Dear Settlers,
The Dev Diary for the Weekly Challenges & Training Grounds was just published and we can't wait to hear your initial impressions and overall feedback.
Thank you,
BB_Odhran
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Dear Settlers,
The Dev Diary for the Weekly Challenges & Training Grounds was just published and we can't wait to hear your initial impressions and overall feedback.
Thank you,
BB_Odhran
I am a huge fan of the increases to baseline for Arabian housing units. Gives some import to the struggle to find room for an Arabian Palace now.
The training grounds are obviously great. Will have 2 on day one.
Weekly challenges sound fun and I'm sure the added benefits and variety will be a welcome addition.
I have never understood the logic for giftable but not tradeable. It has always been a doorway to stealing from those who are long-time players. Can someone please explain why this is a good idea, Thank you
Is there a typo on the Dark Castle final upgrade?
Dark Castle 1-6 0 | 14 | 43 | 61 | 82 | 128 population: 100 | 210 | 320 | 430 | 640 | 650
There's a 110 jump per level. on the last one it shows 650??
must be the 640 suppose to be 540??
or the last stage must be 750 - which is worth it.
the update that needs an update before it actually goes live lol
not interested in the weekly challenges until theyre changed. like the idea, dont like the execution, the quests are too demanding for little reward.
also like said before, the training grounds are the stupidest building ever, shouldve been buried with the guild bank
Before getting excited on how much population you can get by upgrading the population buildings, take a minute and check the quests. And keep in mind those are WEEKLY quests. Or, if you move fast, you can be done in less then a week... but lets say 1 chain quest per week...
From test server:
Quest name: Kingdom Defence
first quest: produce the follows:
2900 platinum bars, pay 5800
2300 cloth, pay 4600
2000 gunpowder, pay 4000
370 wagons, pay 740
Second quest:
complete 3 Whirlwind
gather and pay 2600 coin
Third quest: train and delegate the follows:
510 Militia
55 Crossbowmen
816 Swordsmen
295 Mounted Marksmen
Quest name: Archaeological Excavation
first quest: produce and pay the follows:
1450 advanced paper, pay 2900
1100 bookfitting, pay 1100
100000 coal, pay 200000
second quest: train and delegate the follows:
140 cavalry
80 elite soldiers
615 swordsmen
385 marksmen
Third quest:
complete 3 Storm Recovery
gather and pay 3700 coins.
Quest name: Architectural Inspiration
first quest:
complete Besieged City
second quest: train and delegate
700 bowmen
255 soldiers
445 MS
445 B
third quest: produce and pay
13300 marble, pay 26600
5600 exo planks, pay 11200
2250 mah planks, pay 4500
9550 granite, pay 19100
And so on. Check test server if you want to see more.
Now take a look at your economy overview. Check how much you produce. Do the math and see if you can pay that many resources on a weekly base.
Do this for weapons too, not only for resources.
And a bit more math. The chain reward is 25 tokens. Count your population buildings and see how many tokens you need to upgrade them all. And how many quests you need to complete.
Are you still excited about this?
From what i have seen and read above, I have to agree. Love the idea of being able to level these buildings... wish it was a bigger increase on some of them but hey!
However, the cost not only in resources but time to do some of these quests to get such a small amount of tokens is just pointless.. especially for those already at 75 or those not interested in levelling as there is still nothing to gain past 71.
Like other things introduced its hard to see why they have been brought in, if not to be a resource sink for those players who have been hoarding for years. To have an economy to support all these quests that have been brought in would be crazy.
BB likes to talk about balance...I think they must be playing with an unlimited test account to think balance is being achieved here for rewards.
As Ghan asked above, am I excited... I was when I first heard of this on test.. but seeing what it has become coming to live server I am very disapointed yet again.
On a positive Halloween was a very good event this year with nice new editions.
Looking at those sample quests, this seems to be a useless feature. Good concept but too demanding for what you get in return.
While the cost/benefit ratio may seem low, I look at it as a 'long haul' thing. For those playing over years, the Tokens are going to add up naturally anyways (producing Troops/Coins/etc). I'm not such a big fan of purging so many Troops to make room, as I'd rather get some use from them in Advs. We'll see how many people think it's 'worth it' overall as an objective as opposed to something that happens incidentally.
BB has shown themselves to be open to adjusting Events/etc based on feedback (double XP on the last one being a prime example), so here's hoping they will do likewise if participation in Weekly Challenges drops off sharply after the initial surge of 'shiny new thing' wears off.
On the upside, it shows BB does perhaps listen to us, because this (a means of upgrading capacity in fixed Pop buildings through activities that pay a new Resource) is something that I (and others) suggested some time ago. :)
If you manage to get 10 training grounds (via gifting, etc..) would that be 500% increase to training speed?
