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Discussion Elvarian Carnival

AstralSoul

Illusionist
Yeah, it always cycles... (I have two level 10 gingerbreads from the last event.)

I would much rather get that Ferris wheel instead tho, better than another Valentine's Float. Even though I feel a bit of irony in the message hehe, you know that a level 1 sucks :p.
 

ANIKHTOS

Soothsayer
7 Artifacts won candies 1 or 2 times only, daily prize averaged 500+ candies to get
so no luck to me
 

Gargon667

Mentor
well thats what i asked
are the random truly random or fake "random"
does anyone knows ??
a feke random will appear random for players but in the end all players will have similar experience in game
while with true random the experience will differ from player to player
True random is very difficult to program for a computer, one easy solution is to use something timebased: Like "Take x digits from the square root of the current second of the day" That is close enough to true random for most applications including this one. So while it is not true random it would still be something that I think you would call true random. And it is what I assume the game uses (no idea of course, I am not a dev).

So in the last used version of the "random quests" they had 2 pools of quests, which came up alternating (not random), but out of each pool the quest would be chosen "at random". Since the pools were rather small (around 10 quests each, you can look it up if you want to know exactly) the chance of getting the same quest from one pool repeatedly is rather high at 10%. Since thousands of players do millions of quests, very "unlikely" (in reality of course every combination possible is exactly equally likely, that is what true random means) combinations of quests are guaranteed to happen.

One solution to reduce (not eliminate) the amount of these "unlikely" events is to add more different quests to the pool, but the potential is rather small, you need to double the number of unique quests to cut the unlikely event by half. This is why they introduced the 2 pools, it made 2 exact same quests in a row impossible, while adding more quests to the previous pool would only have reduced the chance by a little bit. So now the quests are in reality "less random", but appear to the average user "more random".
The problem is true randomness likes "unlikely events" just as much as any "likely event", while humans scream for justice every time the "unlikely event" happens, but accept the "likely event" without complaint. So the devs are stuck teaching randomness how to behave "unrandomly" to satisfy humans desire for the "correct" randomness that looks random, while is in fact being not random at all. Does that make any sense? :D
 

RainbowElvira

Sorcerer
Here's my summary of the event:

Positive:
I liked that we had a fixed quest list. This brought back some strategy again.
The rotating chests are some kind of middle ground between the more strategic 3 fixed chests and the completely random casino style thing from christmas event. Maybe a good compromise.
As usual, the artists did a great job.

Negative:
It seems to me that the rewards for both the quests and the chests belonged to the endless quest system and weren't adapted when this was changed. Anyway, we got less rewards than usual.
Another evolving building as grand prize. In general, these are not worth placing unless they are evolved to stage 8 - 10. So its all or nothing anyway - why not just give a (non-evolving) building with appropriate stats as the 17th grand prize? Would save some players from frustration.

Even with its shortcomings, I found this event more enjoyable than what I had in quite a while.
 

Timneh

Artisan
I found this event to be a lot more enjoyable than the last 2 or 3 although the evolving building is not worth the space it takes so will not get built in my city, it can sit forever in my inventory so that i do not get it coming up in crating, the artifacts will get turned into spell fragments. Being able to plan the event made it much better, working out what buildings to put in and where to put them with limited space in order to complete the quests has always been one of my favourite parts of events and i am happy that i was able to do that again with this event.
Like a lot of other people i did not get enough artifacts to fully upgrade the evolving building (even if i wanted it) and i think this is possibly intentional by the devs. By cutting back the number of artifacts that could be got from the event itself, players that want to build the evolving building will need to take part in the FA that seems to always follow events in recent times to get the missing artifacts. Players have complained that the FAs have artifacts as prizes because almost everyone got enough of them from the endless quest events to fully upgrade the buildings so did not need any more artifacts from FAs. Maybe this meant that players did not do the FAs and now the devs have made it so that a lot of people will need to take part if they want to fully upgrade the building, although the 50% increase in the number of required badges that they have in Beta is a kick in the balls in my opinion. Maybe that is a punishment from the devs because of the complaints .
Overall a much better experience than the endless quest events although the main prize is crap. So glad to see we did not get that stupid prize lottery that we got in the winter event.
 

ANIKHTOS

Soothsayer
True random is very difficult to program for a computer, one easy solution is to use something timebased: Like "Take x digits from the square root of the current second of the day" That is close enough to true random for most applications including this one. So while it is not true random it would still be something that I think you would call true random. And it is what I assume the game uses (no idea of course, I am not a dev).

So in the last used version of the "random quests" they had 2 pools of quests, which came up alternating (not random), but out of each pool the quest would be chosen "at random". Since the pools were rather small (around 10 quests each, you can look it up if you want to know exactly) the chance of getting the same quest from one pool repeatedly is rather high at 10%. Since thousands of players do millions of quests, very "unlikely" (in reality of course every combination possible is exactly equally likely, that is what true random means) combinations of quests are guaranteed to happen.

One solution to reduce (not eliminate) the amount of these "unlikely" events is to add more different quests to the pool, but the potential is rather small, you need to double the number of unique quests to cut the unlikely event by half. This is why they introduced the 2 pools, it made 2 exact same quests in a row impossible, while adding more quests to the previous pool would only have reduced the chance by a little bit. So now the quests are in reality "less random", but appear to the average user "more random".
The problem is true randomness likes "unlikely events" just as much as any "likely event", while humans scream for justice every time the "unlikely event" happens, but accept the "likely event" without complaint. So the devs are stuck teaching randomness how to behave "unrandomly" to satisfy humans desire for the "correct" randomness that looks random, while is in fact being not random at all. Does that make any sense? :D

or simple have a bit to flag as done

even with 10 quest you ask for a random number 1-10 and show that quest when finished flag as done, now have a pool of 9 and ask a random number of nine
repeat until you finish all 10
hen unflag all of them and repeat

thats a fake random since ever 10 quest you know exactly what 10 you will get
which make the game more fair for all players who will all experience the same "luck"

in contrast with now which there is no mechanism to balance the outcome , i hardly won any candies and go very hard 7a artifacts wile i know other that won he 500 candies a leas 6 times got 9 artifacts and more daily prizes than me
 

Errandil

Conjurer
Overall the event could be worse. Not really good main prize (and poor dailies) was perfectly balanced by the short questline with too few candies to get all the required artifacts, so no FOMO and just some free KP and time instants for almost zero effort. I'm glad that we are back to three chests, but I do hope that they'll throw the limited questline out of the window along with the awful shuffle board and the future events will be more fun.
 

dbrad000

Alchemist
Here are my feelings on the event now that it has concluded.

The Good

First, I prefer the fixed questline. I take my time with the quests, but I look at questline spoilers to see how many of the one-day and two-day productions I need to start in advance. I don’t, however, build a shanty town to finish the questline within the first week. With this event, I finished the questline in my endgame city with about a week to spare, and I finished the questline in my Chapter 6 city with a few days to spare (which was satisfying).

Second, I was happy to see daily quests again. They provide a little bump in event currency for a modicum of effort, and a player can let them build up over a few days if life gets in the way of playing the game.

Third, I like the stats on the evolving event building, but I seem to be in the minority from the responses here on the forum. The building offers resources that are very welcome in my endgame city. Although I have not made room for the evolving building yet, I plan to place it in my endgame city in the future.

Fourth, I thought the artwork was superb. Many of the event buildings were recycled, but the artwork on the new buildings was excellent. I thought the artwork appropriately conveyed the feeling of a fantasy city where many races come together for a parade. I even liked the splash screen (although I know others had mixed feelings about it).

Fifth, the chests were back instead of the lotto from the winter event. Hopefully, the lotto format does not rear its ugly head again. Ever.

The Bad

The daily prizes and the chest rewards were underwhelming. As an endgame player, I do not have room for the various buildings, so I tend to concentrate on time boost instants and AW KP instants, both of which were lessened from previous offerings. I, like others, suspect the questline’s daily and chest rewards were pared down for an expected endless questline, but when the questline was changed in Beta to the fixed questline, the dailies were not rebalanced. Of special note: the single eight-hour time boost instant as a daily prize—which was just sad.

Additionally, although I am not a player who chases wishing wells, I found it to be an odd choice by the devs when the wishing wells were only offered as a daily prize on the first day of the event and were not offered again as a daily prize. My recommendation: the events usually end with a rather random choice of daily prize offered on the last day (and this event was no exception); if the devs offered a daily prize with more perceived value (such as wishing wells or one-hour time boost instants) on the last day when the 3-hour sale of event currency takes place, I suspect they would receive a better monetary response.

The Ugly

Many players prefer an endless, random questline. As I stated before, I prefer the fixed questline. However, I think there are compromises that have been offered on the forum that may appeal to both the fixed questline player and the random questline player.

Compromise 1: have an appropriately long, fixed questline followed by endless, devilishly difficult, random quests (especially if the devs intend to keep the lackluster daily prizes and chest prizes). Both the fixed questline players and random questline players would have aspects of the event to enjoy.

Compromise 2: have concurrent questlines—one fixed questline and one endless, random questline. Rebalance the event currency a bit, and both the fixed questline players and random questline players would have aspects of the event to enjoy.

Personally, I would be fine with either compromise.
 

Julian

Sorcerer
I like the idea of your compromise 2.
 

AstralSoul

Illusionist
Pretty much agree with all, in my end, in summary:

Good:
- Building stats (yeah, I am one of those odd ones too), although its aesthetics are not awesome (my own personal preference, which is less important.)
- Set quests, pre-planning is excellent, I finished on the 4th day.
- Event buildings: Excellent for most, and some, have wonderful stats. I am happy with recycling, I wanted a Prince Charming haha. (And it is actually good too).
- Chests: Yessssssss, the best, like everybody. The Law of Attraction works with the chests, every time, every event, with the lotto it doesn't.
- Daily quest: A nice symbolic touch, with a tiny price for no effort other than doing your basic normal daily things.

Bad:
- Limited quests: I did not want a second building (and I have a level 1 sitting in the book, in addition of a level 10 out), but I wanted more KP points. I am in orcs still, but I work very hard my AW. More quests would have been great.
- Some daily exclusives: I went after Knowledge mainly, and a few exclusive buildings, so I just skipped the bad exclusives, but 1x 8h booster must've been a mistake, I am sure, is way too low.

Ugly:
- To say something, the last day exclusive. It is pretty actually, and actually sporadically it found a spot in my city. However, in the mermaid's event (first one ever for me), I did the mistake to wait till the last day, to find an okayish building (Mermaid in a Shell). That is a bummer. I would make a very juicy and devilishly hard to get last daily exclusive. Cut even 50% then chances for all chests but some ideas:

- 5x 30 AK spell.
- 100 Ordinary KP added to your KP meter.
- A bit of a "broken" (overpowered, but not excessively) building (not too much to not break the game.)
- A Mystery Chest with a high 80% chance of getting a well, for example, 10% for a magic building, 5% to get 20x Pet Food. If you want to go crazy, make the pet food 4% and add 1% for a Phoenix Level up artifact. You will blow the mind of many :D
 
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