View Poll Results: Add extra building rewards to bad adventures?

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  • yes

    79 86.81%
  • no

    12 13.19%
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Thread: Sons of the void/Secluded Experiments

  1. #1
    Forum Explorer Kotugo's Avatar
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    Sons of the void/Secluded Experiments

    Both of these adventures seem to be worthless due to losses needed to complete them and poor rewards. Surely this could be reversed with adding a small chance of getting buildings from them.

    Sons of the void = chance for silo
    Secluded Experiments = chance for watermill

    Since they are not quite as epic as the other buildings from adventures, there could be a higher chance ~10% and it would provide a source outside of gems to remove the mass rebuilding of wells/fields which annoys players.

  2. #2
    Master of Strategy Tierarzt's Avatar
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    No

    Putting a gem building (silo or watermill) as an adventure reward would:
    a: take away one of BlueBytes source of income. If people can get the item ingame, they won't bother buying one with gems.
    b: overinflate the adventure's worth in the player market. Gems items have a higher value.
    c: overinflate the cost of the lootspot for these adventures and, in turn, effect many others.
    If at first you don't succeed, sky-diving is not for you.

  3. #3
    Enlightened Sage
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    people like getting stuff for free- till all is free/cheap and then it isnt interesting anymore :P

    rather see em rebalance these adventures by upping xp or lowering losses or tweaking droprates for some resources or even adding an extra lootslot to the adventure and making the risk reward a bit more in line with other adventures rather than having them go from extreme one end to extreme other end

  4. #4
    Original Serf
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    +1. Plus you should get something for every camp you destroy (like in the main island) => now you just skip every camp you can, but if you get resources out of them, you'd be tempted to try (random coins).

    Sons of the veld is way too expensive adventure compared to loot you get from finishing it (thousands of recruits, couple hundred horses & soldiers etc.) You get no "epic" resources, or anything that even cuts close your losses...

  5. #5
    Skilled Student
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    It would be good idea to reduce number of leaders (per area) on sons of the veld, so its easier to clear the areas, also add some attractive loot crossbows, buildings, etc.

  6. #6
    Forum Explorer Kotugo's Avatar
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    Quote Originally Posted by Tierarzt View Post
    No

    Putting a gem building (silo or watermill) as an adventure reward would:
    a: take away one of BlueBytes source of income. If people can get the item ingame, they won't bother buying one with gems.
    b: overinflate the adventure's worth in the player market. Gems items have a higher value.
    c: overinflate the cost of the lootspot for these adventures and, in turn, effect many others.
    well noble residence deeds which don't use a license are available from the gem store, but you can also get buildings such as the white caste/dark castle and witch tower that do a similar thing, should these be removed as well because they cost bluebyte gem revenue?

    A high level player will likely have 20+ farms, getting 20 silos at 10% chance would require ~200 sotv runs. That's a much better use of the adventure than the current one which is just a case of deleting it.

    Secluded Experiments is pretty hard to do and its much rarer to get than sotv, it wouldn't cause a sudden flood of players with too many matermills.

    Besides, these buildings are available for some of the seasonal events, if you wait long enough then you don't need to spend gems on them at all.

  7. #7
    Original Serf
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    Imho I seem to get these two SoTV and SE (approx 70%) of my explorers adventures when they do find them, which is disappointing low. They are worth nothing really, maybe good xp but other than that huge expense re troops and time. Tbh I bin these when I get them as they are not worth selling as the spot can be much more profitably used. It seems a shame that probably a lot of people have devoted a lot of time to develop these adventures which no one want to do. Surely it would make some sort of sense to make them more attractive to players.

    The loot of SoTV is certainly not any incentive, whilst the loot on Se is a little more interesting, but to be honest I would prefer to do the less resource hungry adventures for less xp.

    My aim is not to finish the game as quickly as possible, but to enjoy it and try out new adventures, unfortunately since a huge percentage of my discovered adventures are one of these two which I feel are not worth doing, it takes a big piece of enjoyment out of the game for me. And to BB don't you think something should be done to improve the popularity of two adventure that you have invested a lot of time making.

    Think the poll speaks for itself
    Last edited by Potholed_Road; 24.11.12 at 18:51. Reason: Just saw the poll

  8. #8
    Skilled Student
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    a larger reward could make these attractive, but not a silo or watermill, that would be over the top

  9. #9
    Erudite Pioneer
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    Maybe put crossbows into SOTV loot, but not a silo. And even if they did, why would the chance be as high as 10%? If they did add it to the loot, surely they would make the chance even less than that of other buildings obtained from loot. And getting the Angle Gate from SE would be reward enough for the losses, as it is so rare.

  10. #10
    Quartermaster
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    +1

    Quote Originally Posted by Kotugo View Post
    well noble residence deeds which don't use a license are available from the gem store, but you can also get buildings such as the white caste/dark castle and witch tower that do a similar thing, should these be removed as well because they cost bluebyte gem revenue?

    A high level player will likely have 20+ farms, getting 20 silos at 10% chance would require ~200 sotv runs. That's a much better use of the adventure than the current one which is just a case of deleting it.

    Secluded Experiments is pretty hard to do and its much rarer to get than sotv, it wouldn't cause a sudden flood of players with too many matermills.

    Besides, these buildings are available for some of the seasonal events, if you wait long enough then you don't need to spend gems on them at all.

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