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Feedback Summer Event 2023

drakenridder

Overlord
Perk Creator
The pirates got around a lot. They plundered nice gardens and the magnificent horror circus, just for you to build one yourself!
I love you're creativity but from a summer-event point of view I've been more happy if the pirates wanted to setup a base in my fine city. So, they could join me in my quest for untold treasures.
 

drakenridder

Overlord
Perk Creator
The side buildings are quite interesting. I've calculated their %buff efficiency per square. This is actually with the consideration that you'll need at the least the bare minimum number to produce enough frag. for 1 temporary boost every week. This way of thinking is mainly of a player who's fighting only once a week for 30 minutes maximum.


(8x) Paradise roses =
100%:def_attacker: 30min. Produced weekly buff
12,5%:def_attacker:30min./w /square
8-16%:att_defender:
1-2%:att_defender:/square

This one produces up to 2 frag./building, hence its efficiency. For rounding purposes I've not taken into account the additional 1/15 frag. after 1w. produced but every 15th week you could get an additional buff, assuming perfect collection streaks.

(15x) Hidden goods =
100%:att_attacker:30min. / 200%:att_attacker:30min.
15-30%:def_attacker:
13,33%:att_attacker:30min./w /square
1-2%:def_attacker:

I've crossed out the weaker of the 2 versions, since they're not stackable. I have also not taken into account shifts in collecting times. Which would make it a bit more fair but more complex.

(15x) PY-R8 Maraudar
100%:def_attacker:30min. / 200%:def_attacker:30min.
45%:def_defender:
3%:def_defender:/square
13,33%:def_attacker:30min./w

In conclusion and unsurprisingly paradise roses are the worse in terms of efficiency. Though its redeeming quality is that you need less of them to get the buffs rolling in. Meaning less time is needed to producing them or less luck. They're also providing some %:att_defender: for those who need it. So, for a more military player they could be surprisingly useful-ish.
The hidden goods however are imo the unsurprising best option for those who want more %:att_attacker: to carry them through though battles and improving their goods supply. To improve their neg. resources. Imho players who are mainly focusing on goods and parttime fight could get most use out of them. Since the %:att_attacker: efficiency is quite large and they're offering some additional %:def_attacker: permanently.
For the more regular fighters, I would go for the PY-R8. It does supply you daily with art. units, which depending on the age you're in, can be useful. Also the %:def_attacker: is extremely good. Though it does suffer from shifting collecting times.

For all the side buildings, they're also all suffering from one critical bottleneck: their buffs ain't stackable and not compatibel. Meaning additional ones compromising their %buff/square efficiency but improving their availability. Leaving the paradise roses the weakest of the 3. Even though it's still among the better %:att_defender: efficient buildings, it greatly suffers from the lack of any other production than fragments. Where hidden goods redeems itself in being fairly efficient with goods production and the PY-R8 record holder in efficiency for units/square, although it's specialised in art. units.

Paradise roses are sadly one to avoid unless you really need the %:att_defender: up ASAP. Otherwise I'd rather advise the hidden goods if the goods supply is not large enough yet, probably best for TAS players to keep up with demand and better for age-rushing players. For general fighters who use art. units regular or are in an age where art. is strong, PY-R8 is a great option.
Personally I'm probably stacking a couple of PY-R8's and opt after that for a lot of hidden goods later down the road; whenever I may age up into the space ages, most art. units aren't that great (except SAV & TAS).
 

drakenridder

Overlord
Perk Creator
Only the Attack for Atracking army boost is not stackable. The Defense for Attacking army is :)
Thnx, that's really good to know. I thought based off the att% boosts vs def% boosts that any %:att_def_attacker: boost is not stackable. In that case the side buildings providing %:def_attacker: won't getting their efficiency %:def_attacker: compromised at larger scale. Making them quite powerful options.
Makes the paradise roses quite a bit stronger but still imo it's a good chunk weaker due to the lack of other productions. Since the %:def_attacker: boost is rarely useful. Unless a player doesn't have a lot of it yet or at high attrition. Both are within more advanced cities a bit rarer than %:att_def_defender: for GE5.
 

