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Feedback Quantum Incursions update

koordi

Merchant
@CDmark

you forgot that to beat level 4 you don't even need bonuses from the main city

you forgot that if someone plays actively he always have 1 Forgotten Temple active (+50%) and this allows you to beat level 7-8

you forgot that to have a well-developed city you need max 5 days, from day 6 you already put decorations to support the battle

to sum up, small guilds will have it easier than ever, all you have to do is play actively
 

Thunderdome

Emperor
And, there is the "three steps backwards" I've been telling everyone about. Well done, Inno. You've took something and f'd it up. 250 progress per milestone? How daft are you? We've had this conversation before. You'll probably scale it back down to 50 once you've realized the damage. What you should have done is scale up the rewards to make those 250 worth getting.

Automatic difficulty increases at a time? What a way to kill the enjoyment in the feature as guilds no longer take time or their own pace to work together to finish a difficulty; it will be finished for them. Not only that, if they are not able to keep up with the current difficulty, they are out of the QI race, no thanks to those lovely construction and production times for very little.

And, on top of that, you f'd up the rewards. Too much was given? You again, proved to me (and the player base) that you're nothing but a greedy little noob that asks too much and give little in return (aka toddler change).
 
And, there is the "three steps backwards" I've been telling everyone about. Well done, Inno. You've took something and f'd it up. 250 progress per milestone? How daft are you? We've had this conversation before. You'll probably scale it back down to 50 once you've realized the damage. What you should have done is scale up the rewards to make those 250 worth getting.

Automatic difficulty increases at a time? What a way to kill the enjoyment in the feature as guilds no longer take time or their own pace to work together to finish a difficulty; it will be finished for them. Not only that, if they are not able to keep up with the current difficulty, they are out of the QI race, no thanks to those lovely construction and production times for very little.

And, on top of that, you f'd up the rewards. Too much was given? You again, proved to me (and the player base) that you're nothing but a greedy little noob that asks too much and give little in return (aka toddler change).
Actually the change to 250 is one that matter the least.
Before it was 100 per milestone with 4 progress per action (in level 1-5) so 25 actions/milestone.
New is 250 per milestone with 10 progress per action (all levels) so still 25 actions/milestone.

it matter only if you were getting to level 6 were previously one action was worth 5 progress.
 

e2m2

Squire
Actually the change to 250 is one that matter the least.
Before it was 100 per milestone with 4 progress per action (in level 1-5) so 25 actions/milestone.
New is 250 per milestone with 10 progress per action (all levels) so still 25 actions/milestone.

it matter only if you were getting to level 6 were previously one action was worth 5 progress.
Right now it's 60 per milestone with 4 progress per action, so 15 actions/milestone, at least for Level 3 that I'm currently on. :)
 
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Uvuli

Merchant
Inno: *we understand QI's impact [...] and can make informed decisions on how to further perfect the feature*
Would've been nice if Inno had spent that much time on GBG.

Inno: *Instead of promoting the collaborative playstyle as intended, QI has facilitated internal competition between Guild members*
That's not true at all!

Inno: *the currently active difficulty will change to the next [...] regardless of whether the [...] Boss was defeated*
And what's the fun in that? Never mind trying to get to the End Boss and taste the satisfaction of defeating him, and never mind trying to work your way through all the levels and be satisfied that the guild achieved it.
No, let's just take the fun out of QI by automatically finishing the levels: good job, Inno, in destroying the fun in QI.
 

xivarmy

Legend
Perk Creator
conclusion: small/middle Guilds are not wanted anymore - Inno only wants High-End Guilds...
Mostly it means that regardless of size of guild you're in you need to advance your QI stats to be able to participate in the whole season and removes the small guild individual advantage for needing low stats. The advantage of small guilds not needing those stats is removed, but their ability to participate is not. A guild of 2 players should unlock chest tier 1 by day 3 - which should still be reasonably low stats. And if they happen to have high stats, they'll probably get to better chest tiers than they used to - as they were cut off by the amount of actions needed to get through additional difficulties and the number of actions needed has gone down. (guild of 2 can now reasonably reach chest tier 2, if they can fight the whole round)

The main loser from this is individuals who got lots of pass progress by taking advantage of small guilds not needing high stats. The guilds themself are fine.
 

xivarmy

Legend
Perk Creator
FP are so easy to come by these days that 2,000 FP as a reward for 3 months work is a pittance.
The other rewards (Quantum medals and Colossus kits) are what matter imo.

