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Discussion Do you like Quantum Incursions?

How do you feel about Quantum Battles?

  • I like both the mechanics and the rewards

    Votes: 20 54.1%
  • I don’t like the mechanics, but I do like the rewards

    Votes: 13 35.1%
  • The rewards are too powerful, while the mechanics are boring

    Votes: 5 13.5%
  • I like the mechanics and the rewards, but they take too much time

    Votes: 3 8.1%

  • Total voters
    37

Arkantos

Merchant
I caught myself thinking that QoI has started causing me way too much anxiety. After taking a small step back and analyzing the reason, I realized it’s the Quantum Incursions. On the one hand, they give you lots of great buildings that really help you develop your city. On the other hand, they are extremely repetitive, time-consuming, and create a lot of fuss. I quit the game for half a year, came back recently, and they’ve become even more repetitive and boring. After playing two seasons of QIs, I dropped the game again.

The new powerful buildings are indeed a strong motivation to play QIs. But once you start doing them, it becomes very boring. And the game is increasingly adapting itself specifically around QIs. Quantum buildings are far stronger than event buildings or GE buildings. Also, in the beginning it was enough to check QIs once every 10 hours, but now the action points regenerate much faster, so you have to play QIs even more.

I’m curious what the community thinks — am I the only one who dislikes QIs, or are there others who feel the same way?
 
I prefer QI over GbG. The rewards are okay, it's not as repetitive and it doesn't rely on guild treasury for camps or diamonds to rush them. Encounters are always there when you decide to drop in - no hovering or setting timers for a piece of the action or the added stress of meeting (mostly) guild requirements. The challenge of building a productive settlement in a limited space/time frame is more rewarding than (Cultural) settlements as there are less hoops to jump through.
 
The only rewards I get in QI are:
• Forge Points
• Quantum Shards
• Quantum Medals
• Lunar Coin (Currency)

The Items I would try and get are those that can:
• Boost my main A/D R/B
• Boost my GBg A/D R/B
• Give Guild Goods (Obelisks, mainly)

Aside from that, the only bone I got to pick with the new update is the fact there is a 200 alloy cost for placing a goods building (150 if you destroy it to get back 50 alloy). That pushed up a delay of one collection. However, I was able to push forth.
 
The poll is missing the option "I liked the mechanics but I don't like the rewards." I think QI started out really interesting, with an actually strategic feature that required collaboration and thought. Over time, the feature has been made easier and easier, with much of its identity being stripped out. I think QI had a unique feeling to it that it's lost as they've tried to make it more appealing to players who just don't like the core gameplay. There's now no reason to ever choose any but the smallest goods buildings. There's no real challenge in overcoming fights once you reach a critical threshold; you can autobattle most fights with no repercussions. It's just logging in twice a day and swapping some buildings.

Despite the low effort, the rewards feel extremely overvalued. From my experience, even an event can take significantly more time, thought, and strategy than QI, while QI has disproportionately strong rewards that accelerate power creep for very little reason to me.

That all said, I think QI is much more interesting than the other two main guild features.
 
"I liked the mechanics but I don't like the rewards."
Who don't like neo shirnes I trying to build 4th on one worlds better with FP per 1/16 expansion that econexus (for maxime the FP I have two)

Or neo squares workshop yes same stats have old GbG building so there you can spend gold coins GbG when you bought all diamonds and get it but it's good

Neo me??? (I thing actual 3x4 QI building)
It makes lot's of units

Neo zigurath
GB upgrade is 10x better with him it make blueprints and FP and army boost and like every QI building


Every don't need road on max level (when I don't count neo victory somerhing and neo rotunda)
 
Who don't like neo shirnes I trying to build 4th on one worlds better with FP per 1/16 expansion that econexus (for maxime the FP I have two)

Or neo squares workshop yes same stats have old GbG building so there you can spend gold coins GbG when you bought all diamonds and get it but it's good

Neo me??? (I thing actual 3x4 QI building)
It makes lot's of units

Neo zigurath
GB upgrade is 10x better with him it make blueprints and FP and army boost and like every QI building


Every don't need road on max level (when I don't count neo victory somerhing and neo rotunda)
There's a few ways to dislike a building:

- Greed: I can't see a reason to build it personally. Make it stronger.
- Envy: If others will get too much out of it (either through availability or playstyle), I don't want it to be too strong. Make it weaker/less available.
- Power Creep: The quality and/or accessibility of this building makes other buildings unappealing and is likely to drive demands for future buildings to be stronger. Make it weaker.

Uber is focused on the 3rd perspective. Where the more unnecessarily powerful a building is, the worse it is for the game's longevity, because other buildings will have to be in the same orbit to draw attention before long and more content will be outdated.

I would be with him on that except that ship has long since sailed. If it weren't QI leading the power creep, it'd be events (and has been for most of this now multiyear slide), and the result is the same. The days of them settling into a power plateau for years at a time and offering different flavors at the same power level are gone and have shown no indication of returning (and if they tried to now that they have trained their players to expect power creep, it'd be a rocky road back).
 
