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Feedback Space Age Venus (SAV)

Give the Floating Island an active bonus of some settlement goods, to keep it in line with the settlement theme.
One per level till level ten, one every second level up till level thirty, one more every fifth level up till level eighty then one more every tenth level after that.
Leave the passive bonus as it is.
This would make it a valuable GB for players who do settlements, the increased chance of finishing a settlement in time for the gold reward that it would create would encourage more players to participate in the settlements.
 

Sibel

Merchant
Mysterious shards seems to be the general term of all kinds of shards.

If you add the given % of common, uncommen and rare, you end up at 100%, i.e. no space left for additional "mysterious".
So, what are these settlement dependent shards?
  • Vikings: 300 random goods of your age
  • Egyptians: 150 forgepoints
  • Japanese: 300 random goods of your age
  • Aztecs: 150 forgepoints
Probably, these are part of the "rare shards". Thanks for confirmation.
 

qaccy

Emperor
I see a lot of folks complaining about the value of the Flying Island and it reminds me a lot of when the Blue Galaxy first came out. Comparisons were drawn to other GBs and how it didn't stack up so well against them for things like FP and goods...this was before we got chain buildings like the Hippodrome and Winter Train, which of course did a lot to swing things more favorably towards the BG. But anyway, what I'm wondering is: Why are we comparing the Island to other GBs? It doesn't have to be better than other GBs because GBs aren't mutually exclusive. You can build all of them if you want! What GBs should be compared to are other non-GBs. How's the Island stack up against those? Is it better or worse than a Terrace Farm? A cluster of Sleigh Builders? These are the questions I ask myself when considering whether or not to build/level a GB. I'm not comparing it to the ToR because building the Island doesn't prevent me from building the ToR as well and reaping the benefits of both.
 

m.s.b.

Farmer
What GBs should be compared to are other non-GBs. How's the Island stack up against those?

One comparison is space (including non-GBs), another is whether or not there's a better place to spend ~40k FP.

Seems unlikely that any sort of cost-benefit analysis would justify it on either grounds for any play style. The best reason to build it right now is that it looks pretty—an oft-undervalued reason, I admit!

As for BG: BG is unique in terms of GBs that get *better* over time, because of an *explicit* interaction with the main source of power creep (event buildings). There is no such interaction with FI in its current form.
 

Harshi

Farmer
Hello, all the big players know that the recurring quest asking to face an army, allows to make a lot of point thanks to click simulators. You have delivered the same quests in the new era, so if you want to do it no problem, but make sure that the battle points are counted only if the second condition is validated. Otherwise the other possibility will be to make the recurring quests appear randomly and not cyclically as at present.
 

xivarmy

Overlord
Perk Creator
I see a lot of folks complaining about the value of the Flying Island and it reminds me a lot of when the Blue Galaxy first came out. Comparisons were drawn to other GBs and how it didn't stack up so well against them for things like FP and goods...this was before we got chain buildings like the Hippodrome and Winter Train, which of course did a lot to swing things more favorably towards the BG. But anyway, what I'm wondering is: Why are we comparing the Island to other GBs? It doesn't have to be better than other GBs because GBs aren't mutually exclusive. You can build all of them if you want! What GBs should be compared to are other non-GBs. How's the Island stack up against those? Is it better or worse than a Terrace Farm? A cluster of Sleigh Builders? These are the questions I ask myself when considering whether or not to build/level a GB. I'm not comparing it to the ToR because building the Island doesn't prevent me from building the ToR as well and reaping the benefits of both.

The difference with blue galaxy is that it had the potential to scale - I defended that one even though I didn't really want it at the time.

Floating Island does not - it'll be as good as it's ever going to be when it comes out. There is no mysterious potential to unlock to it. It's a FP/goods/units factory delivered in an awkward yet uninteresting fashion.

I've started to lean toward *not* building some existing FP factories on my newer world (Hagia/Inno Tower) because event buildings are creeping up on them and by the time you take into account the FP cost to level them they're just not far enough ahead anymore. Temple of Relics is behind those in FP but does have a place because it makes good antique dealer currency + free renos. Floating Island makes free renos too, but I'm already getting enough free renos, and floating island does not make much for antique dealer currency instead having inferior versions of the unit rewards as "extras".