I'll do it for you, I'm interested. But my prices are from ARES ok?
Kingdom Defence
First Quest - Paying 25k coins in resources only + Time and money depends on your buildings. I'm pretty sure you will use snacks or rainbows.
Second Quest - 2,6kc + Such problem finding somebody three times.
Third Quest - 2d9h55m (Using skunk 2k coins on E. Barracks) and it's not just to pay, It's creating (7kc valuated)
- Total: You will be paying 36,6k coins in resources for 25 Tokens.
Archaeological Excavation
First Quest - 6,4kc in resources only.
Second Quest - 1d19h33m (Skunk 2k coin on E. Barracks). 6k coins valuated in resources.
Third Quest - 3,7kc + Giving away 1100grout, on this scenario (16kc x 3).
- Total: You will be paying34,166,1k coins for 25 tokens.
Architectural Inspiration
First Quest - Besieged City. You will need to do by yourself to know how many troops you spent (You can here)
Second Quest - 2d1h48m (Skunk 2kc on E. Barracks). 7,5k valuated.
Third Quest - 11,75k coins in resources only.
- Total : You will be paying 21,25k coins + Besieged City for 25 tokens.
Yes, Archaeological Excavation it's the best choice,a residence magnificent requires 158 tokens, getting +220 population.
Some pleople is paying +200k coins for Haunted Mansion this event (+145 population), so 215k coins for 220 population doesn't sounds so bad but the time is huge, almost TWO months upgrading ONE MAGNIFICENT ONLY! lol
I struggle with the decision behind the massive base change in population for the arabian palace. Folks make decisions based on metrics available in the game. Some tweaking over time is expected, but when folks are making material trading decisions based on population count to space and the base rate of that changes by over 250%, that is problematic. I sold a couple of these based on the metrics avialable at the time and this material change would certainly reverse that decision for me, but I can not go back in time and reverse that transaction. I would rate this a very poor experience.
Can we please get a population overview in Economy so we can see all buildings and levels and find them.
I hear you can gem complete the quests. ;)
Are you ok to keep ebarracks busy for 2 days to train the troops for the quests? I am lvl 75, I can easily take a break from adventuring, no biggy... can you say the same? It will be like a mini-upgrade for ebbarracks on a weekly base... more costly, tho, because of skunk and weapons.
About resources... you calculated everything on market price, which is interesting and thank you, but when everyone will have same quests to complete your own production will matter, not what you can buy from the market. Of course the prices will go way up like it happen now with beans and bean stalks.
About adventures... I'm ok to run a lot of adventures daily, not a problem at all for me... but completing 3 WW? or running BC (which is one of my fav adv ever) for 25 tokens? That will never happen... Or 3 Storm Recovery... yuck
I will not bother to complete those quests until BB does some changes. If they don't then so be it, I have 52k pop limit and I can comfy run all adventures I want, when I want.
Hmmm seems to me there are easier ways to build POP. I think most players who have been around have 35-55k and some more POP now. Is there something coming down the pike im unaware of that would make me need more?
I like adding more pop because why not, but I've got 15k unemployed and no pressing need for any. I might get onboard with a resource sink, and I've got plenty of downtime on my elite barracks if I need to produce more troops. The adventures are my main sticking point as well. I like diversity in theory, but it has to be something I would actually consider running once, let alone three times. Every time I see an adventure task in pathfinder, I just skip it. At least there I can pick 6 of the other 8 tasks and still get some reward.
Storm Recovery actually may not be so bad. I never touch it since it's a huge waste of resources, but if that's all it is, it's getting off pretty cheap compared to what people pay for population buildings.
Really looking forward to the Training Grounds.
If nothing else, building drops from Oil Lamp & Princess will be more attractive after the update.
As far as the weekly challenges..... If I'm remembering correctly, Shiny Gemstone, Deer Tracker and Lost Puppy were all pretty horrific on test, but we never saw the final version there and on live release they'd been modified to be a little more agreeable. Hoping for the same to be true in this case, but not holding my breath. Will know soon enough.
Edit: (Added link from the Eurowiki) Looking at the quests as listed here, at least for lvl 66 to 75 all adventures are my choice and Storm Recovery isn't on there. Production quests are large but doable.
http://settlersonlinewiki.eu/en/ques...ly-challenges/
I remember the daily buff quests getting worse rather than better with the requirement of grilled steak buffs (instead of any buffs), though with enough buildings and proper planning, it was easy enough to overcome, and now those are manageable to do daily.
So no love for the Floating Res? I didn't see it on the list.
I really don't like seeing Whirlwind as a mandatory adventure, especially 3 of them. There are many of us that don't bother doing the cooperative adventures due to logistics and/or lack of desire.
