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Feedback Quantum Incursions

Tempestas

Squire
When I think about it, one thing I feel is a *really big* problem in design, is that there now is no longer a good time to change guilds. There is a culture of guild visiting. If there is always some kind of championship going, then when do you change guilds?

If you change guilds during a QI championship, can you participate in the new guild's next season in QI?
 
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fluffycat

Farmer
Possibly QI could be something interesting if it is improved in many ways. Not exciting like GvG is but not as booring as GbG is now.
I don't think the rewards are nice if you are in a higher age. I got 400 FP in the reward chest I paid 300 shards for. My city produce over 1000 FP daily so a really bad deal.
Had I been in IA it would have been nice.
Fragments of a level 1 building when I also get a selection kit for the same building is not nice either.

I'm OK with the settlement being a place were you get your troops, goods and attack and defense bonuses but make it easier to work with. If I was interested in smart placing of buildings considering impediments and demolishing and rebuilding there are settlements I could play in.
I've read ideas here about a smaller town hall, no impediments and reconstruction mode. Would make it less annoying. Also no cost for Euphoria for decorations please.

Make it easier to avoid manual combat since it's so boring. The very last levels perhaps.
The nodes on the QI map should have more information as someone suggested.

There should be some way for small guilds to participate. I believe the real fun part of the game is to be in a guild moving up and performing better each season.

Also nice if there was some information about leaving or entering a guild during championship.
 

CCM XXIII

Farmer
Now the first season og QI is over and my biggest problem with QI is that small guilds don't have a fair chance.
There can be many reasons for being in smaller guild:
RL groups (Family, work, school, etc.)
Fewer guild activities, messages, etc.
A good functioning guild of 10-20 members

I think it's wrong of Inno to try to force the players to be in big 60+ guilds
I totally agree with you.
 

xivarmy

Overlord
Perk Creator
Now the first season og QI is over and my biggest problem with QI is that small guilds don't have a fair chance.
There can be many reasons for being in smaller guild:
RL groups (Family, work, school, etc.)
Fewer guild activities, messages, etc.
A good functioning guild of 10-20 members

I think it's wrong of Inno to try to force the players to be in big 60+ guilds
I'm not sure they are forcing that at all really. If I take 10 times my guild-of-1 contribution, that'd put me in 4th overall.

And it's not like I had a perfect first season or anything. Kinda annoyed I forgot to come back in time to dump my action points one more time - I was going to finish another difficulty.

And there'd be an efficiency gain because many of my contributions were not boosted because I had noone to cover what I didn't have - which shouldn't be as necessary for a guild of 2+ (you can cover 4 of the 5 boosts then ; and since 2 are always available that means you can be boosted on every node)

There are other complications with getting that far - but those have to do with individuals getting enough boost to handle higher difficulties (which is not limited by guild really - 4+ members so you can have 4 units covered for both attack-focused and defense-focused helps); not action point limitations (which is the main advantage of a big guild).

I think a well-functioning-guild of 10 is going to be able to get a lot done.
 

TARS

Merchant
On balance I do like the QI.