I might eventually build it on my SA world if I run out of things to spend on - though I think I'd probably just lean towards more increasingly expensive levels instead. I certainly would not buy goods to build it on other worlds that are not SAV yet though - and thus the potential problem with valuation of SAV goods - the only thing to burn them on is GBG negotiations.

As to your comparisons:
Sleigh builders exist for use in events and quests. Floating Island does not replace that.
My few remaining terrace farms are not that long for this world anyways, they'll be gone within the year.
 

qaccy

Emperor
Eh, way I see it, any GB that provides FP and/or goods eventually pays back whatever it cost to build it. Especially the ones that can provide both! Those are the ones that are the hardest to argue against IMO, because for me that means everything earned after that point is a bonus. Just like with the ToR, even with it being more expensive, it's going to pay itself off eventually. I see nothing bad about a GB that ends up being free in the long run!

Anyway, for something a little different...playing around on the test server, I was reminded that this quest exists. This is a quest involving the asteroid colony, obviously. Do these quests become skippable if a player unlocks a new colony before completing them? Maybe I should just advance and find out for myself, but I'm afraid of locking myself out of the rest of the quests if I do!
1615336313799.png
 

xivarmy

Overlord
Perk Creator
Eh, way I see it, any GB that provides FP and/or goods eventually pays back whatever it cost to build it. Especially the ones that can provide both! Those are the ones that are the hardest to argue against IMO, because for me that means everything earned after that point is a bonus. Just like with the ToR, even with it being more expensive, it's going to pay itself off eventually. I see nothing bad about a GB that ends up being free in the long run!

Anyway, for something a little different...playing around on the test server, I was reminded that this quest exists. This is a quest involving the asteroid colony, obviously. Do these quests become skippable if a player unlocks a new colony before completing them? Maybe I should just advance and find out for myself, but I'm afraid of locking myself out of the rest of the quests if I do!
View attachment 6831

Someone filed a bug report having got stuck on that quest after advancing in the other section. So for the moment, don't do it it's a trap - hopefully they'll fix it :p

 
Last edited:

xivarmy

Overlord
Perk Creator
Eh, way I see it, any GB that provides FP and/or goods eventually pays back whatever it cost to build it. Especially the ones that can provide both! Those are the ones that are the hardest to argue against IMO, because for me that means everything earned after that point is a bonus. Just like with the ToR, even with it being more expensive, it's going to pay itself off eventually. I see nothing bad about a GB that ends up being free in the long run!

The timing of that eventually is of great importance to me :p And it's reduced substantially by footprint (as these days you can put some pretty amazing event buildings in the space that require 0 FP invested). I'm more open to buildings that do something truly unique though granted that's a hard bar to clear these days. But a settlement-oriented GB? Surely it can convey something more settlement related rather than just being an extra incident hunt that happens to be located in the settlement.
 

Dan 77

Squire
The new GB is nice but overal chance for rewards is very low (a few percents), so it doesn't woth to build, even Temple Of Relics is better... Oh ;)
And rewards? Not so great, for example Himeji Castle provides better typesof rewards.

@lordwasa when the space carrier was released we got a list of the rewards with distribution chances, any chance we could get the same for the flying island? Would make it a lot easier to give feedback on the building :)
We have never knew % chances of particular rewards in Temple Of Relics yet. Only the chance for any relic and for three groups of relics. So i believe we son't get these numbers unlike the Himeji Castle and Space Carrier.
 
LevelChanceCommon%Uncommon%Rare%Shards/dayCommon/dayUncommon/dayRare/dayFP/dayFP/day AztecGoods/dayGoods/day
Viking
Troops/day
13​
22.88%​
67.02%​
26.88%​
6.30%​
1.3730.9200.369
0.086​
7.377​
9.539​
13.738​
18.062​
2.5​
16​
23.86%​
66.21%​
26.86%​
6.93%​
1.4320.9480.385
0.099​
7.673​
10.153​
14.299​
19.259​
2.5​
18​
24.52%​
65.68%​
26.98%​
7.34%​
1.4710.9660.397
0.108​
7.904​
10.604​
14.741​
20.140​
2.6​
19​
24.85%​
65.41%​
27.04%​
7.55%​
1.4910.9750.403
0.113​
8.020​
10.834​
14.963​
20.591​
2.6​
42​
32.36%​
59.62%​
28.40%​
11.98%​
1.9421.1580.551
0.233​
10.734​
16.549​
20.189​
31.819​
3.2​
65​
39.01%​
54.47%​
29.70%​
15.83%​
2.3411.2750.695
0.371​
13.286​
22.549​
25.164​
43.690​
3.7​
76​
41.65%​
52.24%​
30.29%​
17.47%​
2.4991.3050.757
0.437​
14.356​
25.271​
27.271​
49.100​
3.9​