Kronan

Viceroy
Any accumulation of these 1 square items (PR, PYR8, HG) are sucking up all the priority for P/M.

Everyone should check their townhall logs for events after a daily collection, and see what gets done in their city first, next, next, etc. Check every few hours, and each day - you'll see a pattern form on this.

This was mentioned in a few other topics, but if critical other items are not getting their essential P/M for goods or FP or anything you count on, then you'll have to do a self-aid on what doesn't get done, or use a Mass Self aid.

Unless you have a LOT of Nutcracker Guardhouses to make more MASS SELF AID fragments, you'll quickly get behind.


I would re-ask for a review on the priority of what gets the auto-aid function (which most people use when aiding), so that this comes back into balance.

I would ALSO re-ask for INNO to consider making something in a current or NEW event give us MASS SELF-AID fragments.

I'm hearing from others and personally seeing a few things unaided each day before a collection.

There are fewer people in the game that care to do aiding, or actually to do the aiding (very low hood stats, consistently...), and it's starting to make a difference for the players that remain..
 
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Kronan

Viceroy
@drakenridder

I know you've seen this before, but you could marry this simple table with your more complex (and sortable) evaluations (above) and have some fun with it. ;):D

Table of Black-Red-Blue flask features.JPG
 
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drakenridder

Overlord
Perk Creator
@Xiphos thnx, I've seen your table and have drawn my conclusions with it. Attacking % ain't stackable but defence buffs are. I still feel it's rather wacky for balancing. One could get enough %:def_attacker::def_defender: to become effectively near invincible. With an AO for example in extremes:
You're damage capabilities: 1-2 (2 due to AO)
Enemy: 1-1 (high enough defence prevents more damage)
In the space ages this does not apply to such extend. Since keen eye can give 2x damage: 1-2 for enemy. When player is extra lucky AO+keen eye: 1-3 (2 for AO/keen eye, double is 2, 50% is an additional damage point, makes 3). In this regards with luck on the player's side, they can neglect att%. Granted the player can muster sufficient %:def_defender::def_attacker: to get the described scenario.
 

Norde

Merchant
From the free to play view: the event was well balanced, even without the bug's extra reward, i'm sure everyone could level up to the max.
To my greatest surprise, I also got the full viceroy's villa. I didn't expect it, I love it.
 

TudorRknRlla

Merchant
I tend to update my profile after each event with the latest Events Achievement Badge, and now I just noticed that the 2023 Summer Event didn't give one for finishing the Event Quests, has this been mentioned before here, or is it just me who didn't get one and nobody else's care?

Edit: And why is my me emoji crying not showing up at the end of the text? (me emoji crying again)
 

drakenridder

Overlord
Perk Creator
@TudorRknRlla I’ve noticed that too. Not sure what went wrong. I’ve gotten lazy year the purple achievement. There are higher tiers. One of my friends have a higher tier than purple but neither of us advanced to a further tier.
 

CrashBoom

Legend
funny. after you talked about achievements I looked at mine and found a bug:
I have two level 1 achievements for "Finish the main questline of the Fellowship Event"
"Journey's End" and "Banquet Bonanza"
 

drakenridder

Overlord
Perk Creator
@MJ Artisan of War
those 2

Feta Farm (3x2)Golden Goal Gyros (2x2)

FetaCheeseMaker_4K%20Kopie.png

Gyros_FoodTruck_4k%20Kopie.png

  • Boosts:
    • 7-17% Attack for Attacking army
    • 12-22% Defense for Defending army
  • Production:
    • 6-8 Forge Points

  • Requires Motivation

    Production:
    • 20-30 Goods
    • 20 Guild Treasury Goods
  • No road connection required
  • included in the Mediterranean Memories Selection Kit
  • Boosts:
    • 4-14% Defense for Attacking army
    • 5-15% Attack for Defending army
    • 5-10% Coin Production
  • Production:
    • 5-7 Forge Points

