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Discussion Winter Magic

DeletedUser3028

Guest
Not sure, but it seems with needing 60 ribbons to try for 1 prize and you get 1 to 3 of the 20 points needed to win an evolution that it is going to be super hard to complete the event.
 

Jaxom

Well-Known Member
I've glanced through the comments so far and here are my initial thoughts.
  1. Grand prize is worthless for players in late chapters. Who needs T2 goods?
  2. I don't dare remove my L24 T1 factories because you might require them in future events. I don't want to waste my teleport spells clearing space for this event because the prizes are not worth it. Please make up your mind. Will we need current level T1 factories or not?
  3. The mechanics are what they are. I've never like the hidden prize/shuffle setup on Forge of Empires and don't like it here. But it is in this event so...
  4. I won't do any picking until the Daily Prize is something that I actually like. Then I will give it a go and see how unlucky I am. If I never see a good daily then I will use everything on the last day. Plain and simple. I do hope for a chance at good time bonuses.
  5. There is no strategy in this and I play this game because I like strategy. Fortunately missing the prizes is not bothering me.
Chapter 15 has my free space down to a minimum so I couldn't do too much on this event in any case. But the "Need current level - don't need current level" mess has to end. Make up your minds and be consistent. Or else give us better chances at teleports so we can have two versions of our cities - one for events and one for the week or 2 each month when there isn't an event going on.
 

Burger Meister Meister

Well-Known Member
Sure, and if you have hundreds of coin rains and supply windfalls, those prizes are not that great either. If you have all your AW's maxed up, Runes are not great either. Side prizes are meant as a filler, not to be the main ones to get excited about ;)

@Marindor, Now there is were the problem lies.

As a developer you may have considered the side prizes as filler but as a player there are instances where we did actually get excited about the side prizes. In fact I see the side prizes in some cases more valuable than the daily prizes. It gives me an opportunity to "stock up" on valuable resources for the game.

As several players have mentioned before some side prizes are considered as "trash" while others are actually quite useful. This is also where the strategy comes into play instead of just dumb luck.

With the 3 chests you could look at the contents and calculate the odds of getting a daily prize versus what you call filler.
With my game play (and I am sure many others do this as well) if I see a chest with good odds of getting the daily versus the other chests but the filler is truly trash then I will go for a chest that has what I consider "more valuable" filler.

The perfect example is if the chest has Magical Manufacturing I will not pick it under any circumstance as I do not need or want anymore of these. I can create as many as I want cheap enough in my level 5 Magic Academy and I rarely use them in the first place.

On the other hand if I see a chest with filler that are time boosts I am more likely to take them because I happen to like time boosts.

THIS IS WHERE THE STRATEGY COMES INTO PLAY. I have a choice to move my odds in favor of the type of filler/side prizes that I want instead of just blind luck. This actually takes some thought process. This is how a player plans out their game play strategy.

Other players view trash and valuable filler differently and will make different choices than I would make.

All players value the ability to make choices that actually change and direct their game play. THIS IS AN IMPORTANT CONCEPT for a good game to survive. You start replacing the ability to make choices with random luck and the game slowly deteriorates and fades away.

The new mechanic is just dumb luck. Why even give us a choice to choose from. In reality you could just as easily replace it with a single button that says "random prize". There is no strategy involved at all. It is all just random luck.

This is what we as players are complaining about. With all of the changes that you are making you are slowly moving away from a player directed game to one that is driven by game developers and luck. You are taking the skill and fun out of the game.

Yes you are making all players equal where player skill and choices no longer matter anymore. Is this what you really want. If that is the case just give us one button marked "Next move" and be done with it.
 

