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Thread: [Feedback] Sneak Peek: Easter Event 2018

  1. #21
    Architect of the Empire
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    Quote Originally Posted by hades8840 View Post
    made me go and look seems the alis etc been cut but a increase in the likes out outlaws etc but no idea if any will be x3
    not just Ali and FT, BK RB cut also. Why do high levels have to be funnelled into doing low level single player adventures if they want event resources ?

    I could maybe understand a bit of a cut to say BK if they removed the 0 chance on a drop, but many had some impressive runs of adventures dropping nothing last year.

  2. #22
    Master of Strategy Kit_'s Avatar
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    Quote Originally Posted by Bluesavanah View Post
    not just Ali and FT, BK RB cut also. Why do high levels have to be funnelled into doing low level single player adventures if they want event resources ?

    I could maybe understand a bit of a cut to say BK if they removed the 0 chance on a drop, but many had some impressive runs of adventures dropping nothing last year.
    in halloween they did remove the 0 drops, and other drops were also reduced then too (to balance out the drops after removing the 0's), stands to reason that they will be doing the same to the easter drops, plus there will be the usual 10 adventure selection with x3 loot.

  3. #23
    Quartermaster
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    A lot of 1st world problems itt.

    The drops are cut cause of the new difficulty levels. BB of course uses the word rebalance. I told you lot that when it was implemented but noone cared. Now you'll just have to deal with it.

  4. #24
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    Last edited by BB_Saqui; 19.01.18 at 15:38. Reason: Moved.

  5. #25
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    I'd say event as a whole will be fun as always - lot of really useful buildings, specialists etc.

    However Parkconcept need a bit of a fix IMHO, to be useful. In it's current state looks like benefits were not rly deep worked-out.

    1. Buff for foresters and silos - very minor influence. Even in lower levels its not a big deal to balance foresters and cutters. Takes a bit more with silos, but then - whats the diffrence if in the best case scenario it works for 6 hours for every 48?
    2. Buff for schools - somehow better, propably the only one of three that make some sense. But again, for most of the players producing bread and settlers - just addon.
    3. Buff for marking collectibles -Would be a good idea, since Fair Fire is somehow rare. But 100 beans? C'mon, even during event,there is no collectible worth so much. Especially that for those tricky few from each batch we now have shuffle buff. Which is epic-cheap.

    All in all - I rly like the event. I like the concept of zone-wide buffs spread by special bulding. But buffs themselves need to be rebalanced to the 'useful' level. They dont have to be overpowered. But they need to be somehow worth the effort
    Last edited by Hussar1683; 19.01.18 at 21:29.

  6. #26
    Ruler of the Land
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    What has me baffled is the added inclusion of a "Security question" to the mini adventures. There is no point asking you to enter your password since if you log in with FB BB don't have your password. Likewise they may not have any info like "Mother's maiden name" or "What was your 1st school" etc.
    Any system which includes use of email won't work since the email system is designed to ensure delivery of the mail within 72 hours which rules it out on adventures which last between 12-48 hours.
    When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's

  7. #27
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    Bringing in new buildings for events is good and keeps people wanting to play for them, however bringing in new buildings that are pretty useless is bad. Being able to buff population OR foresters and silos I think are the two least wanted or needed buffs you could imagine, (I think BB know this) even for low level players. Its a very good way of bringing in something new without really changing the dynamics of the game. (Here everyone, look at the pretty colours) Also, I am not even going to talk about the cool-down time

    I don't really see the point in the Sack of Omniseeds, its the same price as the standard omniseeds x10, just saves people an extra few clicks of the mouse. Once again, bringing in something new without changing or improving anything. I can appreciate that it is not easy to come up with new ideas that wont change the balance of the game too much, but something is needed that has an interest for all and also that is usable.
    Last edited by PELIAS; 20.01.18 at 13:29.

  8. #28
    Master of Strategy Kit_'s Avatar
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    Quote Originally Posted by Dorotheus View Post
    What has me baffled is the added inclusion of a "Security question" to the mini adventures. There is no point asking you to enter your password since if you log in with FB BB don't have your password. Likewise they may not have any info like "Mother's maiden name" or "What was your 1st school" etc.
    Any system which includes use of email won't work since the email system is designed to ensure delivery of the mail within 72 hours which rules it out on adventures which last between 12-48 hours.
    they will simply be arranging the quests so that when you click on the final quest you get this:

    for bigger: click image

    this is currently missing on the listed adventures in changelog.

  9. #29
    Dedicated Scribe sparkz's Avatar
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    Quote Originally Posted by PELIAS View Post
    Being able to buff population OR foresters and silos I think are the two least wanted or needed buffs you could imagine, (I think BB know this) even for low level players.
    Zone buffs to population production do have some potential. If you take into account that every year people are able to buy more schools (and get universities as this event proves), you can have a production chain that is completely independent of others, takes little space, can have multiple layers of buffs etc.

    If those buffs were actually good and with high uptime, I can reasonably think of replacing my entire bread production (from farms up to bakeries) with schools. Especially if the situation on the server I play develops in a direction where tailors become obsolete (due to not enough people to exchange LS) and Im limited to Ali's (with a forced production cap on elite barracks).

    Just my 2 cents.

  10. #30
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    Quote Originally Posted by sparkz View Post
    Zone buffs to population production do have some potential. If you take into account that every year people are able to buy more schools (and get universities as this event proves), you can have a production chain that is completely independent of others, takes little space, can have multiple layers of buffs etc.

    If those buffs were actually good and with high uptime, I can reasonably think of replacing my entire bread production (from farms up to bakeries) with schools. Especially if the situation on the server I play develops in a direction where tailors become obsolete (due to not enough people to exchange LS) and Im limited to Ali's (with a forced production cap on elite barracks).

    Just my 2 cents.
    My opinion about population production only comes from my experience of the game, as does yours from your own experience, which is fair enough. The zone buff will have to be very, very good in order to make it more effective than using bread to make settlers. At the moment we can make a boat load of settlers using bread and 1 single buff on the provision house than using a load of schools each with their own buff. So like I said it needs to be very, very good. I do not know what the zone buff time is or at what percentage increase it will give but with the two days cool-down I figure that using bread will still be better.

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