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Feedback Quantum Incursions update

Thunderdome

Emperor
Main advantage for a tailor is at the start. You can afford 1 tailor immediately. Where you have to make some coins and supplies for the goat farm. The space savings of a tailor vs 2 butchers is sufficient that i think 1 tailor out of the gate is worthwhile. And just keep it until you really need the space back.
Gonna try that for my 3rd incursion when we start again.
 

Dessire

Emperor
Guys, repeat with me:
GBG and QI had been terrible made, they are horrible since day 1 and they are the worst gvg system ever! (By saying gvg I am not talking about that old useless trash of gvg we had before. Too glad that stupid thing is gone forever!)

If you want to see a better gvg system very well done, I suggest try certain game in the playstore which has a system named Empire vs Empire instead of GvG and is related to mafia/mobs, a game which name has 2 words, one starts with U, the other with E, and the one which statrs with E is 99,9% similar to the word which starts with E in this game.

That is a real good example of gvg System

And I am only saying this because it is "amazing" see how despite the fact of having thousands and thousands of mobile/pc games with very well done gvg systems to take them as examples, Innogames decides to pick the worst ones. . .
 

Tulipanda

Farmer
Horror
The new QI makes me really unhappy!!! After the first days I have no chance to fight successfully. I am in the late middle age und working on the Egyptians. I never get the power to fight during the last days. No one in my guild can do that. So during the 2nd week I can stop playing QI.
Sorry, but I hope you change this as soon as possible!!!
If it would be possible to spend some soldiers or anything else I can produce, it would be a lot more fun.
 

Dessire

Emperor
Horror
The new QI makes me really unhappy!!! After the first days I have no chance to fight successfully. I am in the late middle age und working on the Egyptians. I never get the power to fight during the last days. No one in my guild can do that. So during the 2nd week I can stop playing QI.
Sorry, but I hope you change this as soon as possible!!!
If it would be possible to spend some soldiers or anything else I can produce, it would be a lot more fun.
Complete lvl 5 of exp for 1 month and you can get for 28 days a 50% of attack and defense building, for both types of nodes. Do GBG and for 500 fragments, you get for 14 days a 4x3 building which grants you 25% of attack and defense for both type of nodes.
 
Complete lvl 5 of exp for 1 month and you can get for 28 days a 50% of attack and defense building, for both types of nodes. Do GBG and for 500 fragments, you get for 14 days a 4x3 building which grants you 25% of attack and defense for both type of nodes.
Maybe instead of convoluted plots to gain buildings from other sources, the devs should design this game for everyone and not the 1% who spend dimes or abuse the system. :D
 

xivarmy

Legend
Perk Creator
Maybe instead of convoluted plots to gain buildings from other sources, the devs should design this game for everyone and not the 1% who spend dimes or abuse the system. :D
Doing GE every week to maintain a Forgotten Temple is hardly "abusing the system". It's the desired gameplay loop from the developers. Saving up 20 of them to drop all at once, arguably an abuse of the system - but not so useful for continued play of QI as you could only enjoy it for 2 incursions :p

And these changes were to plug an "abuse of the system" (going to a small/inactive guild so you'd never have to leave difficulty 1+2 in the old system). So they ARE designing it for everyone :p It's now evenly difficult whatever size of guild you're in.

Now if you meant it should be *easy* for everyone, that's a different philosophical discussion :p
 

Dessire

Emperor
Doing GE every week to maintain a Forgotten Temple is hardly "abusing the system". It's the desired gameplay loop from the developers. Saving up 20 of them to drop all at once, arguably an abuse of the system - but not so useful for continued play of QI as you could only enjoy it for 2 incursions :p

And these changes were to plug an "abuse of the system" (going to a small/inactive guild so you'd never have to leave difficulty 1+2 in the old system). So they ARE designing it for everyone :p It's now evenly difficult whatever size of guild you're in.

