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Rejected QI simple changes

Reason
Improve QI feature popularity, with a Tourney boost for newer players.
Details
1. No Need to rebuild settlement every season - Reason: repetitive boredom relief.

2. Allow all GbG leagues fragments that allow you to assemble the Tourney Grounds - Reason: Level playing field for all players to obtain this important QI boost, not just limited to Diamond league players.

3. Remove forced guild daily progression. Let the guild QI officer decide. - Reason: Allows more time for smaller guilds to do a map or reach the boss.
Balance
None other games features unaffected.
Abuse Prevention
No more risk or required.
Summary
Simple changes that will have a huge effect on making QI more playable.
Have you looked to see if this has already been suggested?
Yes, some similar but not the same.
To make QI less boring and provide a little boost for non-diamond league players.

Credits for Ideas :-
1. Akira Kumo discord beta.
2. Nidwin official forum.
3. (myself) These ideas would not change the QI gameplay or rewards of Large Veteran TOP diamond guilds and are only intended to make QI more inclusive for those in smaller guilds.
 
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This suggestion has been closed. Votes are no longer accepted.

Kommodor

Marquis
There is no balance in your offer, because on day 12, a non-guild of one person will farm points at levels 1-2 without problems, and a large one will be at level 10-12 ... And so everyone is in the same conditions... Develop your capabilities and unite or join large guilds
 
There is no balance in your offer, because on day 12, a non-guild of one person will farm points at levels 1-2 without problems, and a large one will be at level 10-12 ... And so everyone is in the same conditions... Develop your capabilities and unite or join large guilds
That's fine, if levels 1-2 rewards are adjusted to be low for learners progressing to best rewards at levels 10-12, so a one- or multi-person guild can choose when to go up daily or not. Combat solo players might be happy to hit the first node of a new map daily, so there is no change for them.
 
Looks fine :) I will assume you also have decent city boosts with QI event buildings. :)
It's not always so easy for newer IA players, another scenario is not enough quantum actions to do anything but side nodes, crawling along doing manual fights, or being told by their leaders to forget the bosses.
This idea is intended to help everyone, in your case you wouldn't need to re-build it every season.
 
hmm I see the beta forum is not the place for support, probably a cozy place for long-term Vets
If a moderator can please delete this thread. thanks.
 

Deleted User - 279081

Guest
hmm I see the beta forum is not the place for support, probably a cozy place for long-term Vets
If a moderator can please delete this thread. thanks.
Nah, let's keep this thread open. The Beta Forum is as good a place as any for seeking support. Maybe not for for support of this idea. Too soon to tell. After all, it's only been a few hours since the OP.
 

xivarmy

Legend
Perk Creator
While I agree with point 1 in principle, it would require a significant rebalance of QI. Which not out of the question, but it's not as simple as "no balance/abuse concerns".

Point 2, they'd have to come up with additional reasons to encourage people to fight to get to/stay in diamond. Tourney Grounds is part of the supposed draw for that atm. Maybe it could be extended down to platinum now that platinum is only 800+ and diamond is only 1000. There's still the exclusive secondary building for diamond that way.

Point 3 exists to fix a problem - that weak players in large guilds might be incentivized to be in a smaller guild to make things easier. Everyone progressing at the same rate means whatever size guild you're in, you need to get stronger to fight longer. Certainly though a new problem *was* created with the current version of QI - that people often don't *feel* successful starting a new map every day. Perhaps there's another way to address the original problem, or perhaps there's a way to improve the feeling of the automatic level advancement.
 

drakenridder

Marquis
So, 3 proposals for the price of one. Too bad only one has actually some ground to stand on: tourney grounds for any league. Well at least aslong it's from gold league onwards. In that league lone wolf guilds have a substantially harder time.
On the other hand. Perhaps lowering it to platinum league instead of 1kLP only. To bring back the original balance. Where the chain buildings where obtainable through platinum league and up.
 
