Uffauffa
Well-Known Member
Well, I don’t know where you live, but I’m in Italy and we got the announce just between Sunday and Monday, after midnight, like in all the best jazz club.They announced the Adventures in-game for Beta on Sunday.
Well, I don’t know where you live, but I’m in Italy and we got the announce just between Sunday and Monday, after midnight, like in all the best jazz club.They announced the Adventures in-game for Beta on Sunday.
same as it was last time, nothing changed there.anyone knows what awaits us in the pit?
Why can’t just the VV collected accumulate and for every 9 VV you get a badge? So f.e. If you get 23 VV you get 2 bagdes and have 5 VV allready for next badge.I totally agree, but there is recipes that give 9 VV that I frequently use as part of the game and I had to match them with some other small recipe that just wasted resources, so this is better.
It can, exactly like how vision vapor works for getting the mysterious objects, and this is how ALL badges should work so that you can simply collect everything in your city and get all of the badges that you have earned.Why can’t just the VV collected accumulate and for every 9 VV you get a badge? So f.e. If you get 23 VV you get 2 bagdes and have 5 VV allready for next badge.
Oh, don't worry, they work on making setting production annoying, too. In chapter 17 you can be starting up several dozens of small ships, maybe over as short as 15 min intervals - one by one. One by freaking one.@InnoGames The strategy, teamwork, activity, and planning all happen during the setting productions phase, there is no value added to the game by making the collection process annoying.
Oh, don't worry, they work on making setting production annoying, too. In chapter 17 you can be starting up several dozens of small ships, maybe over as short as 15 min intervals - one by one. One by freaking one.
Imagine FA with only treant badges, except you're doing it all by yourself and for several weeks if not months, and you don't get an option of starting all productions simultaneously with a couple of clicks that you can do with workshops.
It's such a good point and I hope Inno are reading this. The joy of FA would be much greater if it weren't an exercise in carefully clicking and collecting in the exact right order. I don't think it would detract from the competition at all if they made this change.It can, exactly like how vision vapor works for getting the mysterious objects, and this is how ALL badges should work so that you can simply collect everything in your city and get all of the badges that you have earned.
Then you use your co-ordination, strategy, and teamwork to plan and set your next productions.
Sadly, the developers don't really play the game and somehow think that the collection process should be careful and tedious so that "players don't get badges for free/by accident". The reality is that no one is completing tournament encounters "by accident", no one is crafting "by accident", and no one set 48 hour productions "by luck".
@InnoGames The strategy, teamwork, activity, and planning all happen during the setting productions phase, there is no value added to the game by making the collection process annoying.
LolOh, don't worry, they work on making setting production annoying, too. In chapter 17 you can be starting up several dozens of small ships, maybe over as short as 15 min intervals - one by one. One by freaking one.
Imagine FA with only treant badges, except you're doing it all by yourself and for several weeks if not months, and you don't get an option of starting all productions simultaneously with a couple of clicks that you can do with workshops.
For FA feedback I have this: the Adventures are supposed to be about teamwork, not forcing cities to bankrupt themselves crafting Residue. My 4+ year old cities will be fine, but not most of the others.
using up time instants?how do you do that?
I do understand "destroying your city" and whatnot.
But going bankrupt crafting? how would you go "bankrupt"?
the buildings are there, you can stock spells and spellfragments that have no other use than crafting during the interbellum.
At wordt we are talking about some time boosters of you are really into it?
bankrupt? how?
Yup, unless you like torture, it is a good idea to quit before chapter 17. It is a highly regressive chapter that they really had to work at to make it everything that people dislike about the game.Oh, don't worry, they work on making setting production annoying, too. In chapter 17 you can be starting up several dozens of small ships, maybe over as short as 15 min intervals - one by one. One by freaking one.
Imagine FA with only treant badges, except you're doing it all by yourself and for several weeks if not months, and you don't get an option of starting all productions simultaneously with a couple of clicks that you can do with workshops.
Easily.how do you do that?
I do understand "destroying your city" and whatnot.
But going bankrupt crafting? how would you go "bankrupt"?
I'm not saying that destroying whole cities was good, but it's preferable to the current set-up because there's nothing you can practically do to give yourself an edge with Arcane Residue badges. Teams near the top have everyone crafting everything in sight... but that's not enough. Not by a long shot. So the sole way to do better is to spend more boosts and diamonds.Not back to normal, but back to destroy your town and fill it with lvl1 buildings. Bracelets are fine, just may be change it to any tier production (with increased amount needed as well).
This has been so gone over and somewhere I did see a response that the programming was too difficult to figure this out, but overall, even though it was very clear in all of the complaints about the FA that the players felt it would be much better if everything we collected showed up and then after we were finished doing our collections and resetting our city, we go to the FA interface and make our badges from what we just collected. So, for the new encounter badges, well, if they set it up with common sense, we'd be able to play our 20 provinces, go to the interface and make 6 or 7 badges, depending if there was any over flow from earlier. Instead, it is do three, exit, collect a badge, go back to where you were. It was designed with a lot of picky playing.It's such a good point and I hope Inno are reading this. The joy of FA would be much greater if it weren't an exercise in carefully clicking and collecting in the exact right order. I don't think it would detract from the competition at all if they made this change.
I really felt that to make enough I was needing to do wasteful things that I would not do during normal game play. And that was just a test to have an idea of what it would be like to compete to win. It left little enthusiasm for that. I have 6 libraries out in my live game now to build up CC, but I still don't want to use them on useless stuff.how do you do that?
I do understand "destroying your city" and whatnot.
But going bankrupt crafting? how would you go "bankrupt"?
the buildings are there, you can stock spells and spellfragments that have no other use than crafting during the interbellum.
At wordt we are talking about some time boosters of you are really into it?
bankrupt? how?
Agree here, with the changes, they went the wrong way doubling the farmer requirement instead of cutting the blacksmith requirement in half. 5 bs is 20 squares, 3 t1 is 6 squares for the necklace. I think they should have left the farmer and taken the blacksmith down to just 2 so it would only take 8 squares. As designed, the BS requires more than 3x the resources of the necklace.Not back to normal, but back to destroy your town and fill it with lvl1 buildings. Bracelets are fine, just may be change it to any tier production (with increased amount needed as well).
How about just making it any MA recipe.In part the players themselves create the problem. Inno can look at figures and say, "well, everyone can just craft the same reasonable amount", but we all know that it doesn't work like that between teams wanting to beat each other. The only ways to solve it are to a) take the residue out of the bottomless pit or b) make it much harder to produce other badges.
The residues do not only not concern the mayority, they pose a problem exclusively for those competing for top 10. In my live world even reaching top 20 only took 20 rounds in the pit. And that comes to down to two residues per player and day which is perfectly reasonable without using timeboosters or diamonds.The biggest problems here do not affect the majority, so in Inno style that means they are not concerned.