not sure if that's how they time them, I get random times on when my second spawn starts. which is usually 11-12 hrs after I FINISH thee first spawn(and at 5-9 collectables per) it doesn't take me long to find.
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I first log in around 7-8 AM and my re-spawn always happens between 5-6 PM so I would say the official rumor "of 10 hours after you find your first collectible" is true. However 10 hours after that is 3-4 AM. If a friend visits my island then they will not see collectibles at that time. That next re-spawn does not happen until you log in and the timer resets. That is at least the pattern I am seeing. If they could apply that programming into the guild quests we can have our daily guild quests that adjust to each players schedule and with the 24 hour delay in rewards. That way we are not cutting our possible guild coins in half.
But again, what the guild quest are asking of us is going to be far more detrimental than if you have 24 or 48 hours to complete them. One on test is mining 250 titanium. Another is to make a codex. The guild quests are getting crazier, not more feasible.
Same here... I thought that BB was going to work on 'fixing' this issue of super-sub-par drops. I had one 11 drop in the last week; most are 8 with an occasional 9. It is so low, it is not worth me actually searching for them; if I come across one, or a friend highlights one when visiting, I'll nab it, but otherwise, at the rate of 8 per spawn, I cannot collect enough to do anything with. Again, I know there are other islands (less cluttered and mostly lower to mid levels) with 22+ per spawn (like we all used to get).
Thanks for posting the payout table in the sneak peek thread BB_Endesmor.
Hi,
This is off-topic, but anyway: the collectible spawn rates will be adjusted with the next game update, you can find more information in the changelog.
You are welcome!
BB_Endesmor
What changes should be made to current GQ? 2 things: rewards given to those who finish, and the ability to move on to new GQ's giving rewards to those who finished.
Issues that should be adjusted? Don't take from the total number of guild members. This hurts guilds when players are not active every day (weekend warriors, a few nights a week, vacations, time away from game, etc.). For instance, my guild has 62 members, currently with active players we need 29 for GQ due to not everyone on everyday. We work hard on GQ's but don't finish everyday; We earn around 400-500 guild coins a week. My math says we won't earn more guild coins this way.
The big thing is this will push players out of guilds that don't play everyday because they will ultimately hurt the guild's payout and the guilds that will take them won't do any guild quests because the payout will not be worth the costs.
but whats nice is, if you don't like the quest don't do it. it doesn't hold anyone in your guild back. 24hrs later BAM!!! a new quest the more that finish it, the more coins you get, better than just all the players getting coins whether they did it or not. I like it so much that even I Mr. Doesn't Play Well With Others joined a guild to see. I have 4 explorers booked for Rarity and have gotten more guild coins than what I get from shop, but this system looks ok, not being hung up by one guy or waiting on GL to cancel seems like a much better improvment
Yes! This is the most important and best feature about the new system. The more people who realize this the better.
I think over the long term a lot of people will get more guild coins than they were on the old system cause the quests just keep on coming. And any slackers that were holding up the works? Ha Ha Ha Ha Ha...... let 'em eat our dust!!
I like the concept, but if the quests themselves are going to be things that are basically not complete-able in 24 hours (especially for folks who aren't logged in to the game 100% of the time, like building up to and running a woodcutter or something similar, regardless of what else you might be in the middle of), then that doesn't fix things entirely.
The quests themselves still need a "reasonability" factor applied to them, that is currently lacking and doesn't seem to be addressed with this change in mechanics.
Agree 100%. Not sure how much of an effect getting as many people as possible on the test server and the test server forums telling the devs exactly this will have, but it's worth a shot.
As far as testing the GQ's it only takes a couple of minutes to login, see what the quest is, then hit the forum and post feedback. There is a BB that's interacting with people now, which is an improvement over past testing. The fact that there's a person assigned to dealing with the testers is encouraging.
How about an option for a player to opt out of a guild quest (of the day)? For example, if the guild quest of the day requires hard-to-get/costly adventure or resources, the player can opt out of the quest, while the rest of the guild can do it. This would be better than having a guild quest cancelled by the leader.
Let's say a guild has 50 members and 15 of them opt out. The guild reward will be based then on 35 members and the percentage completion of the 35 members. If less than 10 remain to do the guild quest, then it gets cancelled.
BB_Endesmor, when are we going to see a Dev's Diary on the Guild Quest Rework and Star Stacking features? Being able to prepare my guild more than 24 hours in advance, and being able to provide feedback on any specifics, would be appreciated.
That is on the top of both of the sneak peak topics. Hence why I am asking about when the corresponding Dev Diary will be published. :)Quote:
A Sneak Peek is supposed to provide you with a brief first impression about one of upcoming game versions/features.
Please keep in mind that it may not reflect the final version of the content, but the test version status.