But there are some issue that should be addressed:
  1. Entrance. Many have notices both in this forum and in yt video that sending us to the map is not the best. I saw suggestion to go directly for the settlement, but that has it's own problem. Starting from next incursion, we can start with any difficulty the guild has completed/reached according to the announcement. So probably most will need to go to the settlement for the first 1-2 days. Possible solutions:
    • Open the last one we where on, before we left.
    • Add a message that tell the use that the ship button will transfer player to the settlement. Show only on first entry!
    • When clicking on the QI icon in main city, offer a choice (this actually add a click, but it allow us to see the two choices in early game). This is not compatible with the previous two.
  2. Bugs: there are still too many bugs to go live. Those should be addressed.
  3. Population: in the settlement we see the available population but not the total population. It should show both, like we can see in both our main city and in settlement.
  4. Population requirement for building with no population. No check on population should be executed when adding or selling building that do not produce population nor consume population. I suppose this might affect also main city and settlement, but it is wrong and it makes bugs like the one reported on population much worse by impending any correction workaround. Instead a 0 population requirement should be used to skip the check.
  5. Happiness (or whatever is the name for QI, I don't care): the information in the announcement should be available in the icon. The whole table, not just how much to reach next level. We are also missing how much we can drop happiness before we go down a level. The current interface is lacking.
  6. Happiness and population cost: Building that consume population or happiness should show it when hovering on them after they are built. Currently we can only see those costs in the building menu. On main city at least happiness cost in building is available also after the building is completed. In QI it isn't.
  7. Total coin and supply production: show the total 10 hours production of coin and supply in the window that open when hovering on them. Do not include the town hall 20 hours production in the calculation. It would help when developing the settlement to balance them out if needed (it is needed in the last few days of the incursion).
  8. Championship, season and incursion. The name tend to be confused because season is in other context used for a championship. Just call it an Incursion and remove the term season!
  9. Attack and defence bonuses: we cannot see those bonuses. In the army window we see the bonus for the attacking army but there is nowhere to see those of the defending army until we are on a node we need to defend. Both bonuses should be visible in the army window. Something like there are visible in PvP should work.
  10. Troops healing: there is no way to know how much time the troops require to heal. If I have a limited number of troops, and I'm not using diamonds to heal, I don't know when to return for additional battles. This is not such a big issue with the low healing time of iron age troops, but when additional ages are implemented it will be an ever bigger problem. We should be able to see how much time healing takes. Any solution applied to QI can be extended for unattached units in main city and Egyptian settlement. There at least if we have a barrack we can get an estimate, but in QI we cannot see it anywhere.
  11. Troops and goods choice: currently we must choose the troops first and then the goods (unless I'm remembering wrong). Players should be allowed to choose each independently and in any order they want. For early games it doesn't matter, but small guilds that are able to progress one difficulty per incursion, might thus be able to wait till the reach a goods node before taking a decision. For bigger guilds this has no impact.
  12. Communication GvG: it was an error to link the QI and GvG in the announcements. It created the expectation that QI is a substitute of GvG, but it isn't. The communication about the two should be more clear that there is no relationship. You are adding a feature that can be used on mobile (in the future) and browser and removing one that can be used only on browser.
  13. Communication battle: The announcement clarify that combat bonuses of main city do not apply in incursion. But many aspect of the game do not clearly state if incursion battle are affected or not. This should be more clear on the individual items. We shouldn't have to guess which one is correct. Currently:
    • Himeji Castle (only main city battles is already in the text)
    • Arctic Orangery (same era, but I suppose it doesn't apply)
    • The Kraken (not specified. I suppose it doesn't)
    • Quest with kill units (someone reported that QI does count. Is this a bug?)
    • Quest with win battles (doesn't count but not specified. Is this a bug?)
    • Quest with win battles without loosing (shouldn't count, same as previous. But a retreat also shouldn't. I didn't test this)
  14. Nodes: the information on the node is inconsistent. Some information is available only while not on the node and hidden once the node is reached: currently buffing, currently buffed by (stronghold), and the equivalent for garrison. This also applies to the "Node Reward" that is visible only once the player is on the node: normal, advances or boss. It should be visible before moving to the node. This does affect participation, since until you move from initial position you cannot see that you get individual reward for progress!
  15. There is a number above nodes that are not clearer. I think it is the number of player currently on the node. That is pretty useless, and for some reason is not available for completed nodes. Why? It would be more useful if the number was the number of player that have contributed progress to the node, like we can seen once entering the node. This could be shown for cleared node too.View attachment 10903
  16. There is a flag to indicate where the player is located. The background is pretty dark. The flag should not be black!
  17. Building duration for population and production buildings: I like the three tiers and I don't mind that 10 hours. It's intended to consume shards/diamonds. But the 1 hour create a shift in collection time that is annoying. Suggestion: reduce that to something like 5 or 20 minutes. Still not instantaneous like the lower tire (5 seconds), but not enough to shift collection time. The 1 hours on the cultural building and decoration is not a problem at all.
  18. Road: the roads has the look and feel of an iron age gravel road and it cost 1000 coin and 100 supplies per square. But it's called "Path in the sand". Charging anyone for building a path in the sand is fraud. Do you know how you make a path in the sand? Solution: change the name to the corresponding building in iron age (all the other building have the same names).
  19. Pass: like in events the pass should show a number for uncollected reward. This should not affect the main city icon, like event entry icon are not affected by unclaimed main prizes in events.
  20. Entrance icon should show an indication when production are completed in settlement, like all other settlement.
  21. Chest icon has a lock while difficulty I is not completed. To incentivise players the chest should be clickable and show the reward for difficulty I at that stage (keep the lock). A partial view fo the prizes is available in the difficulty icon, but this is unclear since we cannot understand from that when is actually in the chest.
  22. Fragment of level one building. No fragment of level one building should be offered if at higher difficulty there is a chance of getting instead fragment of the selection kit. There is a high chance that player will get stuck with fragment that they cannot obtain anymore. All reward should be either the level one building fragments OR the selection kit. Do not mix them.
    • The fragment of the neo colossus level one should be converted to neo colossus selection kit.
    • The fragment of neo botanical rotunda can remain unchanged, because, unless I'm wrong, the selection kit is never a prize.
    • The fragment of neo winner plaza can remain unchanged, because, unless I'm wrong, the selection kit is never a prize.
  23. New building naming is lazy. You are recycling existing name with neo added in front. Lazy, but also useful for rapid search in the inventory. Since no advanced search is available there.
  24. Communication transparency*: you are reusing the iron age building, but you made some major changes. If you look at the 40+ pages on this thread you will notice that some players didn't notice they can get combat bonuses from decoration nor that decoration cost happiness instead of providing it. The announcementshould stress those differences:
    • Cultural building do not require a road in QI
    • Decoration consume happiness and provide combat bonuses
    • The cost of troop in barracks depend on the unit associated with the barrack
  25. Championship reward:
    • Based on ranking it seems that guilds with not even one point of progress will receive the same reward of a guild in position 100 that did participate. If they don't then the ranking should reflect this by removing the reward (do not solve by removing the guild from the ranking!)
    • The reward for the top position is so high compared to lower position that there is a risk of top guilds being unreachable. This might be a problem, but maybe this is intentional.

