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Thread: [Feedback] Dev Notes: Weekly Challenges

  1. #81
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    Geezuz, am I stupid or are you BB greedy? Or both? Where is the choice of adventures to do? Why do I produce x amount of VERY uninexpensive stuff only to donate TWICE that anount away, for a nominal compensation. GET REAL, BB! You're killing the remainder of the fun in this game. Seriously made me think twice about continuing to play on. Maybe that was your intention to begin with?

    NO MORE FUN ANYMORE!!!!!

  2. #82
    Aunt Irma’s Favourite Writer Larili's Avatar
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    I did not see the dev notes and this thread when I posted in Jollies thread over on suggestions regarding BB_Alex. However having read the reply from BB_Alex here I can now see why the community is getting hot under their collars.
    I would like to thank you again for providing feedback. I did read as much as I could and will continue reading more of it. Your concerns are important to me so I will try to lay out some of my plans on how I would like to approach the future of weekly challenges. First of all, I do not plan to remove the time challenge by removing adventures from them or drastically reduce the amount of resources asked. What I would like to do is to collect more feedback and also directly analyse the available data. My personal goal is to improve the situation without compromising the time challenge. It's not an easy task, but there are ways. One such way, for example, is to introduce more adventures including Ali Baba the Young Woodcutter for map fragments, which is planned for the near future.
    Well that sounds as petulant as it comes, and pretty much says its my game and I'm going to do what I want regardless of what the rest of you want. If you continue on that path the only one you will be playing with is yourself! Further to that you will not do your credentials as a game developer any good if you earn the reputation of being the one that killed a long standing and loved game with an outstanding community behind it, because you were unwilling to recognise that your `vision' of the game was taking the game away from what the players are after.

    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.
    I'm sorry did I miss something, did you even participate in a crisis quest? Did you not see what elements of them made them interesting and challenging for the players? ( Also what turned some players against them? ) Because what you have produced is everything that was wrong and nothing that inspires the players as a worthy `challenge'.
    There is nothing challenging about throwing high value resources away for a `cheese sandwich' , unless the challenge is to ignore common sense and ignore all of what this game is suppose to be about, creating a balance of economy and game play.
    As for a time challenge, OMG where do I start! Have you even looked at the times, You BB have set for the overall time to complete an adventure? If you had you will have seen that many exceed seven days, last I looked that meant over a week. And here you are expecting players to do three of them in the same time frame. Yes, I know most players can do adventures a lot faster than BB originally intended, but surely that is a player created advantage, and one that you should not be exploiting to the max when creating a `challenge' . Take it into account by all means but do not treat it as a baseline for your timed challenge!
    Production has always been where the time challenge has been most successful, and had you actually done a crysis quest or two you would know this! If you showed upfront what had to be produced in the form of the first subquest by having a `pay x amount of x'. The players would be able to calculate both its value in terms of reward, make space for the needed production ( If stores were already full ) and know in advance if their production chain was up to the task within the allotted time frame. Why can you not see that?
    If you were thinking along the lines of crysis quests to give another interest to the game and making them a `challenge', it should be to add to the game not totally take over it!! And if it is to be weekly or fortnightly keep it at that. Having one follow straight after the other is ludicrous and serves no more than becoming a chore or as has been said a nuisance...and I thought cousin Theodore was bad. Crysis quests and even events take a lot out of a player and their island, and here you are expecting us to jump from one crysis straight into another and another and another. Just how long does your idea of sustainability stand up to scrutiny? Go ahead I dare you to do four weeks of this and tell me you want to do more.
    Whilst I'm here and have your attention ( supposedly ) The zone buff buildings and mechanics of multiple buildings reducing cooldown as a benefit, with the idea of `choice' having to be made by the player to utilise their finite space. I see where this was coming from, and like many of your ideas they were founded on some nice original thinking. BUT, have you ever heard the expression `you can have too much of a good thing'. All of a sudden we have become awash with these multiple buff buildings which are not really helping the game rather than overwhelming it. The same can be said of specialists who are really only good for a small aspect of the game, there are just too many and its all becoming far to cluttered, heaven knows what effect it is having on the servers ability to keep the core game running smoothly. ( Lets face it, they have always struggled )
    So can I politely suggest BB_Alex you take your blinkers off and stop focusing on what YOU want to do and forcing it on us regardless, and rather engage more, listen and above all HEAR what the player base is telling you. We all get it wrong sometimes, admitting it to yourself can be hard, admitting it to an angry mob will be far easier and will gain some respect going forward. You can of course pick up your ball and take it home and be Alex no mates, the rest of us can always find someone with another ball
    Are we to be told of adventure changes or not? 1 Month on and still SNEAKY RB changes have not been mentioned

