Diferencia entre revisiones de «Island Quest rebalancing (Beta)»
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= Dificultad de los niveles y recompensas = | = Dificultad de los niveles y recompensas = | ||
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. | |||
== Dificultad de las misiones == | == Dificultad de las misiones == | ||
Quest difficulty is determined by game progression level and progression of the biggest city on an island. | |||
{|class="wikitable" align="center" style="background:#FFE7B4" border="1px" cellpadding="2px" cellspacing="1" | |||
!width="170px" | '''Game progression level''' | |||
!width="170px" | '''Points acquired (old)''' | |||
!width="170px" | '''Points acquired (new)''' | |||
|- | |||
|align="center"|1 | |||
|align="center"|<10,000 | |||
|align="center"|<10,000 | |||
|- | |||
|align="center"|2 | |||
|align="center"|10,000-49,999 | |||
|align="center"|10,000-49,999 | |||
|- | |||
|align="center"|3 | |||
|align="center"|>50,000 | |||
|align="center"|50,000-249,999 | |||
|- | |||
|align="center"|4 | |||
|align="center"|not available | |||
|align="center"|>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. | |||
{|class="wikitable" align="center" style="background:#FFE7B4" border="1px" cellpadding="2px" cellspacing="1" | |||
!width="170px" | '''Quest challenge factor''' | |||
!width="170px" | '''Average points (old)''' | |||
!width="170px" | '''Biggest city points (new)''' | |||
|- | |||
|align="center"|1 | |||
|align="center"|<300 | |||
|align="center"|<750 | |||
|- | |||
|align="center"|2 | |||
|align="center"|300-500 | |||
|align="center"|750-1499 | |||
|- | |||
|align="center"|3 | |||
|align="center"|501-800 | |||
|align="center"|1500-2499 | |||
|- | |||
|align="center"|4 | |||
|align="center"|801-1500 | |||
|align="center"|2500-3999 | |||
|- | |||
|align="center"|5 | |||
|align="center"|1501-2750 | |||
|align="center"|4000-5499 | |||
|- | |||
|align="center"|6 | |||
|align="center"|2751-5000 | |||
|align="center"|5500-7499 | |||
|- | |||
|align="center"|7 | |||
|align="center"|5001-7500 | |||
|align="center"|7500-9499 | |||
|- | |||
|align="center"|8 | |||
|align="center"|7501-11000 | |||
|align="center"|9500-11999 | |||
|- | |||
|align="center"|9 | |||
|align="center"|>11000 | |||
|align="center"|12000-14999 | |||
|- | |||
|align="center"|10 | |||
|align="center"|not available | |||
|align="center"|>14999 | |||
|- | |||
|} | |||
Quest difficulty is calculated with the following formula: ''game progression level * quest challenge factor''. | |||
== Cambios en recompensas de las misiones de isla == | == Cambios en recompensas de las misiones de isla == | ||
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. | |||
{|class="wikitable" align="center" style="background:#FFE7B4" border="1px" cellpadding="2px" cellspacing="1" | |||
!colspan="2"| '''Reward Type''' | |||
!'''Reward (old)''' | |||
!'''Reward (new)''' | |||
|- | |||
|rowspan="2" | '''Coins of Wisdom/War''' | |||
|Item | |||
|align="center"|'''Coins of Wisdom/War'''<br> | |||
[[File:currency_coins_of_wisdom.png|50px]] [[File:currency_coins_of_war.png|50px]] | |||
|align="center"|'''Coins of Wisdom/War'''<br>[[File:currency_coins_of_wisdom.png|50px]] [[File:currency_coins_of_war.png|50px]] | |||
|- | |||
|Effect | |||
|align="center"|Amount does not scale with world speed.<br> | |||
|align="center"|Amount scales with world speed. <br>(Maximum multiplier: 4) | |||
|- | |||
|rowspan="2" | '''Improved Resource Production''' | |||
|Item | |||
|align="center"|'''Improved Resource Production'''<br>[[File:Resource_boost_wood.png|50px]] [[File:Resource_boost_stone.png|50px]] [[File:Resource_boost_iron.png|50px]] | |||
|align="center"|'''Improved Resource Production'''<br>[[File:Resource_boost_wood.png|50px]] [[File:Resource_boost_stone.png|50px]] [[File:Resource_boost_iron.png|50px]] | |||
|- | |||
|Effect | |||
|align="center"|Production increased by 50% per effect. | |||
