Vyváženie ostrovných úloh
Ostrovní úkoly jsou k dispozici na ostrovech, kde se nachází i zemědělské vesnice. Tyto úkoly vás vybízí k pokořování výzev, které spolu s vaším pokrokem ve hře narůstají, dále vás odměňují cennými předměty a umožňují vám získávat mince války a moudrosti, které pak můžete investovat do výcviku svých hrdinů.
Tento systém byl od března do května 2017 přepracováván tak, aby ostrovní úkoly byly atraktivní ve všech fázích hry.
Souhrn změn
Hlavním cílem přepracování ostrovních úkolů bylo nastavit je lépe dle hráčova pokroku, aby tak představovaly náležitou výzvu a odměny získané z nich byly hodnotnější. Mimoto se do hledáčku dostalo jak odstranění některých nesrovnalostí a překážek, tak vylepšení celkového pojetí této funkce, co se snadnější pochopitelnosti a praktičnosti týká.
Fáze
Změny jsou zaváděny v několika fázích, díky čemuž je možné je testovat a upravit dle zpětné vazby hráčů. Některé byly dostupné pouze na Beta verzi k otestování, zatímco jiné byly zavedeny i na běžné světy.
První fáze
V první fázi bylo umožněno posílat na výpravu ostrovního úkolu i mýtické jednotky, došlo k úpravě výpočtů u mincí války a moudrosti, aby se brala v úvahu i rychlost světa, a v neposlední řadě byly upraveny odměny, které generují jednotky, aby se jejich vygenerované množství dalo lépe navyšovat.
Krom toho byly provedeny úpravy v tom, na základě čeho se bude určovat výsledná obtížnost úkolu. V potaz bude bráno jen a pouze největší město na ostrově, nebude tak docházet k tomu, že kvůli nově založeným městům budou úkoly jednoduché a odměny tak méně hodnotné.
Druhá fáze
Ve druhé fázi byl upraven výpočet obtížnosti úkolu tak, aby byl výsledek na základě dosaženého pokroku ve hře. Cílem bylo lépe škálovat úkoly i odměny. Od 250 000 a více stavebních bodů jsou také nabízeny nové výzvy a lepší odměny.
Furthermore several in-game rewards were adjusted to allow for better balancing, e.g. with resource bonuses regaining value in later game phases. A special focus was put on island quest rewards to ensure that their value remains similar across all reward types, to not push players to only finish certain quests and drop others.
Third iteration
In the third iteration, the algorithm that defines when and how often island quests appear was adjusted to enable everyone who was absent for longer periods of time to start working on island quests soon after their return to the game.
Fourth iteration
In the fourth iteration, feedback was considered and several bonus effects became non-stackable after these effects became too powerful when activating several at the same time.
Fifth iteration
With the fifth iteration, quests will be moved to appear inside the regular quest log. This change enables everyone to see all island quests at a glance, instead of being required to check the city overview for new available quests.
Comparison Chart
The list of individual changes to items, calculations and effects is exhaustive. The following list should give you an overview about the most important changes.
Feature | Old System | New System |
---|---|---|
Quest objective: Rally Troops | No mythical units can be sent.
Objective asks for a certain amount of troops to be dispatched. |
Mythical units can be sent.
Objective asks for troops equivalent to population amount to be dispatched. |
Difficulty calculation for Island Quests | Average points accumulated with all cities on an island are used to determine difficulty. | Points accumulated with farthest progressed city on an island is used to determine difficulty. |
Possible difficulty levels for quests | 18 | 24 |
Game progression levels | 3 | 4 |
Quest appearance intervals | 2, 4 or 8 hours
Dependent on game progression level. |
2, 4, 8 or 12 hours
Dependent on game progression level. |
Quests after more than 24 hours of absence | Appeared only after set interval. | At least one quest available after login. |
Maximum amount of quests present at the same time | 10 | 6 |
Maximum amount of quests accepted at the same time | 4 | 3 |
Areas to determine available island quests | City overview & island | City overview, island & quest log |
General changes
Some item changes affect rewards that are available in several areas of the game, not only within the island quest system.