Now if you meant it should be *easy* for everyone, that's a different philosophical discussion :p
Since lvl 5 was implemented, I have 24 temples on my inventory xD and that guy says getting one is abuse the system hahaha. Now I can stop doing GE for almost 2 years. . And lose the diamonds I can get from lvl 4. . . That guy does not even know what he is saying.
 

Thunderdome

Emperor
I had an interesting conversation with a guy on discord. While I understand that once you get to a certain point where the game is becoming boring for you does not constitute a real change for the majority of players that isn't there yet. Case in point, if I was that bored after building up a He-Man (I'm a guy after all) city, I would probably remove (er, store) buildings away so I can fancy me a challenge, and the major problem with this is that no one wants to put away their buildings; god damn hoarders, heh heh. Majority of the players who are in the lower end simply cannot do that and will put in things in order to "catch" up and be participants for a feature. More hoarding, lol.

Incursion 2 of Championship 4 proves just that. I may not have a temple placed, but I wanted to place in just natural buildings (non-timed) that host those stats to see how far I could have gone. Although, I wished for the same layout to be employed on a non-auto-leveling/daily map change to which will give folks that enjoyment of accomplishing without be rushed. I could say the same if He-Man/She-Ra comes to me saying they were bored by telling them to try out level 10, 11, and 12 all the way through. I never know why they (Inno) made those maps shorter; they could have just made those levels all the same as with 1-9.

My QI city sits there collecting coin and supply with no real purpose after level 7 for this round.
 

angelgail

Baronet
please all the changes are good but one stop the auto level up thing i guess is what it called ,it a disgrase to not be able to finish the boss .
there no pride in it .give it back . so we can say ok we can do better next time
 
Guys, repeat with me:
GBG and QI had been terrible made, they are horrible since day 1 and they are the worst gvg system ever! (By saying gvg I am not talking about that old useless trash of gvg we had before. Too glad that stupid thing is gone forever!)

If you want to see a better gvg system very well done, I suggest try certain game in the playstore which has a system named Empire vs Empire instead of GvG and is related to mafia/mobs, a game which name has 2 words, one starts with U, the other with E, and the one which statrs with E is 99,9% similar to the word which starts with E in this game.

That is a real good example of gvg System

And I am only saying this because it is "amazing" see how despite the fact of having thousands and thousands of mobile/pc games with very well done gvg systems to take them as examples, Innogames decides to pick the worst ones. . .
xD xD xD

Old GVG? Not everybody has skill for this -only one skill mechanism- in game. Understand. We crushed people like you so simple.
 

Dessire

Emperor
please all the changes are good but one stop the auto level up thing i guess is what it called ,it a disgrase to not be able to finish the boss .
there no pride in it .give it back . so we can say ok we can do better next time
Defeating a boss does not mean more ranking points for your guild, does not mean better rewards in chests. . .
 

DaSteve

Merchant
That's bad design than. A boss should be somewhat rewarding. Immagine playing an MMO (in example WoW) and while you are in an instance you are able to take down a boss, than you get nothing different than from the mobs.
Its more swallowing down the whole experience.
 
That's bad design than. A boss should be somewhat rewarding. Immagine playing an MMO (in example WoW) and while you are in an instance you are able to take down a boss, than you get nothing different than from the mobs.
Its more swallowing down the whole experience.
The information you got is wrong.
Boss chest (reward for progress vs boss) is different and better than the one for normal or advanced node (it appear in the title of the chest reward).

But there is no reward for beating the boss, The better reward is for fighting the boss.

The problem with auto-level is that player get access to bigger reward (=higher level) regardless of success of progress in lower level.
This is unfair (now that all level have the same selection of rewards) and increase the chance of getting to a level where player can no longer progress. Which is very annoying the longer a player is forced into inactivity.
 

Dessire

Emperor
The information you got is wrong.
Boss chest (reward for progress vs boss) is different and better than the one for normal or advanced node (it appear in the title of the chest reward).

