• Dear forum reader,
    To actively participate in our forum discussions or to start your own threads, in addition to your game account you need a forum account. You can
    REGISTER HERE!
    Please ensure a translation in to English is provided if your post is not in English and to respect your fellow players when posting.

Feedback Quantum Incursions update

CDmark

Baronet
2 days in, still liking it. Here is what I like. I come on, collect, do city stuff, go to map and I seem to be able to work my QA down to zero, no need to return until city is ready again. I am on L3, have FT and that 20% Bao blue A boost. I am doing fine on the blue Lieutenant node (tier 2).
My shards are progressing. Not crazy numbers but nice progression for the rewards. The point, I come on and the progress moves. Before, with 1x/2x, it seemed to move nice, then ok bcs of the 2x bonus.
I still haven't worked the numbers to see the difference from before but, overall, improvement. I think 8 ballistas makes things better bcs before, 1 or 2 injured ballistas, you have to come back, let them heal.
 
I am incredibly disappointed. When Raids was announced to replace GVG, I was concerned it'd just be like Guild Expedition, no strategy, and possibly more focused on money spending like GBG is. But when it came out and it turned out to require some actual coordination I was excited for it.

My guild intentionally did the first incursion as 'go out and do what you can, no rules, but do not spend diamonds to advance' in order to see what was possible without diamond spending or shards from the pass, which I felt would be critical to figuring out where it's efficient to spend diamonds/shards for the people who want to. In incursion 2 we quickly realized that heroes rushing the guild through the early levels severely impacts the rest of the guild, as does expecting people who are still building their city to donate supplies/coins or goods beyond their starting few. We realized that if diamond spenders rush to the advanced levels too soon then it'll put the majority of the guild in catch up mode and we actually won't get as far, forcing them to keep spending diamonds at an unsustainable rate. We made rules for sharing sectors (15 x2 hits max on a ballista node in the first 20 minutes for levels 1-8, or on donation nodes starting level 4) and suggestions (people who diamond rush their initial settlement handle the donation nodes) and a discord system to alert each other when nodes they're boosted on open ( @qi-offense-ballista on discord to alert anyone with ballistas).

By incursion 4 we realized we could open difficulty 10 every season even though we aren't the strongest GBG guild on our server.

Just recently, pass holders are realizing they can buy actions every day with their quantum pass, and more people are considering the quantum pass for the next championship.

Now, Inno wants to push this back towards button mashing, where like GBG (in 1v1 matches where the other 5 guilds are generally so small that they're just grass on a battlefield) whoever has the most people willing to button mash all day will win, regardless of strategy. We have excel sheets and ChatGPT GPT's designed to coordinate our QI assignments with goods/troops assigned to everyone and a secret strategy we found in the assignments I won't tell anyone in case this change gets reversed.

I've spent a lot more than I'm proud to admit this past season on live, and would have continued to do so, but the general feeling I'm hearing from anyone I share this news with, that all nodes will be the same, is that it's now just a button mash championship again.

Great for the small guilds but games that require little to no strategy have very little interest to me.

Why spend money just to get beaten by a poorly coordinated guild with more players than you?
 
Last edited:

Hedning1390

Farmer
I didn't think you could find a way to make QI even more boring, but by golly you've done it! It appears now you just pick the troops you want to use and i'm not clear on why you'd need pick different goods at all anymore with no x2 multiplier for using specific ones.
The previous system created internal competition where it was best to wait to snag specific nodes that are more rewarding. QI should promote cooperation within each guild, not have one guild mate steal rewards from the other.
 

xivarmy

Legend
Perk Creator
The previous system created internal competition where it was best to wait to snag specific nodes that are more rewarding. QI should promote cooperation within each guild, not have one guild mate steal rewards from the other.
The new system encourages not interacting with your guildmates at all ;) Pick your units. Do what you want when you want. Not much of a guild feature at all.
 

SlytherinAttack

Regent
Baking Sudoku Master
The new system encourages not interacting with your guildmates at all ;) Pick your units. Do what you want when you want. Not much of a guild feature at all.
This is the perfect feedback statement need to be injected on people heads who decided to remove x2 from QI.
 
I can say that at the end of the current season we are in, we feel like we were cheated. Before with 30 per progress and x2 per we made around 500 progress and had players making 1,200.Now the best player in our guild who made IQ made 2,412 which used to be 606 points (40 gained in progress) and now he only made 24 progress. A big nerf almost half done and he does said he played actively as in the previous championship. He saw that there is no point in having the quantum pass anymore, as there is no point in a nerf for the same value as the pass. And I say for myself, before I made 700/600 progress (20/23 gains), now I only managed to make 1,400 points. (14 pass wins). A big nerf
 
Sooooo since nobody else is going to ask.. Why were the donation nodes 2 incursions ago suddenly all 1 good per donation even up to level 6 (at which point iirc it switched to 2) and then suddenly back to normal this incursion, and how can we find out in advance if that kind of drastic change will happen again?

I completely rewrote our qi donation cooperation rules for that change and then had to rewrite them again when they got reversed to walk it back. Not to mention having to discover this stuff as we advance through the difficulty levels is tedious and makes it hard to plan. We had several people switch off donations over to fighting this incursion because the donation nodes were supposed to be easier and they were fighting over them before to use their actions, and then suddenly we needed them back in the donation bracket. I'm not even sure if we're going to get level 10 unlocked this time.
 

Goldra

Baronet
I find this in my live server, and ask it here. There are no information about that, but it seems that one of the incursions is harder than the other, in donation nodes. But according to bugfixes, it seems that this nodes asking for 1 good, was a bug. Hope Juber or a CM gives a answer about this, because its a very big change.
 

xivarmy

Legend
Perk Creator
Sooooo since nobody else is going to ask.. Why were the donation nodes 2 incursions ago suddenly all 1 good per donation even up to level 6 (at which point iirc it switched to 2) and then suddenly back to normal this incursion, and how can we find out in advance if that kind of drastic change will happen again?

I completely rewrote our qi donation cooperation rules for that change and then had to rewrite them again when they got reversed to walk it back. Not to mention having to discover this stuff as we advance through the difficulty levels is tedious and makes it hard to plan. We had several people switch off donations over to fighting this incursion because the donation nodes were supposed to be easier and they were fighting over them before to use their actions, and then suddenly we needed them back in the donation bracket. I'm not even sure if we're going to get level 10 unlocked this time.
The rumor I've heard is that Valley is easier than Mountain. Both my guilds went Mountain this round so can't confirm if that's it or if it's a change from last round to this one.
 
The rumor I've heard is that Valley is easier than Mountain. Both my guilds went Mountain this round so can't confirm if that's it or if it's a change from last round to this one.
We did dragon valley both rounds. 20 goods per donation on level 10, think it was 6 on the previous round if I remember right (obviously at level 10 it isn't a big deal because donators have been able to build up to the point where they go by so quickly) tbh the first incursion of the championship was too easy and made our uncoordinated but full-of-players button mashing enemy catch up to us when we're usually way ahead, so I'm happy that it was made harder, but we had to adapt mid incursion both times.
 

Atosha

Steward
It seems that Inno wants us to know every detail of what has changed and thus perfectly visualize the evolution proposed there ^^
  • Pass: Added a new Quantum Pass, replacing the current one!
  • Rewards: Adjusted node and Championship rewards to account for corresponding changes
  • Actions: Reduced the overall number of Quantum Actions needed to clear all ten difficulties.

 
Top