• Dear forum reader,
    To actively participate in our forum discussions or to start your own threads, in addition to your game account you need a forum account. You can
    REGISTER HERE!
    Please ensure a translation in to English is provided if your post is not in English and to respect your fellow players when posting.

Discussion Stop this of automatically increasing the QI level at midnight

What do you think about the automatic increase in IQ levels every day at midnight?


  • Total voters
    61

Dessire

Emperor
I'd still honestly ask if inno would just quit on it. Was there really such an abuse for 1 man guilds fighting level 1 the whole time? They didn't even get as good of prices?!

And I'm really miffed about the quantum power price not resetting daily. I ended up accumulating half a million coins and supplies because I only fought until my points ran out. Although I really wish GEX attempt cost also reset at midnight as well.
Go and join to a bigger guild, solved.
 
Are you not concerned about your happiness? Is it more efficient to have a big industry with an angry population than a happy population in a lazy city?
The trick is to not collect as is.
You collect just a few houses/butcher and sell them. In their place you build Amphitheater. Repeat until you have 150% podction bonus.
Then collect all the rest without selling anything more. Sell the Amphitheater and build again.

This works as long as:
  • Your initial efficiency is at least 60%. If your efficiency is 20% then you actually loose resouces. This is why you will always see at least one Amphitheater (2 if there are a lot of houses). One Ammphitheater is enough as long as your population is below 750. At 750 population you need 2 Amphitheaters.
  • It only works with tier 1 houses and production, because the building time is in seconds and their cost is very low. So a house build, collected once and then sold immediately, is still a net positive as long as your efficiency is 60% or more. For higher tier resources cost is more than one collection (+ longer bulding time). A tier 2 building costs 31250 resources but produces (at 100%) only 12500. A tier one cost 2500 and produces (at 100%) 6250. And when selling it you recover 25% of the cost. Amphitheater cost just 1000 coin, 750 once you including coin recovery from selling it.
  • You do not destroy any required road. Move them around once you sold the building they where connecting. Each road square cost 1000 coins!
So, every space you would put amphitheater in, you can put more houses/butchers and collect selectively. Except the one amphitheater(s) needed to keep 60% efficiency,

In the picture there is one building that is not completed: an Arch.
When collection is ready that arch will already be completed. This is possible because he is using a bunch of ascended building to boost his initial supply to over 100k.
 

Kommodor

Marquis
I have already secured such a start strategy for the next 6 months, and during this time something new may appear, or maybe it will continue for 6 months ..
1 - Harvest Hub (+7000 supplies, +4% supply production; 10 days)
4 - Jolly Oink Pigsty (+10 goods, 20,000 supplies, +4% supply production; 30 days)
1 - Royal Carriage (+5 units, +20,000 coins, +4% coin production; 30 days)
1 - Sled Pup Monument (+10 goods, +5 units; 30 days)
1 - Vagabond Library (+10,000 coins, +2% coin production; 10 days)
1 - Vagabond Library (+5,000 coins)
1 - Holly Hauler (+4% coin production, +4% supply production; 30 days)
 
I have already secured such a start strategy for the next 6 months, and during this time something new may appear, or maybe it will continue for 6 months ..
1 - Harvest Hub (+7000 supplies, +4% supply production; 10 days)
4 - Jolly Oink Pigsty (+10 goods, 20,000 supplies, +4% supply production; 30 days)
1 - Royal Carriage (+5 units, +20,000 coins, +4% coin production; 30 days)
1 - Sled Pup Monument (+10 goods, +5 units; 30 days)
1 - Vagabond Library (+10,000 coins, +2% coin production; 10 days)
1 - Vagabond Library (+5,000 coins)
1 - Holly Hauler (+4% coin production, +4% supply production; 30 days)
To make it more easy to sustainable, you could change 1 Ascended Havest Hup (10 days) with 2 Harvest Hub (permanent).
You would loose the +4% supply production (from 24% to 20%) but you would have the same +87000 supplies you need to build an Arch immediately.

