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Feedback Fellowship Event 2024

Goldra

Baronet
Conclusion is simple: we wont have any QI boost on an event building. Only in gold league buildings, platinum upgrades, and limited buildings.
Its easy to understand why. With the gold league building, you can get a lot of watermills, as some players has a lot of aegean resorts, etc... And using FAS, they will have it fast.
 
Seems to me they've wisened up a little. With how they wanna approach power leap in QI. I'm just hoping they won't restrict GE as much. As it stands GE is a nice, easy way to feel the progression of the army, through the difficulties. Quite straight forward. GbG is less straight forward but offers a good measure for very strong players through the soft cap of attrition. Although this is highly dependent on age too. For example in SA:M attrition will be lower than some other ages.
 
Dear adventurer, we did more changes to the buildings from the Fellowship Event. We want Quantum Incursion Army Boosts to become a bit more common, however only during events. With our previous change we added the army boost to the Whisperwood Watermill, however you quickly commented, that having this boost on a "printable" (getting more from the league reward for free) building was not a good idea. And we agree. This is why we moved it to another reward, you can't get many of so easily. In addition, we decided to remove the Quantum Units and Goods from permanent buildings, as they are very strong and limit Quantum Coins and Supplies on permanent buildings. As some buildings got their QI boost removed, we increased the other stats for them. But enough with the reasons, here are the changes in detail:
Allegedly based on our feedback? What a bunch of BS... Nothing good left to get in this event anymore, not even the Escutcheon Estates... thank you for your BS and for trying to monetize every aspect of the game, what can I say, based on our feedback...
 

Thunderdome

Emperor
It's a load of sad excuses. But let's dissect that excuse, shall we?

Imperial Skyletter Spire - Gold League Building - Lucky folks in the 1%
20 Fragments of Arcadian Whisperwood Watermill Golden Selection Kit - Need 150 (possible)

8 Regular Levels 1,200 fragments
1 Silver Level 150 fragments
1 Golden Level 150 fragments

Total Fragments for a Full Building: 1500
If Using FSP, 75 FSPs will be needed for a full building. Not using any double bonus, mind anyone.

Anyone can get up to 75 FSPs (within their fragment structure) in a day? If so, I would love to hear their strategy on which buildings to have so I can get that many.

Now, let's talk about the buildings Inno claims that is so powerful...

Escutcheon Estate
+5 Quantum Actions per recharge cycle - I never can understand this hence why I just engage (if I can) when it hits 100k actions available
+10 Quantum Goods at Incursion Start - So, 2 goods each is powerful? Riiiight!
+5 Quantum Units at Incursion Start - And, having 1 extra unit each is powerful? I am laughing here.

Those who didn't spend any diamonds might get lucky to walk off with 2 of these buildings. If we spend the 1500 diamonds (you need 1750 to get the 2k gems offered), we can probably 1 more. So, anyone still thinks by having 3 extra units each and 6 extra goods each is still powerful?? If you think so, I think we are not playing the same game.

Eight of these would have yielded 8 extra units and 16 extra goods. I go through more than 50 units per incursion (at the last two days when I am fully able to battle) and I would only be able to purchase 1 expansion with 1 set of goods (30 are needed before it jumps up). So, yeah, I guess powerful.

Jolly Oink Pigsty - Silver Pass Exclusive/Lucky in Chest Draw (Random)
+5,000 Quantum Supplies at Incursion Start - Wow, 5k supplies makes me all powerful! Can I jump up the rankings with this feat?

Ascended Jolly Oink Pigsty - Gold Pass Exclusive/Maybe in Chest Draw (Don't Remember)
Time Limited to 30 Days
+20,000 Quantum Supplies at Incursion Start - Good for only 2 Incursions then reverts back to Jolly Oink Pigsty with the 5k Supplies.

Royal Carriage - Silver Pass Exclusive/Lucky in Chest Draw (Random)
+5,000 Quantum Coins at Incursion Start - Hell, I am rich now... and powerful, too!

Ascended Royal Carriage - Gold Pass Exclusive/Maybe in Chest as Well (Don't Remember, too)
Time Limited to 30 Days
+20,000 Quantum Coins at Incursion Start - Again, good for 2 Incursions and then back to Royal Carriage with the 5k Coins after 30 days.

I was going to build 4 each of the ascended version which will yield me the following:
+80,000 Quantum Coins
+80,000 Quantum Supplies

This would yield me 4 cottages, 1 villa and no supplies, 1 Arch and no buildings to generate coin/supply, 4 tailors (how could that be without houses, right?), or a balance of 2 cottages, 2 tailors, and spending the rest on the lower level houses, butchers, and amphitheaters. But, that makes me powerful, right?

Nice try on the excuse, Inno.

Now, I can understand if the Quantum Army bonuses were OP (as some folks point it out). Those can get a change, but the rest of the stuff should be left alone... especially if people pay money in getting those items. It's their right. And to deny them that is blatantly robbing them.

