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Feedback Soccer Event 2022

zookeepers

Marquis
As a 20 tile building,
Golden Orrery and Druid Temple produces 10FP/day having troop Def bonus.
Suishun Mill and Athlon Abbey produces 11FP/day without Def or Attack bonus.

This main building should have been designed to produce 11FP/day (or more) considering above.
I don't understand why Inno keeps trying to make buildings with or without troop bonus to have the same FP production.
 
Generally the middle-distance appears to be best for chasing goals (distances of 1, 2, or 3. 2 costs less than twice 1. and 3 costs more than 50% more than 2).

The shortest distance appears to be best for chasing player cards if that's a thing under the reworked tournament format (not sure if it's relevant given that the stronger your team is the stronger the opponents you get given anyways - don't know if you are significantly more likely to win hard matches for having won more cards - or win more league points for your hard match or whatever else).

This has historically been information they like not to directly provide in this style of event - so don't expect a "pick me to score more goals" tooltip.
You have some choice, like the more expensive can give the higher DS % but you'll make less feet to get the grand price.

But if you get a bunch of cards before the player matches are reset, you have a better chance of winning more of the top challenges.
 

GateKeeper

Baronet
the 2FP's for a 4space addon, is better than the Vineyards 4FP's for 10 spaces. This could be a good BG use spec bldg. lets say 10 addons, Spec Bldg is 10fps (motivated) + 20fps from the add ons = 30FPS guaranteed, than your Goods chances, lets just use 25 goods @50% of the time... with a BG doubler, you are looking at 60FPS, 50 Goods, on a 60 spaces and 1 road.
personally this seems reasonable to me for chain buildings.

I'm a little torn about the Matches... you can see before clicking if you Win or Lose. So the routine is Enter the high reward match, if Win, obviously click to Win, if no, back out, move down to 2nd level. so yes I do enjoy the guarantee wins though....cause I want those add on buildings, but on the other hand its brainless clicking and no suspense, no "rush" of emotions.. I would suggest for gaming integrity sake, make the High reward Match results blind. We would of course need some sort of rules/stats though to make our decision. I don't know something just seems off about knowing the results before making the attempt.
 

indian20

Steward
Gotta be honest here, I am totally fed up with all these events. I wish there would be way less. It´s always the same produce this or that, build this, gain population, ... The event buildings are just copy and paste with a different look.

I am simply tired.

Yes and before all trolls will come around the corner: I will ignore it and not play it. But that should not be the purpose. An event should give you something interesting and worth your time. It seems to be the way Inno goes now with this game, copy and paste and brush some paint over it, but no new ideas.
 

FalkeNr1

Farmer
The mechanic of the tournament matches changed and I tried something around.
It seems like you have to set attackers against attackers, midfielder against midfielder and defenders against defenders. Otherwise, you will always lose points of your players. And if the level of your players surpass the enemies level you get a points bonus.
Quite easy mechanic and more transparent than the last years in my opinion. So, I prefer this mechanic over last years mechanic.

BUT, if my theory is right, the infobox is wrong, because there's still the image from the last years. (Defenders good against Attackers, Attackers against Midfielders, Midfielders against Defenders) Which seems wrong in this years mechanic.
 

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Juber

Overlord
Community Manager
Regarding the change in the tournament mechanic: This was mostly done because of player feedback. In the last year especially we got a lot of complaints from players not winning, despite having a very high win chance (90%+). Because of that it was decided to change the tournament part in a way where the result does not depend on chance at all.
We are currently looking into ways to explain the new mechanic better and display it in a more straight forward way.
 

hades8840

Squire
To me it comes across as diamond chasing ..I had built up diamonds due to being test server so by using some to get more cards was able to beat guy in top row of choices but as soon as that match is over your moved over so to be able to beat the new guy in top need more cards which means more diamonds... its never ending so ppl deepest pockets will win as you are guaranteed every time to lose in a upper level .. also it says strategy that implies from the graphic its like a paper rock game but it isnt you have to use like for like players of they lose points so you cant even mix and match to try out smart another player
 

AGranolaBar

Squire
Another event in which Inno makes me think it has lost all capabilities of offering an interesting prize. One of too many in a row.
Maybe after a few pages of complaints they will add another weak bonus or throw 1-2 FPs to make new players and chain lovers work for it on live. Not that it would fix something for the rest.
 

DEADP00L

Emperor
Perk Creator
Stop complaining about whether a new event building is interesting or not.
If it sucks (according to your criteria) don't put it because if Inno improves it as you would like, then you will complain about the lack of extensions to put all the event buildings.
Leaving buildings in their original state, as disastrous as they may be, tasks players with deciding whether to put it down or not.
Personally, I like that some rewards don't live up to the previous ones, it allows me to focus on secondary prizes.
 

Jules

Squire
Actually, I think it is brilliant.
Step 1: They make a building with bad stats
Step 2: Users here complain.
Step 3: They slightly improve the stats.
Step 4: They use this as an example of how they listen to the community and how they are trying so hard to incorporate feedback and be transparent, so why can't you all be happy.
 

