The whole point of the request to reduce repetition was because doing that many provinces wasn't fun because of how long it took.
When we went from version 1 to version 2, there was the same heated debate before, and I was in the arguing against changes group, however, with version 2 I went out 27 provinces for level 1 and 2 for the very first tournament and then did 5-10 provinces on the rest of the levels. That was what hooked me on the tournament and is SPECIFICALLY what made version 2 so well liked.
This new tournament is version 3 and they didn't ease it back that people could go out for as many provinces as they have open, they made it so doing those first two levels here on beta, which this week was going out 44 provinces, I used 9 days of good production, and my city is strong in goods production. I two+ weeks of orc production and I didn't even have orcs in the tournament last week. I used an unsustainable level of supply and coin boosts.
This is finished chapter 16 game on live, where each armory makes 1600 orcs/12 hours at province 64 level 6 in version 2:
This is my early woodelves (chapter 9) on beta on level 2 and orc requirements equal it somewhere between province 28 and 32 LEVEL 2 where I made 360 orc/12 hours.
So, lets put this into perspective, 1600/360 means that in comparison to what my live game can produce on an EQUAL number of amories basis, this "EQUAL" requirement for my 6.5 chapters earlier game is 444% of the effort of my chapter 16 live game at LESS than half the provinces out 4 levels down.
I need 15x12hour orc production to negotiate once encounter at this level.
Certainly there is a massive difference in the good requirement shown, but the live game shot is 6.5 chapters later at 3x the level and double the provinces out, and the level of goods required was recognized as problem needing fixing.
When I read that People do 60-80 Provinces in a Tourney I am just .... I dunno, surprised? Speechless? In disbelieve?
How can those many Provinces be any fun? Why would someone do that? (Guess the answer is: a bunch of Kps
)
And honestly, I can't imagine that Inno had players in mind, that do 80 provinces when they introduced Tournaments ...
For sure strong players will no longer be able to give an extra push to make it.
How is this change going to affect fellowships that do the 10 chests push once in each cycle - during the steel tournament? It seems to me that casual fellowships with limited number of tournament players loose the occasional opportunity to win the blueprint. Are there such fellowships on beta? How do you see the changes?? Can you share your feedback, please?
The increase in orc requirements is insane.
I cleared just 8 provinces yesterday and then gave up, today I've managed to get a bit further but the cost is just far too high when my troops die regardless of combination I put up and I have to pay 5k orcs when I have just 25k in stock.
Most of my tournament points on beta had been coming from the first two levels. They didn't do any analysis of where the people were getting their points, or if they did, this was a deliberate game slaughter.
Mmhmm. 25 players doing 6 provinces 6 times is totally unrealistic for 99% of fellowships
5 players doing 10 x2
5 players doing 10 x 4
5 players doing 15 x4
5 players doing 20 x2
5 players doing significantly more
used to be a more normal Fellowship success formula that allowed at least a bit for real-life schedules.
Inno is consistent in poor application of math. The orc example shows the insanity. This is not the first demonstration of a lack of numeracy specifically with the orcs. Inno to math is COVID to Trump.
Oh realy? Minor impact? The same minor impact as the AW's levels?
Well, mayby then you could explain me why this minor impact in expansions & AW levels does already 76% difference in the Spire costs between my beta city and my live city (both in Embassies, beta max. 10 researches behind live)?
I will tell you: Because they multiply and create an exponencial effect. And the whole formula is wrong in the core for this exact reason. And you will see it to have major impact with each next chapters on increasing number of end game players (because of the exponencial impact with each new research, expansion & AW levels multiplying each other).
They didn't consider any of this. I don't get why Inno is ALWAYS so intent on punishing its most active players.
very much. Do understand that fellowships are not orderly robots. People do or do not do and participate according to their level of involvement. There are many FS that get 10 chests due to top 4 contenders. And many who push it one a month. What about those ?
And why are most avid gamers crushed. Avid gamers are more loyal to the game than casual gamers.
Orc demands are way too high to start. I think you have something in the formula that when goods are reduced, it is made up in orcs. Around chapter 13 to 15 I tracked catering costs and I found that it worked out fairly constant if each orc was counted as something like 1600 to 1700 goods. It looks like orc costs are more than making up for reduced goods costs.
Here my proposal showing difficulty before, and an increasing level of difficulty that would actually make it easier for more challenged players, and not slaughter advanced players, but gradually increase the difficulty level. I reduced starting by effectively what would be a full level compared to the old tournament and did a 1% increase on the base units. I did half the previous level increase, instead of 0.15, 0.075. This model considers that a lot of people were getting most of their points from the first two levels, which the highest difficult was 1.0. It passes that difficult at province 30 for level 1 and province 24 for level 2.
We are certainly not going to rush this. We have indeed planned more time for this than usual, since it's quite a significant change and we indeed want to process all the feedback and data and get it right before implementing it on Live. How long that will take, will depend on the way things develop from here, but we're not going to push it as long as it's not ready yet.