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Discussion Winter Magic

DeletedUser2818

Guest
Much as I understand what @Marindor is trying to say, I'm afraid I have to say rubbish before moving on. If the devs insult our intelligence in this way, they should expect people to be frustrated and talk about it. Giving ideas is good and well, but what are the chances of them actually being implemented?
Not very high but as I stated above something was fixed in the last event and it was better than nothing. As to the ideas you've suggested, you'll notice most of them are exactly the same ones that I've suggested, plus some new additions such as reducing the quests' requirements that I also support and tweaking the event so that everyone can get a level 10 (or at the very least high enough to get it to 10 in the next FA as seems to be the trend looking at prior events, since I don't think it's in the devs' intention to give non-paying players a shot at the stage 10).
 
changing the whole system before the Live release is impossible and canceling the event isn't an option

If this is true, why you open a Beta Server? A damaged and repaired car will never be like a new car. We gave a lot of suggestions about last events but Inno dev didn't even consider them giving birth to something much worse.

If the devs insult our intelligence in this way, they should expect people to be frustrated and talk about it.

Anyway, though I have a lot of doubts about Inno dev, in addition to reducing the amount of ribbons needed per present and increase the value of the filler prizes, make the reshuffle an item to use when you prefer. It is aberrant to try to get a certain prize and find yourself having to start all over again.

Otherwise it's better one of the many online casino
 

Jaxom

Well-Known Member
Reducing the number of ribbons needed per present has got to be a trivial programming change. So either they listen to Beta or they don't. We will see proof of which it is.
BTW, how many does it cost currently. I haven't seen a daily prize that I want to take a chance on yet. And the filler prizes are, well, uninspiring.
 

Verde

Well-Known Member
... But since it's what we're gonna have to deal with, I figured we might as well try and better it like we did with the Panda one. Which I didn't find pleasant in the end, but would've found even less pleasant had they not implemented the hotfix for the Magic WSs for instance.
While I understand what you're saying about trying to better a nasty situation by trying to suggest what might be quickly changed, this is already how many times now? At what point does this become pandering?
 

Graine

Active Member
Hi guys,

Thank you for taking the time to share your ideas on how to improve the system. As stated above, of course changing the whole system before the Live release is impossible and canceling the event isn't an option either. Instead of that, it would be more valuable if we could gather some ideas on how to improve the current system before the Live release. Please refrain from throwing mud (and of course our developers also play the game themselves) and try to bring a bit of constructive value to this discussion.

Right now, we have 2 main suggestions on the list, which is lower the amount of ribbons needed per present and increase the value of the filler prizes. Are there any other improvements you'd like to suggest to make this event more appealing to you?
I would like to see less repeats of the same (typically time consuming/expensive) quests.
Also, maybe make the amount of ribbons needed more random (18, 28, 60 etc) with rewards better matching those amounts. It'll still be a surprise when we reshuffle. And finally....If there were more ribbons dropped around cities and people are happy, consider that they may choose to spend a bit of cash to get even more ribbons...just sayin'. Thanks for asking.
 

Angeduciel

Well-Known Member
Hi guys,

Thank you for taking the time to share your ideas on how to improve the system. As stated above, of course changing the whole system before the Live release is impossible and canceling the event isn't an option either. Instead of that, it would be more valuable if we could gather some ideas on how to improve the current system before the Live release. Please refrain from throwing mud (and of course our developers also play the game themselves) and try to bring a bit of constructive value to this discussion.

Right now, we have 2 main suggestions on the list, which is lower the amount of ribbons needed per present and increase the value of the filler prizes. Are there any other improvements you'd like to suggest to make this event more appealing to you?

I am glad you are asking and I really hope to see some changes before the end of the event.

In line with the 2 main suggestions you have listed, here is some suggestions of what I consider appealing as a "filler prize":
  • 1 teleportation spell
  • a pack of 10 Royal restoration
  • pack of 3 time boost (nothing below 1 hour)
  • a bunch of KPs (10, 15, 20, 30)
  • 3 combining catalysts
  • a bunch of pet foods (3 to 5)
  • 1 blueprint
remove the relics, runes, small cultural buildings, spells (PP, EE,MM,IM) for the potential prizes.

In addition, I agree that the cost to open a gift box should be reduced (maybe half of actual cost) AND I agree that the odd of winning the daily prize should be much higher then 1/16... maybe something like 1/4 would be acceptable.

