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Feedback Quantum Incursions update

Yekk

Regent
It's pretty comparable at the time when GE5 came out. Yes, by now we have plentiful sources of blue boost. But back then there were people decrying it impossible.

Conversely to GE5, you don't need a monstrous amount of boost for the first 7.5 days of QI. Going up only 10%/day, little bits here and there will add extra days of viability quickly - especially if they ramp their settlement to add more little bits. *If* they want to care about QI, now they have a reason to work at it a bit.

Which leaves 3.5 days for only those who are really ready to push.

ONE of the many many problems with QI was that for the vast majority of players it offered *zero* challenge. It's pure clicking chore. That's what this round of changes is addressing, kindof. It's still a chore, but you do have to do something more than show up and hit autobattle if you want to fight for as many days as possible; your settlement progression probably matters (barring some obscene whaling).

For the last 10 seasons of QI on live my settlement has been an afterthought mostly. I did push it one of those seasons to max out my action point bonuses just to say i did it. But other than that, there was no point. I needed no boost. The only way to change that would be to hop into a big guild, and I have no interest in doing that.

----

This is not to say I'm happy with QI (either before or after this round of changes). If I had my way, QI would have never launched, they'd have gone back to the drawing board and came up with a better mechanic that addressed the fact that many people are going to be vehemently opposed to starting-over every 2 weeks and that their "maps" are just chore lists and nowhere close to dynamic/compelling repeatable gameplay.

But this is not the way of mass market mobile games. The treadmill must go on. More carrots, more chores, and of course monetization, monetization, monetization. Gameplay is an afterthought.
A guildie, very active with a stronger city than mine, put it this way. It takes him 5 days to build a city that can fight in level 4 well. I know that feeling. If you aim for barracks to early you lose a day. If you donate you lose more. Players find themselves fighting a losing battle. My guild is player strong. I saw every day after level 3 players falling by the way side. we had 6 or so standing/fighting on Saturday and down to one for the last level. In a guild of end game players most with settlements done. As you say game play is an afterthought. BUT INNO did this for profit and many my guild see no reason to pay to be abused so no money for Inno...
 

xivarmy

Legend
Perk Creator
A guildie, very active with a stronger city than mine, put it this way. It takes him 5 days to build a city that can fight in level 4 well. I know that feeling. If you aim for barracks to early you lose a day. If you donate you lose more. Players find themselves fighting a losing battle. My guild is player strong. I saw every day after level 3 players falling by the way side. we had 6 or so standing/fighting on Saturday and down to one for the last level. In a guild of end game players most with settlements done. As you say game play is an afterthought. BUT INNO did this for profit and many my guild see no reason to pay to be abused so no money for Inno...
Certainly. The goal with main city boost under the new system is to avoid having to waste resources on building settlement boost decos too early. For me, my plan for first round on live:

~4 days of ramping
~4 days of saving (not building decos immediately so as to conserve the need for more euphoria to maintain my production)

and then a big dump of decos to hopefully carry me through the last 3.5 days.

I have the following for baseline boost, so while day 8 might be less comfy than day 1 it should still be playable without extras:

1729547328524.png

But you're absolutely right that while I *can* do this, the fact that 3 days later I'm doing the exact same thing all over again is incredibly irksome.
 

CDmark

Viceroy
I have read comparisons to GE80 and I can only see one comparison, it is a challenge which is fine. but I see many differences.

