View Full Version : Adventure of the week
After seeing others feedback asking for more adventures to be made appealing, it seems that the best way to do this is to increase rewards for a certain adventure that people don't normally consider because the devs have left them unbalanced for so long.
High losses and poor loot is the main reason the majority of adventures are not being played, so why not rebalance a few by removing some bandits and camps or allow alternative paths or starting positions, or increase the loot and add a possible rare item?
ooo when I saw the title I thought what a great idea, I think that if you mean tweaking an adventure for one week with say double loot or something special added to a quest to do that adventure which temporarily re-balances it more in line with the players base expectations, I think you could be on to something. We all heard the excuse that BB gave about nerfing the adventures with regarding weapons, but I think we were not so convinced by what they replaced them with and felt, still do that these are not worth doing anymore.
This could well be a way for the devs to `test' a new balance for those addies, without `breaking' the game as they put it, as if they got it wrong either way ( To much or not enough), it would only last 1 week. It would certainly make a few `event only' participants log in more frequently to see what's on offer me thinks.
Great idea, big +1 from me Peajay
lordloocan
06.02.17, 17:01
+1 Best idea on forum for a very long time.
Nice idea as long as they don't increase horses or Plat ore in loot.
An advanced adventure which promises NOT to give platinum ore would be an attraction!
Thejollyone
06.02.17, 21:40
+1 though can you imagine the shark-fest in trade for buying the relavant addy?
Bring it on Mwahahahaah :cool:
High losses and poor loot is the main reason the majority of adventures are not being played, so why not rebalance a few by removing some bandits and camps or allow alternative paths or starting positions, or increase the loot and add a possible rare item?
Highly unlikely they have resources they could dedicate to redesigning adventures week after week. Especially if it includes messing up with the map (or any other changes that are non-trivial).
Doubling the loot does not solve anything especially if we're talking about plat ore and mahogany.
A side effect that is probably unintended is that it would most likely have to apply to all adventures, meaning that it would, most likely, end up not with players playing bad adventures more often, but clever ones reorganizning what they play for max benefits (ie. Ill play woodcutters for the next few weeks and keep my Third Thieves until the Week of Quadruple Pandas).
I think were not talking about the adventures that came about after the November nerf, as they were `balanced ' to the current thinking. If I'm not mistaken the idea mainly is for the less appealing adventures which after the nerf were so far out of balance players would only do them if they `had ' to, and even then needed a sudden surge of madness and lack of resourceful management to come over them :) That is not to say it could not be broadened to FT's and Ali's, just that there is more scope with the old addies and co-ops that were worst effected by the nerf.
I agree that changing elements within the adventure itself would require a great deal of input from the development team, that's not to say it can't happen, but that is why I suggested using the quest system which would add something extra to the loot. This could easily be double xp, a chance of a panda, or an addition to the resources currently offered or special building. You could even use the `mystery box' system either to give those much reduced `follow-on' adventures or buildings, there is plenty of scope for a very simple tweak, with much of the code already in existence.
The excuse given for not re-balancing was seen by many players as the current devs dwelling on mistakes of the past, or not really knowing the effects of `small' changes having quite a large impact having seen some of those mistakes and getting a lot of flack from the player base. I think Peajays idea gives them the opportunity to `learn' how best to make those changes, not only to put right those mistakes of the past, but to help make better decisions for future content.
( Besides a chance of them getting it slightly wrong for a week, and the players benefiting from a good drop rate of Frozen Manors from a co-op, would liven things up no end...15 lines in trade chat would take less than five minutes ;) )
fishybreath
07.02.17, 13:01
+1 .... have 100's of "undesirable" advs in star menu. Can't bring myself to delete them, especially now that they can be stacked. Would be nice to have some use for them.
Remember the times that different bonuses ran for a period of time? For example all explorers find 10% more marble and things like that. I would guess that doing something similar for adventures could work the same way.
queen-vicious
09.02.17, 02:22
+1
I was not here before they were nerfed. So I have no knowledge of how they used to be. There are quite a few adventures I never do. I dont think many do them more than maybe a few times to try them out and maybe get ach.
Resources must have been used to make them, - so it is a waste that they are not considered totally useless by players.
We all have some adv that we dislike for various reasons - so it is not 100% clear what advs we are talking about. That said I do think that some of them could use a makeover.
I am thinking of Wild Mary, Victor the Vicious and Gunpowder.
It will always be a matter of taste - I can think of others that many players like, but that I never do. But then I can find someone to give them to.
The co -ops also have a pretty bad loot compared with the effort and time needed to find players who want to do them at the same time.
There is also new advs/scenarios no one wants to do. (Riches of the mountain and Storm recovery) Even when they pop up in bonus quest - the amount of resources needed to do them does not match the reward.
It looks as if they think that raising drop rates on the worst of them - so we get spammed with them will help :p
I have 177 whirlwinds in star.
Anything that can be done to even this out a bit has my vote :)
Victor the Vicious crops up for a Guild Quest. Back when we only had Taverns, BHG's and Vets, Wild Mary was one separating the noobs from the players. Unfortunately the nerf badly hit co-ops and Ventures had made Whirlwind even more unattractive. As for Riches of the Mountains and Storm recovery go they are only unfeasible to players under level 62.
nice idea as long as they don't increase horses or plat ore in loot.
rofl
++1 oh yes i like this idea very much :)
maybe not make rewards higher, but have an extra roll for a good piece of loot, as well as something guaranteed, e.g. coins
if this idea were to be taken up plz note bb, we still wont be interested if its an extra 10 coins and a 1% chance of a dark castle :)
maybe a reward according to how many u do in a week, or as a guild quest and how many guild does in a week.
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