DeletedUser8921
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I have just confirmed by crafting an EE in my magic academy (crafting, not producing) that crafted enchantments DO satisfy the Gain 6 Enchantment Items quest, while crafted pet food does not.
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These are the proportions I am seeing currently, I will post an update at the end of the event.
I've managed to get 4 Mermaids and am currently working on the last chain of pearls to get the last artifact to upgrade all 4 Mermaids to stage 10. And am working on the 8th artifact for the 3rd mermaid in my other city
Anyone still saying this event was random really need to take another look at these numbers
how do you know? has this been confirmed? is there a pattern i'm missing?
The game is overflowing with buildings - single and in sets, that give "next" to the boosted resource, after the middle of the chapters this resource is T3.Because of the event building that provides resources, the game is currently overcrowded with T3 resources.
Which cannot be traded with T1 or T2 at any exchange rate.
The next event will be a award-winning T2 resource building.
Inno are trying to balance what they have destroyed - normal trading of resources.
But putting into use buildings like the Mermaid, which give all three types of resources a category, will completely kill the trade between players.
And I still got a problem with it as it is not a fair distribution among players, somewhat for player 5 but a lot for player 6 in your list, that one was very unlucky in my opinion compared to the rest.
which you obviously didn't notice.
Yes I did notice, thats why it is unfair. As you can not expect all players to do so many rounds. On average one could assume that a player would like to win 1 completely upgraded Paradise. And as I have seen in my own FS with players getting the 'unfair' threatment they would not advance much anyway because of it.
So of course it will even out with hundreds of quests, but you should see how the distribution is for 1 upgraded Paradise. And then you will see how 'unfair' it really was, or not.
Thus, in my opinion, you should look at the smaller, average player, picture.
could've (should've) for a more friendly approach there
But by doing less quests, that means you have more time per quest to fulfill the demand of the quest, so maybe that evens it out?
How so? We already know we had the odd one out on several occaisions, Voicing that this is not so nice to do from the Devs is better than sitting quiet in a corner. A chance to get lucky has nothing to do with fairness.You aren't going to get anywhere with this discussion unless you grab the data from a whole load more people from the entire event.
How so? We already know we had the odd one out on several occaisions, Voicing that this is not so nice to do from the Devs is better than sitting quiet in a corner. A chance to get lucky has nothing to do with fairness.
I promised you all an update after the event. So here goes:
After a total of 1944 quest entries within the 64 coral cycle, these are the ratios of the quests we encountered:
View attachment 3909
While in the beginning of our data gathering most quests switched a few times between <50% and >50%, and in the end all neared 50% more and more, the 'Complete 2 provinces' quest has never been <50%. Same goes for the 'Scout/upgrade' quest. For those quests, the balance was always way off... This only goes to show that the devs really don't want us to stop scouting...
You could have just opened the developer tools on your browser and looked at the response JSON when the quests are given, the probability of the quest being given is in the data that is returned, it's just not displayed in the game's interface.
But where is the fun in that? Or feeling of accomplishment for that matter...You could have just opened the developer tools on your browser and looked at the response JSON when the quests are given, the probability of the quest being given is in the data that is returned, it's just not displayed in the game's interface.