DeletedUser3036

Guest
what I'm wondering is, when the event end and the team says "thanks for your return, we'll make change in next event t satisfy the players", is there even a chance we return to a previous type of event or the dev would just add some patch to this one and make us forget with time that we were dissatisfied...?

some ancient players will eventually leave, the new players didn't know the nice events we got before, nobody left to say "it was better before" and happy end~~
 

Deleted User - 86059

Guest
Новая механика ивента мне не нравится , я не могу выигрывать то что хочу ,зачем нужно было убирать старую ?, если так и дальше будет в игре то я скорее всего уйду из игры.:(:mad::(

Please remember English only in the Beta forum
Translation =

I don’t like the new mechanics of the event, I can’t win what I want, why did I have to remove the old one? If this continues to be in the game, then I will most likely leave the game. :(: mad: :(
 

SirSmithy

Well-Known Member
@Marindor, Now there is were the problem lies.

As a developer you may have considered the side prizes as filler but as a player there are instances where we did actually get excited about the side prizes. In fact I see the side prizes in some cases more valuable than the daily prizes. It gives me an opportunity to "stock up" on valuable resources for the game.

As several players have mentioned before some side prizes are considered as "trash" while others are actually quite useful. This is also where the strategy comes into play instead of just dumb luck.

With the 3 chests you could look at the contents and calculate the odds of getting a daily prize versus what you call filler.
With my game play (and I am sure many others do this as well) if I see a chest with good odds of getting the daily versus the other chests but the filler is truly trash then I will go for a chest that has what I consider "more valuable" filler.

The perfect example is if the chest has Magical Manufacturing I will not pick it under any circumstance as I do not need or want anymore of these. I can create as many as I want cheap enough in my level 5 Magic Academy and I rarely use them in the first place.

On the other hand if I see a chest with filler that are time boosts I am more likely to take them because I happen to like time boosts.

THIS IS WHERE THE STRATEGY COMES INTO PLAY. I have a choice to move my odds in favor of the type of filler/side prizes that I want instead of just blind luck. This actually takes some thought process. This is how a player plans out their game play strategy.

Other players view trash and valuable filler differently and will make different choices than I would make.

All players value the ability to make choices that actually change and direct their game play. THIS IS AN IMPORTANT CONCEPT for a good game to survive. You start replacing the ability to make choices with random luck and the game slowly deteriorates and fades away.

The new mechanic is just dumb luck. Why even give us a choice to choose from. In reality you could just as easily replace it with a single button that says "random prize". There is no strategy involved at all. It is all just random luck.

This is what we as players are complaining about. With all of the changes that you are making you are slowly moving away from a player directed game to one that is driven by game developers and luck. You are taking the skill and fun out of the game.

Yes you are making all players equal where player skill and choices no longer matter anymore. Is this what you really want. If that is the case just give us one button marked "Next move" and be done with it.
@Marindor , I guess this is the best way to explain the problem of the shuffle system.
 

DeletedUser2630

Guest
Inno probably decided to reduce the load on game servers and reduce players.

zqUDpIk.gif
 

Burger Meister Meister

Well-Known Member
Please remember English only in the Beta forum
Translation =

I don’t like the new mechanics of the event, I can’t win what I want, why did I have to remove the old one? If this continues to be in the game, then I will most likely leave the game. :(: mad: :(

Hi @Scoobydoo, Thanks for the translation.

Can someone from the development team answer @Lixi2 question?

We all want to know "Why did you remove the 3 chest prize system?"

Was it broken in some way? Its been around ever since I joined the game and it seemed to work fine for me.

Thanks, BMMB
 

Dony

King of Bugs
Why did you remove the 3 chest prize system?
it was answered many times even on live facebook session
we moved from finite quest line to infinite quest line, and that will stay here for foreseeable future
if 3 chests will return with infinite quest line, their rewards will be similar to this event
 

Jaxom

Well-Known Member
Truth is this system is only new to this game, not to the developers. It has existed on Forge of Empires for a long time. I think they got tired of the negative feedback on events and decided to bring this system to us and let us complain about something that appeared to be new.
 

palmira

Well-Known Member
Well, this system sucks, events were very welcomed, for me and most my live FS, as a time to replenish all sort of instants and stock on desired buildings. In this format, events are basically useless and so no fun to play.
 

