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Feedback Quantum Incursions update

CDmark

Viceroy
I am going to guess here, we have 15% to get 25 shards, so far on L1 normal and advanced nodes. If you did 200 advances, 20 per day, 80 rewards on average. NOTE, 200 advances will be harder since we are pushed into higher difficulty levels, so I will use it for an example.
80 rewards @ 15% = 12 times x 25 shards = 300 shards.
This is with limited node reward data but I do not think it could be worse, so low spot amount.

Don't forget, those incidents add up now, before used to be part of the 500 per season. Also, popping a goods building to save time, that 25 becomes significant too. All this based on the typical 3 expansion settlement which many do.
 

xivarmy

Legend
Perk Creator
Regarding the pass from the perspective of pure-selectionkit-chasing:

Milestone​
New​
Old​
Net Selection Kits​
0​
0.33​
0.33​
0.00​
1​
0.40​
0.07​
0.33​
2​
0.07​
0.40​
5​
0.07​
0.33​
7​
0.07​
0.07​
0.33​
9​
0.40​
0.07​
0.67​
13​
0.07​
0.60​
15​
0.07​
0.07​
0.60​
17​
0.07​
0.53​
19​
0.07​
0.60​
21​
0.40​
0.07​
0.93​
23​
0.07​
0.87​
25​
0.40​
0.07​
1.20​
27​
0.07​
1.13​
29​
0.40​
0.07​
1.47​
31​
0.07​
1.40​
33​
0.07​
0.07​
1.40​
35​
0.07​
1.33​
37​
0.10​
1.23​
38​
0.07​
1.30​
39​
0.10​
1.20​
41​
0.40​
0.10​
1.50​
43​
0.10​
1.40​
45​
0.20​
1.20​
46​
0.07​
1.27​
49​
0.40​
0.10​
1.57​
51​
0.10​
1.47​
53​
0.07​
0.20​
1.33​
54​
0.07​
1.40​
57​
0.40​
0.10​
1.70​
59​
0.10​
1.60​
61​
0.20​
1.40​
62​
0.07​
1.47​

New pass looks like it's ahead, at the same milestone mark, in number of QI selection kits earned (for i.e. neo sentinel or tactician). Just more of the kits come from the pass instead of shards.

Though I will concede most will probably make less milestones because of the difficulty advancement. So maybe close to neutral.
 

CDmark

Viceroy
Regarding the pass from the perspective of pure-selectionkit-chasing:

Milestone​
New​
Old​
Net Selection Kits​
0​
0.33​
0.33​
0.00​
1​
0.40​
0.07​
0.33​
2​
0.07​
0.40​
5​
0.07​
0.33​
7​
0.07​
0.07​
0.33​
9​
0.40​
0.07​
0.67​
13​
0.07​
0.60​
15​
0.07​
0.07​
0.60​
17​
0.07​
0.53​
19​
0.07​
0.60​
21​
0.40​
0.07​
0.93​
23​
0.07​
0.87​
25​
0.40​
0.07​
1.20​
27​
0.07​
1.13​
29​
0.40​
0.07​
1.47​
31​
0.07​
1.40​
33​
0.07​
0.07​
1.40​
35​
0.07​
1.33​
37​
0.10​
1.23​
38​
0.07​
1.30​
39​
0.10​
1.20​
41​
0.40​
0.10​
1.50​
43​
0.10​
1.40​
45​
0.20​
1.20​
46​
0.07​
1.27​
49​
0.40​
0.10​
1.57​
51​
0.10​
1.47​
53​
0.07​
0.20​
1.33​
54​
0.07​
1.40​
57​
0.40​
0.10​
1.70​
59​
0.10​
1.60​
61​
0.20​
1.40​
62​
0.07​
1.47​

New pass looks like it's ahead, at the same milestone mark, in number of QI selection kits earned (for i.e. neo sentinel or tactician). Just more of the kits come from the pass instead of shards.

Though I will concede most will probably make less milestones because of the difficulty advancement. So maybe close to neutral.
I gave credit to the medals and kits increase. I didn't calculate the kit yet but seeing 400 fragments, it seemed like more and your analysis supports it. The problem, more difficult means more manual battles thus more time. I will see it thru here in beta and try to find a zone I like. Someone on Discord mentioned a 2 expansion settlement and I have done those too. I think Inno should have been clear, there will be less FREE PASS shards so we could have looked closer before building this 1st settlement.
 

e2m2

Squire
Regardless, starting a QI settlement with zero expansions isn't too bad in my experience. This was my progression on one live world last season, with no shards spent, and no expansions bought, ever:
How many days does it take to build?
 

xivarmy

Legend
Perk Creator
How many days does it take to build?
It was "finished" with about 3 days to go i think, so 8ish i guess. 2 collections a day, not trying to work the 20 hours into "bonus" collections or anything like that.
 