1) GE80, even regular players had some base and Inno provided buildings over 6 months to get those regular active players up to speed to complete GE80 via fighting. We are 8ish months into QI and we got a few nibbles here and there for event buildings, which is fine, and basically timed buildings. Just now are they providing multiple buildings like on live, but you pay, which is fine. I didn't have to pay for GE80. Please note, buildings I use a F2P perspective, money gets you more, again, fine with me. My serpent spikes, 15% B-AD, are still very efficient little buildings and extremely helpful.
2) GE L5, 16 encounters (x2 to get the same timing as QI, so 32 encounters). We had negotiations to complete the final ones, we grew it step by step. TIME is the comparison here, 32 GE = 1 hour absolute MAXIMUM, um QI = hours and hours and hours and hours...I could add more here
3) I will not compare rewards, too complicated but let's call it even. A forgotten temple is a nice building and so are L3 serpents.
4) Once you finished getting to 80 via battles, then there was the incremental changes to make it all auto battle but you were basically done. QI has been up and down
and all around
left and right
day and night......
lots of changes, any strategies people made, changed or gone almost every new championship. While guilds were racing GE 80 after a bit, having fun competing, this QI has been nothing but a mess AND, if you look at the standings, nothing really has changed since the second season.
5) GE80, once the level is opened, people can complete it on their own, no nodes to block you. What do I mean by block, waiting for completion because you can only donate, need to come back. NOT in GE80, once level 5 is open you can play it at your pace and timing, HUGE difference.

I can probably find more, this is off the top of my head. So, QI is a challenge like other features in the game, 100% agreed. The problem with the current version, many players will not be able to play it or do not want to invest the time, every season, to get a bit more rewards.

Not to be Mr Negativo, here are some things I liked, so Capt Positivo
Were the rewards good in this version...YES

Was I able to get shards to make my season 2 city like I normally do, 3 expansions...YES

Capping the 2-3 big spenders carrying a guild was nice to see. I am sure those guilds that keep getting 2nd may have a chance to get 1st. How it was done, no shards in the Pay PASS, I guess it was ok. I have never done the Pay PASS in QI so it doesn't affect me. But, the ones that do pay, I know this has been received with not so positive feedback. Is there another way to do it? Not sure, let someone who gets paid to do this figure it out.

More medals is nice for an active player like myself, not a superstar or in the #1 guild, but it makes that next expansion doable, so a plus here
 

jovada

Regent
Less shards to win and none if you buy the quantum pass ( so i don't buy it anymore, did it only for the shards because i will not build 10+ neo gold colos).
If you have only around 150/150 you can compete as far as about level 5, that means that those players have to do the max the first 5 days if they want any profit. But the problem is they have less shards and if they want to do a max have to buy shards with diamonds and that only to play half of the QI.
And then you are wondering why they don't buy the pass or quit QI.

Of course in time with eventbuildings just like GE80 you will manage to compete, but the difference is in GE you had 6 days to progress with trial and defeat or spending goods if you were not strong enough, while in QI you have only 24h to try to achieve max that day.
 
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CDmark

Viceroy
I have a question. Is it possible to have QI AD from an event building, but it only applies once, no stacking. So, this way, we can get QI stats from playing events but it can't be exploited, you only get the QI boost for 1 building even if you have more than 1. All other features would stack.
 

CDmark

Viceroy
Question, what is the current starting coins and supplies. I think 150K coin, not sure about supplies. I will poke around some docs to see but if someone knows, pls post.
 

CDmark

Viceroy
vagabond - 10 days, says 6% Red A, 10,000 coins, 2% coin boost. Regular Vaga is 5000 coin.

So, we either get the 6% red A at the end, last 10 days, give up 5000 coins and 2% coin boost to start? am I reading this correctly. I think this is the only one that has a trade off, get some extra on the incursion start, or at the end.

Hmm, thinking, GOOFY!!!
 

Atosha

Steward
ONE of the many many problems with QI was that for the vast majority of ACTIVE OR EVEN VERY ACTIVE ONLY players it offered *zero* challenge. It's pure clicking chore. That's what this round of changes is addressing, kindof. It's still a chore, but you do have to do something more than show up and hit autobattle if you want to fight for as many days as possible; your settlement progression probably matters (barring some obscene whaling).
Fixed one thing in your post.
Idk your guild, but in mine, making guildies grow to perform in QI is quite a job and not an easy one (and I know this is the case for many "non-top" guilds). QI isn't considered as "zero challenge" by a lot of players actually.
[Plus main chore is doing and redoing each time our quantic city]

Oh, and one more thing. I don't think feedback conveyed here is to say it is impossible. I am saying the effort requested to play QI is too much for the majority of players and for the majority of the one currently playing QI. That it will lead to a drop in participation rate, which is already not high. And which will lead long term with QI closed or layed by.

