untouchable. The only thing that this update will achieve is alienate spending loners who will simply scratch QI from their to do list and move on.
 

Droppy

Sergeant
I have 2 towns in solo guild that are iron age with 0 main town att defence and i spend 0 diamonds on the i have tested QI in 9 different guilds ranging from rank 1 to solo guilds and it comes down to better QI town planning.

Better QI planning will get you nowhere. You will need QI att/def boosts from your main city to compete. By the time you are able to put some in your QI city yuou will be on a dificulty where you still can not fight. You will always be running behind. With better QI planning still the only thing you will be able to do is donate resources. Fighting is out.

I would say this update is more geared away from diamond players because of the removal of the reset to shard spending increase means that non spending players such as myself can now finally have a chance to push the diamond players on the guild ladder.

You can't use diamonds in QI. You need to spend money and players that do will not be bothered by this.

For example in top guilds the can be on map 6 on day 2 or 3 this makes it so weaker players in there guilds just cant keep up this is now changed with the new level per day means its slows there progression through the maps and allows time for small players to keep up.

If you finish the difficulty before the timer runs out, you can continue gaining progress with the help of farming nodes, so how are those smaller players supposed to keep up. Strong players still will have done all they can and have left nothing for the small players.

As for small guild because there will be still a lot of time to build a town it gives strong players in weak guilds a chance to test there ability on harder maps is my thinking.

Yes, but those harder maps mean that the weaker players are locked out of QI halway through the incursion.
 

Nidwin

Captain
You can't use diamonds in QI. You need to spend money and players that do will not be bothered by this.
You can buy shards with diamonds and use those shards to finish productions, build times and buy extra Actions. Probably some other stuff too but I only used diamonds -> shards for those 3.
 

ggbuild

Corporal
wow
Better QI planning will get you nowhere. You will need QI att/def boosts from your main city to compete. By the time you are able to put some in your QI city yuou will be on a dificulty where you still can not fight. You will always be running behind. With better QI planning still the only thing you will be able to do is donate resources. Fighting is out.



You can't use diamonds in QI. You need to spend money and players that do will not be bothered by this.



If you finish the difficulty before the timer runs out, you can continue gaining progress with the help of farming nodes, so how are those smaller players supposed to keep up. Strong players still will have done all they can and have left nothing for the small players.



Yes, but those harder maps mean that the weaker players are locked out of QI halway through the incursion.
damn haha starting to understand the challenges inno have no matter the changes someone will be disappointed i will try and explain better what i mean.

better QI town planning definitely helps as it means you
It won't work because those top guilds are powered by founders with credit card to diamonds game play. There are 2 main groups of big spenders, top guilds and loners. While loners are a non factor in GbG and QI in rankings, the top guilds are simply untouchable. The only thing that this update will achieve is alienate spending loners who will simply scratch QI from their to do list and move on.
they are adding a limiting factor
can cover the cost of the att defence in the QI town

Im telling you it is possible to fight higher levels with 0 support from main town or diamonds you just need to plan your town better to have a stonger economy so the town planning is critical.

your 2nd point
you can use diamonds many do to buy shards.

i think the slower progression through the maps in top teams will help little players develop an economy in time to help with the harder maps.


as for smaller guilds i have done tests in a 0 main town support QI (with no diamonds or pass)and what i did was sacrifice the first 2 days (if you are lucky you can pick up the odd donation with some of the starter goods) and development my QI settlement this gives me a very strong economy from there i can take part in all areas (fighting or donation)

i think in all areas in all games there should be a benefit to to time developing and gaining strength so it now gives weaker players something to work at.

Guild strength is irrelevant as the effect will be player based so finally strong players can still get a benefit from being in a weaker small guild.
It won't work because those top guilds are powered by founders with credit card to diamonds game play. There are 2 main groups of big spenders, top guilds and loners. While loners are a non factor in GbG and QI in rankings, the top guilds are simply untouchable. The only thing that this update will achieve is alienate spending loners who will simply scratch QI from their to do list and move on.
They are adding a limitation to diamond spending players so i would think this would be a positive thing for what you are saying.
 
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