I know I had left out other stats on said buildings, but these were the ones that were removed/modified just because of a pathetic excuse.
 

xivarmy

Legend
Perk Creator
It's a load of sad excuses. But let's dissect that excuse, shall we?
Your evaluation is somewhat pre-changes, but i'm going to address the QI ones:

+5 actions (now +50) per recharge cycle: while not displayed in the tooltip, and the game itself will read wrong in your bar until you refresh or use an action and it refreshes the value, this affects the rate of getting back to that 100k. Normally it's 5000 per hour. With 1 escutcheon estate (and no settlement buildings), it'd be 5050 instead. Overall, assuming you never let yourself cap out at 100k, 50/hr is up to 50*24*11 = 13200 action points, or a bit under 4 extra encounters per season. If you could get a lot of these they could make an impact, but individually they will not be much.

units and goods are moved to other buildings now, specifically only time-limited buildings. They're powerful because they allow you to postpone having to make extra goods or units at the start of QI - allowing you to funnel your resources into ramping up your production so you will be stronger near the end. If we'd been able to get 10 escutcheon estates (pre-pre-nerf), then 10 extra of each unit might allow some people in small guilds to never train a unit at all.

Enough extra QI coins/supplies at the start can enable you to jump to building something like a goat farm (= at least 25k extra supplies and a bit more than 50k extra coins so you can afford the rest of your town) immediately cutting a day+ off your ramp up time. No it's not going to come from 1 small set of buildings, but if you already have some from fall event and add in some from fellowship (ignoring ascended nonsense), you could be getting a sizeable jump.

*If* you decide to care about your performance in QI, these certainly can all make an impact.
 

Thunderdome

Emperor
A goat farm is 200k coin and 50k supply. You'll probably won't get to build it without a house or two since it needs 100 pop. And possibly some euphoria buildings to keep at 150%

And if I remembered, it takes 10 hours to build it unless you want to spend shards (at the beginning is going to be kind of hard than midway or towards the end challenge).

But yes, I placed them at pre-nerf values to see what is this "powerful" huff is about.

Fall event, I skipped. Not one of my favorites. 2nd to that Candy Crush that is so annoying.
 
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The 1 unit and 2 goods each per Escutcheon Estate was a very little and very needed small help, but not much to change the way QI is played atm. By removing them I see no use in Escutcheon Estate anymore, stats wise, they are bellow average.
 
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A goat farm costs 100k of each coin and supply if I remembered, and it will require a few houses or a villa to drop it in. Also, that villa is going to need something to make sure you're running at 150% to get the best out of it.

And if I remembered, it takes 10 hours to build either unless you want to spend shards (at the beginning is going to be kind of hard than midway or towards the end challenge).

But yes, I placed them at pre-nerf values to see what is this "powerful" huff is about.

Fall event, I skipped. Not one of my favorites. 2nd to that Candy Crush that is so annoying.
You are mistaken.
Goat Farm cost 200k coin and 50k supplies, The Arch cost 100k each.

The nerf on a permanent building with QI combat bonuses, that can be generated, was probably a good idea. It could have easily gotten out of hand and damaged QI reset at each incursion.

In the end of city chests the 4th position from the left count contain:
  • Jolly Oink Pigsty or the ascendant version,
  • Royal Carriage or the ascendant version,
  • selection kit for above two ("Royal Oink Selection Kit" doesn't contain ascendant version),
  • or a kit for the main building ("Sylvan Whisperwood Watermill Silver Selection Kit" - I saw only the silver verison but somebody reported seeing the not silver one too).

In the fall event there was a permanent building (Harverst Hub) that gave a small amount of extra supplies at incursion start (+3500). The ascendant version gave more, but I'm ignoring temporary building. It have a population cost!

The changes to the Escutcheon Estate make it a joke. And considering that this is the extra reward for opening all the chests that is sad.

The increased action means it amount to something = lowest type of house in the qi settlement. It's better than the joke it was before, but it make no actual difference, unless you have a lot. 10 Escutcheon Estate are the equivalent of 5 Villa (+10% hourly action), which is quite a lot. But you would need quire a lot of diamond to reach that kind of numbers. If this was the issue then changing it from giving population to costing population would have been a better solution.

The extra troops was nice but not breaking the game. With all the oversea settlement building (+100%), you can play the first few level of the incursion with no loses at all. So this would save a player from spending a little bit of resources on troops.
If you reach higher level of the incursion then the extra tropps are a too little and a player still would need to generate a ton of additional troops.

The goods boost was less impactful than you might think and nerfing it was uncalled for.
Sure 10 extra goods is potentially 5 more goods donation in level 1 or 2, but that is a one off.
For buying ehpansion you would need 10 Escution Estate to have an impact* equal to about 21k coins and supplues. That is tiny!

* 10 Escutuion would have added 10 of each goods. So you chould buy the first expansion with goods imediately and using a good you cannot produce. That would generate the saving. Then you could generate 32 goods (20+12) to buy the 2nd expansion (cost 60). The third expansion (cost 90) with the 2nd good you can generate by buying 60 (3 times 20). And the 4th expansion with the third good you can generate at 130 goods (30 inital+100). But this would save you from buying only 20 goods compared with what you can do without the building bounus. This saving cost a player goods that could have been used for donation.