3. Remove forced guild daily progression. Let the guild QI officer decide. - Reason: Allows more time for smaller guilds to do a map or reach the boss.
I think this is the wrong solution for the problem you are pointing at.

Once you realize that "reaching" the boss was put off the table as an objective by this change.
In the old version the boss was important because it affected what the chest at the end of an incursion contained (based on level completed).
In the current version the chest at end of incursion depend on the total progress of the guild. It doesn't matter on which level progress was accieved.

The other advantage of beating the boss was that the individual level had progressively better reward for individual action.
But now a player in a small guild can access the individual reward of all level even if the guild never beat the boss. The important part is which level a player can still fight on. For individual players in small guild the new system can be much more rewarding while remaining in a small guild. A fight on level 8 can get you 80 fragment on new building, while on level 1 it gives only 20 (15 for neo colossus).
You can see a log on how to handle it here in the us forum.

The real issues with daily progress are two:
  1. Players have now a schedule for when they need to be ready to fight each level. This is a real issue if a player cannot work on his settlement twice a day. Solution: develop a plan that take into account how much time a player can dedicate to settlement development (this apply also to players that cannot play the game on certain days).
  2. There is little visual progress because the maps are a copy paste of previous level (except for difficulty X). I had many members in guild that didn't notice it was a new level.

To solve those issues, I would suggest instead:
Every day add a rectangle on the map top showing the amount of progress in the previous level (as a percentage of progress required up to the boss included).
This way a guild that beat the boss every day/level will see a 100% added every day (more than 100% if they progress on the farming nodes).
Also the addition of a rectangle on each day will visually show that this is not the same of yesterday. Rectangle can include the difficulty the percentage refer to.

Your proposed point 2 has as a reason "Level playing field for all players", but your point 1 will have the opposite effect. If settlement doesn't reset older player would have a stronger settlement.
I think the settlement reset is important feature for QI since day 1, because it level the playing field and it require us to find a better solution to settlement development instead of getting into a wrong path we cannot get out of. There is some imbalance because of the main city contribution, but nothing compared to GE or GbG.
 
Thanks, Fury for your comprehensive reply and suggestions; a good point about resetting the settlement until a better solution is found.
When it is found will it never become repetitive having to do it again every 15 days?

Point 1. Perhaps extending the time to a month before a reset might be considered.
Most who enjoy it now are already strong players with boosts from forgotten temples, tourney grounds + several QI-boosted event-building upgrades.
It is many newer IA players without any boosts who were enjoying levels 1-2 who have been hit the most by the last update and as you say "reaching" the boss was put off the table as an objective by the change.

Point 2. Could be brought down a league or two to Platinum or Gold with the appropriate lower amount of tourney fragment rewards.

Point 3. Guild officers to choose how they want to play so nothing needs to be off the table like now. More choices lead to more people playing imo. Many players don't enjoy manual fighting as it restricts their time and fluid play. I'm still a QI learner and it feels like the mini cities build time is not well synchronized with having any troop losses in levels 1-5. Not having enough quantum actions might also be restrictive for some players.
 
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FYI I just started (~40 days ago) a new city where I'm in IA and on my second settlement run. Last GE I completed GE3 only. So any forgotten temple is at least 4 weeks in the future. And I have 0 bonuses from main city. Hopefully my first will be from the winter event.

I'm not a new player. I know how to fight. And I know how to fight in QI without bonuses (after all that is what we all had while testing it on beta initially).
I still managed to reach 1620 progress (mainly because I was lazy and didn't use all the action point I had). If you check that log, I linked above, you will see that the player who wrote it managed to make 3000 progress. That is 2 free chests + 12 milestones in pass... from one incursion.

It can be done with a no bonus city, it require more time. There is also a learning curve on how to fight manually mostly without losses. This is were new player would strugle the most.

Developed cities can get away with more auto-battles and the ability to fight all the way to level 12 with a good development plan.
 
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