|align="center"|Production increased by 250% per item level. | |||
|- | |||
|rowspan="2" |'''Reduced Construction Time''' | |||
|Item | |||
|align="center"|'''Accelerated Construction'''<br>[[File:Building_order_boost.png|50px]] | |||
|align="center"|'''Efficient Architects (rare, epic)'''<br> | |||
[[File:Rare_building_order_boost.png|50px]] [[File:Epic_building_order_boost.png|50px]] | |||
|- | |||
|Effect | |||
|align="center"|30% reduction in construction time.<br>Affects construction processes started after activation. | |||
|align="center"|25%/50% reduction for construction time.<br>Affects construction processes currently running or initiated during effect duration. | |||
|- | |||
|rowspan="2" |'''Reduced Recruitment Time''' | |||
|Item | |||
|align="center"|'''Accelerated Recruitment'''<br>[[File:Unit_order_boost.png|50px]] | |||
|align="center"|'''Reduced Recruitment Times (rare, epic)'''<br>[[File:Rare_unit_order_boost.png|50px]] [[File:Epic_unit_order_boost.png|50px]] | |||
|- | |||
|Effect | |||
|align="center"|30% reduction in recruitment time.<br>Affects recruitment processes started after activation. | |||
|align="center"|25%/50% reduction for recruitment time.<br>Affects recruitment processes currently running or initiated during effect duration. | |||
|- | |||
|rowspan="2" |'''Improved Attack''' | |||
|Item | |||
|align="center"|'''Improved Attack'''<br>[[File:attack_boost.png|50px]] | |||
|align="center"|'''Improved Attack (rare, epic)'''<br>[[File:Rare_attack_boost.png|50px]] [[File:Epic_attack_boost.png|50px]] | |||
|- | |||
|Effect | |||
|align="center"|10% bonus on attack power. | |||
|align="center"|10/20% bonus on attack power. | |||
|- | |||
|rowspan="2" |'''Improved Defense''' | |||
|Item | |||
|align="center"|'''Improved Defense'''<br>[[File:defense_boost.png|50px]] | |||
|align="center"|'''Improved Defense (rare, epic)'''<br>[[File:Rare_defense_boost.png|50px]] [[File:Epic_defense_boost.png|50px]] | |||
|- | |||
|Effect | |||
|align="center"|5% bonus on defensive power. | |||
|align="center"|5%/10% bonus on defensive power. | |||
|- | |||
|rowspan="2" |'''Forced Loyalty''' | |||
|Item | |||
|align="center"|'''Forced Loyalty'''<br>[[File:Forced_loyalty.png|50px]] | |||
|align="center"|'''n/a'''<br> | |||
|- | |||
|- | |||
|Effect | |||
|align="center"|available | |||
|align="center"|No longer exist<br>(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). | |||
= Otros ajustes = | = Otros ajustes = | ||
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. | |||
== Objetivos de las misiones == | == Objetivos de las misiones == | ||
The following objectives for agressive and peaceful paths have been adjusted: | |||
{| class="wikitable" | |||
|- | |||
!Objective | |||
!Area of change | |||
!Old | |||
!New | |||
|- | |||
| rowspan="2" | '''Rally Troops''' | |||
|Unit types to dispatch | |||
|Regular units | |||
|Regular units, mythical units | |||
|- | |||
|Number of required units | |||
| Fixed number of units | |||
| Fixed population number | |||
|- | |||
| rowspan="2" | '''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. | |||
{|class="wikitable" align="center" style="background:#FFE7B4" border="1px" cellpadding="2px" cellspacing="1" | |||
!width="170px" | '''Negative effect''' | |||
!width="170px" | '''Old values''' | |||
!width="170px" | '''New values''' | |||
|- | |||
|align="center"|[[File:Wood_production_penalty.png]] | |||
|align="center"|-10% | |||
|align="center"|-50% | |||
|- | |||
|align="center"|[[File:Stone_production_penalty.png]] | |||
|align="center"|-10% | |||
|align="center"|-50% | |||
|- | |||
|align="center"|[[File:Iron_production_penalty.png]] | |||
|align="center"|-10% | |||
|align="center"|-50% | |||
|- | |||
|align="center"|[[File:Attack_penalty.png]] | |||
|align="center"|-30% | |||
|align="center"|-20% | |||
|- | |||
|align="center"|[[File:Defense_penalty.png]] | |||