Regards,
Ange
 

palmira

Well-Known Member
So constructive suggestions on this event:

1- Basically what you did, with another design, was simply replacing the different chests with different prizes for a single chest with very bad prizes, rubbish for the most part like 2x1 culture buildings (i got 2 of those), runes, spells and relics that make the majority of the prizes. If we can't choose what prizes we want to spend our ribbons at least put some decent prizes in the lot;

2- Before we could get 2x2h time instants in the 18 thingies chest and 4x8h in the 82 chest with decent probabilities. Now, for 60 thingies, i saw, never got, just absolute rubbish so far, 1x1h and 1x2h with probabilities 2/16 for both. So far, before shuffling, I saw at least 12/16 or 75% probability of getting absolute garbage, 1/16 of getting the daily and 3/16 of not complete rubbish (but not good, there is never a good prize in the lot). If we really want a daily and are unlucky not too have the reshuffle one we have to spend 16x60 ribbons to get again a minute chance of winning it. So add a reshuffle button that we can hit as soon as we open one present if we don't like what we see or really want the daily;

3- Before we had chests of 18 up to 142 thingies giving 1,2,3 or 5 stars or whatever. Now we just have 1 hammer per 60 ribbons. The casino thing with the hammer is completely unnecessary, but it you insist, assuming the odds are even that's 2 bricks average per hammer so 1 brick per 30 ribbons way above the more expensive chest in the previous format. So you need to lower the amount of ribbons per shot comparable with what we had on average on the old format
 

ferrari13

Member
Hi guys,

Thank you for taking the time to share your ideas on how to improve the system. As stated above, of course changing the whole system before the Live release is impossible and canceling the event isn't an option either. Instead of that, it would be more valuable if we could gather some ideas on how to improve the current system before the Live release. Please refrain from throwing mud (and of course our developers also play the game themselves) and try to bring a bit of constructive value to this discussion.

Right now, we have 2 main suggestions on the list, which is lower the amount of ribbons needed per present and increase the value of the filler prizes. Are there any other improvements you'd like to suggest to make this event more appealing to you?

In the current system we don't have too much control what we wan't to win, and also have fewer chance to win the daily price (from 10000 currency we could win an average of 33,43 daily prices, in the current version we can win only 15,91, when played optimally). I'm not sure if it is easier or harder to reach 10000.

Very easy to implement suggestions:
  • decrease the cost of one gift (to 20-25 if no "filler" price changes) AND don't decrease the amount of ribbons that quests give
  • the reward (20 ribbons) for extra quests is too low, if they are more harder than normal. They should give at least as many ribbons as one gift costs.
  • give the main price better values. For me (and most of end-game players) every "normal" evolving buildings worth nothing, only the pet-ones. Double the population amount, and it will be good.
  • The reshuffle gift should give more ribbons. Now it gives nothing. It costs 60 to open the gift, and you win back those 60.
  • Increase the values of prices: add more ribbon prices, more (and bigger) time boosts, remove relics completely. Add CC spell as well.
  • The grand prices always the same, this should be changed some times.
  • Bring back the old main rewards (tower of the winter king...) as daily rewards (like venar rocks)
  • Put one more reveal two item to the gifts
  • Change to reveal-two item to reveal-three item
"Need a little work" suggestions:
  • The reshuffle don't shuffles the board immediately, players can choose when they want to reshuffle. So you find it, and from there you can use it when you want
  • If you find the daily price, you can have an option to reshuffle now. If you don't want to reshuffle now, you have to find the reshuffle later
  • Change the reveal-two item so one of the gift it reveals is a special item (daily reward, reshuffle, double reward) OR always shows the reshuffle and one more item.
  • Give chance to decide when to use the double reward
  • give an option to reject a price. If you opened a reward you don't want (e.g. 3 relics) you can exchange it to one candy hammer
A bit harder (but still possible) suggestions:
  • give an option to reveal all gifts in one row / column for a bit less costs than opening every gifts. (e.g. 3-3.25 instead of 4)
  • a new special gift that opens one random other gift for free
  • you can pay some ribbons any time to reveal resh
 

Dony

King of Bugs
i miss tooltip somehwere which will tell me all prizes in the boxes, because once i reshuffle it there is no way to check what were the rewards anymore

reveal and 2x items both cost 60 ribbons but gives back only 1 hammer and no reward, some part of ribbons as payback would be nice, because if we wont use this 2 items in that day, they are wasted in next day
 

Heymrdiedier

Well-Known Member
i miss tooltip somehwere which will tell me all prizes in the boxes, because once i reshuffle it there is no way to check what were the rewards anymore

reveal and 2x items both cost 60 ribbons but gives back only 1 hammer and no reward, some part of ribbons as payback would be nice, because if we wont use this 2 items in that day, they are wasted in next day
im totally with you on the tooltip. In my tests i often got a prize of which i didnt even know were in there. :) Also is there a point in those prizes changing everytime? could be easier to remember if the prizes were the same every time.

