@Lovec Krys The 3 toolboxes I don't see as too problematic - however I agree that 5 is a big much because that is very likely the majority of one's workshops.
@Marindor As I have said both here and on the US forums, I like the theory, I find the implementation of the new event quest system to be extremely flawed.
The main issues I have
1) Arbitrary assignment of currency - Sorry, but quests that require more time, goods, etc should grant higher currency than quests that are relatively effortless.
2) Quest scaling - certain quests have a greater impact and cost both during the event and long term at various levels
In Chapter 6/7 yes, 7 encounters is relatively easy having it a multitude of times over the course of an event means that I may be overextended which escalates the costs of the current and future events. And quite simply 35 (9 tourney provinces) is not something that I can manage over and over again in one set at my current level. I know for end of chapter players it is inconsequential, however for lower levels it is an issue.
3) Certain quest types should be limited as they have longer impacts than simply the event - these include Scouting, Gain Relics, Gain CC, Complete Provinces, Solve Encounter, Gain Spell Fragment, Gain Vision Vapor. These are all high cost quests, some such as gain relics, scouting, complete provinces and solve encounters have impacts on the player longer term.
4) No way to skip a problematic quest - Some quests such as Gain CC, a player can run out of resources to effectively complete. Once this happens there is no way to progress and given the number of events that have required these types of events, many lower and mid level players are likely to run into this issue.
5) Narrow path of quest completion - I have no objection to the production quests, however, I would like to see changes implemented to BUY KP, Produce goods, Recruit troops. You have given us many wonderful event buildings such as Carting Libraries, Ancient Wonders, and others that produce goods, KP, and supplies, but if they do not count toward the supply, KP, gain good quests, you are eliminating one of the joys of having them.
6) Quest escalation - certain things like solve encounters and gain relics leap from 2 to 5 to 7 and this gets to be too much on an already high cost quest.
One of the other items that I think the developers need to address is their vision of events.
Quote simply - define a couple broad category of player types - very casual (a couple times a week), casual (twice a day), determined (several times a day, maybe using boosts or diamonds), and hard core (logged in a lot and purchases the building, using a lot of boosts, diamonds etc to accelerate play or has designed city to maximize event participation)
Combine the player type with where they are chapter-wise, low, mid, upper
My expectations is that a low very casual player might get 1-2 evolutions, a mid very casual would get 3-4, a high very casual 5-6. None of these would fully evolve a building.
A determined player at any level should at minimum completely evolve 1 building and be partway on a second.
A Hard Core player at Mid/Upper levels likely will have 2 buildings completely evolved and potentially the third.
Okay suggestions on how to address the issues:
1) Currency assignments - on the US forums I did a more in depth suggestion but the core breakdown is determine the relative effort and cost of a quest.
These break down into free/low/medium/high/very high - effort represents the time so something like give neighborly help is a free/free quest. Where as Gain CC is a High/Very High quest. Quests on the low end of the spectrum occur more frequently, but have a relatively low currency gain (10 or so depending), expensive quests such as complete province, complete 7 encounters, gain CC, gain vision vapor, gain relics, could be giving 50 or more currency. For workshop quests, 5 5 minute productions gives less at scale than 25 5 minute production. Each time tier and factory count increases the currency awarded so that players are not penalized as much by receiving a 9 hour or 24 hour quest in comparison to a player who has received a 3 hour or 1 hour quest. The intent behind this is to keep thing in scale toward a relative currency gain based on player type vs. luck based. Currently if a player is very lucky and gets 3 relatively easy quests they can amass currency very quickly - which is part of what we saw with the Mermaid event.
2) Quest Scaling - One of the reasons I emphasize this is certain quests have harsher impacts at various levels. For a low (1-5) chapter player, if all the provinces they have left are 'very hard' the costs of goods and troops to complete 7 encounters can be prohibitive especially if they recur too often. For upper tier players, the time it takes to scout means they have 3 days downtime in the event and increases the likelihood of non-participation. There is a certain amount of scaling with the gain supply/gold/good quests, but I would like to see some further customization. The quests that low, mid, and upper tier chapters receive may be different. Lower 1-5 may receive more gain good, chapters that have guest races could have produce a specific guest race good if it is unlocked, or T2 & T3 goods. This allows more variation.
3) Limits on certain quests - Some of the very high cost quests (such as any that require relics) can very adversely impact a player or completely block them. Gain CC, Gain Relic, VV, Spell Fragments, Solve Encounters, Buy KP & Scout Province should all be fairly limited on how often they can occur. Some of these are high cost due to requiring relics or limited resources to complete, Buy KP does not reset so has an ever increasing cost to the player to complete unless they spend diamonds which may ultimately be the intent, solve encounters & scout provinces has ramifications beyond the current event if they occur too frequently as previously stated. Implementing a counter on the more problematic quests so that they cannot occur more than once in every 20 or 50 quests would alleviate seeing these quests far too often.
4) Skipping quests - I know that it seems like this would make it far too easy, but there are ways to implement a skip such as a 12 hour cool down before a new event quest is given would alleviate the issue. There are certain times where a quest will completely block progress for various reasons and currently once a block is reached there is no in-game way of moving beyond it unless the player is able to find some way to complete the quest.
5) Narrow path of quest completion - this is inherent in the production quests, and there are a lot of those, that is why it is a relief to see more gain good quests. For gain good/gold/supply quests ensuring that event buildings that produce those qualify to complete the quest adds value to the quest. Quests like Spend KP are actually ideal as there are multiple avenues to do so whether it is research, investing in my own or another's AW, using an AW KP token. Spend KP is one that could have variance added for spend 3/5/7/10/15 KP rather than just 10. To me Buy KP highlights this issue, it is a high cost (either escalating goods or a diamond cost) quest that only has one avenue of completion (Scout province is the same). Changing Buy KP to gain KP opens it up for the player to determine how to meet the quest requirement vs. the developers and gives more shine to carting libraries and AWs that grant KP... OR the player waits until they gain KP through time which slows down their quest progress.
The flip side of this is multiple quests that basically require the same resource utilization (hence why I refer to them as costly). The quests Gain Relics, Solve Encounters basically use the same resource even if they use different terminology. Potentially relics can be crafted, however since there are gain vision vapor quests, most players are pre-producing buildings to meet the vision vapor requirement vs. crafting for relics to meet the gain relic quest, this is again why these quests should be limited in occurrence.
6) Quest Escalation - basically I have addressed this elsewhere in the definition of quests being costly. The Gain Relic and Solve encounter quests jumping from 2 to 5 to 7 means that they increase the costs and because they can theoretically occur every quest or every other quest these quests can quickly denude a player of goods and troops. My preference would be that any very high cost quest that requires encounters or relics in its production should have a very limited amount of occurrences in the event.