On the other hand, I do understand that some players need more challenge than QI do offer.
However should it be "have some challenge possible for some" or "challenge mandatory for all" (to the point they may not be able to play / stop playing that feature). That was my point when asking "But should Inno develop a feature only for players on a certain caliber?"
For example, mini-challenge is designed with some activity requirements - and this is understandable.
But a whole feature such as QI, a guild feature, should not imo.

Which doesn't mean Inno should not propose some at a certain level / in a certain way. But here, there's 2 issues I can see:
1- Inno. Inno itself doesn't seem have a plan on how to.
[x2 was a way to have some challenge but was discarded ; decision to enlarge easiest levels, ...]
2- The players. Each time there is a way to profit from the design, even at the expense of their own guildies, we can see that some very active players are going for it. That has been the case with ballista node first. Now this is about spending as much as you can to clear the easiest levels and get the highest score in the easiest way. Hey, choose the difficulty, wait the harder levels! In starting champ., part of difficulty was to choose the hardest units and leave the best one to others! Do not make Inno have to regulate everything! [Note: you can see than even within the very active one, we're far with a majority waiting for challenge]
Even most top guilds prefer to let all this just happen, than introduce some internal rules that would help better collaboration - and even better progress overall. Implementing collaboration could by the way be considered as part of the challenge, but that need to have a less "personal interest" based perspective.
 

xivarmy

Legend
Perk Creator
Fixed one thing in your post.
Idk your guild, but in mine, making guildies grow to perform in QI is quite a job and not an easy one (and I know this is the case for many "non-top" guilds). QI isn't considered as "zero challenge" by a lot of players actually.
[Plus main chore is doing and redoing each time our quantic city]
My point was in fact about *weak* guilds not active players, which is where the majority of players reside, by choice or accident. Guilds that say never moved beyond level 2, which to do so ultimately requires quite a few active players (I'd guess I could pull it off with 5 extremely active players - 3 fully active players was ~1.5 difficulties, but with more typical players you're probably looking at 10+ active players). Never going to higher difficulties means never being challenged (I think I see no more than 40% boost defenses). And the only way to get to higher difficulties is to be in a bigger/stronger guild, which many are not interested in - certainly not for this steaming pile of a feature.

Incidentally my lightly/semi-active guildmates generally do more in QI than they do in GBG. And I've put very little effort into convincing them to play. I mostly just call out when there's donation nodes - always the most popular because you can dump lots of action points/resources in a single click - least tedious. So as long as myself and my other active people can get us through to donation nodes most days, I don't see these changes presenting much change in participation.
 

xivarmy

Legend
Perk Creator
vagabond - 10 days, says 6% Red A, 10,000 coins, 2% coin boost. Regular Vaga is 5000 coin.

So, we either get the 6% red A at the end, last 10 days, give up 5000 coins and 2% coin boost to start? am I reading this correctly. I think this is the only one that has a trade off, get some extra on the incursion start, or at the end.

Hmm, thinking, GOOFY!!!
10000 coins > 5000 coins. You're not giving up anything with the ascension.

Incidentally, plant it/ascend it at the end and you get both of the things you want. 6% attack at the end of one. and 10k coins at the start of next.
 

CDmark

Viceroy
10000 coins > 5000 coins. You're not giving up anything with the ascension.

Incidentally, plant it/ascend it at the end and you get both of the things you want. 6% attack at the end of one. and 10k coins at the start of next.
but after 10 days it goes to regular mode...are you saying to wait the days to have the 10K active? I guess that could work and I dont really need 6% A in the beginning. So wait about 4+ days then plant it. Get 5K now, 10K coin next cycle. Use the 6% fro the last 6-7 days. Make sense? hope so bcs that is what I am doing, 1 min to start...lol but I think I got it.
 