A limited defense for QI Buildings: they get a new city up and running in a few seasons while waiting for Events to run and GBs to level up. QI can be played strictly from within the feature while the main city matures.
 
Even if we take out the power creep out of the equation (for the last few years), and the buildings were weaker, people will spend for them (either blindly if Inno kept with the stubbornness or willingly if Inno was like 2012/2013) thus having multiples to build their Red/Blue values in the spaces provided. This (on the 2012/2013 part) would have been acceptable. Instead, they released the flood gates when they offered ways of "printing" kits with combinative strategy derived from players that let that run amok. I can very well say the same for QI when they make it possible to get as many kits a player needs or wants, simply by earning currency and placing in the championship (as a guild). Now, they did limit the number of silver and gold fragments to which I have no bones with since I know if I wanted such, I would take some time with my city.

The only bone I had was making the goods buildings cost 200 alloy to drop. That killed my 3 goods building method in gathering my expansions (as outlined in the QI feedback thread) that I had to rely on one building every season now. Other than that, I think I am good now.
 
The only bone I had was making the goods buildings cost 200 alloy to drop. That killed my 3 goods building method in gathering my expansions (as outlined in the QI feedback thread) that I had to rely on one building every season now. Other than that, I think I am good now.
Totally agree here. This move rather nerfs the main city buildings that yield QI Goods to offset the expense of expansions. They give 5 sets of goods - 2 sets are lost and three were usable. Now they give the same five sets and of the 3 usable ones 2 carry a Chrono Alloy penalty.
 
Totally agree here. This move rather nerfs the main city buildings that yield QI Goods to offset the expense of expansions. They give 5 sets of goods - 2 sets are lost and three were usable. Now they give the same five sets and of the 3 usable ones 2 carry a Chrono Alloy penalty.
Then, in the not-so-distant-future, we will see another statement on the announcement page similar to this one:
1764647801807.png
But, this time, it would be for the goods building as their 200 alloy penalty had made the other 4 useless as everyone will be focusing on the Ropery for their quantum goods generation.

When that time comes, I will gladly say: "see, that is what happens when you put something that YOU THINK was going to work, but instead, it's the opposite."
 
But, this time, it would be for the goods building as their 200 alloy penalty had made the other 4 useless as everyone will be focusing on the Ropery for their quantum goods generation.
Well I mean, the copper and brick were already useless because there's no reason to pick a size-12 building when a size 6 or 9 that does the same thing is available and there's no distinction in utility of goods.

As for your focus on "only 1 goods building", that's what I was doing from the start mostly. It's kinda a micro-optimization to swap buildings anyways - where i assume you mean doing it inside 1 early 10 hour period it required more attention than i wanted to devote to it to save ~200k supplies.

I still might plan to take the goods building down once maybe. After the initial expansion rush there's a bit of lull where you need millions of supplies for the next one ; and can gain something by doing without the goods building for 10+ hours. 150 additional Alloy lost to a sell and rebuild could be unimportant by then. So if 100k supplies feels more important to me than at-most 3 squares for a collection at one of those times, I could rebuild as gunpowder or honey to use additional starting goods up.

If they want to make different goods buildings interesting, they should try adjusting the costs - make the bigger goods buildings a little cheaper to build and operate (maybe 10% off for size-9 and 20% off for size-12) and you can have a decision on whether you want to save supplies or space.
 
If they want to make different goods buildings interesting, they should try adjusting the costs - make the bigger goods buildings a little cheaper to build and operate (maybe 10% off for size-9 and 20% off for size-12) and you can have a decision on whether you want to save supplies or space.
That would be an interesting change of pace. One that will really have us thinking.
 
If they want to make different goods buildings interesting, they should try adjusting the costs - make the bigger goods buildings a little cheaper to build and operate (maybe 10% off for size-9 and 20% off for size-12) and you can have a decision on whether you want to save supplies or space.
If they want to really make it interesting, require aging up from EMC to HMC to LMC with goods needed to age up.
Of course all 5 goods buildings need to be available not just 3.
 
When it was first announced, I expected something with more depth and real strategy,special guild buildings, a guild town that needed upgrading, coordinated attacks, more of a Clash-of-Clans style system (or whatever cool clanwar-team-based-concept).
I want to feel like teamwork actually matters, and that feeling is completely absent. I guess I always expect too much from InnoGames…

Still, there are so many great clan-related and cooperative game concepts out there that they could implement if they wanted to.
 
That would really piss off the "why 3 ages at once?" people :p Noone really wants that level of progression that resets every 2 weeks.
QI is relatively short for that kind of thing. It was bad enough that guilds can't progress on their own pace that often sat on the side lines when the level changes at reset each day. Even with the current Middle Ages QI, it had some kind of thing (alloy) and pace that allowed a player to progress smartly instead of just dropping straight on T3 buildings on the first day. Even spenders cannot do that unless they heavily spend to rush buildings to build enough alloy to place such.
But then QI has taken a strange turn from the original concept.
Indeed, it has. Shudders the thought of seeing what the next championship will be like.
 
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