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

Droppy

Sergeant
What really has me flabbergasted is this

With this change, we aim to ensure that everybody has the chance to participate in lower difficulties and facilitate the collaborative work required from a Guild to conquer higher difficulties. We understand that it might make QI more challenging for some players at the beginning. Considering this, we've made a range of QI effects more broadly available in Events to enable everybody to get a sufficient amount of QI effects over time.

Broadly available? What a joke! For the Fellowship Event those effects were the Escutcheon and the Mythical Manor. The Escutcheon gives you extra quantum actions, but what is the use of those if you can not do anything anymore, because the level has become to difficult? The Mythical Manor gives you attack for defending army, but how many could you get of those without paying? Do they really believe their own crap, or do they think we are stupid.

Their idea of balancing is turning it into a P2W feature.
 

Droppy

Sergeant
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.

Thanks. Had not noticed that. Makes it P2W even more.
 

Droppy

Sergeant
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.

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)

So you sacrifice the first two days. That means you will join in on day 4 difficulty 4. At that point you will face an opposing army boost of 40%. Even when you fight manual you will lose units, so you need to start replacing them. That means your very strong economy will need barracks and has to pay for its army. Others with a strong boost from their city are still doing it without. Boss node at that level is already 60%. You are done fighting in no time.
 

Nidwin

Captain
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.

They are adding a limitation to diamond spending players so i would think this would be a positive thing for what you are saying.
There's no planning needed, just day one 5 butchers, 3 arena's and 4 smallest houses and you're good to go because that's how I played it. Toss 1 or 2k diamonds and use it to finish 2 or 3 full productions -> get 60/70 units and day 1 you kick out 200 000 or 300 000 Action Points. Now with all the bonus you get from event buildings it's going to make it even easier.

With this limiting factor to reduce the impact of diamond -> shards during a season will simply benefit top spenders as they will have or already have the event buildings to reach the maximum total of Action Points they can go through every coming season. Look at the top spenders doing QI on your server and you will see 10/15+ of each QI boosts buildings from the Fellowship Event in their city now.

Inno simply does here what they did with GbG and limit the amount of actions top spenders can do during a QI season but everyone else is at least a Year and more away to get anywhere close to what top spenders are already able to do in QI. Meanwhile the freeloaders and soft spenders in the top guilds will get their share of goodies because of their whales carrying the guild while a lot of other QI minded guilds are going to struggle hard.
 

Droppy

Sergeant
Meanwhile the freeloaders and soft spenders in the top guilds will get their share of goodies because of their whales carrying the guild while a lot of other QI minded guilds are going to struggle hard.

Which those freeloaders and soft spenders already did.

Once again Inno is trying to fix the potholes in the road after the fast traffic has already passed. Only thing they do is hold up the rest of the traffic.
 

cnorton

Private
With this change, we aim to ensure that everybody has the chance to participate in lower difficulties and facilitate the collaborative work required from a Guild to conquer higher difficulties.

As a small and fairly relaxed guild we usually only manage to do two levels of QI. Meaning each level is available several days. Now each level will be available 24 hrs or less. How is this supposed to make lower levels available for everybody. Big guilds will do the level as quick as before. Are we talking about the "farming nods" which will be added to every level now? Have not even known such thing existed .......... :)
 

Davikat

Private
As many have mentioned, this seems that it will make QI more difficult for smaller slower guilds and more difficult for those with low to zero att/def and for those who do not take part in events and do not get these buildings which give 10/20/30% att/def (whoopee such a difference). But this isn't my gripe.

My gripe is that at level 7 (or is it 6) - we get zero experience points for a two army battle, because the scoring system ignores the first wave and the second wave has troops of 1/10th value. Totally pointless (literally, no points). With this change it will make this wonderful feature available to everybody.
 

ggbuild

Corporal
Looking at the new changes after testing them i think the maps will need to be changes to have many nodes open right from the start of the map

For smaller teams its just unlikely they will have strong enough teams to clear a full red or a full blue node to open up the map to get other nodes open fast enough

Love the idea of the auto changing levels but for it to work for smaller teams there needs to be access to more node options at all times.

The changes to the buying of QA and the removal of shards in the pass are a fantastic way to close up the gap between guilds in the championship race great work limiting the effects of the spenders in the championship.
 

cnorton

Private
Day 2, level 2, same map. Is that it? 12 same maps with increasing difficulty? You just took the fun of progress out of it for smaller guilds. Every day repeating the same thing ............... starting over and over, getting nowhere .......... that does not look like improvement and does not look like fun.
 

bootnreboot

Private
The new format will drive away the smaller players and leave QI to the spenders.
Even if you buy the Silver and Gold chests there are no shards so the player will have to buy the shards.
The costs for more Quantum Actions rises quickly. The first purchase of 45000 QA's is 250 shards. The next purchase is now 310 shards with no shards in the silver or gold rewards so the player will need to spend diamonds to buy more shards.
And now the Championship rewards are less, 2nd place was 3,000 FPs, now its been reduced to only 1,500 FP's.
So another reason for players to lose interest and walk away from QI.
Once again FOE is trying to encourage diamond purchase but is really driving players away so even less diamonds will be purchased.
 

