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Feedback Care for Tomorrow Event 2026

One important thing, it would be nice not to have the announcement the day the event starts!
(at least, if you want a maximum of beta testers...)

Second thing before testing, I missed the hype for the previous changed merge event this year. It's true we don't know how it performs in term of revenue so it may have had positive effect there?
However, I'm not sure you were getting your players happy with it. And now you're building on it, and making it even more complex (chest to manage, more different and difficult tasks)... I thought we would be getting a FoE game going a different direction since MTG gave some pointers on what to do due to bad results, but that fails to manifest (note: to be honest, Inno has not made any communication on that either, which is a shame - and a worry, as MTG pointers were quite positive for us players and seeing Inno not conveying them into reality is disappointing).

Oh, and taking allies with scientific background to make them giving military boost is well... :eek:

Edit : a few more feedback before playing the event
> Communication : I do thing this should be reworked in the mechanism part. Actually, it feels like missing the event presentation that we had before, explaining what is changing, introduction of new things like the new storage tool... And a page for the mechanisms, which would be clear with : already existing mechanism and changed/new one (here we have twice information of everything, very difficult to read)

> That's not a first, we already had one building giving 6 quantic units not long before, but why the hell design such things?
AND why not explaining how it works (well, maybe you didn't get enough tickets asking about it last time ? :rolleyes:)
 
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Second attempt and second fail. Inno current rate: 100% failure on beta.

The first merger had the task revised for live because the beta task were completely unbalanced.
This one is heading in the same direction.

There is a BIG difference between an easy task that require to free 8 locked piece and one that requires to spawn 8 pieces.
The first cost 20 workers at minimum (0 if the board already ahs some free piece on it), but up to 200 in a very unbalanced board.
The second one cost 160 workers! Which is NOT "easy" at all nor can it be switched.
 
The tasks are messed up.
CFT26_Screen Shot 2026-07-02 at 20.04.55.png
In the above image the "medium" difficulty has constrain on both level and type.
The "hard" only on type.

In the previous event: medium was only type or level; hard was both type and level.

Alternative: the "hard" task is actually only level 3, which is consistent with the actual number of ladybug pieces I unlocked during the task (I unlocked more than 2 ladybug, but only 2 level 3 ladybug). I'm basing this on the assumption that the 3 ladybug in the associated picture might be the correct ask while the text is wrong!
 
Seems these tasks don't exactly work.

As an example I just unlocked 5 leaf pieces. The first two were using a leaf piece that I generated the next one was using the level 4 rainbow piece on a level 4 leaf piece and then that leaf piece on another level 4 leaf piece and yet another level 4 leaf piece. According to the game I've only unlocked 2 leaf pieces. :/

Screenshot From 2026-07-02 14-40-19.png
1783017784543.png

[[edit]] - unreal, it means unlock 9 LEVEL 3 leaf pieces? It is a hard task. Why can't these things be clear?

I really question the sanity of taking us from doing n number of things on a board to completing a relatively close number of tasks. Wasn't it like 18-20 actions last time around? Goodness it's going to take days to unlock each world level to collect let alone fill.

[[edit #2]] - I just got one progress on that task by using a level 1 leaf to unlock a level 1 leaf. What in the? However unlocking a level 1 leaf with a level 1 rainbow didn't count.
 
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You can get more econexus
Now, what does that have to do with the limits a stupid store has alongside with the inane limits for getting coin. Both should be limitless. I don't have time to watch how much goes into the coin purse and then be forced to make a purchase if I wanted to get more said coin.

In a real, economic based world, if your purse or wallet can carry a certain amount, you get a bigger wallet/purse to carry more. In the world of digital banking and cards, the limit is based on what your account has.

This is like some kid's weekly allowance that they will only get until the next week.

Back to playing Resident Evil Requiem. Leon Must Die F****rs! Heh heh.
 
Seems these tasks don't exactly work.

As an example I just unlocked 5 leaf pieces. The first two were using a leaf piece that I generated the next one was using the level 4 rainbow piece on a level 4 leaf piece and then that leaf piece on another level 4 leaf piece and yet another level 4 leaf piece. According to the game I've only unlocked 2 leaf pieces. :/

View attachment 14425
View attachment 14424

[[edit]] - unreal, it means unlock 9 LEVEL 3 leaf pieces? It is a hard task. Why can't these things be clear?

I really question the sanity of taking us from doing n number of things on a board to completing a relatively close number of tasks. Wasn't it like 18-20 actions last time around? Goodness it's going to take days to unlock each world level to collect let alone fill.

[[edit #2]] - I just got one progress on that task by using a level 1 leaf to unlock a level 1 leaf. What in the? However unlocking a level 1 leaf with a level 1 rainbow didn't count.
Here is what I have gathered after posting a bug on Discord

Medium task
Free 9 locked (any type - algae, ladybug or leaf)
This task is either L1 or L2. The "L2" is missing. I have seen "free 9 locked L1" and it worked.

Hard task
Free 9 locked (any type - algae, ladybug or leaf)
This task is either L3 or L4. I had one but can not say if L3 or L4 or both are missing in the text.

Here is what I can say, this is a hard task, 9 of any specific level and type is hard to get, usually 2-3 boards.

Another thing I can say, I spent workers to discover the bug, funny, it happened to me on the ladybug (2 times, then leaf and algae) so I called the filenames, ladybug bug..lol. I know we are testers but I don't like to waste my time for something like this, lack of detail via developers. If I found it day 1, you found it, others found it, all DAY 1, then do they even play the event mechanic before they release it to us????

And I agree with others, they do need to adjust some things, values and I hope they don't wait until next week, 7 days into the event.
 
Can someone explain me the new thing with the chest ?
  1. You get the current chest if you complete the board (=unlock all locked pieces)
  2. If you reset a board the chest type will go down in value
  3. If you don't complete a board for 24 hours the chest downgrade too (requirement is not the same day, but 24 hours from the last completed board)
  4. If you complete a board the chest will increase in value on your next boar
Chests contain:
  • Eco token (amount increases with value but chance decreases)
  • boosters (amount increase with value),
  • 1 bloomland selection kit (percentage increase with value, include upgrade for old fields),
  • 2% Finish all special production (only diamond chest)
BTW as usual Inno got their calculation wrong. A diamond chest has on average as many eco coin as a silver chest (1.2) so less than Gold (1.5) or Platinum (1.6)! It should either give 9 Eco coin or have the percentage increased to 30% (and left at 6 eco coin)
Click on the chest to see the progression and the content of all chests!

They botched this feature so instead of completing a board twice a day, we are better off by pushing to diamond and the completing one board a day after 24 hours expires (unless you need the bloomland upgrade, then point to the diamond chests).
 
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