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Feedback Quantum Incursions update

Actually, you do have the option to not start at 08.00 the Thursday but at 00.01 another day, so there isn't only one option. Map isn't the only option in QI ;)
But since the difficulty switcher timer is now indipendent on when you start, manually unlocking the feature is not a feature but a liability.
When you start using the feature is irrelevant. You can wait till the second day if you want to.

I started this incursion about 30 minutes late (that is why I know an officer is required), but the end of first level is still in sync with DS change (with a few second of difference, not minutes).
 

xivarmy

Legend
Perk Creator
But since the difficulty switcher timer is now indipendent on when you start, manually unlocking the feature is not a feature but a liability.
When you start using the feature is irrelevant. You can wait till the second day if you want to.

I started this incursion about 30 minutes late (that is why I know an officer is required), but the end of first level is still in sync with DS change (with a few second of difference, not minutes).
It was always in sync with reset. But it could be off by a full day. If you started at 00:01, in theory you only have day 1-11 instead of 1-12. But a longer day 1.
 

Aerendil

Merchant
The best change is
"In addition, we have also overhauled the enemy army selection on all nodes, to create more satisfying progression. Now, early difficulties should become more accessible, and the increase of the battle difficulty — smoother."
No fast+ranged combo found, zero manual fight on day one and no losses
Thank you.
 

Thunderdome

Emperor
Well, the new map layouts looked promising. I am still not a fan of the MHTP/SD spiel, but I can see where it will be a fight in the later levels (9 to 12) among guild members as it will be a first come, first serve kind of thing (eying on the donation type of nodes). However, I am a fighter so I just concentrate on the fighting nodes with what I got (both stat and action points wise).

The return of the garrison sure does add some kind of hope for those wishing to fight... as well as the linear position of those fight nodes on the way to the first boss. No action points will be in waste (unless someone took the donation path all the way to the first boss node and has to go back around or wait until the boss is ready to fight).

Gonna see how this fares much further.
 

prblow

Farmer
So, if I'm in a smaller guild it's less progress points to clear a node, bigger guild more progress.
Is there anything to gain from clearing a node or more nodes or all nodes! ?
I'm in a guild with twenty something members .. a few are red and can be kicked ... but I can keep them.
 

Thunderdome

Emperor
So, if I'm in a smaller guild it's less progress points to clear a node, bigger guild more progress.
From what I gathered, yes, as it seems.
Is there anything to gain from clearing a node or more nodes or all nodes! ?
Probably reaching towards the bonus farming nodes until reset happens and the difficulty changes automatically (have yet to come if this will still be a thing as all this stuff is new now).
I'm in a guild with twenty something members .. a few are red and can be kicked ... but I can keep them.
I would say the requirements are at whatever Inno places them on. You will have to decide if you want your guild to be competitively active or just have a bunch of causal/inactive players as the only purpose I can see from that is extra folks to aid.
 
So, if I'm in a smaller guild it's less progress points to clear a node, bigger guild more progress.
Is there anything to gain from clearing a node or more nodes or all nodes! ?
I'm in a guild with twenty something members .. a few are red and can be kicked ... but I can keep them.
The advanced node and boss node have better reward for each progress. Farming node have no advantage unless you run out of the normal fight/donation and wish for more.

Keeping the guild small, means that you can reach the advanced node with less progress.
Inflating the guild with inactive members means that you can do more progress on the normal nodes (army and donation), if you do not want to handle the advanced nodes.
 
I'm not quite sure the level ONE bosses having 430% a/d is very accessible. Maybe it's a way to force people to take the towers but dang why so drastic that it's totally impossible. Why do I say this, because I know my guild aint going to conquer the towers (although they got everything else) and I don't get enough QA to do it myself, and no sometimes you like your guild and arn't on death row to go to the top fighting guild.

There needs to be a way to check the % of the enemy troops without having to waste QA points to get there. A hoover over or tool tip or something.
 

xivarmy

Legend
Perk Creator
I'm not quite sure the level ONE bosses having 430% a/d is very accessible. Maybe it's a way to force people to take the towers but dang why so drastic that it's totally impossible. Why do I say this, because I know my guild aint going to conquer the towers (although they got everything else) and I don't get enough QA to do it myself, and no sometimes you like your guild and arn't on death row to go to the top fighting guild.

There needs to be a way to check the % of the enemy troops without having to waste QA points to get there. A hoover over or tool tip or something.
the boost buffs, which are most of the 430%, are visible before you go there:

1734659007848.png

And most guilds need to take fortresses before thinking about the boss because of that, yes.

But what would be the point of the fortresses if they didn't demand such attention?
 

Charles el Britannia

Baronet
Spoiler Poster
So far I'm really liking the revamp of QI. Personally the biggest improvement is no more worries about specialising in red or blue att/def. Previously I had to take blue because otherwise I would not be able to fight on level XI-XII. My guild cannot clear the first blue lieutenant on those levels and I don't have enough actions to kill him alone. But now I can take red and I know I'll be able to fully participate until the end.
 

Charles el Britannia

Baronet
Spoiler Poster
My result:

qsdffq.jpg

I did spend 450 shards on extra QI actions one time because I can afford to do so.

Earlier I was playing more conservatively based on the guide of Flotte which dates from the launch of QI. However, with all the ascended buildings in my city and seeing the settlement of Kommodor I was inspired to imitate him and try to go for as many villa's as possible. I reached 13 villa's before switching to building battle boost buildings. Not as much as the 18 villa's of Kommodor but a big improvement from how I used to play. So the Kommodor Method works and is good!
 

xivarmy

Legend
Perk Creator
Why do you mix cottages and villas rather than just going for villas?

Wondering if I'm missing something
In the final hours, if you have the extra space (and having recently shed your goat farms, you do have a lot of space), two cottages are half the cost of a villa for the same AP - they also only take an hour to come online instead of 10 which makes them more valuable for a second reason near the end. Not an optimization I've ever considered, but I can see the point at that juncture if you don't need any more boost. (I usually do at least *want* more boost so it's rooftiles + more decos for me).
 
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CDmark

Viceroy
QUESTION
We started at 62 members, had 700/900/1100 for node advances. We went to 59 members, next reset, we dropped to 520/660/810 for node advances. I figured, OK I can see reset looking at # of members each time. We are back to 62 and the node advances did NOT return to 700/900/1100 after a reset. So, now I am not sure what is going on. I will wait 1 reset more for L9.
 
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