Kono

Merchant
Changes made for only a small % of players in top guilds. Most of the players will get to play the same first node for the first few days and then do nothing for the last few...
 

Goldra

Baronet
ehh, only 15 fragments needed for the neo kolossus platinum kit, whereas you get 250 fragments as #1? shouldnt it be 1000 frags for the kit? :p

Juberayer a las 21:18​

October 24th​

Browser/General​

  • :upgradePlat:
    FOE-85149 The Platinum Upgrade for the Neo Colossus required the wrong amount of fragments. It has been adjusted to 1000 required fragments.
  • :guild_battlegrounds:
    FOE-85095 Being in a Guild Battlegrounds battle while the Championship ended could cause login issues. It no longer does.
  • :guild_battlegrounds:
    FOE-85004 In Guild Battlegrounds the window to donate missing Guild Goods could not be closed by clicking the "x". It now can be closed this way.

Beta-App​

  • :guild_expedition:
    FOE-85097 The Questgiver icon was missing in the Guild Expedition. It is now added back.
  • :guild_battlegrounds:
    FOE-85010 Setting a target/ignore and letting another Guild Member with rights to also change targets do a fight or negotiate would reset the target for you. This will no longer happen.
 

Juberayer a las 21:18​

October 24th​

Browser/General​

  • :upgradePlat:
    FOE-85149 The Platinum Upgrade for the Neo Colossus required the wrong amount of fragments. It has been adjusted to 1000 required fragments.
  • :guild_battlegrounds:
    FOE-85095 Being in a Guild Battlegrounds battle while the Championship ended could cause login issues. It no longer does.
  • :guild_battlegrounds:
    FOE-85004 In Guild Battlegrounds the window to donate missing Guild Goods could not be closed by clicking the "x". It now can be closed this way.

Beta-App​

  • :guild_expedition:
    FOE-85097 The Questgiver icon was missing in the Guild Expedition. It is now added back.
  • :guild_battlegrounds:
    FOE-85010 Setting a target/ignore and letting another Guild Member with rights to also change targets do a fight or negotiate would reset the target for you. This will no longer happen.
haha they just fixed it today then ^^
 

xivarmy

Legend
Perk Creator
but after 10 days it goes to regular mode...are you saying to wait the days to have the 10K active? I guess that could work and I dont really need 6% A in the beginning. So wait about 4+ days then plant it. Get 5K now, 10K coin next cycle. Use the 6% fro the last 6-7 days. Make sense? hope so bcs that is what I am doing, 1 min to start...lol but I think I got it.
Well I don't think you get the 5k for planting a new one mid-cycle. But if it's ascending an existing one, yea, that'll work like you mention :)
 

Thunderdome

Emperor
2nd Incursion

• 3 Mythic Manors (90% Attack for Defensive Mode)
• 3 Phantom Abandoned Asylums (90% Attack for Attacking Mode)
• 1 Forgotten Temple (50% Attack/Defense for Both Modes)
• 1 Orchard of Orange Dreams (5% Attack/Defense for Both Modes)
• 0 Lilac Garden, Ethereal Fountain, or Fromage Pavilion at this time (0%)
• No other QI booster buildings at this time (QI coin, QI supply, units, etc.)

Started this morning with 4 roof tile houses, 4 butchers, 1 ballista camp, 3 amphitheater. Collection of 35k coin and supply. Enough for troops of 10 more to be added to my army. Forego on this as I want to save up to put up 1 Triumph Arch which costs 100k and two more collections of 35k. Currently sitting on 145.5k coin and 60k supply. This will put me at level 3 to contend with once I put this building down and come back in the morning of the 3rd day locally (halfway through the afternoon in Germany) so I can get the army needed. I don't want to use any coin/supply donations and neither military as I will need all my units to have fun with. Both modes will have me at "glass" 145%/55%.

Will not be using any shards or diamonds for anything.

