Perhaps you can gain more supplies by doing repeatable quests - but if you don't do them and if you do tournaments, the MA is worth the space...
But in such case I have to rethink if overall pros and cons are good for me. At this moment I cannot say that. Why? Because Tournaments are in beta and are modified with every tournament, depending from just ended to tweak costs and making rebalance. Completely unstable solution. I cannot make assumptions for longer play when I know they may change this element any moment and MA is undestroyable building. I can build and destroy 1 level workshops any moment and put something in its place on any occasion. AM + Tournaments don't give me such option. If Tournaments will be badly rebalanced I am still with crappy, 5x5 big, unusable and only wasting my place MA.
That's a whole new topic. Feel free to tell me all about the reasons why they don't work in western Europe in the off-topic section of the forum.
Just ask in separate topic in Off-topic or on PM. Don't make mess here more than it is needed.
You all do realize that by constantly saying that the MA isn't worth it because the quest offers better rewards, the only thing that will happen is that they will take that quest away from us to force us into building that awful building?
I know that, but this element has to be better organized and modified, because it stinks
I wish they did, it's about time they changed/removed the exploitable quests. Unlimited coins and supplies from quests has been a serious problem for too long now and it would make the current spells a bit more interesting.
They aren't unlimited, but for sure they aren't well balanced. But this is not their fault. Quest system as a whole is looking like cutted-off from different game, pasted here and is simply not matching well. It should be tweaked, rearranged. Currently however progress in game is affected by this corrupted system and to "balance" it, they insanely increased costs of almost everything, which caused situation many players is hitting wall.
Then the problem is not the academy, but the quest, isn't it?
You again don't look deeper. Overusing quest system is only result of many others flaws. This game problems are like iceberg. Only part of them are visible. Rest is hidden under surface and only longer analysis can point them. That is why old players can point them, but younger not or see only 2-3 elements of much longer chain.
interaction over action (trade/Nh create interaction), cooperative over competetive play
game play: networking more valuable than self seeking
all good so far- the game is well designed to encourage interactive, cooperative, non-competetive (not 0-sum) type of play
So where are those cooperative elements? For me Tournaments
can be first cooperative element in this game
Brotherhoods? Where they reward cooperation? Where are brotherhood tasks/quests? Where are elements needing cooperation between neighbors or people in brotherhood? They don't exists at all. Maybe ranking of brotherhoods? It is same way affected by payments like individual ranking. Not worth mentioning in this context.
What's needed is an untethering of cities from broken neighborhoods..,that's probably a big deal as far as programming goes so I'm open to it taking time.
But they had a lot of time. Problem is known from January...
2015 And it could be recognized even at project phase, long before implementation! So why this happened? That is easy answer and mentioned by me dozens of times here. Project is badly managed. It is having potential, but wrong decisions are making game unplayable and awful. Instead of working with players to enhance game, they fight with them, treat as enemies and do a lot of things harming community. I don't hold grudge against
@Goryn,
@Muf-Muf or any Team Member. On my server I cooperate with them often. But I am being tired of constant fights with stupid owners ideas, who knows only "cheated" version of game, with unlimited resources, instant building, endless diamonds, full neighborhood and so on. They know and see only this part of game they want to know. But elements aren't working well, they don't match in many situations. As a whole it looks like project is too big for too small team and thus they cannot handle it properly. Everyone working for years in IT industry see that. I don't have to be in team or in Inno. I look at product, how processes are working and see through them. It comes with practice, not from books or as theory. But to gain this experience you have to work in more than one or two companies and be sometimes fired or resign on its own. Other way you don't evolve, don't progress.
The AW's and the Academy all except Mtn halls...pfffft...not much there frankly. The space and permanence of these buildings means they should be highly impactful.
They should be and
maybe in future it will be, but making this building mandatory isn't solution. People don't like being forced to anything. They will resist only because they are forced to that. This is human nature. People have to be attracted to something, not forced to. For now MA doesn't give us nothing except few long-time-producing and relic-consuming weak spells not worthy to being made. Spells should be stronger, even if their price will be higher.