CrashBoom

Legend
To me it comes across as diamond chasing ..I had built up diamonds due to being test server so by using some to get more cards was able to beat guy in top row of choices but as soon as that match is over your moved over so to be able to beat the new guy in top need more cards which means more diamonds... its never ending so ppl deepest pockets will win as you are guaranteed every time to lose in a upper level .. also it says strategy that implies from the graphic its like a paper rock game but it isnt you have to use like for like players of they lose points so you cant even mix and match to try out smart another player
training players is useless

you can never win the next hard match (maybe the current if you train enough for one match)
medium is a win most time (you can switch opponents two times per day)
easy: you always win

and the funny thing
#1 has a team strength of 26, the 2nd 273
 

xivarmy

Overlord
Perk Creator
training players is useless

you can never win the next hard match (maybe the current if you train enough for one match)
medium is a win most time (you can switch opponents two times per day)
easy: you always win

and the funny thing
#1 has a team strength of 26, the 2nd 273
I did occasionally manage to win the next hard match without adding cards. Though not recently (and recently the number of cards I would need to turn it would get ridiculous). I think it might get harder to win the (next) hard the more cards you have.
 

Devilsangel

Baronet
Regarding the change in the tournament mechanic: This was mostly done because of player feedback. In the last year especially we got a lot of complaints from players not winning, despite having a very high win chance (90%+). Because of that it was decided to change the tournament part in a way where the result does not depend on chance at all.
We are currently looking into ways to explain the new mechanic better and display it in a more straight forward way.

So basically, we used to have at least a -/+ 10-20% chance to win a hard match and now its a 0% chance..... to crush any hope at the stem?))
why bother having a third hard option to begin with?
 

Thunderdome

Emperor
and the funny thing
#1 has a team strength of 26, the 2nd 273
Yep, I saw that too. I am still sitting here scratching my head on it.

@Juber, thank you for that. I never liked anything that has a chance factor to it, which is why I never play the slots at casinos. However, I get to play poker where I know if I am going to win the pot or going to fold the hand. This set up is the latter from what I have seen thus far. In the years before, there were many complaints (myself included) of having a supposed higher chance (most of mine were at 80%) after tweaking one's team to head into a match and losing just because the game decides to flip the bird in the player's face while laughing.

Before tourney matches were made evident, we used to just have the players go across the field in scoring goals and those scores would be part of the league ranking system. Later, it was the number of drinks used which had everyone either buying up stock with diamonds or praying they will find large amounts in incidents.

I wish the timing of getting tourney tickets would be better (8hrs is a long wait) but I can understand if you're trying to make it for a daily cycle of getting 3 tickets just by the waiting game. I had gotten a few tickets via incidents (the most in one is 2 so far) that will get me going.

So basically, we used to have at least a -/+ 10-20% chance to win a hard match and now its a 0% chance.....
Would you want your team to freeze as they're going to get steamrolled by a very top team? At least, for now, there are some easy wins (from the middle down) in order to reach the ranks and still build up your team to take on the top slot (my team is at 47 and first slot is at 60).
 

Juber

Overlord
Community Manager
Actually, I think it is brilliant.
Step 1: They make a building with bad stats
Step 2: Users here complain.
Step 3: They slightly improve the stats.
Step 4: They use this as an example of how they listen to the community and how they are trying so hard to incorporate feedback and be transparent, so why can't you all be happy.
Actually, that is not how it works. To explain it very simple: It is better to improve a building, than to nerf it. Surely, the developers look into balancing before the beta release. They give them stats according to other buildings and include factors like "Needed levels", "difficulty of event" and certain other effects like set and chain boosts.
The Arch Event building stats were actually the odd one out and I will explain how this happened later in a different post. But in general the stats are balanced with other current buildings or slightly worse, in case they need a buff. This can be determined by the feedback received by you all.
 

Juber

Overlord
Community Manager
@Leones
can you change the description of the main building in the announcement

it DOESN'T give a goods chest :rolleyes:
Actually, it is right, well in a technical sense. Every time you see chances in a game where you are guaranteed to win one of the shown rewards, it is considered a chest. A chest always has multiple options and provides one reward.
This mechanic is part of the building, as you get one of the 3 rewards shown. We also have "boxes", where you get all the content.
But since this is only correct in a technical sense and is not really understandable without the context, I will change it in the announcement.
 

AGranolaBar

Squire
and the funny thing
#1 has a team strength of 26, the 2nd 273
Maybe I'm not seeing something but the only way I can logically think they did that is by buying tickets. Fight the medium opponent, aprox. 150 points per fight...you get my point.
Which is the same thing some people did yesterday but since the DS was player cards they did not stand out as much.
 
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hades8840

Squire
so is no strategy then like it implies just have enough cards so your count is higher then the player your facing and its a guaranteed win so spend diamonds and a lot of them ..well that made it boring shame its not rock paper scissor based sort of line up
 

Thunderdome

Emperor
so is no strategy then like it implies just have enough cards so your count is higher then the player your facing and its a guaranteed win so spend diamonds and a lot of them ..well that made it boring shame its not rock paper scissor based sort of line up
In poker, the Royal Flush (10, Jack, Queen, King, Ace of the same suit) will always trump all hands. Having a better hand (in this case, a better team through leveling your players) against your opponent will ensure you that you will win.

Which is the same thing some people did yesterday but since the DS was player cards they did not stand out as much.
Says you. I managed to get 3-4x the DS for yesterday that I got a nice starting pace when I went through tourney. I am still scratching my head on how that one at 26 team strength is #1. I am thinking that's just a bot holding the place.
 
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