YWC takes less then an hour and very low losses with skilled gens. Some bit more active players spend 3 or 4 x more time gaming then needed for this. Ad BB_Alex note that WC was not designed to be done literally every week, and you've arrived at a really relaxed gaming for some of those bit more active.![]()
I think on average most players don't spend more than an hour on this game a day, so spending 4 hours a day every day just to farm those adventures needed for the Weekly is just extremely high expectations for the majority of players. So you are bascially pandering to the minority which does not make sense.
Tokens are a bit like dangling a carrot in front of a Horse. Impossible to get.
and for gods sake nobody say Neigh.
If it isn't actually achievable, it's not a challenge. It's a pipedream.
Where is the point in setting up something like this - actively designed to drain perceived excess resources - when it will become impossible for most of us to actually complete them after the first 2 or three cycles? I think a lot of people will be so irritated that they have no chance to complete the challenge that they will probably not even complete the simple boat tasks, and just end up resenting these things in their quest book that they cannot deal with.
I have no idea what the average is or how big and significant that perceived "minority" is and even then it's debatable what type of average is meaningful for any such considerations. I sort of have a feeling from game levels and some posts that there are many many players who grind adventures 10 or more hours a day, which is the reason why we casuals have no chance to keep up with the speed of game development.
BB_Alex voiced out clearly what he intended with his update and I'm just comparing reality with his mission statement. That gives me understanding that WC are actually not as bad as I originally thought they were when comparing them with my expectations. Specifically I'd like to bring to your attention following bolded parts of his explanation, but read the whole of it again.
So yes, BB_Alex clearly said that this is intended as an exclusive very challenging yet non-essential content for very active players, and that's exactly what it is. From this point of view he'd done decent job. Do I like it this way? Don't really know, but I can sure live with it.The overall idea for Weekly Challenges was to create content, which would provide a similar challenge to a crisis quest, but on a more frequent basis. Those challenges should not be something you would click through in a couple of minutes, but should rather create a time challenge, where "]you have to think about how to approach it carefully to a degree where you maybe have to make a decision to not participate in other parts of the game, but to focus on one challenge for now and than switch back to other tasks. To create a time challenge I decided to focus on tasks, which consume a certain amount of time. Produce resources and buffs, complete specialist tasks, play certain adventures, those kinds of tasks. The time challenge itself was set to 4,5 days while giving you 7 days to complete it. This shows how time-consuming such a challenge would be. Weekly Challenges aren't something for everyone, but rather challenging content for people, who are investing quite some time into this game and are looking for more things to do. Such a high time consumption also means, that this content should remain completely optional and never reward something, which is mandatory for the progress in the game, so I decided to go with the increase of the population limit, which would provide additional benefits in the long term.To every casual complaining "I can't do that every week, average player can't do that regularly, I can't do both WC and keep adventuring at the same time" etc. BB_Alex could rightfully respond "yep, I told you".
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So all good to me whichever way it goes, while some development would be proffered to others.
EDIT: Personally I'd preffer WC as a regular feature for increasing population limit and managing island space rather then exclusive hardcore feature which it is now.
Last edited by Norton_C; 29.11.18 at 11:56.
Guaranteed drop counters for follow-up adventures were mentioned before we got the patch and been on the table this week too as one of the things that might come. Along with fast, cheap and easy Woodcutter availability it would pretty much solve the high level adventure issue.
There are other things too that might be coming but everyone can read about them up at test server forum if they want to.
Last edited by Mannerheim; 29.11.18 at 12:22.
just can't do them as can not get hold of ANY of adventures needed. Gave up putting up trades for Heart of the wood and the other one needed for that quest as need 3 of each. The trades just ran out and the few (4) i have seen up for trade were far too expensive for me for what rewards you get out of them. The Dark Brother hood adventure cost way too much in troops (over 3000) and the rewards are not great as does Tomb Raiders.
NONE of these adventures are buyable ALL ARE LUCK BASED to get!
These weekly quests stated NONE of the items would be luck based !!! BUT THEY ARE !!
AS i said before it was a good idea but hopeless for most of us.![]()