There was a bug, now fixed, that allowed players to jump to later nodes even if the previous were not cleared yet. It allowed better cooperation and was more fun. I understand that it was never intended that guild member could beat the boss before clearing previous nodes. It allowed guild member to specialise in specific goods/troops and clear the nodes where your troops have the maximum impact, not just troops type, but also troop bonuses for attacking vs defending army. It made setting target more meaningful.
Suggestions (without allowing to beat the boss of a not clearer difficulty level):
  1. Allow us to click on any node to check the information available there. Block movement button if node cannot be reached currently.
  2. Show the same information on a node both while a player is on the node and while the player isn't there yet: prize level, progress, troops type, goods donation requirement, coin and supply donation requirement, progress bar, buffed by, buffing, etc. Exception action button is not visible because movement button should be visible instead. Disabled if not is not reachable.
  3. Do not allow movement to the boss until all the node on a path from start to boss are cleared.
  4. Do not allow movement to a choice nodes until all nodes from start or previous choice node to target choice node are clearer.
  5. Do not allow movement to nodes after choice node until choice node is clearer, and choice is done (this is like it works currently after the fix).
  6. Do not allow movement to node after a branching until branch node is clearer. In the picture below:
    • Do not allow to reach any node in picture until 1 is cleared.
    • Once 1 is cleared allow reaching nodes 2 and 4 (garrison).
    • Once node 2 is cleared allow reaching node 5 (garrison).
    • Node 3 (boss) should be reachable only once node, 1, 2 and any previous node on a path from start is cleared (in the part not included in the picture)!
This changes should allow player to focus on their own strength and have more fun with the feature, without allowing guild to skip directly to the boss.
View attachment 10904

* I do not play on beta because I wish to help InnoGames in finding bugs. I play here because the information provided in communication is insufficient, misleading (suggesting to use a loosing tactic), or baffling.
I play on beta to see what is actually going on with new feature and event before they go live. There are youtube channel whose only content is providing the information missing in the official communication. So it is very annoying when feature like Rival in Wildlife 2024 are changed between beta and live and the information provided is "we made it easier" (no you didn't) and we added buildings (and moved the milestone rewards to quest reward, but that was not in the announcement). When a feature is changed from beta to live the announcement should contain all the information that Inno usually forget to include.
#Inno

Thanks Fury for your effort to describe it so well !!!
I hope Inno reads it too and will change a lot of things.
The current QI is very disappointing.

