Lovec Krys
Well-Known Member
This suggestion is actualy group of suggestions which tries to address two current issues with Magic academy.
I'm aware that if this gets to the developers, it will be their decision if and how this gets implemented (which parts yes and which not).
1) Spell creation speed issue
With crafting introduction, players not using Magic academy has got someting they can use it for.
Unfortunately, since (almost) every crafting recipe requires catalyst(s), which was added to the spell tab, players previously using Magic academy 100% of the time now have to decide if they are going to create catalysts or other spells (especialy painfull for those creating Magic manufacturing spell, since it's the rarer in other sources than other two common spells).
This part suggests some ways of dealing with this problem.
a) Simple increase of Magic academy's current levels speed
This suggestion only changes spell time creation (easy to implement)
Current values:
Level...speed/relic
1..........8h
2..........6,5h
3..........5h
4..........3,5h
5..........2h
Suggested values:
Level...speed/relic
1..........6h
2..........5h
3..........3,5h
4..........2h
5..........1h
b) Adding more Magic academy's levels
This suggestion adds new Magic academy levels and changes costs for current levels (players get more levels with ability to create more spells/catalysts for a reasonable price, players with lv 2 gets free upgrade to lv 3, Inno gets additional revenue from new levels)
Current levels & values:
Level..dia......speed/relic...Disenchant bonus
1.........-.........8h.................0
2.........-.........6,5h..............25%
3.........250.....5h................50%
4.........500.....3,5h.............75%
5.........750.....2h...............100%
Total:1500 dia
Suggested levels &values:
Level...dia.....speed/relic...Disenchant bonus (with original 25% increase)
1.........-.........8h................0 (0)
2.........-.........6,5h.............20% (25%)
3.........-.........5h................40% (50%)
4.........200....3,5h.............60% (75%)
5.........400....2h................80% (100%)
6.........600....1,5h.............100% (125%)
7.........800....1h................120% (150%)
Total:2000 dia (for new player, 1400 dia per current player with Magic academy lv 5)
c) Adding more Magic academy's levels II (sub variant of (b) with decreased speed and costs for 6&7 lv)
Suggested levels &values:
Level...dia.....speed/relic...Disenchant bonus (with original 25% increase)
1.........-.........8h................0 (0)
2.........-.........6,5h.............20% (25%)
3.........-.........5h................40% (50%)
4.........200....3,5h.............60% (75%)
5.........400....2h................80% (100%)
6.........500....1h40m.........100% (125%)
7.........600....1h20m.........120% (150%)
Total:1700 dia (for new player, 1100 dia per current player with Magic academy lv 5)
d) Lowering the cost of spells (also lowers time needed to create, another free variant to the more levels variants (b and c))
For example: Magical manufacturing
From 2x(T2+1) & 2x(T3+2)
to 2x(T2+1) & 1x(T3+2) (75% time needed to create)
or 1x(T2+1) & 1x(T3+2) (50% time needed to create)
Catalyst:
Remove one of the three relics needed (best the one shared with magical manufacturing) (66% time needed to create after the change)
Other spells can be affected similar ways.
2) Crafting recipe issue
With more and more recipes added, it's increasingly difficult to craft what you want. This part suggests some ways of correcting it.
a) Decrease rotation time
This suggestion increases chance to get some useful recipe by simply decreasing rotation time (easy to implement)
Current value: 8hrs
Suggested value: 6hrs (maybe even 5 or 4 hrs)
b) Give players free recipe reset every day
This suggestion gives additional 1 rotation per day for players - especially usefull for players visiting city once or twice per day.
Currently:
Each 75 diamonds
Suggested:
1st: free
Each after: 75 diamonds
c) Remove garbage recipes
This suggestion increases chance to get some useful recipe by lowering recipe count.
Suggestion: Since there are recipes used rarely or not at all (usualy for their high cost vs usefullness), I suggest to remove them. I suppose Inno has some statistics available about this. I could post list of those I consider garbage, but that would be valid only for me, other players have different crafting preferences.
d) Add 6th recipe slot
Increase wanted recipe chance by increasing count of visible recipes (from current 5 to 6 (or even more)).
3) Missing crafting recipe issue
Sometimes there are more than one wanted recipe to craft and not enough time to do so, mainly due to real life issues (sleep, work, etc..). So some recipes are not crafted due to this.
Possible solutins:
a) Disable checkbox (or button) for each slot (manualy disable recipe rotation for each slot)
By checking the checkbox (or button) player would disable recipe rotation for that slot and would be able to craft it later (even after several rotations), after unchecking or crafting the item, slot would go to the original state (standard recipe rotation).
I think that some deadline could be used (let's say a week), after the deadline, slot would go back to the standard recipe rotation even without player unchecking the checkbox or crafting the item.
b) Implement recipe queue (more than one slot for crafting itself, alternative to 3a)
Functionality could be this:
There would be more than one slot for crafting recipes (I suggest 3 should be enough in most cases, but more slots are not problem for players)
If slots are full, no more crafting possible. Recipes are being crafted from left to right, when one is finished, crafting of other starts immediately (similar like in military buildings), crafted item collection could be the same as it is now (only from more slots than one)
After choosing the wanted recipe by player, the crafted item would go to the queue in the upper part of dialog (currently there is only one slot).
Recipe would also dissapeared from the bottom line (empty space would appear there).
If item creation is canceled, recipe reappears in the bottom line again (in a first free position or the original position) under the condition that there are free positions (if recipe rotation has happened meanwhile, there might be 0 free positions, in that case canceled item recipe would only dissapear from the queue)
Due to the currently crafted recipes moving to the queue, when time comes all recipes would rotate (because the currently crafted recipes has dissapeared from the recipe line). That again increase chance for wanted recipes to appear.