  • Requires Motivation

    Production:
    • 10-20 Goods from a previous era
  • included in the Mediterranean Memories Selection Kit
 

UBERhelp1

Viceroy
funny. after you talked about achievements I looked at mine and found a bug:
I have two level 1 achievements for "Finish the main questline of the Fellowship Event"
"Journey's End" and "Banquet Bonanza"
I believe it's due to the event minigame being changed. The same thing happened with the two anniversary events. Idk what happened with the Summer Event though
 

Juber

Overlord
Community Manager
Checked the post like 5 times Juber... But You are learning sarcasm.... Which is a plus!
Thanks drakenridder for the clear answer.
?
The info is literally there. I have copied it for your:
NameIconFragments requiredItems included
Aegean Resort Selection Kit
Aegean Resort Selection Kit
-
  • Aegean Resort - Lv. 1
  • Aegean Resort Upgrade Kit
Aegean Resort Golden Selection Kit
Aegean Resort Golden Selection Kit
150
  • Aegean Resort - Lv. 1
  • Aegean Resort Upgrade Kit
  • Aegean Resort Golden Upgrade Kit
Mediterranean Memories Selection Kit
Mediterranean Memories Selection Kit
100
  • Golden Goal Gyros
  • Feta Farm
Epic Soccer 2023 Selection Kit
Epic Soccer 2023 Selection Kit
-
  • Gentiana Windmill - Lv. 1
  • Gentiana Windmill Upgrade Kit
  • Flower Path
  • Wheat Path
  • Olive Tree Path
  • Rocky Path
  • Athlon Abbey - Lv. 1
  • Athlon Abbey Upgrade Kit
  • Hippodrome Carceres - Lv. 1
  • Hippodrome Sphendone - Lv. 1
  • Venetoi Track
  • Leukoi Track
  • Rousioi Track
  • Carceres Upgrade Kit
  • Sphendone Upgrade Kit
  • Hall of Fame - Lv. 1
  • Hall of Fame Upgrade Kit
  • Winners' Plaza - Lv. 1
  • Winners' Plaza Upgrade Kit
  • Altar Garden - Lv. 1
  • Altar Garden Upgrade Kit
  • Tholos of Idols - Lv. 1
  • Tholos of Idols Upgrade Kit
Epic Spring Selection Kit
Epic Spring Selection Kit
-
  • Suishun Mill - Lv. 1
  • Suishun Mill Upgrade Kit
  • Hanami Bridge - Lv. 1
  • Hanami Bridge Upgrade Kit
  • Pagoda - Lv. 1
  • Pagoda Upgrade Kit
  • Lv. 1 - Zen Zone
  • Lv. 1 - Sakura Rock
  • Lv. 1 - Nishikigoi Pond
  • Lv. 1 - Emperor's Entrance
  • Lv. 1 - Gong of Wisdom
  • Zen Zone Upgrade Kit
  • Sakura Rock Upgrade Kit
  • Nishikigoi Pond Upgrade Kit
  • Emperor's Entrance Upgrade Kit
  • Gong of Wisdom Upgrade Kit
 

CrashBoom

Legend
I believe it's due to the event minigame being changed.
but the achievement is not for playing the event minigame but for completing the main event questline ;)
and the description is 100% the same

The same thing happened with the two anniversary events.
here the first event achievement says: "in the 10th Anniversary Event" and the next "of the Anniversary Event"

so the 10th is a special anniversary (which is only once ever) where a normal anniversary is every year

ok the first description could be changed to add all regular anniversary event


and
if they change existing achievements I would suggest:
combine all colony indepence achievements into one

so instead of 4 level 1 indepence achievement (Mars - Jupiter Moon) I would prefer one level 4 colony indepence achievement
name would be change to "Colony Indepence" achievement and text changes for each level
for example level 4: "Grant independence to your Mars, Asteroid Belt, Venus and Jupiter Moon colony"
 
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