aliceFalling
Well-Known Member
i see...thank you...so basically your average player, getting between 5 and 11 bear artifacts would never know that...you get another 3 after you gain 27 artifacts
i see...thank you...so basically your average player, getting between 5 and 11 bear artifacts would never know that...you get another 3 after you gain 27 artifacts
@Marindor, what balance? there really is no balance whatever you do...we all play differently. why try to change that? just cap the prizes instead of fixing something that worked.@Maillie maybe my previous post wasn't clear enough on that point: It's not about "cheating". There's nothing wrong with that strategy, the only point is that in the new event quest setup, it would result in too much event currency being too easily obtainable and therefore disrupting the balance, so for the events we had to find a solution for that![]()
While you are trying to balance early chapter at the same time you are unbalancing last chapters with increased demands for sentient goods, for that reason i belive best way would be to include in this 3 type of quests (3 hours T1, 9 hours T1, x amount of produced T1) T4 as a combination of T1+T4 for all 3 quests, personally i dont want to have more T1 in my city, i have plenty of those, but now i do need T4 (which is T1 afterall) and i would rather build that.Ensuring that the event is playable for people in the earliest Chapters of the game is also the reason why event quests never require Tier 2 or Tier 3 Goods productions, Sentient Goods or any other options that are only unlocked significantly later in the game.
Hope that won't be as simple as "don't give that quest if it's just completed", or it will end up in switching fromFor upcoming events, we aim to bring back more variety, by limiting how often quests can appear in direct succession. This should prevent cases where you ended up receiving the same quest task back-to-back.
Marindor said:Accessibility for all players
We have to consider that our events are available to players of all Chapters, including the very newest players, who cannot yet craft Recipes, gain Vision Vapor or Enchantments from the Magic Academy, or complete Encounters in the Spire of Eternity. Therefore, we will need to offer alternatives for these quests, which we can do with Scouting- or Research-related tasks more easily for early Chapter players. For further-advanced players, the tasks to play some Encounters in the Spire or to craft Recipes should generally cause no issues to complete, and will remain the intended option for them to choose. Ensuring that the event is playable for people in the earliest Chapters of the game is also the reason why event quests never require Tier 2 or Tier 3 Goods productions, Sentient Goods or any other options that are only unlocked significantly later in the game.
actually truely random means you have a pretty decent chance of getting the same quest a few times in a row. only if you do a large amount of quest you will see that it evens out. (after getting the other quests a few times in a row aswell)With all the issues we're seeing with the endless quest line, wouldn't they be resolved if the quests became truly random instead of this bizarre conditional system we've got now? Even if we had a mere 10 different quests (or quest types) in a truly random system it would be almost impossible for people to get 3 or more scout quests in a row. It may happen in extremely rare cases, but the situation with pretty much everyone reporting this happening to them multiple times would no longer occur. There'd be no need for special conditions attached. True randomness would be enough to make these problems rare enough that they wouldn't be an issue.
not quest you already had, but couple of quests, or you end up with same repeating, but each other quest.making the chance of the next quest being based on the quest you already had.
actually truely random means you have a pretty decent chance of getting the same quest a few times in a row. only if you do a large amount of quest you will see that it evens out. (after getting the other quests a few times in a row aswell)
What you actually want is pseudo random, making the chance of the next quest being based on the quest you already had. making the quests more spread.
All your idea would be true if :no? truly random seems like it would work fine. over the course of the entire event i'm sure you would occasionally see some quests repeat themselves, but it would be rare enough that it wouldn't be a problem, unlike the current situation where it's unreasonably frequent, not to mention all the many occasions where some quests repeat themselves 3 or more times in a row, which would be practically unheard of in a truly random system.
we have very few quests for it to ever feel random, they would need to double or triple amount of quests to feel more random, or even use same quest with variation (instead of gain 11 relics, have it gain 7-13 relics - thats 7 quests )truly random seems like it would work fine.
truely random means: if you have a 1/20 chanc to get a quest, then you again have a 1/20 chance to get the same quest again after you just got it, and again a 1/20 chance of getting it after getting it 2 times already. Thats exactly what you dont want.no? truly random seems like it would work fine. over the course of the entire event i'm sure you would occasionally see some quests repeat themselves, but it would be rare enough that it wouldn't be a problem, unlike the current situation where it's unreasonably frequent, not to mention all the many occasions where some quests repeat themselves 3 or more times in a row, which would be practically unheard of in a truly random system.
You can 1/20 chance to get it 1 time, then 1/40 chance to get it again after getting it once, and 1/80 chance of getting it once you get it 2 times in a row. but thats not random