Ariana Erosaire

Lieutenant
I think I need a few more days with this QI version, but my first impression is they made this with only 80 member guilds or 3 member guilds in mind, and forgot everyone in the middle. We have about 35 active QI players, out of 50 total, and we will never clear enough to get to the boss of any map. I know the rewards on boss fights are different, I haven't noted the particulars of how rewards vary because I didn't care enough, but we'll never reach those end nodes now, so I double don't care.

I note they removed the "recommend X number of people to play this level" from the level list, and the idea here seems to be that 80 members can complete this size map in a day so this provides a rush for them to get to the boss before the map switches, and 3 man guilds who never got past level 2 will be forced to scramble for QI boost in order to keep playing instead of sitting on a low level for 11 days (farming? really? their words... but it's not like small guilds were getting much out of that or placing in the top 10 for big rewards.)

Any guild with less than about 60 active players is going to get to revel in the feeling of having their progress reset every day without ever reaching the second half of any map; a nightmare for all OCD people, which btw is a big chunk of the player base. You have to have some kind of OCD to subject yourself to this repetitive game.

I guess it never occurred to them to:
1) scale the map size/advances required for guild count (GE matches guilds with similar member counts against each other, this is a little different but mentioning it as a concept the game developers understood at some time in the past that ONE SIZE DOES NOT FIT ALL,) and
2) have variety in the maps so that we don't have the same layout every day, laziest implementation ever.

QI is now more groundhog day repetitive than it already was. They keep removing features too, we already lost unit/good specific bonuses to nodes, now garrison nodes are gone also, no more earning boosts within the map itself. I don't see any strategy for how to progress except number of people participating and spend your action points until you can't. Whoop-dee-do.
 

Droppy

Sergeant
The new format will drive away the smaller players and leave QI to the spenders.
Even if you buy the Silver and Gold chests there are no shards so the player will have to buy the shards.
The costs for more Quantum Actions rises quickly. The first purchase of 45000 QA's is 250 shards. The next purchase is now 310 shards with no shards in the silver or gold rewards so the player will need to spend diamonds to buy more shards.
And now the Championship rewards are less, 2nd place was 3,000 FPs, now its been reduced to only 1,500 FP's.
So another reason for players to lose interest and walk away from QI.
Once again FOE is trying to encourage diamond purchase but is really driving players away so even less diamonds will be purchased.

No shards, but the number of Quantum medals you can get has gone up. That is a reason to keep doing QI.
 

Droppy

Sergeant
I think I need a few more days with this QI version, but my first impression is they made this with only 80 member guilds or 3 member guilds in mind, and forgot everyone in the middle. We have about 35 active QI players, out of 50 total, and we will never clear enough to get to the boss of any map. I know the rewards on boss fights are different, I haven't noted the particulars of how rewards vary because I didn't care enough, but we'll never reach those end nodes now, so I double don't care.

I note they removed the "recommend X number of people to play this level" from the level list, and the idea here seems to be that 80 members can complete this size map in a day so this provides a rush for them to get to the boss before the map switches, and 3 man guilds who never got past level 2 will be forced to scramble for QI boost in order to keep playing instead of sitting on a low level for 11 days (farming? really? their words... but it's not like small guilds were getting much out of that or placing in the top 10 for big rewards.)

Any guild with less than about 60 active players is going to get to revel in the feeling of having their progress reset every day without ever reaching the second half of any map; a nightmare for all OCD people, which btw is a big chunk of the player base. You have to have some kind of OCD to subject yourself to this repetitive game.

I guess it never occurred to them to:
1) scale the map size/advances required for guild count (GE matches guilds with similar member counts against each other, this is a little different but mentioning it as a concept the game developers understood at some time in the past that ONE SIZE DOES NOT FIT ALL,) and
2) have variety in the maps so that we don't have the same layout every day, laziest implementation ever.

QI is now more groundhog day repetitive than it already was. They keep removing features too, we already lost unit/good specific bonuses to nodes, now garrison nodes are gone also, no more earning boosts within the map itself. I don't see any strategy for how to progress except number of people participating and spend your action points until you can't. Whoop-dee-do.

I agree with what you are saying, but I do not think it matters in any way. There are two ways to look at this game. Through the eyes of a player and through the eyes of a developer. Those two ways are so far apart I seriuously doubt they will ever meet. For that to happen there needs to be some sort of communication and there just isn't. All there is is an illusion that the opinion of players matters.
 