The weekly challenges are a great idea, but the execution is very bad. I won't do them. The time to build those troops... it's simply not worth it. I rather build troops to do advs. I hope BB will change the requirements soon.
is anyone else getting a error message when they try to log onto the game, i've tried 6 times and get an error message each time
We are sorry for the locked zone issue and have brought the servers back down to fix this issue. We hope to have it back online around 10 am ET. I know this is an unexpected issue and something that we did not want to happen.
Thank you for your patience while we get this sorted out.
BB_Odhran
pay 4k gp... nvm the rest.. forget it...
Resource requirements for epidemic level 66+:
864k water
108k bread
176,6k brew
22k sausages
2800 gold bars
2574 plat bars
3600 coins
410 battle horse
295 arqs
295 platsword
3000 horses
6200 bswords
run 3 wisdoms
complete 8 very long adv searchs, 840gc and 3360 sausages
lol
my weekly challenge quest Epidemic--> First Treatment will not complete, potions applied, no more sick Mayan shamans, but quest won't show complete. Is this a known problem?
Edit: duh i didn't "dispatch the ship" :) quest complete
i have the arch one for lvl 56-65 - does anyone know what those last 3 adventures are - I don't want to do all that stuff previous and then find out those adventures are ones I either can't or won't do. I would much prefer these adventures be open, i.e. people can just to do 3 babas instead of no selection.
edit.
Okay for this one you get 2 Storm Recovery to do for the last stage.
Level 57 with Town Construction Challenge. I would like to do it but it requires 2 adventures of Ali Baba and 2nd Thief. I've only done 2 Ali Babas ever, and they were Young Woodcutter. I don't have any 2nd thief adventures. Will I pay 50K gold coin to buy 2 lootspots? NO. Don't even remember anyone in my guild offering 2nd Thief lootspots.
At least on Town Construction I know up front I can't do this challenge. The other challenges you don't even know what adventure you'll get. So why do early quests for a challenge, and then find out there are adventure requirements you can't complete.
I thought the challenges "do not contain is any luck-based tasks ... so that you can more predictably complete these challenges with some consistency". I can't predict what the adventures will be. And it's luck whether I can even do them.
I won't be doing the weekly challenges.
CHANGE THE ADVENTURE REQUIREMENTS to something more doable and that we know up front.
For example, complete any 2 1001 Nights adventure, any 2 FT adventure, any 2 Coop adventures, any 2 Scenarios, any 2 level 9+ adventure, etc.
Why was the price for adventures increased in merchant? and if this was really necessary, why was the selection not updated also?
OK, well looks like my optimism was a little misplaced. I was hoping the final version would let us complete any adventure, but that's not the case. BB shoots self in foot over this one.
How in the **** am I supposed to come up with 3 ToW's to run for this? How can we run 3 of something that isn't available in the merchant and requires multiple YWC to be run, followed by multiple 2nd or 3rd Thief, if they even drop from YWC in the first place, to get even one. These weekly challenges could have been great but right now, they stink.
So far the wind in my Guild is blowing in favour of 'not' doing Weekly Challenges and they're being looked at similarly to Colonies/'PvP'. That is to say, another resource hog with too much reliance on luck for too little return.
A few of us are willing to give it a shot for one cycle (mostly because we have some Dark Castles for quick RoI), but generally this is seen as just another 'Good idea, poor execution.' from BB.
I guess that somewhere in the TSO ecosystem there are enough big spenders willing to push through this, but that doesn't represent us. :(
Run 3 wisdoms is something I'll actually do. Same also with very long adventure searches. I don't want to pay millions of resources, though. I'd run three Wisdoms. Maybe. If I had them.
I also want to know what I need to spend up front. I don't want to get to the last step and then realize it's something I'm not doing. Then again, it sounds like I should just not bother until the requirements are adjusted.
Most people in my guild don't care for them either. I like the idea of these weeklies tbh, I think it is a good idea that the lower levels are given island production goals to try to meet, the numbers may need adjusting.
I didn't think I would say this but it is the adventures I have a problem with just because I want to know what is coming up, firstly, and I want some choice in which adventures I can do.
WRT Architectural Inspiration; I think it is unfair to expect a player to come up with a Besieged City adv or buy a loot spot. I stand little to no chance of getting one in a ToK adv. A LS will cost 30 k plus. This particular quest has already cost me 1900 coin; take 1900, make 1900, distance travelled 0. There should be a way to opt out of some of the quests. To get 3 of 4 done and have no reasonable chance of the 4th quest is not correct. The provisioning quests are very doable. Just whining.
Do'h, now I see a box for gemming out, ignore me and my stupidity.