I really wonder how the update will shake up QI because it is a massive change. The last few days I won't be able to fight and I will become a spectator. Same for almost everyone on the server who does not have the settlement reward buildings.
There's two routes I could see this going for me:

1) Fight as long as I naturally can but don't worry about gearing up my QI town. It should be enough to unlock tier 1 chests by day 3. Happily become a spectator and take the extra time off, losing out on pass prizes compared to previously but perhaps getting less pissed off at !@#$ingAutobattlesOfEmpires.
2) Try to work out how to scale up what I individually can handle. In the small guilds I'm in I needed no more boost than i already had from settlement buildings other than the new one before so worrying about gearing up for QI wasn't a thing. But particularly if I'm able to get us through to a donation node and enable other guildmates to contribute too, now my ceiling could actually matter. I'll have to watch the coming season on beta at least to see how many action points and how much boost it takes to get through to a donation node in later difficulties and evaluate whether that's something worth gearing for on live.

They'll probably get a better sense of how popular QI "really" is by how many people choose route 1 vs route 2. Or even route 0: !@#$ QI, never been fun, and not worth the time anymore for what I get from it - and I'm not prioritizing it with my main city. Which is probably *really* how I feel, but I'd feel bad for my guild if I didn't at least do what was easy so that if someone else wanted to try harder they're not stuck alone.
 

Thunderdome

Emperor
Before it was 100 per milestone with 4 progress per action (in level 1-5) so 25 actions/milestone.
Then they changed it to 60 with 4 progress prior to level VI, to which will only 15 actions at that rate. Else, if a person started at VI, it will only take 12 to get in a milestone. 25 is over double that with this future change. If I wanted to take in 10 rewards milestones (600 total progress via the current), I will only need to do 150 actions at the 4 progress rate, or 120 actions at the 5 progress rate. If this wasn't changed to the 250, at 10, I would only need 60 actions to make it that far in.

At 250 per reward, it would be a total of 2500 points needed, and 250 actions to get that far with the 10 per rate. 25 actions compared to 15 (with the 4 progress) is a bit steep, don't you think? 10 more actions per milestone or less rewards gained in my opinion.

===Onward to other things===

If they had left QI alone and just put in the extra farming nodes, it will give guilds the option to advance further in difficulty or remain on same one. I would not count farming nodes as part of the overall progress as it may skew the standings; or maybe, we can reward a % of points for doing them as to not impact the standings, like 10-20% from the current one (1 or 2 progress points from 10; 1 point from 4 or 5) since they are going to make them easier (I think). This will probably push guilds to access higher difficulty levels in order to remain competitive.

Congratulations, Inno. I bestow the "Three Steps Backwards" Award upon you for going the extra mile in ruining the enjoyment of many!
 

xivarmy

Legend
Perk Creator
Then they changed it to 60 with 4 progress prior to level VI, to which will only 15 actions at that rate. Else, if a person started at VI, it will only take 12 to get in a milestone. 25 is over double that with this future change. If I wanted to take in 10 rewards milestones (600 total progress via the current), I will only need to do 150 actions at the 4 progress rate, or 120 actions at the 5 progress rate. If this wasn't changed to the 250, at 10, I would only need 60 actions to make it that far in.

At 250 per reward, it would be a total of 2500 points needed, and 250 actions to get that far with the 10 per rate. 25 actions compared to 15 (with the 4 progress) is a bit steep, don't you think? 10 more actions per milestone or less rewards gained in my opinion.

===Onward to other things===

If they had left QI alone and just put in the extra farming nodes, it will give guilds the option to advance further in difficulty or remain on same one. I would not count farming nodes as part of the overall progress as it may skew the standings; or maybe, we can reward a % of points for doing them as to not impact the standings, like 10-20% from the current one (1 or 2 progress points from 10; 1 point from 4 or 5) since they are going to make them easier (I think). This will probably push guilds to access higher difficulty levels in order to remain competitive.

Congratulations, Inno. I bestow the "Three Steps Backwards" Award upon you for going the extra mile in ruining the enjoyment of many!
The current 60 season was a temporary thing for the 4-season championship - so that people who spent $ on the pass had the same potential for distance.

100/4 = 25 vs 250/10 = still 25 is the appropriate comparison. The loss is that a lot of people who would fight to the end now probably cannot.
 

Thunderdome

Emperor
I only play in 1 server (here) so I am used to the 60 and was glad they reduced it to that amount as 100 would mean doing more just to get the reward.

However, it's funny now that with a 10 coming about, one can do 15 actions just make the minimum to remain in guild, heh heh, whereas a person can either do less than 40 actions (with the 4) or 30 actions (with the 5).

Still gonna suck since the difficulties will be closed automatically. I won't get to see level 1 as I go to work in the morning and be gone for like 14 hours. Whoever thought of this, and the people that supported such idiotic decision, need to be lined up on that spinning board so we can throw knives at them for this Halloween event that is going on.
 

FrejaSP

Viceroy
I fear it will be really bad with this changes. I'm in a very small guild here and fear this changes.
But I will give it a try and hope, I'm wrong.
 

