DeletedUser778
Guest
Apparently not...Repeating the same one or two quests all day long reaches none of these goals, which is why we made the decision to change that. Did we do that in the right way? Maybe, but judging from your feedback, there is still some more work to be done to make the system perfect.
I can totally understand why there should be something changed with the repeatable quest, especially with the highly exploitable, but how it was done is almost like diasbling sidequest at all, without asking for feedback in the first place and without a heads-up...
It is a fact that over half a year it was intended and not a bug that repeatable quest are declinable and now from one day to another you almost totally shut down this type of income a lot of players and especially the most highly developed players are used too.Elvenar is not meant to be played through within a few weeks. It is meant to be able to enjoy for many months. Also, see it as a new challenge: building the buildings in your city to make your economy thrive on its own, without relying on sidequests all the time (or did you enjoy doing the same quest over and over and over?).
For players in the early and middle stage of the game it should be not so hard because they, can compensate by planning their growing city differently.
I put a lot effort into planning my city and was glad I "only" had to think about using space efficient, a good balance between the production of different tiers of goods, using culture and population efficient so I wouldn't have a large surplus of one and a quite good look...
and I din't had to think about supplies so much because of the possibilities of side quest.
Resulting in this plan
I feared a new techtree improvement and possible new expansions a little bit, because I would have to rethink a lot, but it would still be a 100% functioning city.
Now it's 50% broken.
I think with my kind of planning I am one of <10% of all players, but I think still a lot of players (near) at the end of the tech tree have build their city to their likes without looking at supplies so much and now they would have to sell stuff, rearange, build new workshops... so a lot of effort is wasted and frustration is at hand, so probably some more leave too.
I played over half a year now (with temporaly really excessive use of repeatables) and I am still doing my scout thing: Going for far away boosted relics/neighbours first before they get impossible and still need 1-2 month of scouting until I have all at the moment possible expansions, so even with exploiting the sidequest it will take way longer then weeks.Elvenar is not meant to be played through within a few weeks. It is meant to be able to enjoy for many months. Also, see it as a new challenge: building the buildings in your city to make your economy thrive on its own, without relying on sidequests all the time (or did you enjoy doing the same quest over and over and over?).
I don't know if it is under the definition of doing the same quest over and over, to do a couple of quests twice after a 3h production, but yes I enjoyed it more or less, especially the gain 2k of type x goods, while i was on the hunt for relics I was always exited how much my production will raise and when I will hit the boostrate that makes it possible to do these quests twice after a 3h production. So now after reaching this boostrate it always filled me with some kind of pride doing these quests, because I know I worked hard for it on the worldmap (sounds a little wiered, but I don't know how to exactly express it )
I guess now it's time for getting headache by city planing 2.0
Think about using space efficient, a good balance between the production of different tiers of goods, using culture and population efficient so I wouldn't have a large surplus of one, a quite good look and think about how to put in enough workshops for supplies to make sidequests useless.
PS: For your next improvement: Change the sorceress ability from one day to another. I know it is OP and there should be done something about it. It is unfair for us elves to have this nice ability to make some of the far out extremly hard encounters a little bit more doable, even if it is more a combat problem of far away provinces.
PPS: If you wonder why I am still building a garden of harmony... I started to go on with the main quest a couple of days ago and there was this nice quest to have a temple of ages and it was not enough that i had half a dozent some time back.... NO NO NO I had to sell a garden, to build a temple just to sell it again to build the garden again...
PPPS: This repeatable quest thing should have been adressed a lot earlier. I was around the middle of the tree, when I first realized it and looking in the forum it was stated as intended and therefore not forbidden, so I started to use it and spread the word too, even it felt a little wrong.
So with the repeatable and their usefullness coming up every now and then in the forum it should have got attention from the devs way earlier.
It is a thing that shouln't have come to the live servers and makes the feel that the game went live way to early even bigger. I don't know how big or small Inno is and if there is a boss setting up deadlines and stuff to squeeze semi finished/not really thought through stuff into time schedules, without being part of the development at all, but I have the feeling there must be something like it, otherwise I can't image how the devs can come up with such "improvements"
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