But there is no reward for beating the boss, The better reward is for fighting the boss.

The problem with auto-level is that player get access to bigger reward (=higher level) regardless of success of progress in lower level.
This is unfair (now that all level have the same selection of rewards) and increase the chance of getting to a level where player can no longer progress. Which is very annoying the longer a player is forced into inactivity.
Lvl 10 of difficulty should be extremely difficult. You can not expect a low lvl player being able to do that level. Atleast FoE gives you tools for free to increase your attack power in QI, like doing almost all settlements, completing lvl 5 of GE, doing GBG to get the 14 days 3x4 building ane decorations you can put in your QI city to increase even more your attack power.
 
Lvl 10 of difficulty should be extremely difficult. You can not expect a low lvl player being able to do that level. Atleast FoE gives you tools for free to increase your attack power in QI, like doing almost all settlements, completing lvl 5 of GE, doing GBG to get the 14 days 3x4 building ane decorations you can put in your QI city to increase even more your attack power.
This would make sense, if it happen at level 10. But it start already at level 4 for new cities.
Decoration is a tricky issue. The more you need to compensate for not having completed the settlements the more difficult it is to keep pace with the increase, because more resources are spent earlier on not productive decoration which reduce the ability to build more decoration later on.

On beta with everything that I can get f2p, including Asylum (not available today* yet for live), I can fight up to level 9. On live I cannot do it unless someone take out the first red node!.
I'm only missing the GbG building, because I mostly despise GbG.

I noticed that calendar, and most other event building give mostly blue qi bonuses. While red qi bonuses are almost only on gold league building. Asylum is the only exception I can find that is not a joke bonus like Orange Dream or temporary building that cannot be renewed.

*Asylum is available in the current live halloween event but I don't think we have enough tickets to get the upgrades at this stage of the event with f2p.
 

xivarmy

Legend
Perk Creator
This would make sense, if it happen at level 10. But it start already at level 4 for new cities.
Decoration is a tricky issue. The more you need to compensate for not having completed the settlements the more difficult it is to keep pace with the increase, because more resources are spent earlier on not productive decoration which reduce the ability to build more decoration later on.

On beta with everything that I can get f2p, including Asylum (not available today* yet for live), I can fight up to level 9. On live I cannot do it unless someone take out the first red node!.
I'm only missing the GbG building, because I mostly despise GbG.

I noticed that calendar, and most other event building give mostly blue qi bonuses. While red qi bonuses are almost only on gold league building. Asylum is the only exception I can find that is not a joke bonus like Orange Dream or temporary building that cannot be renewed.

*Asylum is available in the current live halloween event but I don't think we have enough tickets to get the upgrades at this stage of the event with f2p.
Settlement buildings should be enough to get you through day 4 without decos at least. On day 5, my camp-world is still yet to build a barracks and has been fighting red nodes with this:

1730740394414.png

I only really started working polynesia recently, so it's still missing - I have some of the GBG building, but I can't maintain it constantly so I seem to never place it instead lol.

It's getting tight there on 5, I'll probably have to build some extra units and boost soon. But I've had a good amount of time to increase my coin and supply production before building decos. Both it and my main's settlement are roughly like this:

1730740631013.png

21 units of coin production and 16 units of supply production (where 1 unit is the production of a rooftile or butcher). My main got there a little sooner because it's built harvest hubs while they don't fit with my camp-world's objective. So it might get one more deco when it's "time". I'm currently saving for my big deco drop when i need it.

----

I think the "pattern" you're observing with where red and blue come from in events is just a result of small samples. Blue was prominent in fellowship. Red is more prominent in Halloween and Winter (possibly because they now made red more important for this version of the maps).
 

Dessire

Emperor
If a player completes egypt setlement, that would be 20% of attack, which means 2 days of doing battles in manual.