Charles el Britannia

Baronet
Spoiler Poster
I've been starting my QI cities on live with no shard-bought expansions to save shards for chests at the end since they changed the "full 6" reward to a selection kit for something useful - it's really the only prize I valued in the current live incarnation so I tried giving up any initial shard expansions to save to be able to afford the 1500 for a selection kit more easily/frequently.

In this beta pass incarnation shards certainly are much scarcer - though the fragments of the selection kit from the pass are more common. So I'm not sure how much this changes for me in terms of rewards.

Regardless, starting a QI settlement with zero expansions isn't too bad in my experience. This was my progression on one live world last season, with no shards spent, and no expansions bought, ever:

View attachment 11937

If boost had been my priority (and in the newest beta incarnation, it could be), I could've done less villas.
Nice town but there is no boost in it. Good for a guild that does not progress beyond lvl 2 or so. At lvl 6 I need more strength to survive.
 

xivarmy

Legend
Perk Creator
Nice town but there is no boost in it. Good for a guild that does not progress beyond lvl 2 or so. At lvl 6 I need more strength to survive.
As I mentioned in the last line, if I needed boost instead of action points, I'd have switched the priority (don't need that many villas for the coins - just used for the action points).

I suspect the play for being boost-focused would be to rush 2 goat farms and enough coin production to match it, and then save up until you need to build the boost and give up further production after that point, ideally. i.e. if the numbers posted earlier for the boosts hold true, then i think day 9 is when I'll absolutely need additional boost to continue - so if I can say get full production by day 4, then spend 5 days massing up coins and supplies without spending it (and maybe whatever units I feel I'll need to make it to the end), i could dump my actions at the end of day 8, build all the decos i can at the start of day 9 ignoring how angry my town gets, and maybe drift through days 10-12 in a functional state with no further substantial collection.
 

Thunderdome

Emperor
Yep, not a fan of the Mad Hatter tea party method that Inno had in this update. I just barely collect from my city and we're in Level 2 now. You would think that Inno would have increased the output or decrease the production times to like 5 hours or something like that.

Clearly, there is no way, other than a He-Man/She-Ra guild (like having 2-3G for quantum gold, 2-3G for quantum supplies every 10 hours), that we could do this. This is like wanting to rush the ages.
 

CDmark

Viceroy
Looks like L2 map is the same exact layout as L1 map, just more AD. Normal node L2 rewards are slightly higher amounts versus normal L1. It looks like they use the Advanced node L1 tact, sent, col kit amounts but keep the other amounts the same. Anyone have the Boss node L1 information so I can add?


beta tempest spires reward n1 l1 vs l2.JPG
 

FrejaSP

Viceroy
I loved QI, no matter if I played in a very small guilds or in a large guild.
I really fear this changes will make me shut down my last 2 world and stop playing FoE

The last years, FoE had kostet alot more RL time than I can affort without it hurting my healt.
GVG had become a hamster wheel that stop me from doing alot RL stuff.
The Rival, more Events a year and other new stuff are far to time eating for an online game.

I belive QI was what did keep me in the game but this new changes are really bad. I really hope you changes your mind and let the players have the fredom to play QI without you have to force them to play the way, you belive they should.

I know, the players always find ways to play the game, there are different from the way the developer ment it to be. But that can be both good and bad. I believe many players fell in love with QI and trying to do better each time a new QI did start. Why ruin that joy? I have seen players start telling me, they did not want to join QI but after a few QI and a few advices, this players now do better each QI.

Be careful, if this players again turn their back to QI, they may like me feel, there is nothing left, that keep them in the game.
 
Last edited:

Ironrooster

Baronet
I don't seem to be getting my +50 action points/recharge cycle the the Escutcheon Estate provides.

Anyone else have this problem?
 

xivarmy

Legend
Perk Creator
I don't seem to be getting my +50 action points/recharge cycle the the Escutcheon Estate provides.

Anyone else have this problem?
As with all bonuses to action points/recharge cycle you can only test it by refreshing the game or using an action to find out what your "real" action points were. They only update in the client at the base 5k/hr rate until such time as you do something to get the real number from the server.
 