Items
The following items had their values adjusted when given through in-game events and island quests. This does not affect items obtained via promotions or shop offers. Furthermore there are different calculations for coin rewars earned through island quests.
Item | Old System | New System |
---|---|---|
Súbor:Instant favor.png | Multiplier: Item level | Multipliers: Item level, game progression |
Súbor:Unit movement boost.png | Duration: 30 minutes per item level | Duration: 60 minutes per item level |
Súbor:Currency coins of wisdom.png Súbor:Currency coins of war.png Súbor:Currency coins of both.png | Multiplier: Item level | Multipliers: Item level, world speed |
Súbor:Instant resources wood.png Súbor:Instant resources stone.png Súbor:Instant resources iron.png | Multipliers: Item level, world speed | Multipliers: Item level,
world speed, game progression |
Súbor:Resource boost wood.png Súbor:Resource boost stone.png Súbor:Resource boost iron.png Súbor:Resource boost all.png | 50% per effect | 250% per item level |
Unit Reinforcement Calculations
Base values of some Unit Reinforcement effects were increased in order to keep them balanced throughout all progression levels and gained unit amounts close to previously known numbers.
Item | Base value (old) | Base value (new) |
---|---|---|
Súbor:Unit training boost slinger.png | 4 | 6 |
4 | 5 | |
4 | 6 | |
4 | 6 |
The values of Unit Reinforcement effects are determined as follows: base value*world speed*game progression factor.
Difficulty Levels and Rewards
The main focus of the island quest rebalancing was to make sure that quests remain equally challenging and rewarding throughout all levels. Therefore a big portion of changes was made in regards to difficulty levels and rewards.
Quest difficulty
Quest difficulty is determined by game progression level and progression of the biggest city on an island.
Game progression level | Points acquired (old) | Points acquired (new) |
---|---|---|
1 | <10,000 | <10,000 |
2 | 10,000-49,999 | 10,000-49,999 |
3 | >50,000 | 50,000-249,999 |
4 | not available | >250,000 |
Previously there were only 3 progression levels in place. This amount has now been increased to 4. Additionally a 10th challenge factor was added that is used to better determine the rewards for each quest.
Furthermore the required city points for each level have been adjusted to no longer take the average amount of points across all cities on an island into consideration. Just the biggest city on each island is used to determine the challenge factor for quests on that island.
Quest challenge factor | Average points (old) | Biggest city points (new) |
---|---|---|
1 | <300 | <750 |
2 | 300-500 | 750-1499 |
3 | 501-800 | 1500-2499 |
4 | 801-1500 | 2500-3999 |
5 | 1501-2750 | 4000-5499 |
6 | 2751-5000 | 5500-7499 |
7 | 5001-7500 | 7500-9499 |
8 | 7501-11000 | 9500-11999 |
9 | >11000 | 12000-14999 |
10 | not available | >14999 |
Quest difficulty is calculated with the following formula: game progression level * quest challenge factor.
Island Quest Reward Changes
All rewards should be equally valuable across all game stages to prevent cherry-picking of quests.
The following table shows old and new reward types and their effects for comparison.