I made some reasonable assumptions to produce this table:
1) That the chance of each reward in a category is equal across all rewards in that category (ie 10 out of 15 common rewards will be troops; 5 of 15 will be 1 troop and 5 of 15 will be 5 troops)
2) That the per-settlement "mysterious shard" is a rare shard that appears as a sixth option for the rare shard, depending on which settlement you're in (given that common+uncommon+rare %'s all add up to 100%)
edit March 10th: this assumption has been confirmed

The levels I wrote out were based on the islands I found on the main beta server, I don't have the data to do this for all levels

If you want to duplicate this in excel (or use this to check my work), copy the headers and then put these formulas in:

CellFormula
G2 =IF(B2<>"",B2*6,"")
H2=IF($G2<>"",$G2*C2,"")
I2=IF($G2<>"",$G2*D2,"")
J2=IF($G2<>"",$G2*E2,"")
K2=IF(G2<>"",H2*20*(1/15) + I2*100*(1/6) + 0,"")
L2=IF(G2<>"",H2*20*(1/15) + I2*100*(1/6) + J2*(1/6)*150,"")
M2=IF(G2<>"",H2*25*(1/16) + I2*200*(1/6),"")
N2=IF(G2<>"",H2*25*(1/16) + I2*200*(1/6) + J2*300*(1/6),"")
O2=IF(G2<>"",H2*3*(10/15) + I2*10*(1/6),"")

TLDR: very underwhelming and I hope I am wrong
side note: posts directly below are referencing incorrect math on the troop column; I've corrected that above--part of why I included the formulas I used, as I said, I hope I'm wrong, because IF I go to Venus, it'll be yet another era where I tell people who want to buy the GB, not to buy it because it's trash
 
Last edited:

m.s.b.

Farmer
That's actually a surprisingly decent number of troops, even at low levels. Okay, so it's like a third of a CC, a third of a traz, and a couple of goods buildings. Plus some other random crap. And much more expensive to level. Would never build it, but not the *total* trash I thought it was.

EDIT: Nevermind, this math is wrong, it's total trash.
 
Last edited:

MooingCat

Viceroy
Spoiler Poster
LevelChanceCommon%Uncommon%Rare%Shards/dayCommon/dayUncommon/dayRare/dayFP/dayFP/day AztecGoods/dayGoods/day
Viking
Troops/day
13​
22.88%​
67.02%​
26.88%​
6.30%​
1.3730.9200.369
0.086​
7.377​
9.539​
13.738​
18.062​
19.0​
16​
23.86%​
66.21%​
26.86%​
6.93%​
1.4320.9480.385
0.099​
7.673​
10.153​
14.299​
19.259​
19.6​
18​
24.52%​
65.68%​
26.98%​
7.34%​
1.4710.9660.397
0.108​
7.904​
10.604​
14.741​
20.140​
20.0​
19​
24.85%​
65.41%​
27.04%​
7.55%​
1.4910.9750.403
0.113​
8.020​
10.834​
14.963​
20.591​
20.2​
42​
32.36%​
59.62%​
28.40%​
11.98%​
1.9421.1580.551
0.233​
10.734​
16.549​
20.189​
31.819​
24.1​
65​
39.01%​
54.47%​
29.70%​
15.83%​
2.3411.2750.695
0.371​
13.286​
22.549​
25.164​
43.690​
26.7​
76​
41.65%​
52.24%​
30.29%​
17.47%​
2.4991.3050.757
0.437​
14.356​
25.271​
27.271​
49.100​
27.4​

I made some reasonable assumptions to produce this table:
1) That the chance of each reward in a category is equal across all rewards in that category (ie 10 out of 15 common rewards will be troops; 5 of 15 will be 1 troop and 5 of 15 will be 5 troops)
2) That the per-settlement "mysterious shard" is a rare shard that appears as a sixth option for the rare shard, depending on which settlement you're in (given that common+uncommon+rare %'s all add up to 100%)