Once the game version is finalized, a corresponding Dev Diary will be published.
The test server has been updated, you can try the new features there :)
We have already provided some information about the Guild Quest Rework and Stacking in Sneak Peeks. Is there something specific you would like to know?
BB_Endesmor
There are a few specifics, yes.
1) What time will the guild quest reset? Will it be the same time as now or will it change?
2) Will we see the next guild quest coming up so we can plan ahead to complete it? This is especially true if it is one like do 2 adventures.
3) What exactly will be changed in the guild member list? I've read both yes and no that it was changing. If it is changing and we won't be able to see who completed gq and who is active, will this be mailed out to the guild leader and/or officers every day?
I have searched the forums here, on test, and on the .com side. I haven't found any satisfactory answers to these.
while I agree on only rewarding those who do the guild quest, I don't like the 24 hours, 48 would be much better, for the guilds that have members in other time zones around the world.
Plus they need to remove the adventure from the guild quest and rework the quest that want 30 carriages, or cannons, hard to get items, the lower members will not have the resources or the fast generals, for a 24 hour quest , if we get hit with back to back adventures which has happened, even the higher levels 40-50 will have a hard time making troops and weapons to do them.
this has not even given thought to the ones who work in real life and have maybe a very short time to be on each day,
just do away with the percentage needed to do the quest and just reward the ones who get it done.
I totally agree with your thoughts, Lora. Old GQs dragged on interminably which is a problem, but for 24 hour quests a whole bunch of people will miss them. This over-corrects the problem. I've been here for years and I think the quickest we ever, ever finished a GQ was 3 days. Of course if you are shortening this to 24 hours the requirements will have to be pretty easy for guild members to even have a chance. That being said, I am fine with the idea of only those who do the quest getting rewards. However, someone said earlier that guilds with inactives will have to purge them in order to increase GQ payouts. How about we keep it to just percentage of actives? Some people go inactive and come back later. No offense, but those of you who spend all day playing this game need to consider the REAL WORLD (whatever that is). An hour in the game is a lot of time for lots of people. We need to encourage participation by making the game easier, not discourage it by making it harder. Resource and building requirements seem OK, adventure requirements do not.
It would be nice if guild leaders could click on the guild shield and see when a member was last logged on. It will help him or her determine if a member is active or not.
If it use 24h system, no matter what time we use,"someone" will be "doomed". Either because their position on earth (time zone), or because their schedule (some works/study in the morning, someone might work at night, etc).
imo, more fair option for all player is :
1. Use 48h (or at least 48+12h), so everyone should have enough chance.
2. Use not fixed than 24h (like 22h, 23h,... or more than 24h like 25h, 26h, 27h... etc). It will rotate GQ start/end time for every player once in a while, no matter where he/she located.
Thanks
Why do I have to run a VLT? I never want to do that... And produce 100 Dama swords? Seriously? No.
Worst Change Ever.
+1, mine is calling for production on stuff I have not produced in 2 years.
+1
Hey, it could be HLT.
You have only seen one guild quest. Maybe that is the pay 20 cannons of the new guild quests. Anywho, did you like the one ones?
No sure if this is a bug or intended, I am in a guild with 25~30 members, today we got fallen army, which apparently to be a quest for guilds with 36+ members.
Can anyone confirm this is part of the rework? If so, what is the new number of members for each tier of guild quest?
I noticed they jacked up the gem cost for instant complete as well. I sent out a guild mail telling my guild to skip any that is too onerous. Considering I can't even cancel them anymore I will not be expecting them to complete VLT's in a day.
So they currently have a Valiant little tailor adventure up in the guild market to buy for 3025 guild coins. With the new guild quest you are doing the same adventure in order to get maybe 10% of those coins back at the most, how is this balanced?!?!! Nice math BB.... LOL
I am in a guild with ~30 members(currently exactly 30, usually bounce between 25~33), today we receive fallen army as guild quest, which is a quest for guilds with 36+ members.
Can anyone confirm this is part of the rework? If so, what is the new number for each guild tier?
Thanks
Hello,
Thank you for the feedback!
BB_Endesmor
+1 this 'balancing'. Inclusion of VLT (possibly other FT adventures?) in GQ under the new system seems ok in the sense that it will only be around for 24h; skip/gem it if you want, continue the next GQ the next day. Noting however.....
Yeah, I noticed that as well. Seems unfairly priced.
However, my biggest issue with the Guild Quests at this moment is that the timer appears to be different for different players (even within the same guild)?! How and what is this timer based upon? Zulu time? In any case, it needs to be synchronized so all players in the same guild know how much time they do have to complete the gq.
Thanks guys for letting me know what you think. We will keep that in mind for future iterations of the new Guild Quests.
BB_Endesmor
PS: threads merged.