|align="center"|-30% | |||
|align="center"|-10% | |||
|- | |||
|} | |||
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. | |||
== Apariencia y límites de las misiones == | == Apariencia y límites de las misiones == | ||
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. | |||
== Interfaz de usuario == | == Interfaz de usuario == | ||
Island quests will be displayed in the quest log, making them available at a glance. | |||
[[File: Iq_ui_placeholder.png|center|600px]] | |||
Consequently, open quests are no longer displayed at the right hand side of the screen. | |||
</div> | </div> |
Revisión del 15:36 8 may 2017
>> Página principal >>
Las misiones de isla están disponibles en islas con aldeas agrícolas. Dichas misiones permiten afrontar desafíos que aumentan con tu progreso en el juego, recompensándote con objetos valiosos y permitiéndote obtener monedas de guerra y sabiduría que pueden ser usadas para subir el nivel de los héroes.
Desde marzo a mayo de 2017 este sistema ha sido remodelado para conservar estas misiones atractivas para los jugadores en todas las etapas de juego.
Resumen de cambios
El objetivo principal de esta revisión de las misiones de isla era escalar mejor las misiones con la progresión del jugador, para hacerlas más desafiantes y las recompensas más valiosas. Se ha puesto especial énfasis en eliminar algunos inconvenientes e impedimentos, así como mejorar el diseño general de la característica para hacerla más comprensible y más práctica.
Interacciones
Los cambios se han ido implementando en muchas interacciones para permitir pruebas y cambios después del feedback de los jugadores. Algunas de las interacciones solo estaban disponibles en la versión beta mientras otras también se implementaron en mundos en vivo.
Primera interacción
Con la primera interacción, se habilitó el uso de míticas para las misiones que solicitaban el envío de tropas para completarlas. Se modificaron los cálculos para las monedas de sabiduría y de guerra considerando la velocidad del mundo y también los efectos de refuerzos de unidades se ajustaron para permitir un mejor escalado.
Se hicieron ajustes adicionales en la forma de determinar la dificultad de cada misión. Solo se tiene en cuenta la ciudad más grande de la cuenta para que así las nuevas ciudades fundadas no den lugar a misiones fáciles, y por tanto, recompensas menos valiosas.
Segunda interacción
Para la segunda interacción, los cálculos del nivel de dificultad de las misiones se cambiaron para ser determinados por la progresión del juego. El objetivo fue lograr una mejor escala de misiones y recompensas. Desde los 250.000 puntos se ofrecen nuevos desafíos y mejores recompensas.
Además, muchas recompensas in-game se ajustaron para permitir un mejor balance, por ejemplo, con los bonos de recursos, recuperando valor en fases posteriores del juego. Un enfoque especial fue asegurarse de que las recompensas de misiones de isla tienen un valor que sigue siendo similar en todos los tipos de recompensa, para no empujar a los jugadores a terminar algunas misiones y pasar de otras.
Tercera interacción
En la tercera interacción, el algoritmo que define cómo y cuando de a menudo aparecen misiones de isla se ajustó para permitir que todos los jugadores ausentes por largos periodos de tiempo empezasen a hacer misiones de isla tan pronto como regresasen al juego.
Cuarta interacción
En la cuarta interacción, se volvió a considerar el feedback y varios efectos de bonificación se convirtieron en no apilables después de que estos se hacían demasiados poderosos al activar varios a la vez.
Quinta interacción
Con la quinta interacción, las misiones se moverán para aparecer dentro del registro regular de misiones. Este cambio permite a todos los jugadores ver las misiones de la isla de un solo vistazo en lugar de tener que ir a revisar la vista de la ciudad para ver las misiones disponibles.
