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Discussion Gathering of the Phoenix Cults

Lovec Krys

Well-Known Member
- Coldfire Phoenix KP for scouting - awesome very early on, you can get multiple scouts per feeding, and that can propel you much faster out of the early chapters into guest races; also early game players have no other uses for pet food as they have missed previous powerful evolvers (but if you're in later game with long scouting times and other uses for PF, this feeding effect makes little sense)
Actualy not so awesome for early players too, since they usualy don't have many pet foods anyway. And they don't usualy have large surplus of relics for creating CCs & pet food. And when they finally have, it's just trading 1 pet food for 14 KPs. So it just points out how much off is the one who designs these evo building bonusses.
 

Deleted User - 81190

Guest
And they don't usualy have large surplus of relics for creating CCs & pet food. And when they finally have, it's just trading 1 pet food for 14 KPs.
You only need 2 CC per 1 PF (+ some T3 relics), and CC uses relics that are absolutely useless as they do not boost anything. With province clearing and some minimal tournament participation even early game players can be constrained just by PF availability in the MA. And they can trade 1 PF for multiples of 14 KP.
 

Karvest

Well-Known Member
even with 1.5k points tourney participation you run out of that relics pretty fast with lvl5 MA. (if you are using MA not only for PF recipes, of course, they appear not so often).
 

Lovec Krys

Well-Known Member
Phoenix Anatomist... Ehm, do developers realize that players who needs seeds don't care about culture but check only how many seeds it provides?
This building has a very bad culture/seed ratio. If you compare it with craftable festival merchant, it produces 4.1 seeds per square per hour compared to the festival merchant (19,67 seeds per square per hour).

And low chapter players don't need the seeds. They have probably tools instead, but in such low numbers that it's better for them to go for pure culture and get tools elsewhere.
 

Deleted User - 81190

Guest
So here is comparison of usual filler grand prizes with the new version:

Wishing Well (up to 500 diamonds over 100 days + other goodies) => nothing
Carting Library (up to 100 KPs over 100 days) => 15 KP
Monument of Ancient Knowledge (up to 150 AWKP over 100 days) => 20 AWKP
Trading Outpost (up to 125% PP over 50 days) => 10% PP
Ferris Wheel Galore (up to 250% coins or 250% supply or 50 broken shards or 50 KPs - your choice) => 100% coins or 100% supply or (lol) 3 runes - no choice

Can't wait to see "improved" dailies... /s
 

Lissona

Well-Known Member
For me (Chapter 15) the Phoenix Lvl 10 is - if I calculate space needed - more or less a normal house with some minor T4 production. Not breathtaking, but some variety in the monotonous house front.
 

Lovec Krys

Well-Known Member
@Lissona Provided you don't have Thermal Springs, since they don't boost pop/cult hybrids culture.

Suggestion for Inno: If this is not above mentioned test, replace the main prices instants with higher walues of them to catch lost buildings values (f.e. 15KP instead of Carting Library: Boost it from 15KP to 100 KP, do the same for others).
 

Arthus

Well-Known Member
Phoenix Anatomist... Ehm, do developers realize that players who needs seeds don't care about culture but check only how many seeds it provides?
This building has a very bad culture/seed ratio. If you compare it with craftable festival merchant, it produces 4.1 seeds per square per hour compared to the festival merchant (19,67 seeds per square per hour).

And low chapter players don't need the seeds. They have probably tools instead, but in such low numbers that it's better for them to go for pure culture and get tools elsewhere.

If they cared about this, they wouldn't let valentine platform happen with her weak seed ratio
 

Marindor

Well-Known Member
Please be advised that feedback is never ignored. All is forwarded and considered. It might happen that due to balancing reasons or other reasons, it's decided that things will stay as they are, but that doesn't mean the feedback isn't read and discussed internally.
 

Lovec Krys

Well-Known Member
@Marindor If you forward our feedback, it doesn't mean it's not ignored by the developement team. So even if you forward everything, it still can be ignored.
And what is the "balancing" reason in making each new's event main prize weaker and weaker? Or the huge nerfs in main prizes (as described above)?
 

Marindor

Well-Known Member
@Marindor If you forward our feedback, it doesn't mean it's not ignored by the developement team. So even if you forward everything, it still can be ignored.
And what is the "balancing" reason in making each new's event main prize weaker and weaker? Or the huge nerfs in main prizes (as described above)?

Our game team is also not ignoring any feedback. The fact that feedback doesn't automatically lead to changes doesn't mean it's ignored. Sometimes the broader perspective for the game, analytics results and things like profitability and endurabilty are just different from what you as a player might experience.

As @iDavis already mentioned several posts back, it turned out that e.g. we were awarding way too many time boosters in events, so we shifted the focus for those to the Spire of Eternity, where you can still win them, and replaced them with the much requested Unit Instants in this event. About the other prizes: The feedback on that is being discussed and analyzed within the game team. It doesn't mean they will change, but it does have our attention at the moment and we will monitor the situation. Sometimes those things do lead to changes, as you've seen in previous events, and sometimes it doesn't. For now we don't know yet.
 

Deleted User - 62044

Guest
it seems that the party is over, the festival of super buildings that have unbalanced the game seems to finally be over,
 

Deleted User - 60107

Guest
Our game team is also not ignoring any feedback. The fact that feedback doesn't automatically lead to changes doesn't mean it's ignored. Sometimes the broader perspective for the game, analytics results and things like profitability and endurabilty are just different from what you as a player might experience.
It would be a lot easier to believe that our feedback is not being ignored if you guys bothered to actually communicate with us. How hard is it to actually tell us things once or twice a week? Something that takes five minutes, for example:
In regards to Issue X, we have made the following changes:
- Change 1
- Change 2
- Change 3
due to the following reasons:
- Reason 1
- Reason 2
- Reason 3


In regards to Issue Y, we have decided to do the following:
Decision

We know this may not be what most of you wanted or expected, but we decided to do this due to the following reasons:
[list of reasons]


In regards to Issue Z, we have decided that no changes are necessary at this time. We know some of you will disagree with our decision, but we believe this is best for the game in the long term. We based this decision on the following reasons:
[another list of reasons]

Thank you for your understanding.
How hard is it to do that sort of thing once or twice a week (or a month)? Too hard for Team Elvenar, apparently. And then you wonder why players complain about lack of communication, or why players think that their feedback is being ignored...
 

SirSmithy

Well-Known Member
It would be a lot easier to believe that our feedback is not being ignored if you guys bothered to actually communicate with us. How hard is it to actually tell us things once or twice a week? Something that takes five minutes, for example:

How hard is it to do that sort of thing once or twice a week (or a month)? Too hard for Team Elvenar, apparently. And then you wonder why players complain about lack of communication, or why players think that their feedback is being ignored...
I would like a transparency like this.
 

Marindor

Well-Known Member
When decisions are being made due to feedback, we will communicate this in either the feedback threads about those events/releases, in the Release Notes or both, as we have always done.
 

Arthus

Well-Known Member
KP are mainly needed for new players so it's obvious - everything was replaced with KP to get new players while old ones will leave.

-feeding effect -> KP
-majority of evo buildings -> +2 or +3 or +4 KP in form of item or normal KP
-main prizes - wishing well, ferris wheel, cart library, monument, trading outpost - deleted, gave KP instead.
-time boosters 4x8h in 84-86 cost chests changed to KP
-wishing wells -> produce tons of KP

Combined with portal profits its made for new players to catch up to old players quickly.
When i started 5% portal profit was a rarity and to have 10 at once was a big thing.
Now someone can jump from chapter 10 to 15 in less than 2 months which was seen on several servers.
 
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