Bartock7

Private
I agree with what you are saying, but I do not think it matters in any way. There are two ways to look at this game. Through the eyes of a player and through the eyes of a developer. Those two ways are so far apart I seriuously doubt they will ever meet. For that to happen there needs to be some sort of communication and there just isn't. All there is is an illusion that the opinion of players matters.
People play games they enjoy. They may or may not pay/buy something in the game if they enjoy the game. Enjoyment comes in completion progression or competition of some aspect of the game. In a small or casual guild wiping out the previous days progress and making completion impossible is discouraging. Knowing the rewards that improve your competitive ability in other areas are unattainable is discouraging. Discouraged players stop playing. People don’t pay anything if they are not playing the game.
Why not reset the GE everyday?
Why not reset settlements everyday?
The BG system works. Earn enough points next season promoted, delegated or stay. Base the level points a Guild earns on completion percentage and guild size? Use some other metric. Higher the level the better the rewards.
Whales always pay.
Casual players may pay and may become whales.
Players who stop playing never pay.
People don’t play games they don’t enjoy.
 

Paladiac the Pure

Major-General
People play games they enjoy. They may or may not pay/buy something in the game if they enjoy the game. Enjoyment comes in completion progression or competition of some aspect of the game. In a small or casual guild wiping out the previous days progress and making completion impossible is discouraging. Knowing the rewards that improve your competitive ability in other areas are unattainable is discouraging. Discouraged players stop playing. People don’t pay anything if they are not playing the game.
Why not reset the GE everyday?
Why not reset settlements everyday?
The BG system works. Earn enough points next season promoted, delegated or stay. Base the level points a Guild earns on completion percentage and guild size? Use some other metric. Higher the level the better the rewards.
Whales always pay.
Casual players may pay and may become whales.
Players who stop playing never pay.
People don’t play games they don’t enjoy.
Not to put too many holes in what you are saying here but (A) the BG system absolutely does not 'work', there are a multitude of threads and comments in regards to that. There are also many players here in FoE that are not enjoying the game as much, if at all anymore - yet they are still playing - why? - for the faint hope that the developers/managers of the game will finally, finally, finally pull their heads out of whatever ass(s) they have had them stuck in for the past couple of years. Faint hope can often trump lack of enjoyment.
 

DJ of BA

Lieutenant
Well, hate to say it but called all of the posted problems before it went live, after reading the announcement I just knew this was going to be bad, and I was right, well I will await the level 11 Colossus upgrade, see if that's a possible saving grace but if not, calling it a day on QI, we had 28 or 9 from my guild on the last Incursion before all this mess, now down to 8 players, the others cannot be bothered anymore, noticed a few guilds giving up as well, on 3 worlds, so INNO now you have shot yourselves in the foot, can you please put your head in the noose and jump ....please sack the dickheads who came up with these ideas, employ proper developers and put your house in order, or pretty soon, this game will only be a memory, I shall be reading the forums but doubt whether I will post again, I don't like talking to brick walls
 

RichinZhills

Corporal
Not sure on what the actual drop rate was, but in a few of my guilds day 1 was like 20 or so players, day 2 like 10, and today only 1 or two hard chargers. At 30% against 0 for most average players, 3/4 of your troops are gone. Against the 3 fast troops combo, you usually lose any ranged units you have.
Currently continuing to follow VENDETTA's guide on the city build, had some luck with that last season. Especially when I was able to start buying several of the Aqueducts. The Ascensions seem to add a bit of a good boost and the Forgotten Temple is also a big help. Day 1 with a 130% was great. Not spending too much money, about $19 to get a new world started on "V", but that allowed me to get QI researched before it started. I share diamonds with my 16 worlds, so hard to pinpoint what each one gets. But it comes down to city space, some of the older sets like the Harvest Farm or Butterfly took a lot of effort to get. Some time was spent afterward trying to get some of the set pieces you missed. Maybe a year later you were finally able to build it and enjoy it. Now it's inefficient and you have to tear it down and place 5 or 6 of the same type of buildings to keep up with the power curve.
It would be nice, and pretty simple, to run a program that would equalize older sets and pieces to be more competitive. Instead of selecting one old building, have upgrade kits or even fragments for everything. But newer developers want and need to make their own mark, where is the glory of polishing up an older building when they can design a newer better model? No love for the Antiques dealer either, he still has stuff from Day 1 of the game but stopped receiving newer inventory.
Might just need to see what happens around day 8 when the QI city should be optimal, Late to the party, but you can continually run out your Actions and possibly buy some more time with the shards you get.
 

Xeon of Camelot

Brigadier-General
There is still nothing in QI that makes me want to play it; you can get everything you need and more for your main city without wasting time on a glorified simple track diversion. The only real concern is that it appears that Inno has lost focus on what most of their players play for.
QI only needs a noob IA city, such a disappointment compared to what FOE could be.
 
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