GateKeeper

Baronet
The bosses are different: one requires you to have red army boosts and the other blue army boosts. You may need your guildmates to specialize in either red or blue boosts in order to most effectively defeat each boss.
so what, they are both battle bosses. If the system is setup to have donaters, then Donations should be a Boss fight... if they want to introduce Mini Bosses, that would be a good idea as well.
 

CDmark

Viceroy
I don't seem to be getting my +50 action points/recharge cycle the the Escutcheon Estate provides.

Anyone else have this problem?
Maybe they think giving those 50 QA per hour all at one time will send the game way out of balance so it is possible you are getting almost 1 per minute. You will have 500 QA every 10 hours, enough for 1 move. Choose it wisely, your guild is depending on you. :)

I am sure it is there somewhere, I have never taken the time to track the villas, cots and RT's. OR, it could still be stuck on 5, before the changes to EE. I will tell you, it definitely doesn't give those few units and goods, that part works for sure, completely gone.
 

xivarmy

Legend
Perk Creator
On the action point bonuses:
1728699067922.png
1st line is before a tick
2nd line is immediately after the tick
3rd line is after a refresh after the tick (an action would accomplish the same thing less the 1000/3500 you spent to move/do an encounter)

The 1200 bonus in this case is from 3 villas (600) + 11 rooftiles (550) + 1 escutcheon (50)

So yes, the escutcheon is counting. Just sharing the same bug as houses in your settlement do.
 
I'll just say it's impossible for your QI town to keep up every day with the increase in % - and fight/participate.

Therefore, 90% of people aren't going to be participating past day 7.

Developing the town should get a massive cut in resources/time, only a few days to get a few goat farms/villas so we can focus on the medium/harder fights to come and build decos.

Maybe FOE should have made it an individual map where people could fight towards an action goal for the levels for the guild rewards rather than forcing everyone to move up, similar to GE. This way just forces people out of the gate to stop participating.

I'm not sure about these camping nodes, my guild hasn't even finished the first node on the map yet which just shows how poor the reception is.
 

CDmark

Viceroy
OK looking good, 99 advances,@40% = 39.6 rewards 15% 25 shards = 5.94 hits. And I got 3 which is why I hated the guaranteed shards via the F2P PASS from the previous seasons, it was no fun at all. I prefer the random approach especially when these shards determine my next settlement expansions. Those hits are probably waiting for me next weekend, L11 and 12 when I will be staring down the enemy, I might even do a few unit fakes, like load soldiers, then pull them for some archers, keep the AI guessing on what I will do. Then I will keep staring them down, looking at the 275% enemy AD because that is all I will be able to do, STARE. It will probably be my favorite 32 hours of QI.

No need to mention, I understand the RNG and I don't like it for my shards.

Other news, page 2 of the Quantum Inquirer, no sign of Yul Brynner, Charles Bronson, Steve McQueen, James Coburn, and the other 3...you know, the Magnificent 7, 4 horses and 3 archers. Always a fan favorite in L3, 4, 5. I am sticking with the normal nodes.
 

Thunderdome

Emperor
Thunderdome's Take on THIS UPDATE

Take 1:
First and foremost, I had stopped buying the gold pass at this time. Inno has taken the bonus shards from it and replace it with other stuff that I probably won't build anyways (might consider if it was "roadless" and doesn't stick out like a sore thumb). The bonus shards were the staple that had many of us pushing forth, either by purchasing actions or saving for use in the last incursion and/or obtaining all chests. Now, I know what you're thinking; I could have bought the shards with diamonds, but I am going to pass as well.

Recommendation: Could have increase the shards count from a dinky 100 to like 300 so it won't feel like a loss.

Take 2: Second, I don't know who went to school over there, but why did we get a quantum medals reduction from 35,000 to 25,000 in the gold pass (another reason why I won't be spending for the pass)? I can hear someone say, "gee Thunder what's the matter with getting nearly 3k more of qi medals for just 2/3 of the money more?" To me, a large drink for less than I would buy two smalls for is often better due to volume and price.

Recommendation: First, go back to school. Second, increase the medal count; minimum 35,000, but since we had a genius who doesn't look at the issues before releasing them, let's make it a 45,000 amount if we want to get people to spend (has to tie in with Take 1 with increasing the shard count).