#INNO
 

Atosha

Merchant
After season 1 done, I'd like to add 2 points to my previous feedback:
  • If I'm remembering well, quantum shards can only be won in the lower difficulties, why is that? It seems to me we should be able to win some in any difficulty level,
  • I wonder if the balancing between donation and fights is really OK as it is. Donation nodes tends to be very quickly done (but there are very few compared to battle nodes) and asks almost no time to the player, but fights should be done manually to avoid too much losses taking time, waiting units to heal... On top of that, I'd say that points cost more quantum supply for fights than for goods. Suggestion is not to make it harder for the "farmer" role but to adjust the difficulty of the "fighter" role.
 
After season 1 done, I'd like to add 2 points to my previous feedback:
  • If I'm remembering well, quantum shards can only be won in the lower difficulties, why is that? It seems to me we should be able to win some in any difficulty level,
  • I wonder if the balancing between donation and fights is really OK as it is. Donation nodes tends to be very quickly done (but there are very few compared to battle nodes) and asks almost no time to the player, but fights should be done manually to avoid too much losses taking time, waiting units to heal... On top of that, I'd say that points cost more quantum supply for fights than for goods. Suggestion is not to make it harder for the "farmer" role but to adjust the difficulty of the "fighter" role.
There are 3 type of node reward: normal, advanced and boss.
Normal reward (Army & donation) do not seems to contain shards while advanced (liutenant, stronghold) and boss do.
Does it change at higher difficulty?

This is at difficulty 2:
QI1_Reward_NormalNode_Diff2.pngQI1_Reward_AdvancedNode_Diff2.pngQI1_Reward_BossNode_Diff2.png

For difficulty 3 the amount where higher, but the goods where changed into fragment of neo botanical rotunda and new winners' plaza.
For difficulty 1 I think there where goods instead of neo colossus level 1.
 

Kono

Merchant
Now the first season og QI is over and my biggest problem with QI is that small guilds don't have a fair chance.
There can be many reasons for being in smaller guild:
RL groups (Family, work, school, etc.)
Fewer guild activities, messages, etc.
A good functioning guild of 10-20 members

I think it's wrong of Inno to try to force the players to be in big 60+ guilds
Well, depends what you consider as a goal. I played in a solo guild, completed the first two levels, got bunch of small rewards (FPs, goods) and an excellent Neo Colossus at level 8. Considering that I can play it without much pressure, at my own leasure, twice a day, I think that's quite good reward for the given effort. But that's just me, some others will not be happy with the same.
 

Atosha

Merchant
There are 3 type of node reward: normal, advanced and boss.
Normal reward (Army & donation) do not seems to contain shards while advanced (liutenant, stronghold) and boss do.
Does it change at higher difficulty?

This is at difficulty 2:
View attachment 10905View attachment 10906View attachment 10907

For difficulty 3 the amount where higher, but the goods where changed into fragment of neo botanical rotunda and new winners' plaza.
For difficulty 1 I think there where goods instead of neo colossus level 1.
:like: Well, I didn't get any at level 4 difficulty (we stopped there with my guild) but I may have not done enough encounters on Advanced Node, that's quite likely :)
 

Emberguard

Emperor
Seriously? This would be a problem for many styles of playing.
Tried leaving just to test. It initially does the pop up that says you successfully left the Guild, then immediately covers the popup with an error popup.

Reloading the game I’m back at 0 points on the Guild info and the game doesn’t seem to know whether to keep me at 0 or put my actual score as it alternates between the two
 

Uvuli

Merchant
There is no contradiction. The person involved in the process wants to help, and it shows. He wouldn't do it if he didn't like it. Curiosity did not allow me to give it up. But every time I try to formulate my list of comments, I come across another copy/paste that kills all desire to continue. So I am personally very grateful him and I envy his patience.
I know there isn't any contradiction. I just found it funny 'yup i do like it - now lemma tell ya what's wrong with it'. But hey, perhaps my humour isn't yours. ;)
 
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