Why we hate the Co-op adventures
I recently did a co-operative adventure, and a discussion was started regarding these adventures. The majority of experienced players either rarely do them or do not do them at all. There were a few reasons for this. Many players express how difficult it is to get a group of players together to complete them. However, this was not a problem in the past, before the loot revision in last 2014. At that time, groups were running these adventures on a regular basis. The real reason is closer to the fundamental basis of the game, economics.
The issue with the co-op is that they are simply not economical to run, and thus are relegated to the same category as many of the adventures that accumulate in the star menu and never done. The standard adventures are possible to perform with a single person, even when these adventures can be done with more than one person. Although not intended, most players tend to run them solo, and invite others to get an equal reward for token participation. The experience given to the players proportionally to participation, which the loot table is the same for all players. One look at the required troops and the reward is enough to dissuade players from playing them.
For example, the WhirlWind is rated at a level 7 difficulty, with the estimated total maximum shared cost (at the top level) of 3,314 recruits.
Now, look at Black Knights, which is rated a level 9 difficulty, with the estimated cost of 983 recruits (quick version).
Both set use the same troops, and the numbers shown do not use blocking. Essentially it costs more than 3 times the resources to complete the cooperative adventure, while the amount of reward is only a fraction. Even adding the loot together for all 4 players participating in the co-op, it is just over what one person will receive playing the traditional adventure., and there are three players for this multi-player adventure. Even the building has a much higher cumulative rate for the traditional adventure. The same happens for the event resources: Black Knights gives: 0 / 27 / 67, while Whirlwind gives: 0 / 20 / 50. This gives about the same number of eggs total, at a cost of about 3.5x the number of people.
Still interested in running Coops - Please help!
Quote:
Originally Posted by
Aurboth
I recently did a co-operative adventure, and a discussion was started regarding these adventures. The majority of experienced players either rarely do them or do not do them at all. There were a few reasons for this. Many players express how difficult it is to get a group of players together to complete them [...] Essentially it costs more than 3 times the resources to complete the cooperative adventure, while the amount of reward is only a fraction. Even adding the loot together for all 4 players participating in the co-op, it is just over what one person will receive playing the traditional adventure., and there are three players for this multi-player adventure. Even the building has a much higher cumulative rate for the traditional adventure. The same happens for the event resources: Black Knights gives: 0 / 27 / 67, while Whirlwind gives: 0 / 20 / 50. This gives about the same number of eggs total, at a cost of about 3.5x the number of people.
Yep, completely true. Certainly, BB has the tools to 'see' that coops are not played heavily (and with the many forum posts regarding the coops, the reasons were pretty clear). Based on the subsequent actions of BB devs/designers, when they nerfed the heck out of the coops, even when the loot was better. to me only says one thing: They really do not care if the players play them or not; consider:
- TSO not only added all of these coops to our Explorer's search lists, but deluged them with these things. Note that we get no relatively accurate drop list any longer (since the Great Nerfing of Fall 2014), though any player who searches for adventures knows - even the newly released 'Very Long Adventure Search' requiring 48h (w/o science) - Why an Explorer of such a search is bringing back Lakeside Treasure as an approximate 5.4% (Whirlwind is acceptable - IMO) is beyond me.
- TSO has yet to include ANY coop adventure to the Sophisticated Pillager list (along with any other adventure appearing post-science release) providing Bonus Quests and more incentive for players to run them.
- TSO has yet to include ANY coop adventure to Main, Daily and/or Side quests, which would provide additional incentive for players at large to take interest.
- TSO has yet to include ANY coop adventure to Guild quests, which should generate interest as it would be a guild achievement for all players in a guild to work towards, ergo serving 2 incentives/purposes.
- TSO has no achievements in the achievement system in regards to Coop adventures. For such a large number of adventures of these types, it is surprising that there are no merits in the achievement system for Coops.
If any BB has any response(s) to the above points (or other posts in this thread), we would really appreciate some insight as to the future (if any) of Coop adventures.