Lovec Krys
Well-Known Member
Suggestion for INNO to solve problems we have with this implementation (to avoid players rage if you go with this unchanged to live servers (REMEMBER THIS SPRING, this will end the same way)):
1st Issue: Blueprint to royal restoration conversion ratio
Starting with orcs, Houses are bigger than conversion rate. At the latest chapters much bigger.
For workshops it's even worse - starting chapter III they are bigger than conversion rate. At the latest chapters much bigger.
Possible solutions:
a) Give us better conversion ratio - 1:15 - bigger players still loose, but not so much, small players gain.
b) Give us better conversion ratio - 1:20 - biggest players loose a little, smaller players gain more. Just remember, that most players with blueprints are the big ones.
c) Give us conversion ratio chapter dependant - for example 10 for the first 5 chapters, +1 for each chapter since dwarfs (that would make 18 for Amuni) or 10 for chapter 1-3, +1 for each chapter after that (that would make 20 for Amuni).
d) Make max price for upgrading magic workshop & residences. For ratio 1:10 it should be 10.
(This can also apply to upgrading event buildings - I don't mind)
e) Change formula for needed royal restoration spell count - divide it by 2 (that would mean that 1 and 2 square buildings would cost 1 spell, 3&4 square would cost 2 spells, and so on)
2nd Issue: Devaluation of 10th chest
With Royal restoration spell replacing blueprints with current conversion rate and upgrading rules together with royal restoration spell distribution within chests, the 10th chest has greatly devaluated.
I suggest this to fix it:
a) Give us more RR spells in the last chests:
Suggested distribution for 15 instead of 11 RR spells:
3rd chest - 8th chest: 1 RR spell
9th chest: 3 RR spells
10th chest: 6 RR spells
Suggested distribution for 20 instead of 11 RR spells:
3rd chest to 6th chest: 1 RR spell
7th & 8th chest: 2RR spells
9th chest: 4 RR spells
10th chest: 8 RR spells
b) Also additional rewards to the 10th chest could be added (in addition to variants described in (a)):
1 or 2 catalyst spell + additional Ancient knowledge instances (+10 or +15).
So the 10th chest would contain 3 or 5 additional RR spells and 1 or 2 catalyst and +10KP or +15KP instant.
1st Issue: Blueprint to royal restoration conversion ratio
Starting with orcs, Houses are bigger than conversion rate. At the latest chapters much bigger.
For workshops it's even worse - starting chapter III they are bigger than conversion rate. At the latest chapters much bigger.
Possible solutions:
a) Give us better conversion ratio - 1:15 - bigger players still loose, but not so much, small players gain.
b) Give us better conversion ratio - 1:20 - biggest players loose a little, smaller players gain more. Just remember, that most players with blueprints are the big ones.
c) Give us conversion ratio chapter dependant - for example 10 for the first 5 chapters, +1 for each chapter since dwarfs (that would make 18 for Amuni) or 10 for chapter 1-3, +1 for each chapter after that (that would make 20 for Amuni).
d) Make max price for upgrading magic workshop & residences. For ratio 1:10 it should be 10.
(This can also apply to upgrading event buildings - I don't mind)
e) Change formula for needed royal restoration spell count - divide it by 2 (that would mean that 1 and 2 square buildings would cost 1 spell, 3&4 square would cost 2 spells, and so on)
2nd Issue: Devaluation of 10th chest
With Royal restoration spell replacing blueprints with current conversion rate and upgrading rules together with royal restoration spell distribution within chests, the 10th chest has greatly devaluated.
I suggest this to fix it:
a) Give us more RR spells in the last chests:
Suggested distribution for 15 instead of 11 RR spells:
3rd chest - 8th chest: 1 RR spell
9th chest: 3 RR spells
10th chest: 6 RR spells
Suggested distribution for 20 instead of 11 RR spells:
3rd chest to 6th chest: 1 RR spell
7th & 8th chest: 2RR spells
9th chest: 4 RR spells
10th chest: 8 RR spells
b) Also additional rewards to the 10th chest could be added (in addition to variants described in (a)):
1 or 2 catalyst spell + additional Ancient knowledge instances (+10 or +15).
So the 10th chest would contain 3 or 5 additional RR spells and 1 or 2 catalyst and +10KP or +15KP instant.
Last edited: