Reechilibrare Misiunile Insulei: Diferență între versiuni
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Versiunea de la data 13 mai 2017 15:17
Misiunile insulei sunt disponibile, doar pe insulele cu sate. Aceste misiuni, vă permit să abordați provocările ca o scară a progresului dvs. în joc, vă răsplătește cu obiecte valoroase și vă permite să obțieți monede de război sau ănțelepciune, pe care să le folosiți pentru a vă crește în nivel eroii.
Din martie până in mai 2017, acest sistem a fost revizuit, pentru a menșine aceste misiuni, cât mai atractive pentru jucători, în fiecare etapa a jocului.
Rezumatul modificărilor
The main goal of the island quest rework was to scale island quests better with player progression, to make quests more challenging and rewards more valuable. Additional focus was put on removing some inconveniences and blockers, as well as improving the overall layout of the feature to make it more understandable and convenient.
Iterations
The changes were implemented in several iterations, to allow for testing and changes after player feedback. Some iterations were only available for beta testing while others were also implemented on live worlds.
First iteration
With the first iteration, the use of mythical units for quests asking to dispatch troops was enabled, calculation for coins of war and wisdom were changed to take world speed into consideration and unit reinforcement effects were adjusted to allow for better scaling.
Additional adjustments were made to the way the difficulty of each quest is determined. Only the biggest city on an island is taken into account so that newly founded cities won't result in easy quests and hence less valuable rewards.
Second iteration
For the second iteration, island quest difficulty calculations were changed to be determined by game progression. The goal was to achieve a better scaling of quests and rewards. From 250,000 points onward, new challenges and better rewards are offered.
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.
Graficul Comparativ
Lista modificărilor individuale la articole, calcule și efecte este exhaustivă. Următoarea listă vă oferă o imagine de ansamblu asupra celor mai importante modificări.
Caracteristică | Vechiul Sistem | Noul Sistem |
---|---|---|
Obiectivul Misiunii: Convocare Trupe | Nu pot fi trimise unități mitice.
Obiectivul cere ca o anumită cantitate de trupe să fie expediată. |
Unități mitice pot fi trimise.
Obiectivul cere ca trupele să fie echivalente cu cantitatea de populație care urmează să fie expediată. |
Calculul dificultăților pentru Misiunile insulei | Media punctelor acumulate cu toate orașele de pe o insulă sunt folosite pentru a determina dificultatea. | Punctele acumulate cu cel mai dezvoltat oras pe o insulă sunt folosite pentru a determina dificultatea. |
Posibile nivele de dificultate pentru misiuni | 18 | 24 |
Nivelurile de progres a jocului | 3 | 4 |
Intervale de apariție a misiunii' | 2, 4 sau 8 ore
Depinde de progresul jocului. |
2, 4, 8 sau 12 ore
Depinde de progresul jocului. |
'Misiuni după mai mult de 24 de ore de absență | Apare numai după intervalul setat. | Cel puțin o misiune disponibilă după autentificare. |
Numărul maxim de misiuni prezente în același timp | 10 | 6 |
Numărul maxim de misiuni acceptate în același timp | 4 | 3 |
Domenii ce determina misiunile insulei disponibile | Privire de ansamblu a orațului & insulă | Privire de ansamblu a orațului, insulă & log misiuni |
Schimbări generale
Unele schimbări ale elementelor afectează recompensele care sunt disponibile în mai multe zone ale jocului, nu numai în cadrul sistemului de misiuni a insulei.
Elemente
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.
Calcularea întăriri unităților
Valorile de bază pentru unele efecte de întarire unități, pentru a le echilibra indiferent de nivelul de progres, cât ți pentru a obține o valoare unitară apropiată de cea anterioară.
Element | Valoare de bază (vechi) | Valuare de bază (nou) |
---|---|---|
4 | 6 | |
4 | 5 | |
4 | 6 | |
4 | 6 |
Valoarea pentru efecte de întarire unități este determinată dupa cum urmează: valoare de bazăe*viteza lumii*factorul de progresie a jocului.
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.
Nivel progres joc | Puncte dobândite (vechi) | Puncte dobândite (nou) |
---|---|---|
1 | <10,000 | <10,000 |
2 | 10,000-49,999 | 10,000-49,999 |
3 | >50,000 | 50,000-249,999 |
4 | nu e disponibilă | >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.
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% |
| -10% per hour | No longer available
(irrelevant 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.
User Interface
Island quests are now displayed in the quest log, making them available at a glance.
Consequently, open quests are no longer displayed at the right hand side of the screen.