(A) If the items is allowed to carry over, Fellowship adventures will be completed broken. Player can easily store a lot of items (e.g. store items of 4 FA ) and only place them in the 5th FA in order to anchor into rank 1 location easily.= or some other combination.
I cannot image ...it is a super base game design concept....do not bring item over to next new-start in that similar events, do not let any chance to any player to break the game
As far as i know every adventure will be different (since they aint weekly) so nothing guarantees you that you will still need the same badges.Tho i cant imagine they will all change, most likely the waypoint requirements will change a bit, maybe an extra item that you couldnt produce in last adventure?
(B) some player already know...score additional points by putting items on the other routes in stage 1 ,2 and 3. Inno should consider ..only counting ranking points on a single route...on each stage, try to put ?? point in route 1, ?? point in route 2, ?? points in route 3...when it reach the end, only count the points that connect "start" and "end" points
i dont get this suggestion, this is the main challenge of the adventure, do we move to the next stage, or do we wait and do some extra waypoints for extra points, with the risk of not making it to the end of the last stage? If only 1 route counted, we would all end up with the same amount of points at the end of the adventure week.
(C) Regarding to ranking points on each route, different item require different time to get. So i suggest, ranking point weight as the time player spend to get it....
then route's ranking points can be weight according to their diffculties. Moreover, a factor should be given so they work a slight different and better than stage 4. It s up to fellowship to decide which route they are heading to score FA points
this is also dont agree with. For high end players spending 500k tier 2 is a piece of cake ( devide by 25 is 20k each). but for a fellowship of low players, thats a huge deal. So why make this waypoint give more.
I understand you would prefer to take the goods path out, but even then same thing applies. For a fellowship of active players who are online all the time, gettting the beer badge is super easy and fast, but the 1 day badges are hard since their workshops are bussy all the time.
For a fellowship with players who only log in once a day, getting the 1 day production badges is easy but it would take them several days to get 1 beer badge unless their city is full of workshops.
Thats is the reason why i think we have the 3 different paths, you choose the path that fits the playstyle of your fellowship the most, and 1 doesnt need to get more points then the other just because you have a super active or a super passive fellowship
(D) The Pit is just used "way point nature" to allow player to dispose items. That is no good at all. it should operate as "fellowship inventory type"
that is to say, it has 10 fellowship-adventures-item, whenever any member of fellowship prepare a item, they can inject into that "fellowship inventory type" without waiting for the "suitable way-point". Total ranking items can be easily calculated with method described as (C)
this i kinda like, and easily fixed, Just make 3 bottemless pits, each pit for the possible quest. Then a player can always dump his excess badges in one of the pits and he doesnt have to be online at the perfect time.
(E) There is event building awarded to the rank 1, 2 and 3 fellowship. I have no objection to those event buildings. However, would Inno consider another new items. An item which allow player to upgrade building to recent chapter they are.....so we can upgrade our old event building
Since every adventure will be different, i assume all the rewards will be different also. But lets face it, we shouldnt worry about those rewards since only the top 3 will get a building. And nobody can beat the power of money, a diamond player could go from spot 5+ to 1 in a few seconds, just before the adventure ends.
(F) I would also like FA can also be operate like " tournament ". Tournament that fellow-members work together to get to blue-print, rune, kp..etc. Non-involved will not get it. Individual player can score ranking points as a reward to their active involment in tournament.
I hope Inno can use same logic. Apart from giving reward to member who has show their ( even a small size) help in each stage, they get reward. For those active FA player, count the amount and type of item they input into FA, ranking to provide a suitable ranking points as a reward .
The way i see it, tournaments were designed as a single player feature, with a little help of your neighbours (past) or your fellowship (current) you can get more rewards, but originally it was a single player thing so giving rewards like ranking points to individuals makes sense.
Adventures seem like they are designed as a multiplayer feature, i dont see a fellowship of 1 player getting very high in score and thus not getting much rewards. So to me it also makes sense that the reward is ranking point for the fellowship and not individuals
Problem was, none of us who were playing had the rank of Mage, Ambassador or Arch Mage, and since no one but those ranks can collect a reward, none of us playing can collect. If the designers want to continue this game, I would suggest they either remove the rank requirement for getting rewards or put in some substitute for players to use who want to.
Actually id rather have this requirement moved to Mage or higher like it was originally announced. Archmage is the leader, mages are the co-leaders, it makes sense the leaders get to decide to advance or wait, but all non leaders can now only have the rank member.
I liked it that you could promote loyal players or players who have a high participation in the fellowship, or players who are very helpfull for the image of the FS (forum posting) to Ambassador. now this rank just dissapears. Everyone is a member now except archmage and mages.
And having an inactive leadership in your FS? well time to just leave the FS with all the active players and make a new one. Give everyone the rank mage then if you fear the leadership will go inactive again.