DeletedUser2818

Guest
I feel strongly about this so I figured I'd let my thoughts known on the beta forum as well, as the international one is seemingly completely ignored.
The new gambling system (because that's what it is) looks like even akin to that of a virtual casino than the previous "lootboxes" did, carefully crafted with the sole intent of confusing players. It's like RNG^ᴿᴺᴳ. One of the most unnecessarily convoluted lootbox systems I've ever seen in a game, congrats Inno.
So as far as I'm concerned what we're looking at here is one step forward (at least potentially, that'll depend upon the actual implementation of the new quests systems and the numbers tied to it), and three steps back.
Safe to assume the intent behind this was to prevent those pesky players who figured which were the best chests to pick according to one's goal from achieving it. So much for strategy, at least with the old lootbox system one could pick the chests strategically. Absolutely appalling.
If it's not broken, don't fix it. Inno has doing the very opposite ever since the Phoenix event, as far as I'm concerned. Perhaps earlier, as I preferred the events in which there were three grand prizes and then you were done. You had completed the event, you felt accomplished, not coerced into playing more to get more, because let's face it, endless events are designed to be highly addictive.

P.s. if you guys at Inno didn't like the fact that people won more evolution items than intended in the previous two events, why did you offer FAs rewarding more of those? Seems contradictory to me.
 

palmira

Well-Known Member
If it's not broken, don't fix it. Inno has doing the very opposite ever since the Phoenix event, as far as I'm concerned. Perhaps earlier, as I preferred the events in which there were three grand prizes and then you were done. You had completed the event, you felt accomplished, not coerced into playing more to get more, because let's face it, endless events are designed to be highly addictive.

Actually the pattern is if it is not broken then break it. But at least events are no longer addictive, heck, they are not appealing at all much less addictive.
 

iDavis

Well-Known Member
I wonder how many people is using those special promotions in events (like current event currency outpost or any other packages with event currency itself) and buying them. It seems so undervalued for it´s prize, especially after infinite quests implementation so I´m really worried about if someone thinks it is worth it.
 

DeletedUser2818

Guest
Actually the pattern is if it is not broken then break it. But at least events are no longer addictive, heck, they are not appealing at all much less addictive.
I found the last one to be very addictive. This one? Well, I almost feel glad they introduced this ridiculous lottery system, because I can already see myself not caring too much about the event. Which should be food for thought for Inno - but they'll do nothing with it. Apparently this is already in place in FoE, so yeah, the game keeps getting worse by the event. Which is probably good. I'll have more time to devote to more interesting things that don't rely on ridiculous amount of randomness to confuse, cause addiction and predate upon the users' FOMO and/or gambling problems.

P.s. oh, and so much for not wanting to turn our cities into shanty-ridden things with the whole level 1 building change. We now have a FA which still requires them, and an event that will also require them. Nice display of coherence.
 

Marindor

Well-Known Member
Hi guys,

Thank you once more for sharing your feedback :) For this question:

We all want to know "Why did you remove the 3 chest prize system?"

Thanks, BMMB

From time to time event mechanics will change to keep events fresh and not too repetitive :) If we would only stick to the chest system, it would become boring at a certain point as well, doing the same stuff over and over again. As some of you already pointed out, this event setup is based on the Winter system we used for Forge of Empires as well and to be honest, I myself was quite surprised at the quite negative feedback about it. Back in the days when I was still a Community Manager at Forge of Empires, this was one of the most beloved events and feedback was totally different there. So although the games have quite some similarities, apparently players like totally different things, which is interesting to see :) I get what you mean though, comparing it to the chest setup and having more/other choices there, although for this kind of event you can develop certain strategies as well (e.g. when you get the Reveal present before the Double present you can use it to double the rewards you choose from what has been shown. Also, reshuffling basically means free hammers and such). It's just a totally different kind of mechanism than with the chests, so you can't really compare the two. Our aim is to be able to offer you multiple kinds of events and not just the same old chest system over and over again with different pictures :)
 
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