I think it would be a very strange signal to send, if they reduced the buildtime of L1 T1 factories to 10s.
They made this new FA format, and one of the results was less incentment to tear down your town and build T1 buildings, due to other badges being bottlenecs.
Then they (after hefty complaints) lessened the bottleneck effect of residue and bracelets. I applaud this, and think INNO should be acknowled for listening (for once). But the responce is: it´s too annoying to demolish our city and build L1 T1 factories, when necklesses/statues badges are more needed again
Damn it ain´t easy being INNO. Whatever they do ppl complain, that they spoil the joy of playing.
Right now many guilds on DK live server plan to boykot FA, due to the demand to do spire/tournament and get relics
I was VERY suprised, when I read this. But that just shows ppl have extreamly different views on what the game is all about, as I have told you again and again to no avail
Back to topic:
I don´t want INNO to encourage "demolish city and build L1 buildings" in any way.
If they reduced the buildtime of L1 factories, then it should be becourse they think it would be good for general gameplay. NOT to promote "unnatual" cityplanning to accomodate FA
If I had my way, all "make X timed productions in factories/workshops" would be removed from events, and be replaced with "get XXX resources/troops depending on chapter only", give NH, get relics, complete encounters (map/spire/tournament),and other "ordinary" gameplay things.
Yes it would be hard for small players to amass large amounts of "NH" badges, due to fewer contacts on map. But how does that differ from their ability to amass large amounts of statues/smiths/necklesses, due to fewer unlocked cityexpansions? In my book the problems are simular
The best way and something I have been advocating at for FA or Events is seperate event towns.So because they have made changes and made some effort (though I do appreciate that) we should all be expected to say "It's all great now, thanks very much"?
The changes they have made have pushed the focus all onto one particular badge and that is the badge that attracts the biggest drain of resources in order to make enough of them to compete near the top of the field. So now, on our Live server, I don't see much motivation to do any more in the FA than to complete the paths, because in order to be competitive with the top teams we would have to be prepared to spend more of those resources than the other top teams... which is a huge amount.
I know this comment is going to draw the exact same counter arguments again, but I don't see how you can have fun competition when it is all about one expensive badge.
I started to get into it as well. But, with the tournament changes, "getting into it" has a huge cost to your tournament because of the way they slaughtered your game resources with the new tournament. You could support your teammates that were stuck on resources and the FA hurt, but now it just hurts everyone.To be clear on this, I have always been against the destruction concept too. In the early days of FA, the teams wanting to compete at the top did literally have to destroy everything then rebuild it from scratch. We didn't even have access to all the time boosters we have now to assist with that operation. For this reason I always shunned the competitive aspect of FAs. I have always liked to see my city as something which grows organically, so this kind of playstyle was not for me.
But then they introduced the teleport spell, which changed everything. Now the less die-hard teams were able to take cities down temporarily to make way for their FA cities. That's the point I started to get into it because from that point anything was possible. The only key was to save up enough teleport spells then you could do whatever you wanted to your city and put it all right back afterwards.
I understand that space is a resource, but this is a very temporary change in usage. The biggest effect of losing the space was to lose a week's worth of goods. Many people have a lot of spare goods and teams could help the ones that didn't to replenish.
So now we're back to how we were in the pre-teleport days, in a sense, it just plays out differently and is now much more costly. To compete with the top echelon of FA teams now you not only have to burn through all your time boosters and any CCs you saved up, but you also have to burn through a lot of diamonds, because you can craft every recipe you see for a week and you still won't have made enough Arcane Residue badges. This prices all but the most crazy FA nutters out of the market, when looking at those top positions.
The kicker is - Those teams are still building shanty towns as big as they always did. They're just now spending big to produce enough Arcane Residues to match the numbers of workshop and manu badges that they're capable of making.
It doesn't promote anything.I don´t want INNO to encourage "demolish city and build L1 buildings" in any way.
If they reduced the buildtime of L1 factories, then it should be becourse they think it would be good for general gameplay. NOT to promote "unnatual" cityplanning to accomodate FA
because it legitimises that type of play, if such a change would be implemented it would mean they will no longer look at it and improve in the future.Some of you are trying to tie this into the big picture about how the FA should be and really it's a tiny Quality of Life improvement that won't be nearly as earth-shattering as some of you all make it out to be.
Apologies for the thread-hijacking.Some of you are trying to tie this into the big picture about how the FA should be and really it's a tiny Quality of Life improvement that won't be nearly as earth-shattering as some of you all make it out to be.
Ha! With the number of threads I've derailed, I of all people am never allowed to get angry about that.Apologies for the thread-hijacking.