Take 3: Third, I had said it before, I am going to say it again: I am NOT a fan of the Mad Hatter Tea Party. For those who are not old as me, if you watched Alice in Wonderland (the animated Disney one), there's a scene where Alice meets with the Mad Hatter at a tea party and everyone is switching every few moments. To the ones who are not old, speed dating might fit the bill more. With that being said, and in the last 2 days, we had gone up from level 1 to level 3 with less than half a day to go. However, I did manage to score some hits in with what I can to get myself on the board.

Recommendation: Instead of changing the level each day, revert back to the prior QI by allowing guilds to complete at their pace. It is up to guild leaders if they want to remain (to farm the bonus nodes for half the progress points) or advance to the next staged difficulty (to get a better prize). Also, on live, you probably will open new servers (I don't know as I don't play there any more), this will impact all the players on a new server since they won't be getting the bonuses to help them while trying to build their QI cities in this state.

Take 4: With take 3, we are stuck with dinky amounts given from our QI buildings that we won't be able to keep up with the changing levels after day 7. In my guild, we'd probably stop at day 5 if the calculations are correct. In the old QI, I tend to join in the fray after day 7 (once I got a steady flow) on level 4. I would be able to complete level 7 come next weekend (days 11 and 12) with what I got.

Recommendation: Increase the output to match your speed difficulty changes in take 3. Should be like 3-4x the original amount. I was going to say decrease the construction costs for laying buildings down but you won't be able to calculate the necessary amounts, so I am hoping for a revert as in take 3.

Take 5: 10 progress points per action is fair and is going good for me. In this update I managed to unlock 4 milestones (0, 250, 500, 750) by either fighting, donating goods I am not using, units I am not using, and more fighting. I hardly donate any qi coins or supplies as I do need those, but it's no fuss as it is there for others who wanted to.

Recommendation: Do not break this! If you are going to fix takes 1-4, leave this alone unless you're reducing the farming nodes to 5 points per to promote fairness.

Take 6: Guild Group Points (GGP) is fair in my opinion. This should be the only thing that counts for in terms of guild rankings. As with farming nodes, we cannot allow those to obtain 10 points each run whereas a guild that is progressing through the levels is getting pushed down the rankings.

Recommendation: With takes 1-4 fixed by recommendation and reduction of the farming nodes to 1/2 progress, the rankings should present a clear picture of who is advancing and who decides to hold back.

Take 7: Guild prize points is something I would shake my head on. I can understand it's a group/guild effort, but if some of us had made it through the levels, we should be rewarded for our efforts. In the old QI, we complete to 7 (sometimes 8 depending on turn out), and would be rewarded for the rewards appropriate for the level. Instead, we are punished with these dinky chest levels (currently at the 20k+ one). I will do a comparison once we complete this incursion and the next.

Recommendation: Revert back to the old QI in terms of chest rewards obtaining for completing a level.

Thunderdome's Grade for THIS UPDATE: 2/7 - 29% - F
 

Ironrooster

Baronet
On the action point bonuses:
View attachment 11940
1st line is before a tick
2nd line is immediately after the tick
3rd line is after a refresh after the tick (an action would accomplish the same thing less the 1000/3500 you spent to move/do an encounter)

The 1200 bonus in this case is from 3 villas (600) + 11 rooftiles (550) + 1 escutcheon (50)

So yes, the escutcheon is counting. Just sharing the same bug as houses in your settlement do.
Yes. I also found after refreshing it does appear. So I am getting it.
 

Lady Susan

Farmer
I enjoy playing QI and have done so since the start of it ... but this last change is not an improvement.
It is fine for the large guilds who have plenty of people and can finish a level in a day, but in Beta I am in a small guild and since the start of QI, we are stuck on the 1st node every day as we dont have time to finish it. This is taking away all the fun out of it.. it takes a few days for us to build up our settlements and have enough troops to fight alot so we always start out slowly. Repeating the 1st node every day and not even being able to finish it is not fun. Whoever thought of these changes needs to take another look at it from a different perspective... not everyone is in a large guild, we might prefer to play in a smaller one and surely we deserve the chance to play and finish a level and enjoy QI as we were doing even if we never reached the higher levels.
Yes i know its because of low activity levels and im sure it will be better on the live servers where we are all more active and you cant please everyone.. but...there is no need to take a backward step .. we were very happy with how it was before .. I know my guild on the live server is not looking forward to the changes either. Please stop making all these changes that are not improvements but are just making everything worse.. if you arent careful everyone will just stop playing QI all together and that will be a shame because I was enjoying it.
 
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