  3. #83
    Quartermaster Elco's Avatar
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    Oh and big kuddos on deregulating entirely the trade office btw... Now resources and adv maps, which previously were readily available to all for almost nothing, are rocketing through the sky, making them difficult to say the least to lower levels who by definition might not have enough in house to even consider purchasing those resouces/maps.
    You wanted to get players to stop "star parking"? You've actually achieved more hoarding behaviour (and the greed that goes with it). Congratulations!

  4. #84
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    Entering "The Apprentice" is something you need to remove from your bucket list ASAP.

    While the fundamental idea behind the weekies is a proven one, the way it has been pitched is abominable. What you have given us is in actuality a elective crisis quest but without any assurance that now we have them that you won't be dropping crisis quests on us in the future. As it stands now every player who elects to start one of these challenges will have at the back of their mind the worry the part way through you will drop a crisis quest leaving them effectively attempting to do two crisis quests simultaneously.
    When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's

  5. #85
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    Quote Originally Posted by Dorotheus View Post
    Entering "The Apprentice" is something you need to remove from your bucket list ASAP.

    While the fundamental idea behind the weekies is a proven one, the way it has been pitched is abominable. What you have given us is in actuality a elective crisis quest but without any assurance that now we have them that you won't be dropping crisis quests on us in the future. As it stands now every player who elects to start one of these challenges will have at the back of their mind the worry the part way through you will drop a crisis quest leaving them effectively attempting to do two crisis quests simultaneously.
    My thoughts exactly Very disappointed ...

  6. #86
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    One of the worse ideas you presented in a while. Leveling up buildings which normally don't get leveled up is a good idea, but everything else is not. The weekly challenge is too expensive, too repetitive (always the same advs), and some of the tasks, especially doing the advs, take too much time spent on effective playing. If you start paying money to the players to play the game, that would significantly change my opinion, otherwise I don't plan to do any weekly challenge, the game is already very time consuming as it is, and that has already made a lot of long-time and high-level players to quit!

    As I already said in a few comments, this is not the game which I chose to join 3-4 years ago. I chose TSO because of its slow pace, and predictability. All these changes introduced in the last year or so are speeding up the game, and making it unpredictable. Long term planning is the essence of a strategy game, and that is being lost with each new day and each new thing introduced. If you want to make a "fast game", make it, but as another, new game.

  7. #87
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    I will not be doing my weekly challenges because we have to use to many resources and I only like doing easy ADV because I am not bothered if i do ADV at all.

  8. #88
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    Please don't put compulsory scenarios like storm recovery in the weekly quest. To do one is bad enough but two??? That's 2.2k of grout down the drain plus the other resources required! I don't know about other players but I can't afford to waste grout on a weekly quest which presumably will be repeated every 3 or 4 weeks. Can you not understand why nobody runs that scenario its totally unbalanced in terms of resources required. Was this when grout grew on trees and dropped form everywhere?
    Lets have a proper list so we can choose which one to do. It says choose from the list but its the shortest list I have ever seen of just one!
    Also why have advs or scenarios you can't buy or obtain in some way? My guild members are asking for grain conflict and heart of the wood but they just don't drop often enough to make them viable quests to do weekly.
    Hope you see some sense and make the weekly quests enjoyable and not some unrealistic obstacle!
    Also why not tell us how many resources we need to make in the prov house to provide for that ship? Is it deliberate or did someone just forget?
    Last edited by Anorexia; 24.11.18 at 17:39.

  9. #89
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    i do think weekly challenge is a good idea,but again resources need to do ie storm recovery 3 times is very expensive,i was suppose to do 2 x 2nd thief not a chance barely just got to level 56, let alone to get the adv in the first place ,great concept just needs looking at more

  10. #90
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    This is what I get from this dev post:

    ONE person decides everything, The post is full of "I", "me", "my", etc., not "we".
    This ONE person have read the feedback and couldn't care less. Nothing is going to change.

    Sorry, BB, I'm not impressed. You have no idea how to communicate with the community, and you don't even have a clue about your own game anymore. We lost a lost of players after the XL patch, we're gonna lose even more now. Less players means less income, which again is likely to mean less jobs - still you don't care at all.

    What is it going to take for you to understand??

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