Inno claims that Trial 3 is based on the Old GE A/D Red/Blue values. However, Trial 3 of Neo-GE is based on SASH Red/Blue A/D stats from Levels 4 and 5 of the Old GE. The Old GE is age dependent. Neo GE doesn't have the age dependency, which is a "one-size-fits-all" setup. For those who were used to finishing to 80 in the Old GE in the lower ages will have a problem in completing trial 3. Trials 1 and 2 have rewards stripped (no FT fragments).
It seems from your "Critical Points" section, that the "rewards and benefits" of this change, are far outweighed by the pitfalls and issues. Quelle surprise!
Finding the right balance between rewards and potential issues is crucial, and I hope future updates will address these concerns to improve the overall experience for all players.
@ As far as I know, currently there are 25 trials available, but honestly I didn't remember the numbers for those that exceed 6. I have to wait for the next guild expedition to be able to check them.
Ugh! More tinkering that no-one asked for!! I understand that some players might like more "Challenge" in the game, but this isn't about adding challenge - it's about "encouraging" players to spend more, to get more resources, which will be expended more quickly, because of these changes. Inno are just getting greedier and greedier! The only good thing is the move away from "variable probability-based rewards", which actually aren't based on probability at all (like none of their probability-based reward chests, in any part of the game). If they are now admitting that the probability system they used for rewards in GE didn't work, then let's hope that they go to fixed rewards in every part of the game, instead of pretending to offer "Higher value, lower probability" rewards, that players were never going to get. In-game rewards are not actually physical things, with "limited stock" or "limited availability", There was no need to artificially restrict their availability". Rewards should never have been offered with the pretend "chance or wining". All rewards should be a fixed reward for the same effort applied by each player (albeit maybe scaled according to era). This is especially so for the "Daily Challenge" part of the game - where players are tempted to spend a large amount of resources, with the pretend "chance" of maybe winning something valuable, but only getting 5 Forge Points, for all the effort made and a large amount of resources spent. That's just not right!
I understand your concerns, @lezking5060. Balancing challenges and rewards is definitely tricky, and it's important that changes enhance the gameplay without feeling overly demanding. The move to fixed rewards does bring more transparency, which is a positive step. Hopefully, future updates will continue to find that right balance for all players.
"To access higher level trials you must first unlock the preceding one, this ensures a structured progression allowing guilds to gradually adapt to increasing challenges." We had that with Quantum, and it was fine, until Inno decided to scrap the 'gradual' and force players up one level each day. How long until that happens with this? Does everyone in the guild get locked into a specific trial or can these be chosen individually? Too easy and you lose the higher level players, too difficult and you lose the lower level players. "Higher levels require more guild goods." So, a small guild with lesser goods won't be able to access the higher levels? More locking out of particular players and forcing into bigger guilds then, unless players are happy to not do Expedition at all and so lose out on getting the rewards. 'Attack and Defense is scattered and not consistent'. + Fortifications available for each encounter - Well, there goes the usage of Attack/Defence boosts from both the tavern and the individual stockpile. May as well sell them now and clean up my stocks. Fixed Reward pools for each encounter? Does this mean a guarantee of Diamonds in at least one trial? Only decent 'new' buildings seem to be the serpent boosts. Some (in Diamond Farmers) may want the FoY but the tribal villages are already outclassed by event and colony buildings. All in all, doesn't currently seem like a good 'update', certainly seems tilted more towards bigger guilds and players with dollars to spend. Full yea or nay withheld, as usual and in fairness, until first played.
Guild Expedition Trials remains largely an individual game mode, even though you rely on your guild to unlock the five levels. Participation in a specific trial is not mandatory; it all depends on the strength of your army and your willingness to take part. At the end of the presentation, I also highlighted a few negative points. However, this is still the beta version, and I hope Inno will take player feedback into account before the official release.
Inno claims that Trial 3 is based on the Old GE A/D Red/Blue values. However, Trial 3 of Neo-GE is based on SASH Red/Blue A/D stats from Levels 4 and 5 of the Old GE. The Old GE is age dependent. Neo GE doesn't have the age dependency, which is a "one-size-fits-all" setup.
For those who were used to finishing to 80 in the Old GE in the lower ages will have a problem in completing trial 3. Trials 1 and 2 have rewards stripped (no FT fragments).
You're absolutely right! I’m facing the same issue and can’t get past trial 3. I hope the developers address these balance issues soon.