Cuadro comparativo
Esta es la lista de cambios individuales en objetos, cálculos y efectos, así tendrás una visión general de los cambios más importantes.
Caracterítica | Viejo sistema | Nuevo sistema |
---|---|---|
Objetivo de la misión: Replegar Tropas | No se pueden enviar unidades míticas.
El objetivo pide que se envíe una cierta cantidad de tropas. |
Pueden ser enviadas unidades míticas.
El objetivo pide que se envíen tropas equivalentes a una cantidad de población requerida. |
Cálculo de la dificultad para misiones de isla | Para determinar la dificultad se usa la puntuación media acumulada con todas las ciudades en una isla. | Ahora para determinar la dificultad se utilizan los puntos acumulados de la ciudad más avanzada en una isla. |
Posibles niveles de dificultad para misiones | 18 | 24 |
Niveles de progresión del juego | 3 | 4 |
Intervalos de aparición de misiones | 2, 4 or 8 hours
Dependen del nivel de progresión del juego. |
2, 4, 8 or 12 hours
Dependen del nivel de progresión del juego. |
Misiones después de más de 24 horas de ausencia | Aparecen solo después del intervalo establecido. | Aparece al menos una misión disponible después de conectarse. |
Máxima cantidad de misiones presentes al mismo tiempo | 10 | 6 |
Máxima cantidad de misiones aceptadas al mismo tiempo | 4 | 3 |
Áreas para determinar las misiones de isla disponibles | Vista de la ciudad e isla. | Vista de la ciudad, isla y registro de misiones. |
Cambios generales
Some item changes affect rewards that are available in several areas of the game, not only within the island quest system.
Objetos
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 |
---|---|---|
Multiplier: Item level | Multipliers: Item level, game progression | |
Duration: 30 minutes per item level | Duration: 60 minutes per item level | |
Multiplier: Item level | Multipliers: Item level, world speed | |
Multipliers: Item level, world speed | Multipliers: Item level,
world speed, game progression | |
50% por efecto | 250% por nivel de objeto |
Recálculos de Refuerzos de unidades
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 | Valor base (viejo) | Valor base (nuevo) |
---|---|---|
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.
Dificultad de los niveles y recompensas
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.
Dificultad de las misiones
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.
Cambios en recompensas de las misiones de isla
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 Archivo:Currency coins of wisdom.png Archivo:Currency coins of war.png |
Coins of Wisdom/War Archivo:Currency coins of wisdom.png Archivo: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 Archivo:Resource boost wood.png Archivo:Resource boost stone.png Archivo:Resource boost iron.png |
Improved Resource Production Archivo:Resource boost wood.png Archivo:Resource boost stone.png Archivo:Resource boost iron.png |
Effect | Production increased by 50% per effect. | Production increased by 250% per item level. | |
Reduced Construction Time | Item | Accelerated Construction Archivo:Building order boost.png |
Efficient Architects (rare, epic) Archivo:Rare building order boost.png Archivo:Epic building order boost.png |
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 Archivo:Unit order boost.png |
Reduced Recruitment Times (rare, epic) Archivo:Rare unit order boost.png Archivo:Epic unit order boost.png |
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 Archivo:Attack boost.png |
Improved Attack (rare, epic) Archivo:Rare attack boost.png Archivo:Epic attack boost.png |
Effect | 10% bonus on attack power. | 10/20% bonus on attack power. | |
Improved Defense | Item | Improved Defense Archivo:Defense boost.png |
Improved Defense (rare, epic) Archivo:Rare defense boost.png Archivo:Epic defense boost.png |
Effect | 5% bonus on defensive power. | 5%/10% bonus on defensive power. | |
Forced Loyalty | Item | Forced Loyalty Archivo: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).
Otros ajustes
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.
Objetivos de las misiones
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 |
---|---|---|
Archivo:Wood production penalty.png | -10% | -50% |
Archivo:Stone production penalty.png | -10% | -50% |
Archivo:Iron production penalty.png | -10% | -50% |
Archivo:Attack penalty.png | -30% | -20% |
Archivo:Defense penalty.png | -30% | -10% |
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.
Apariencia y límites de las misiones
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.
Interfaz de usuario
Island quests will be 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.