Personally I preferred using just a couple to get 24 initial goods.
This means that the first expansion can be bought by generating just 6 goods, instead of 12 (no saving on 2nd or later expansions).
24 intial goods also means that the goods I cannot generate can be donated in mupltiple of 2, 4, 6, and 8. While with the original amout they can be donate only in mupltiple of 2 or 4 without any left over.

On live I was considering spending diamond, but now I wont. The Escutcheon Estate is not worth it anymore.
I'll keep the building that are already in the city on beta, but I would not probably place any on live even if I get them.
 

Will-em

Merchant
I'm just having a laugh about it all, I wasn't planning on going to play this event a lot because I really hate the minigame. Now with the nerfs it's not even worth trying my best for it. Happy that you posted it, yet just missing the point of the nerf.
 

Sunshine

Farmer
Unbelievable, removing the good stuff (QI supplies/coins) altogether from the pigsties and carriages. Reducing it would have been okay.
 
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Thunderdome

Emperor
You are mistaken.
Goat Farm cost 200k coin and 50k supplies, The Arch cost 100k each.
I own up to that. You must've replied at the same time I had edited my original response after checking the costs in making a goat farm (hence saw my original text in your quote). Thanks anyways for that correction as well.

The EE building (if built) will require a 4x4 space. Having 10 of them, would require the following space combinations:
• 4 by 40 (either Horizontal or Vertical layout)
• 8 by 20 (5 each, either Horizontal or Vertical layout)
Either way, it is going to cost the player 160 squares of real estate.

Having 10 of these would mean that someone's spending some serious dough; enough to place them at the top 5% of that Gold League's 1% of the player base to get all the goodies associated with it. I only got silver because of my busy work schedule that I wasn't here to collect when it hits 8.4Q but had some funny moments when I come home to a 50Q+ sitting in the town at times; some towns (I think the 2 and 3 variants via the FoE Helper) had me complete all 38 tasks as well with those amounts sitting.

As for the EE, they've done killed it. First, by making them fragments that you had to rely on luck to get them. We all know that no one is going to walk off with 800 frags (enough for two since they only cost 400 each to make) in a single collect all before hitting the next town; we already know how Inno do with luck these days. If anything, people would be ripped off for getting 200 frags each time. Even so, you would still have fragments sitting in inventory after the event is done. And, second, they removed all the good stuff from it, making it not worth having. For if I wanted generic attack buildings, I would have collected the free ones given out in events, not spend for them.

So, my advice, after those two reasons, to everyone that spends on live, save your money and diamonds.
 
If they felt printable buildings are gamebreaking OP. They could've also decided pre-release to place it on the F(A)SP-items' blacklist. Like they've done with the GbG champion buildings. Cause it's unfair that best participants can get many copies of a building others had worked hard for. Similar to how the Neo colossus' 2/1.000 fragments for a mediocre building is heavily OP in their eyes if we could use F(A)SP-items on it.
Yet their logical decision is to rebalance the "printable" building instead. Flowing that logic they could remove Neo colossus from the F(A)SP-items' blacklist by nerfing rebalancing the mediocre "printable" building from it. It makes me wonder what criteria are used to either blacklist a spawner or nerfing the building it "prints"
 

Thunderdome

Emperor
I would have been okay with moving the QI attack/defense bonus from one building to another if it was a big deal, but to change everything else that people worked hard for in getting is that big slap in the face. Hell, it would have been better if they didn't introduced the QI attack values on a main building if they thought it was going to impact the game and then left everything else (the Carriages, Pigsties, and Escutcheon Estates) the way it was before this. Countless people spend because those buildings were more attractive than the main building itself.
 
Another way of offering QI related buffs are heroes. They're easier to balance. As they're hard to get anyways. It also doesn't matter if players can "print" multiple copies of buildings with hero slots; if they don't have a hero with QI related buffs to fill the slot, it doesn't affect the balance. Personally I would approach it like this: quarterly for every "big" seasonal event (spring*, summer, autumn/fall & winter) 1 hero that offers QI related buffs. Handing them out for completing the entire event quest line (final quest reward instead of an avatar). Offering QI related productions (coins, supplies, goods, units) could be used on hard to get buildings.
This way it's a lot easier to balance QI in regards of events. Maybe offering an additional hero through the rival. Along a potential new selection kit. For either upgrading a hero slot to a higher tier or a high tier hero. Enabling players to either complete both to facilitate a slot for that hero or obtaining a slot for such a hero of the next event.

*spring isn't really an event anymore but whatever season substitutes spring event
 

Thunderdome

Emperor
this server is not for intense gaming or spending money
Last I checked, Inno has not placed in writing that we would be limited to spend in a beta server. They have the Event passes, QI passes, Forge Plus, Diamonds just like the live servers. Many have made Beta their home.

And, there are some top guilds on beta that would beg to differ on the "intense gaming" statement. Just look at GBg.
Another way of offering QI related buffs are heroes.
Now, that I can get on board with.
 
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