concerning this topic :
Why are rewards of unpopular adventures not changed?
Rebalancing is a very sensitive issue. Unless it is done right, it could negatively impact the in-game economy and value. There has to be an up-to-date framework and ruleset, which will guarantee the value of rewards inside each adventure. One way of maintaining the value of a reward is making it unique by limiting the sources from which it can be acquired. For instance, "The availability of Magic Beans is related to Fairytale adventures" is such a rule.
Over the years, The Settlers Online has evolved and changed. You now have more uniquely skilled generals and the wide variety of buffs provide more opportunities, altering the initial difficulty of adventures. As a result there might be a need for the difficulty to be adjusted. This is just one of several variables that need to be taken into account. Other basic rules have to be re-evaluated. The rule "Adventures should be doable with default generals" is one of those, and it is a very important one. It has a big impact on the amount of losses during an adventure and it also impacts the balancing of the rewards. This is one of the main reasons why some players are able to complete adventures and get a better reward/loss return. The discussion about the Platinum Ore rewards in the Arabian Nights Adventures is a very good example. A simple increase of rewards won't do the trick.
There are no plans to adjust the balancing of adventure rewards in the near future, since this would require a lot of preparation time.
Have there been drop rate changes for adventure and treasure searches?
As mentioned above, re-balancing is a very sensitive topic. That is why there have been no changes on the drop rates of adventure and treasure searches for quite a long time.
A few months ago i brought up a suggestion in the french community forum where a change quite simple to do would bring some love to the unpopular adventures (i.e. most of them ) :
why not make collectables as a possible reward in thos adventures ? i'll give an example as it is easier for me to explain in english.
On Lakeside Treasure : 15% of chances to get part 1 of 4 for a new type of residence, or an part of a level upgrade for those "magnificient house" (bought with 15000 beans)
On Suprise Attack : 15% of chances to get part 2 of 4 for a new type of residence, or part 2 of a level upgrade for those "magnificient house" (bought with 15000 beans)
On Witch of the swamp : 15% of chances to get part 3 of 4 for a new type of residence, or part 3 of a level upgrade for those "magnificient house" (bought with 15000 beans)
On Viktor the vicious : 15% of chances to get part 4 of 4 for a new type of residence, or part 4 of a level upgrade for those "magnificient house" (bought with 15000 beans)
Of course the rewards could change (level upgrade on those house, new types of housing, new buff recipes, parts of the "port" that so many players have been asking for quite some time, level upgrade for witch towers residence), level 7 upgrades for some buildings, a new "tavern" explorer, and so on, basically anything that doesnt really brins more unbalancing issues between old and new players, but also available to basically anyone)
I also would try to regroup different types of adventures for each reward. i.e. sons of the veld (costly in troops), a coop adventure, a mini adventure and possibly an "additionnal adventure" such as Old friends or return to the bandits' nest (of course increasing the chances of finding such an adventure, right now the % is really too low)
I would leave all the ali baba adventures and tailor adventures out of it of course, as they already represent a huge % of the adventures played by players.
It would also have as a side effect to slowly decrease the speed at wich hardcore players are leveling, and create new contents to have, mostly available to anyone, while still requiring very little work you guys. basically add an extra slot on adventures (a few minutes of work) and some new buildings/icons. Very little programming needed, thus very easy to implement. Most of the work needed would be modelling new buildings or upgrades of existent buildings
Here is the link to the original topic i posted (in french), where it received alot of approval : http://forum.thesettlersonline.fr/th...3%A9ressantes-!
As a player that plays TSO since almost its beginning, i like the game, its just very unfotunate that there is so many adventures , but a vast majority of them arent even worth doing, you could easily give the game a nice new coat of paint by adding this little feature.
Thanks for reading.


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Pretty please.