The levels I wrote out were based on the islands I found on the main beta server, I don't have the data to do this for all levels

If you want to duplicate this in excel (or use this to check my work), copy the headers and then put these formulas in:

CellFormula
G2 =IF(B2<>"",B2*6,"")
H2=IF($G2<>"",$G2*C2,"")
I2=IF($G2<>"",$G2*D2,"")
J2=IF($G2<>"",$G2*E2,"")
K2=IF(G2<>"",H2*20*(1/15) + I2*100*(1/6) + 0,"")
L2=IF(G2<>"",H2*20*(1/15) + I2*100*(1/6) + J2*(1/6)*150,"")
M2=IF(G2<>"",H2*25*(1/16) + I2*200*(1/6),"")
N2=IF(G2<>"",H2*25*(1/16) + I2*200*(1/6) + J2*300*(1/6),"")
O2=IF(G2<>"",H2*30*(10/15) + I2*10*(1/6),"")

TLDR: very underwhelming and I hope I am wrong

I believe you've made some mistakes in your calculations for units. First of all, I think it's more reasonable to say that 1 unit has a 1/7 chance and 5 units has a 1/7 chance, and that which unit you get is calculated separately. But even in your case, for level 13 for example you will get 0.92 common shards per day, so 0.92*(0.33*5 + 0.33*1) = 1.84 units per day, not 19. If you include rogues as well, that's an additional 0.37*10*1/6 = 0.62 rogues per day.
 

Dessire

Regent
The way this GBuilding has been made is not correct, is not right.

The reason why the prizes from shards are so bad is because FoE knows that any player from any era can get this new GB.

For players from low - mid eras, those rewards are amazing! but for end game players they are almost useless or very bad.

End game players do not want blueprints as a reward, do not want mass self aid kits, do not want a few coins or supplies and do not want a few amount of units.

If this GB was made for end game players, those rewards are useless, what end game players need are a good amount of units, a good amount of FP and no, 150 FP or 100 with a low chance that represents an average of 25 FP or less per day are not good! even 200 FPsucks, 200 FP are easy to get for end game players and a lot of end game players must deal with GBs over level 110, 200 FP for such levels is too low!, also need diamonds, an special potion to increase the defense of the ofensive units by 100% for 8 hours maybe, items to speed up the time it requires to complete a settlement, a way to heal units, etc.

Please FoE team, if you want to listen players, then you have 3 options:

1.Make this GB exclusive for SAV players and give them better rewards
2.Rewards according to the age of the player, so the max amount of FP or goods for example depends of the era of the player.
3.change the bonus of this GB. Something like "once per day, at level 80, 40% of chance to get 1 random fragment of a "mini" building of a random settlement, like a timeless dojo. those buildings need 15 fragments to transfrom them in 1 selection kit," or something like 20% or 30% of chance to get 1 fragment of 15 of your active settlement at level 60. or also add to it a daily production of FP like cape or AO, or units like traz!
 
I believe you've made some mistakes in your calculations for units. First of all, I think it's more reasonable to say that 1 unit has a 1/7 chance and 5 units has a 1/7 chance, and that which unit you get is calculated separately. But even in your case, for level 13 for example you will get 0.92 common shards per day, so 0.92*(0.33*5 + 0.33*1) = 1.84 units per day, not 19. If you include rogues as well, that's an additional 0.37*10*1/6 = 0.62 rogues per day.

ahh yes... change the *30 to *3 instead; the rogues are included, but the uncommon troops are included X 10
I did 10/15 because 10 of 15 rewards are troops (5 of 15 are 1 troop, 5 of 15 are 5 troops)
I could have made a much longer excel line to say h2*1*1/15+h2*1*1/15+h2*1*1/15+h2*5*1/15+h2*5*1/15+h2*5*1/15, but since each of those ten chances have an average of 3 troops I just shortened it...... but again, should have put 3, not 30

I'll correct it... but I only included troops as an after thought because I figured some people would whine about how the FP/goods don't matter because it gives a lot more than FP/goods. Do you see any problem with the FP/goods calculations based on what we currently know? because to me this went from being trash to being even trashier.. even if the troop counts were right, most ages only have 1 or 2 decent troops and the rest are just farm-fodder
 
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