Dursland

Merchant
I think changing the cost of buying extra shards to not reset at midnight is a horrible idea and completely destroys the value of the pass.

I am getting to the point where my city is pretty well established so I won't hesitate to take a pass on the pass if I think I'm not getting my money's worth.
 

Goldra

Baronet
Best regards! First of all, I would like to say that I have used the office translator to write this writing, since I have done it in my usual language to be able to express myself better.

I am going to analyze the new swing in quantum incursions.

I. Automatic difficulty change and farming nodes

In this regard, there are many things to comment. First, remind you that when you have an hour of reset, you generate players with an advantage and players with a disadvantage. In this aspect, those who play during the early hours of the morning in their countries, will have the easy nodes at their disposal, while those who connect at noon will already get more difficult nodes, and those who only connect at night with a bit of luck, will find the farming nodes, but they will most likely run into the fortresses and bosses.

Then you tell us about the addition of power-ups in some buildings... Buildings that are obtained by completing the opponents (it involves spending diamonds almost always) or by buying the event pass. If you play without spending, you barely get one of each. And with that, even if it adds up, it is not enough to reach the high bonuses of the last few days.

To top it off, the last few days will require a settlement full of power-ups and a city that already has a good support base. If you haven't completed all the settlements, aren't very active in fields, and don't unlock many expansions in the settlement, you're screwed. I myself, in beta, will be impossible for me to fight the last 2 days.

II. Quantum Actions purchase behavior

Remove the daily price reset from buying stocks... It's like shooting yourself in the foot. To annoy those who buy the pass, preventing them from having more progress... It is true that in this tournament, you could buy shares every day at little cost, since with the pass you recovered the invested crystals.

Then you remember the buildings that give actions... 50 extra actions per hour. You need 70h for an extra battle... Many of these buildings have to be accumulated so that an improvement can be noticed. The first requires sacrificing advancement in the event, unless you spend diamonds; the second requires buying the event pass, applying yourself to rivals, or getting lucky... It seems that you are laughing at us.

Otherwise, I have nothing to comment.

But it is worth remembering one detail, we are playing this mode for the buildings and for the medals we need to buy expansions. Few people enjoy raids. And if on top of that, you lurch every time we start a tournament... It is clear that this has a long way to go to be well polished, and it will still have a few more touches.
 

Feanor II

Baronet
The bit about the levels increasing per day instead of guild progress is utterly absurd. What happens if the level is already completed when you log on? Anyone who plays QI seriously knows that QAs are the bottleneck and you need to keep the bar partially empty to keep them regenerating. So now...what, because I work during the day I can't play QI? Ridiculous.

No other feature in the game does this. Imagine if GE operated this way? It makes no sense, and frankly it's an insult to players; guild leaders in particular. Guild leaders know what the guild needs better than a timer.
 

angelgail

Baronet
these changes are very good, but ...
- fewer people will spend diamonds to buy actions
- QI pass generates less QI Shards, we will make less progress

doesn't this have a negative impact on buying QI Pass?
dose for me. also guess i wont make my members play it any more . we have a lot of lower age players so the fps were helping them ,yes us higher age players wanted the medel's an buildings also an the fps were helping us to
 
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CDmark

Baronet
@CDmark

you forgot that to beat level 4 you don't even need bonuses from the main city

you forgot that if someone plays actively he always have 1 Forgotten Temple active (+50%) and this allows you to beat level 7-8

you forgot that to have a well-developed city you need max 5 days, from day 6 you already put decorations to support the battle

to sum up, small guilds will have it easier than ever, all you have to do is play actively
Small to medium guilds are not hard core players meaning, building their settlement on the 10 hour timer EVERY cycle. So they will not have resources to add the decorations like active players. I play regularly, I would say very active and I still miss out on about 2 cycles per season. Seems sleep gets in the way...lol There are other ways to get more AD, Tourney Grounds comes to mind and potions via events for later levels and garrisons within levels.

Also, what is active? Lots going on in the game. Most of the small to medium guild players could average an hour a day. It is a game for many. With GE, GBG, collecting city, events, saying hello to guildmates (being social), possibly settlements,
the proposed approach of a FT still requires manual battles, and looks like that hour is up, so no QI...that is what will happen in many cases.

I agree with what can be done, L1-4 (no city support) and FT, but adding 10% enemy AD every day is moving the goal post on those guilds. Where I would disagree, it will be easier for small guilds.

For me, it will not be a big problem. I have read other comments and there is a lot of truth concerning guilds working to achieve a goal, together. Forcing levels to advance everyday, increasing enemy attack % everyday will work against it.

I read more of the announcement and I do see they adjusted L8/9/10 enemy AD down which is positive, again, ok for me, average players will still have problems.

I did read the rewards part and it gave me a headache...lol So, I will take a couple of aspirin and look at it again. :)
 
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