Reward Type | Reward (old) | Reward (new) | |
---|---|---|---|
Coins of Wisdom/War | Item | Coins of Wisdom/War Súbor:Currency coins of wisdom.png Súbor:Currency coins of war.png |
Coins of Wisdom/War Súbor:Currency coins of wisdom.png Súbor:Currency coins of war.png |
Effect | Amount does not scale with world speed. |
Amount scales with world speed. (Maximum multiplier: 4) | |
Improved Resource Production | Item | Improved Resource Production Súbor:Resource boost wood.png Súbor:Resource boost stone.png Súbor:Resource boost iron.png |
Improved Resource Production Súbor:Resource boost wood.png Súbor:Resource boost stone.png Súbor:Resource boost iron.png |
Effect | Production increased by 50% per effect. | Production increased by 250% per item level. | |
Reduced Construction Time | Item | Accelerated Construction Súbor:Building order boost.png |
Efficient Architects (rare, epic) |
Effect | 30% reduction in construction time. Affects construction processes started after activation. |
25%/50% reduction for construction time. Affects construction processes currently running or initiated during effect duration. | |
Reduced Recruitment Time | Item | Accelerated Recruitment |
Reduced Recruitment Times (rare, epic) |
Effect | 30% reduction in recruitment time. Affects recruitment processes started after activation. |
25%/50% reduction for recruitment time. Affects recruitment processes currently running or initiated during effect duration. | |
Improved Attack | Item | Improved Attack Súbor:Attack boost.png |
Improved Attack (rare, epic) |
Effect | 10% bonus on attack power. | 10/20% bonus on attack power. | |
Improved Defense | Item | Improved Defense Súbor:Defense boost.png |
Improved Defense (rare, epic) |
Effect | 5% bonus on defensive power. | 5%/10% bonus on defensive power. | |
Forced Loyalty | Item | Forced Loyalty Súbor:Forced loyalty.png |
n/a |
Effect | available | No longer exist (no use with Battle point villages) |
Any of the shown effects with rare or epic versions can no longer be stacked with their regular counterparts. Upon activation of a more powerful effect (normal < rare < epic) players are prompted to confirm that the existing effect will be overridden with a more powerful one.
Apart from the effects shown, this also applies to select other effects that cannot be obtained through island quests: Heightened Senses and Divine senses, Improved resource production (rare, epic) and Improved favor production (rare, epic).
Other Adjustments
Along with the aforementioned changes to difficulty levels and rewards, additional adjustments have been made to the user interface, some of the quest objectives and specifically the negative effects that can be activated as quest objectives.
Quest Objectives
The following objectives for agressive and peaceful paths have been adjusted:
Objective | Area of change | Old | New |
---|---|---|---|
Rally Troops | Unit types to dispatch | Regular units | Regular units, mythical units |
Number of required units | Fixed number of units | Fixed population number | |
Attacking units | Number of units to defeat | Fixed value (by difficulty) | Depending on world speed (Speed^0.8) |
Loot distribution | First player to attack receives most loot | Same loot distribution for all players | |
Defending against units | Number of units to defend against | Fixed value (by difficulty) | Depending on world speed (Speed^0.8) |
Wait | Time to pass | 5 minutes - 9 hours | 4-16 hours |
Tasks asking players to bear a negative effect have been adjusted to have more of an impact for resource productions and less of an impact on attack and defenses.
Negative effect | Old values | New values |
---|---|---|
-10% | -50% | |
-10% | -50% | |
-10% | -50% | |
-30% | -20% | |
| -30% | -10% |
| set amount over several hours | No longer exists
(no use with Battle point villages) |
Furthermore it is no longer possible to have the following quest objectives appear within the same quest: Attack and Rally Troops. This is to ensure that cities focused on the recruitment of ships always have at least one option to choose for an island quests. Attack and defense objectives are still possible at the same time as defense can be mastered by sending supporting units from other islands.
Quest Appearance & Limits
The cooldown times of island quests have been adjusted. Depending on your progression in the game, a new island quest may appear every 2, 4, 8 or 12 hours. Furthermore mechanics have been adjusted so that there is always at least 1 quest available if you have been absent for more than 24 hours.
The maximum amount of available island quests has been reduced from 10 to 6. Additionally only 3 island quests can be accepted at a time, instead of 4.
Uživatelské rozhraní
Ostrovní úkoly budou zobrazovány v deníku úloh, takže je budete mít po ruce.
Přijaté úkoly se tudíž nebudou nadále zobrazovat v pravé horní části obrazovky.