I'm aware that if this gets to the developers, it will be their decision if and how this gets implemented (which parts yes and which not).
1) Spell creation speed issue
With crafting introduction, players not using Magic academy has got someting they can use it for.
Unfortunately, since (almost) every crafting recipe requires catalyst(s), which was added to the spell tab, players previously using Magic academy 100% of the time now have to decide if they are going to create catalysts or other spells (especialy painfull for those creating Magic manufacturing spell, since it's the rarer in other sources than other two common spells).
This part suggests some ways of dealing with this problem.
a) Simple increase of Magic academy's current levels speed
This suggestion only changes spell time creation (easy to implement)
Current values:
Level...speed/relic
1..........8h
2..........6,5h
3..........5h
4..........3,5h
5..........2h
Suggested values:
Level...speed/relic
1..........6h
2..........5h
3..........3,5h
4..........2h
5..........1h
b) Adding more Magic academy's levels
This suggestion adds new Magic academy levels and changes costs for current levels (players get more levels with ability to create more spells/catalysts for a reasonable price, players with lv 2 gets free upgrade to lv 3, Inno gets additional revenue from new levels)
Current levels & values:
Level..dia......speed/relic...Disenchant bonus
1.........-.........8h.................0
2.........-.........6,5h..............25%
3.........250.....5h................50%
4.........500.....3,5h.............75%
5.........750.....2h...............100%
Total:1500 dia
Suggested levels &values:
Level...dia.....speed/relic...Disenchant bonus (with original 25% increase)
1.........-.........8h................0 (0)
2.........-.........6,5h.............20% (25%)
3.........-.........5h................40% (50%)
4.........200....3,5h.............60% (75%)
5.........400....2h................80% (100%)
6.........600....1,5h.............100% (125%)
7.........800....1h................120% (150%)
Total:2000 dia (for new player, 1400 dia per current player with Magic academy lv 5)
c) Adding more Magic academy's levels II (sub variant of (b) with decreased speed and costs for 6&7 lv)
Suggested levels &values:
Level...dia.....speed/relic...Disenchant bonus (with original 25% increase)
1.........-.........8h................0 (0)
2.........-.........6,5h.............20% (25%)
3.........-.........5h................40% (50%)
4.........200....3,5h.............60% (75%)
5.........400....2h................80% (100%)
6.........500....1h40m.........100% (125%)
7.........600....1h20m.........120% (150%)
Total:1700 dia (for new player, 1100 dia per current player with Magic academy lv 5)
d) Lowering the cost of spells (also lowers time needed to create, another free variant to the more levels variants (b and c))
For example: Magical manufacturing
From 2x(T2+1) & 2x(T3+2)
to 2x(T2+1) & 1x(T3+2) (75% time needed to create)
or 1x(T2+1) & 1x(T3+2) (50% time needed to create)
Catalyst:
Remove one of the three relics needed (best the one shared with magical manufacturing) (66% time needed to create after the change)
Other spells can be affected similar ways.
2) Crafting recipe issue
With more and more recipes added, it's increasingly difficult to craft what you want. This part suggests some ways of correcting it.
a) Decrease rotation time
This suggestion increases chance to get some useful recipe by simply decreasing rotation time (easy to implement)
Current value: 8hrs
Suggested value: 6hrs (maybe even 5 or 4 hrs)
b) Give players free recipe reset every day
This suggestion gives additional 1 rotation per day for players - especially usefull for players visiting city once or twice per day.
Currently:
Each 75 diamonds
Suggested:
1st: free
Each after: 75 diamonds
c) Remove garbage recipes
This suggestion increases chance to get some useful recipe by lowering recipe count.
Suggestion: Since there are recipes used rarely or not at all (usualy for their high cost vs usefullness), I suggest to remove them. I suppose Inno has some statistics available about this. I could post list of those I consider garbage, but that would be valid only for me, other players have different crafting preferences.
d) Add 6th recipe slot
Increase wanted recipe chance by increasing count of visible recipes (from current 5 to 6 (or even more)).
3) Missing crafting recipe issue
Sometimes there are more than one wanted recipe to craft and not enough time to do so, mainly due to real life issues (sleep, work, etc..). So some recipes are not crafted due to this.
Possible solutins:
a) Disable checkbox (or button) for each slot (manualy disable recipe rotation for each slot)
By checking the checkbox (or button) player would disable recipe rotation for that slot and would be able to craft it later (even after several rotations), after unchecking or crafting the item, slot would go to the original state (standard recipe rotation).
I think that some deadline could be used (let's say a week), after the deadline, slot would go back to the standard recipe rotation even without player unchecking the checkbox or crafting the item.
b) Implement recipe queue (more than one slot for crafting itself, alternative to 3a)
Functionality could be this:
There would be more than one slot for crafting recipes (I suggest 3 should be enough in most cases, but more slots are not problem for players)
If slots are full, no more crafting possible. Recipes are being crafted from left to right, when one is finished, crafting of other starts immediately (similar like in military buildings), crafted item collection could be the same as it is now (only from more slots than one)
After choosing the wanted recipe by player, the crafted item would go to the queue in the upper part of dialog (currently there is only one slot).
Recipe would also dissapeared from the bottom line (empty space would appear there).
If item creation is canceled, recipe reappears in the bottom line again (in a first free position or the original position) under the condition that there are free positions (if recipe rotation has happened meanwhile, there might be 0 free positions, in that case canceled item recipe would only dissapear from the queue)
Due to the currently crafted recipes moving to the queue, when time comes all recipes would rotate (because the currently crafted recipes has dissapeared from the recipe line). That again increase chance for wanted recipes to appear.
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