So, to kick that off, please continue conversation with the following questions in mind:
- WHAT is it that you do not like exactly, and WHY?
- HOW can we improve that for you? Give us your ideas and suggestions!
We're very much looking forward to hearing more of your feedback!
WHAT is it that you do not like exactly, and WHY?
- I severely dislike the need to have higher leveled manufactories and workshops. It forces a certain kind of city building, meaning creative solutions and designs are punished in this way, whilst such creativity was made possible by Inno in the first place (due to specific buildings, sets etc). This goes against the spirit of the game, which is really about building YOUR city instead of a copy-paste of everybody else's.
- I do believe that Marindor (on beta) mentioned that the choice for higher leveled manufactories was made due to feedback on how masses of level 1 buildings during events/FA etc. is hindering our city progress. However, I disagree with the interpretation of said earlier feedback; it was not about needing to build so many tiny buildings, that feedback was about having so many events back-to-back. You never get the chance to just relax and enjoy your city building for a week or two, since we are constantly resetting our cities and prepping for the next happening. That's what truly hinders city progress, imo.
So I guess that's 2 dislikes, which are somewhat connected.
- The event is very much luck-based. If you are short on luck, and get a lot of hard quests after one another, you are going to grind down to a halt and make the event feel like a bad slog, only costing you resources and increasing frustration. Especially so when you see others just rake in the rewards. This disparity on the Bell curve will only hurt player enjoyment, as well as the willingness to continue playing (events).
- One other thing that keeps bothering me the most is that the Devs are STILL making quests that focus on scouting, encounters and province completion. We were told that we had over-scouted and over-completed on the world map, yet the events are forcing our hand on this continuously. In this specific event, this issue was caught in the beta, and a Vision Vapour alternative was added.
However, in previous events there was no alternative! I firmly think that this way of thinking needs to change at the Dev-level, otherwise we will keep seeing people getting stuck in events or otherwise run out of resources too much during events.
- Less of an issue, but a growing one, is the "Buy X KP" quests. Not everybody will have the resources to keep doing this, and the costs of a single kp will just keep rising forever. Stop doing quests without an alternative, and stop doing quests where the costs of said quest can never be reset .
HOW can we improve that for you? Give us your ideas and suggestions!
Well, for me personally there is not much to do. I am at the end-game and I have the space and activity level to manage during events like these.
As I already said, this time and before;
- Stop doing quests without an alternative, and stop doing quests where the costs of said quest can never be reset.
- Reduce the numbers of consecutive events. There's too many of them, it causes stress and annoyance, and reduces the enjoyment and desire to play. Less frustrated players might actually be better for your bottom line in the long run.
- The luck-based component of the event really stands out to me. Of course, some bit of luck should remain, as it is actually sort of exciting when opening chests and hoping for a bit more luck on the next chest and so on. However, in the recent events this component is also active in the quest selection, which I think is really putting a negative spin on the enjoyment of the event. Combined with the endless aspect, it seems to push all the wrong buttons for players.
So, why not combine it? Make the first section of quests fixed, and thus they can be planned for, and once a certain point is reached they switch over to truly random quests with an endless aspect.
The benefit of this solution is that you can better plan for reward-gain for the average player, whereas the highly active and willing can carry on into infinity. Duly note that I am personally in favor of capping out the evolving grand prizes, or set grand prizes, so the "infinity-rewards" should really not contain infinite numbers of those.