Ive played FoE years ago during the winter event, and it was exactly the same. I cant recall if i hated this event, i dont think i did. i was still a small city then tho, so i was happy with everything :)

I do remember lots more usefull prizes tho. like 1x1 buildings (set?) that gave +1% defense of +1% attack. units as rewards etc.

There was one eventtype i hated in FoE and that was the soccer event. i found it very frustrating, but now i realize that's kinda the exact same thing as we had here in the past with the constellations and puppets etc. And those events i just love in elvenar. So good job on the elvenar implementation of that eventtype. (hope im not confusing it now and they are not the counterparts)
 

DeletedUser2818

Guest
While I understand what you're saying about trying to better a nasty situation by trying to suggest what might be quickly changed, this is already how many times now? At what point does this become pandering?
I'm sorry but I don't understand what you're trying to get at. Pandering to whom exactly? Players that share the same concerns and pretty much propose the same things that I do? Or to mods, with whom my exchange would've earned 5 points of warning and a suspension if not for the fact that a particularly critic and heated post of mine had been posted minutes before I was warned to stop being that aggressive? Also, big events typically stay in beta for 14 days before they're released on live, so there's plenty of time to make our voices heard. All I'm saying is to not waste this time by doing trench warfare, which leads nowhere (or anyhow nowhere good for us the players, since decision-making is ultimately up to the devs, and all we can do is give feedback).
 

DeletedUser2630

Guest
I am glad you are proposing changes here, I am so annoyed by the game in Chapter XV that after trying the winter event I started to ignore the event. So if you can change it to another system, thank you in advance.
 

DeletedUser1906

Guest
Hi guys,

Thank you for taking the time to share your ideas on how to improve the system. As stated above, of course changing the whole system before the Live release is impossible and canceling the event isn't an option either. Instead of that, it would be more valuable if we could gather some ideas on how to improve the current system before the Live release. Please refrain from throwing mud (and of course our developers also play the game themselves) and try to bring a bit of constructive value to this discussion.

Right now, we have 2 main suggestions on the list, which is lower the amount of ribbons needed per present and increase the value of the filler prizes. Are there any other improvements you'd like to suggest to make this event more appealing to you?

Some ideas:
Reduce the number of bricks needed to complete the house.
Increase the number of hammers.
Add/change benefits for the Gingerbread Mansion, to make it more appealing.
 

DeletedUser3036

Guest
any of the above messages, as long as it makes you feel rewarded for taking your time doing the quests. please, don't nerf something by doing so like the cap lowered last time...
 

DeletedUser1657

Guest
Have already bee some good suggestions so likely I will double up on some already suggested. Obviously suggestions vary in difficult to do quickly
  1. Tool tip as a reminder of possible prizes or prizes still left to reveal along with option of when to reshuffle would add back some level of strategy.
  2. Combine reshuffle with daily prize (and when to reshuffle), this allows us more strategy about whether we are targeting certain fillers or the daily prize. It also slightly reduces the probability of reshuffling without ever getting the daily prize. If we know we are guaranteed the daily prize after 16 tries (worst luck) it would be a big improvement on previous events were hard work could be rewarded with nothing.
  3. Ability to store up reveals and reshuffles so we can choose when or which day to use them could be handy
  4. Reduce cost of opening a chest and provide 2 or three options where we could open 1, 2 or 3 prizes for different value ribbons (minor discount for multiples). It would allow us to choose the best use of our ribbons and choose between patience and economy or just grabbing one more chance.
  5. prize preview needs to show quantity of items available for each prize
  6. Review quantities. Same old issue of dev value of prizes and player value of prizes compared to cost. We don't mind high cost if we perceive high value, and vice versa
  7. Review filler prizes
    • Remove alternate buildings options unless it is a temp building. So get rid of flame.
    • Only one box of relics (need a decent amount or chapter based)
    • Only one box of spells (main craftable ones - PP, MM, EE, IM)
    • Only one box of runes (decent amount), might be more attractive if it can include runes from any chapter. People can farm runes from tournament so runes they cant access yet can be more valuable.
    • Could add rarer spells as a filler like CC (pet food is a nice option)
    • Time instants are good
    • KP instants are missing - was a good filler from prior events and daily prize option for those targeting them
    • KP - this is tough as people don't like the timer getting stopped but some prefer KP over instants and vice versa. This also varies by stage of the game
  8. Ensure an average player doing the quest line has an average chance to reach level 10 evolving building without relying on an FA or such to top-up to max.

I figure some of the increased strategy options won't be possible for this event but if they are there for a future iteration I can see this style could become more attractive than the 3 chest method.

Oh and unlike other end game players I like the T2 goods option, wouldn't complain if other aspects like pop or culture are reviewed to make more attractive though ;)
 
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