Quantum Incursion, hum, so much to say...
Let's start with the beginning: thanks Inno to develop a new feature. But well, I am - to say the least - quite wary with the result.
A/ Visual
I hope this is the part which was already planned to get its finishing touches.
Why have a nice visual to put something linear unrelated to it?
There are a bunch of details that needs better care, a lot being already said: better access of settlements (some guild mates didn't even notice there was a building part), icon to inform we have something to collect (quantum city, quantum pass), reward icon is taking too much place, fp bar overlaps... And please, replace GvG menu icon by QI as well.
We also choose a specific incursion (Basiliks Peaks - what's the name gotta do with it or with iron age by the way) but it appears nowhere but at the start for the 1st quantum officer connected. I guess there will be others, if names aren't known, choosing will be hard.
B/ Game mechanism
I have tried now QI a few days, there are some interesting things like immediate production of units and goods, or the fact it doesn't impact guild treasury for once but too many bads.
B1- that new feature needs a lot more explanations before being ready to go live. Use of different new inventions (Quantum shards - you don't even mention the reward box purchase!, Quantum Actions, what is common within the guild and what is individual, how rewards works (nothing after clearing a level)...) or the re-used one that have a different role (come on decorations costs happiness, cultural buildings do not need roads... just call them differently! - I do understand though the design being kept).
B2- I think you have done wrong with basing this feature on the cultural settlement system. Adding something that will be deleted every 2 weeks and that is on top of that based on build/rebuild once or twice every day is not what will give the, I quote, "thrills" to FoE players. You should have the statistics, what percentage of the active players are doing settlements every 2 weeks again and again? And from that, what percentage when they have "finished" each type?
On top of that, you did announce as an objective to "reduce Repetitive Tasks". I can't relate QI and that objective.
B3- I think the node requirements should be adapted according to the guild size. Your game is too much intended towards large guilds and therefore shorten again the % of players you'll attract.
There's already a big advantage within large guild by being able to specialize (battles, goods suppliers, coin/supplies).
I have to add it seems Inno is trying to get us in that direction as GBG update was also a step towards that (number of fights + treasury for GQ camp). Last guild level bonus change could have been a way to even more the gap but with QI as it is, it seems clear.
B4- Finally, having no connection at all with our main city, nor sense of progress is another thorn in your feature to create a thrilling and engaging gaming experience.
3/ Game principle
Here's what I understand from Inno intent:
- Feature unconnected with the progress of a player, to even old and new players
==> I understand the intent but that seems a mistake to have no link at all (except forgotten temple and tourney grounds)
- Make people specialize their QI city more than a "all-nodes-covering" city
==> I'd say why not, that is indeed something different but why not introduce roles that could give bonus and malus then?
- Go back to basics and manual fights
==> Again, why not but I think there should be incentives for that. As unit and goods producing takes 0 time, we could also imagine 0 time healing for the units still alive: it would be more easily to do a serie of battles (and if people wants to spend diamonds, it will be to revive troops)
- Re-visit the different ages and especially the initial ones for "old" players
However, I have to say I'm quite disappointed, especially regarding the spoilers we had that were promising more than this.
I'd like to remind that a feature's success is mainly based if it answers to players needs, generally fun (hum), progress (hum) and rewards (here but not well explained and understood yet).
And there could have been things like :
- A guild city, that would serve as base for the settlement and help every guild mate. Making that city progress would also give more interest in the game
- Heroes, that could evolve (the "future of FoE" announcement even said "Quantum Incursions: A new raid system featuring Heroes",
- Some partial transfer (%) of city bonuses (that could even give more weight to celtic tavern supplies bonus or other long forgotten buildings)
- ...
And of course, I'm not speaking about the huge amount of supplies required + the 10-hours wait making the 11 days granted for one incursion seems short.
Conclusion: we have many new players in our beta guild that came especially to test the new feature, eagerly. Experienced players. A lot if not all are disappointed. They miss the fun, and would have had more cooperation and strategy as well.