It seems from your "Critical Points" section, that the "rewards and benefits" of this change, are far outweighed by the pitfalls and issues. Quelle surprise!
Finding the right balance between rewards and potential issues is crucial, and I hope future updates will address these concerns to improve the overall experience for all players.
@@PixelVibes63 - So do I... but I'm not holding my breath!
The nexts trials 5 what attacks and defendes red and blue have?
3570% - 5610%
@PixelVibes63 Thanks and the last trials what is the amount of attack and defense? Thanks for the answers
@ As far as I know, currently there are 25 trials available, but honestly I didn't remember the numbers for those that exceed 6. I have to wait for the next guild expedition to be able to check them.
Are the diamonds on level 4 still there? That’s the only reason I bother doing GE.
I can neither confirm nor deny. I chose a trial that is too strong and I can't surpass level three. At least not for now...
I don't think I've had any Diamonds from GE for a while!
Neo-GE Trial 3: I have received only 45 diamonds from encounter 64.
Ugh! More tinkering that no-one asked for!!
I understand that some players might like more "Challenge" in the game, but this isn't about adding challenge - it's about "encouraging" players to spend more, to get more resources, which will be expended more quickly, because of these changes.
Inno are just getting greedier and greedier!
The only good thing is the move away from "variable probability-based rewards", which actually aren't based on probability at all (like none of their probability-based reward chests, in any part of the game).
If they are now admitting that the probability system they used for rewards in GE didn't work, then let's hope that they go to fixed rewards in every part of the game, instead of pretending to offer "Higher value, lower probability" rewards, that players were never going to get.
In-game rewards are not actually physical things, with "limited stock" or "limited availability", There was no need to artificially restrict their availability". Rewards should never have been offered with the pretend "chance or wining". All rewards should be a fixed reward for the same effort applied by each player (albeit maybe scaled according to era).
This is especially so for the "Daily Challenge" part of the game - where players are tempted to spend a large amount of resources, with the pretend "chance" of maybe winning something valuable, but only getting 5 Forge Points, for all the effort made and a large amount of resources spent. That's just not right!
I understand your concerns, @lezking5060. Balancing challenges and rewards is definitely tricky, and it's important that changes enhance the gameplay without feeling overly demanding. The move to fixed rewards does bring more transparency, which is a positive step. Hopefully, future updates will continue to find that right balance for all players.
"To access higher level trials you must first unlock the preceding one, this ensures a structured progression allowing guilds to gradually adapt to increasing challenges." We had that with Quantum, and it was fine, until Inno decided to scrap the 'gradual' and force players up one level each day. How long until that happens with this?
Does everyone in the guild get locked into a specific trial or can these be chosen individually? Too easy and you lose the higher level players, too difficult and you lose the lower level players.
"Higher levels require more guild goods." So, a small guild with lesser goods won't be able to access the higher levels? More locking out of particular players and forcing into bigger guilds then, unless players are happy to not do Expedition at all and so lose out on getting the rewards.
'Attack and Defense is scattered and not consistent'. + Fortifications available for each encounter - Well, there goes the usage of Attack/Defence boosts from both the tavern and the individual stockpile. May as well sell them now and clean up my stocks.
Fixed Reward pools for each encounter? Does this mean a guarantee of Diamonds in at least one trial?
Only decent 'new' buildings seem to be the serpent boosts. Some (in Diamond Farmers) may want the FoY but the tribal villages are already outclassed by event and colony buildings.
All in all, doesn't currently seem like a good 'update', certainly seems tilted more towards bigger guilds and players with dollars to spend.
Full yea or nay withheld, as usual and in fairness, until first played.
Guild Expedition Trials remains largely an individual game mode, even though you rely on your guild to unlock the five levels. Participation in a specific trial is not mandatory; it all depends on the strength of your army and your willingness to take part.
At the end of the presentation, I also highlighted a few negative points. However, this is still the beta version, and I hope Inno will take player feedback into account before the official release.
@PixelVibes63 Good to know, thank you.
I have a feeling there will be a goods required increase come the next week's Neo-GE. It had increased about 2.xx times from the Old GE requirements.
Does the Gold Terrace Farm and tiny fountain of youth still require being on a road?
Yes, both still require a road connection
Thanks. Still, both could be worth it just for their stats, and a 2x2 fountain of youth could have a lot of uses
It's nice to see GE and it's buildings get an upgrade to be more on par with the rest of the game