If you cannot sustain an Ascendant Library every 10 days, you can add a third library. All the other ascendant building have a period of 30 days.
 
Well, here's the result, most people don't agree with this method of increasing the automatic level. It's up to INNO to undo this ingenious idea. And the race against time between having a decent settlement to fight and do the objectives since most still when they have their decent settlement QI already goes to level 6/7. Most players are not end game
 
Well, here's the result, most people don't agree with this method of increasing the automatic level. It's up to INNO to undo this ingenious idea. And the race against time between having a decent settlement to fight and do the objectives since most still when they have their decent settlement QI already goes to level 6/7. Most players are not end game
Do you realize that Inno would be irresponsable to make a decision that affect thousands and ten of thousands of palyers based on a survey with less than 100 respondant?
It wouldn't be statistically meaningful even if it didn't suffer by selection bias (bias: to answer this suyvey player need to be registered and access the forum). This survey just show our opinion, we don't like this feature.

The important parameter for Inno should be impact on:
  • new players registrations;
  • player's retention;
  • money spent.
 
Do you realize that Inno would be irresponsable to make a decision that affect thousands and ten of thousands of palyers based on a survey with less than 100 respondant?
It wouldn't be statistically meaningful even if it didn't suffer by selection bias (bias: to answer this suyvey player need to be registered and access the forum). This survey just show our opinion, we don't like this feature.

The important parameter for Inno should be impact on:
  • new players registrations;
  • player's retention;
  • money spent.
Your parameters are completely wrong. The game already did this when it created the mode back in March/May. This is an adjustment of what already existed BEFORE. And here is a tab to discuss opinions if it is so better to leave only the Spoilers and Announcements tab of the game and lock the comments if the opinion here does not matter. It is worth remembering that first of all it is is a BETA.
 

RKinG

Marquis
We have to keep one thing in mind, Innogame plans the evolutions of the game in advance, I think at least 2 years. They hear the opinions and needs of the beta testers and players. This system will not always be present in QI. The game will continue to evolve. We won't like things, we'll get used to other things and enjoy things later with the gaming experience. Your survey reveals that we are very divided on this subject
 
Your parameters are completely wrong. The game already did this when it created the mode back in March/May. This is an adjustment of what already existed BEFORE. And here is a tab to discuss opinions if it is so better to leave only the Spoilers and Announcements tab of the game and lock the comments if the opinion here does not matter. It is worth remembering that first of all it is is a BETA.
You are confusing discussion, opinion, feedback with instruction.

Well, here's the result, most people don't agree with this method of increasing the automatic level.
This is a feedback.
It's mixed with your opinion that it is shared by "most people". You probably believe based on the sample in this forum, your guild etc. that most peole are against. But I doubt you have access to even a fraction of the player base. Still you might be 100% correct. I don't know.
I was surprised to find a youtuber that said this is a good change (I mostly think this is a bad change like you seems to do).

It's up to INNO to undo this ingenious idea.
This is an instruction. This is what I had a problem with.
It's also a bad use of logic.
"Most" player do not like the change -> the change should be reversed.

My response explained why this type of logic is both flawed and dangerous (the danger is that it can harm the bottom line of Inno with a risk of killing the game).
Inno should not base decision on opinion expressed in forum, feedback or survey, unless confirmed by data.
If people dislike a change doesn't mean it's a bad change. It's a bad change when poeple dislike the change so much that they leave the game, spend less or that new customer are more difficult to attract.

And the race against time between having a decent settlement to fight and do the objectives since most still when they have their decent settlement QI already goes to level 6/7.
This is again your opinion and it's perfectly fine to believe it true.

Most players are not end game
This mostly demonstrate that you didn't read feedback threads. In this thread and the feedback thread there are multipe posts that show how a not "end game" player can get a lot of progress in qi, even with the changes Inno introduced.

When companies listen to feedback, by how vocal the feedback is without checking actual data, sometime they get a Snyder's Justice league cut and sometimes 2024 Disney financial result.
 
Top