If a player can complete lvl 5 of exp for 1 month, that would be 7 days of battles in manual.

You are not supposed to be able to have those things before month 5 or even month 6.

What low lvl players can do is just focus their QI cities to produce tons of coins/supplies and goods so they can donate each day in the nodes where is required the spent of those resources while being part of a guild where atleast 3 to 5 high lvl players can complete the first fights node so those low lvl players can spend their resources.
 
Settlement buildings should be enough to get you through day 4 without decos at least. On day 5, my camp-world is still yet to build a barracks and has been fighting red nodes with this:

View attachment 12001

I only really started working polynesia recently, so it's still missing - I have some of the GBG building, but I can't maintain it constantly so I seem to never place it instead lol.

It's getting tight there on 5, I'll probably have to build some extra units and boost soon. But I've had a good amount of time to increase my coin and supply production before building decos. Both it and my main's settlement are roughly like this:

View attachment 12002

21 units of coin production and 16 units of supply production (where 1 unit is the production of a rooftile or butcher). My main got there a little sooner because it's built harvest hubs while they don't fit with my camp-world's objective. So it might get one more deco when it's "time". I'm currently saving for my big deco drop when i need it.

----

I think the "pattern" you're observing with where red and blue come from in events is just a result of small samples. Blue was prominent in fellowship. Red is more prominent in Halloween and Winter (possibly because they now made red more important for this version of the maps).
My problem is that after working on Egypt, I worked on Polynesian because all my more advanced cities where doing the same and it's easier for me to work one type of settlement at a time.
Then I started Japan, because it gives slightly more combat bonuses that Viking and Egypt already gives a bigger boost to blue attack (+60%). But then this championship started...
This issue could be reduced if Inno alternate blue and red nodes on even and odd level (same map, just switch all the node colours).

The sample IS small, but EVERY gold league builindg with qi bonuses was red bonuses only, either attack, defence or both.
The few non temporary building that are not from gold league are blue bonuses: Camptain Bao, Mythical Manor, EverGreen Hover Express. The exception being Phantom Abandoned Asylumn that gives red attack. And Orchad of Orange Dreams that gives both red and blue, but just 5%.
Sample is small but it's already a full quarter!
 

xivarmy

Legend
Perk Creator
My problem is that after working on Egypt, I worked on Polynesian because all my more advanced cities where doing the same and it's easier for me to work one type of settlement at a time.
Then I started Japan, because it gives slightly more combat bonuses that Viking and Egypt already gives a bigger boost to blue attack (+60%). But then this championship started...
This issue could be reduced if Inno alternate blue and red nodes on even and odd level (same map, just switch all the node colours).

The sample IS small, but EVERY gold league builindg with qi bonuses was red bonuses only, either attack, defence or both.
The few non temporary building that are not from gold league are blue bonuses: Camptain Bao, Mythical Manor, EverGreen Hover Express. The exception being Phantom Abandoned Asylumn that gives red attack. And Orchad of Orange Dreams that gives both red and blue, but just 5%.
Sample is small but it's already a full quarter!
They were still being cautious about giving QI boost at all during fall - pretty sure that was only unique and temporary building gave QI boost.

So we're at *two* events, three counting beta, where there is *1* non-unique permanent building each with a QI boost.

1 of which had a blue bonus (mythical manor).
And 2 of which are headed red (asylum, yukitomo if nothing changes).

It just happens to be the 1 you got (and the only one that the event was completed on live already) was blue.

Evergreen was a league building, Captain Bao's was a calendar reward.
 

Kommodor

Squire
This is done very simply, only full (FULL!!!) guilds should be admitted to any guild championship (let's say 10% of the maximum number of participants - min 8 members) it's just ridiculous when guilds with one member complain that it is very difficult for them to compete against a full guild and demand privileges!!! if the player plays in an incomplete guild, he can receive a tenth of the prize (not 100 shards, but 10)
 
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