So far, my statement with the MHTP/SD mechanic still remains valid. Inno should revert control back to guild leadership to complete maps at their own pace and not via the auto leveling process. Please refer to my detailed feedback on this section in my previous posts.

The pass is no longer a valid buy as there is nothing but junk on it. Others might differ on that, but I don't need to build more Neo Colossi at this time or anything else that I can get with an event building that has more stats. Items we need: Finish All Special Productions, Bonus Shards, higher medals to make those passes a value.

I will see you all in about 2 days, once I got stuff situated and armies going.
 

CDmark

Viceroy
2nd Incursion

• 3 Mythic Manors (90% Attack for Defensive Mode)
• 3 Phantom Abandoned Asylums (90% Attack for Attacking Mode)
• 1 Forgotten Temple (50% Attack/Defense for Both Modes)
• 1 Orchard of Orange Dreams (5% Attack/Defense for Both Modes)
• 0 Lilac Garden, Ethereal Fountain, or Fromage Pavilion at this time (0%)
• No other QI booster buildings at this time (QI coin, QI supply, units, etc.)

Started this morning with 4 roof tile houses, 4 butchers, 1 ballista camp, 3 amphitheater. Collection of 35k coin and supply. Enough for troops of 10 more to be added to my army. Forego on this as I want to save up to put up 1 Triumph Arch which costs 100k and two more collections of 35k. Currently sitting on 145.5k coin and 60k supply. This will put me at level 3 to contend with once I put this building down and come back in the morning of the 3rd day locally (halfway through the afternoon in Germany) so I can get the army needed. I don't want to use any coin/supply donations and neither military as I will need all my units to have fun with. Both modes will have me at "glass" 145%/55%.

Will not be using any shards or diamonds for anything.

So far, my statement with the MHTP/SD mechanic still remains valid. Inno should revert control back to guild leadership to complete maps at their own pace and not via the auto leveling process. Please refer to my detailed feedback on this section in my previous posts.

The pass is no longer a valid buy as there is nothing but junk on it. Others might differ on that, but I don't need to build more Neo Colossi at this time or anything else that I can get with an event building that has more stats. Items we need: Finish All Special Productions, Bonus Shards, higher medals to make those passes a value.

I will see you all in about 2 days, once I got stuff situated and armies going.
I am 153/85 R - 149/105 B
I added 1 of each ascended, except the Vagabond I will ascend in a few days, get the 6% RA and get the 10K coin next season. I did not use any harvest hub upgrades for the extra supplies, I have 8 regular ones in the city so I get those supplies. I am trying to see how fast I can get a goat farm. Based on how things are flowing within my guild, I am ok fighting thru L5 (note, not investing in ballistas, will do 1 archer a bit later), then I want to go donor mode. Last season I was able to get to 300K CS per cycle but I had those 2 days off because no one in the guild was able to get past L10/11 first node. Based on what I see for shards which was a concern for me, I am doing ok. I can do my 3 initial expansions, 450 shards, will pop the GF, 50 shards, so my base cost is 500 shards per season. I will add in (10,25,50) 85 shards for incidents (INNO - reduce those costs), 585 shards so round up, 600 shards per season is my goal. Any extra, later on I will decide what to do, pop the goods bldg? ballista?. I am approaching the 4750 100 shards then it is a ghost town until 8250. With the current plan, I can make 500 shards via rewards so I am guessing I will be OK, which means, no spending diamonds.

If I had more blue potions, I could probably do some battles on L10/11, I have a good supply of red ones but that first node is blue, so I can't help much.

I do want to figure out when to add ballistas, build inventory for later use. I only did 2 goods expansion last season so I may do a 3rd this time, it will only cost me a 25 shard incident. I was able to battle L12 by adding a lot of monuments. I was at 500% BA. I did miscalculate my arches, had too many at the end and each arch is 20% attack (4 monuments = 100K). I had 3 extra based on my notes so 40% A and 1 arch should work out. I will see next week.
 
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