Empress Dee
Well-Known Member
Anyone in the pit? If so, what are you seeing?
Another thing that could help make it better is if the increase was after the t1 manufacturer upgrade. Right off the bat, if you look at the percent increase and where the t1 upgrades come you can see there is also huge balance issues between chapter.Here is the list reported on bracelets amounts so far. We have a lot of information to collect yet:
Bracelet amounts per chapter,@ collect Tier 1 goods (any source)
Chapter 1 - 130
Chapter 2 - 520
Chapter 3 - 1830
Chapter 4 - 5600
Chapter 5 - 8900
Chapter 6 - 12.4k
Chapter 7 - 17.8k
Chapter 8 - 22k
Chapter 9 - 29k
Chapter 10 -37k
Chapter 11 -40k
Chapter 12 - 51k
Chapter 13 - 64k
Chapter 14 - 68k
Chapter 15 - 82k
Chapter 16 - 97k
Chapter 17 - 113k
Left...Which one of these is correct?
Does anyone know what happens when:
You start the event in one chapter, and then after FA starts, you move on to another chapter?
Does the requirement change when you move on, or is it still set to the previous chapter?
I'm trying to decide whether to advance prior to the event.
Looking at the numbers it looks like they're already taking this into account. Chapters 8, 11, 14 already have significantly lower increase than the previous two. And I think it's fine to have also significant increases in chapters following a manufactory upgrade, as else it would be painful for those who entered a chapter with factory upgrades and haven't researched/upgraded the factories yet. I'd even say there may be quite many people that upgrade their factories after selling their settlement, entering the new chapter and redesiigning their city.Another thing that could help make it better is if the increase was after the t1 manufacturer upgrade. Right off the bat, if you look at the percent increase and where the t1 upgrades come you can see there is also huge balance issues between chapter.
Increases in badge requirements with where t1 manufacturers upgrade for elves (humans might be different in early chapters)
Chapter 1 - 130 - build t1 and t1 boost
Chapter 2 - 520 - +300% - upgrade t1
Chapter 3 - 1830 - +252%
Chapter 4 - 5600 - +206% - upgrade t1
Chapter 5 - 8900 - +59%
Chapter 6 - 12.4k - +39% - upgrade t1
Chapter 7 - 17.8k - +44%
Chapter 8 - 22k - +23%
Chapter 9 - 29k - +32% - upgrade t1
Chapter 10 -37k - +28%
Chapter 11 -40k - +8%
Chapter 12 - 51k - +28% - upgrade t1
Chapter 13 - 64k - +25%
Chapter 14 - 68k - +6%
Chapter 15 - 82k - +21% - upgrade t1
Chapter 16 - 97k - +18%
Chapter 17 - 113k - +16%
However, I indeed agree with both these paragraphs. I have no idea why they made increase in chapter 17 much higher than in 11 and 14. And, besides making the badge easier, counting all three tiers would indeed even out the increases, which allows quests to be balanced both for factory users and event building users.Take being in chapter 15 with the t1 boost compared to being in chapter 17. The manufacturers that are producing t1 are the same, but chapter 17 requires 38% more goods. A city that has managed to be heavy in t1 goods production from event pieces would have a greater increase in their t1 production that a city relying on manufacturers.
Certainly including all goods would even out the increases because at least from chapter 6 and on there is one kind of goods upgrade every chapter.
Thanks.Yes, changing chapters during an event or FA will require to to get the amounts for the new chapter.
That is the exact reason, why I was asking INNO to implement overcollect feature in my comment a few days/pages ago:Annoying. Every bracelet I make, is also a loss of over 1,5K. Because one obviously needs a lot less then is offered by the manufactory. I need another 0.7 but a whole production is 2.2. Fairy, chapter 7, 17.8K per bracelet.
Overcollect feature was demanded when the new multiquest feature was introduced for FA, but it was neglected. Now with the new badges this request is makes more sense than ever, especially for VV. Since you can not plan what recipe you get in MA, fixing collection at 15 is more ridiculous, then the amount itself. But this applies all other volume based badges: the amount which is over the value required to finish the badge should count towards to the next badge. And actually it would makes life a bit easier (and therefore the game more enjoyable) if this applies to quantity based badges: you won't need to repeat "stop, open, collect, close" cycle for every badge, when production finished in several manu or workshop at once.
I suport the idea of T2 and T3 goods being counted as well, and I frankly don´t understand why they´re not.And, as @Pauly7 and others pointed above, this would also avoid the market being flooded with T1 after everyone trying to make bracelet badges. (A consistent fix for this last point would even be to count a T2 as 1.5 T1 and a T3 as 1.5 T2 towards the quest though. But to be consistent they'd also need to use similar parameters for good production amounts nd tournament costs.)
I don't know if still does this, but I have seen event requirements go up with going into a new chapter.Does anyone know what happens when:
You start the event in one chapter, and then after FA starts, you move on to another chapter?
Does the requirement change when you move on, or is it still set to the previous chapter?
I'm trying to decide whether to advance prior to the event.
The whole proposal for the FA for badges was to have everything overflow and it was a huge disappointment that suggestion was ignored. The FA would be way better if we got on, collected, did out thing, and then went to badge construction tab and made as many badges as we would with the wares we just collected. There would be so much less annoying going back and forth just to click a badge, and it would faster and you wouldn't have to deal with mis-clicks.That is the exact reason, why I was asking INNO to implement overcollect feature in my comment a few days/pages ago:
https://beta.forum.elvenar.com/index.php?threads/fellowship-adventures.8853/post-92641