I totally agree it needs to be 3-4 weeks cycle to avoid the fatigue that I hear from many players and also experience myself quite a bit. Otherwise, sounds great, can't wat to try it out.
I was really excited about this feature. What confuses me a bit is why they took seemingly all the worst parts of the game and used them to create QI. People mostly hate settlements, the building of a sub city is a repetitive and mundane task. So let's make that an integral part of QI - build up an Iron Age city and tear it back down again every 10 days. Sounds like a blast - check. I'm going to stop here out of respect for everyone else who is trying to enjoy this. Also, I just - I just have no words to truly describe this. Best of luck everyone - sincerely. Great videos UberNerd - best FoE content out there hands down. (And it isn't close - sorry MCat)
I especially like the 10h base: -It is not 12h which would make the time shift slightly from one day too the next. -It is not 4h (or even shorter) like in the cultural settlements which would make the task too stressful. -You literally can't attack 200 times in a row because of the action points, removing repetitiveness.
"Game Over" - was the words i used yesterday to end this pointless addiction! Choose your life or degradation.. ..a whisper of clarity echoed through the corridors of my mind, A voice that called for departure, for breaking the chains that bind. The time had come to leave behind this virtual cage, To step into the unknown, onto life's grand stage.
Great unbiased video, I'm glad I watched it. I actually agree with pretty much everything you mentioned, which isn't a big surprised based on what I've been reading (and posting) on discord, but still, glad there are people out there who are actually giving this feature a chance and not jumping on the auto-hate bandwagon :)
I disagree, yes GVG was mainly auto battling but it also requires strategy and clear communication,some players or guilds have tarnished it because of their continuous cheating and scripting to which Inno does nothing to do about it.
I agree the usage of bots has ruined the concept of GVG, including myself even having to take a small break. I see nothing wrong blocking LZs to protect sectors to which you paid goods & resources, enemy guilds can easily presiege and attack if given the opportunity which has happened multiple times.
agreed GVG required a TON of strategy and at high level I think more than anything else in the game.I ran my guilds GVG for 2 years in 1st place and gathering up 15-20 players each night on discord ,getting them on the different maps needed and into ther correct spots of seiging,fighting or defending ,communicating with allies and then directing the whole thing was strategy at its best.I lived for gvg and built my city for maximum performance in it.I wrote over 400 tickets to inno with time stamps,detailed info, images and video of the same 4-5 players using BOTS EVERY NIGHT and they never did a single thing!..not one of those players were even given even a 24 hour ban! my server US26 was hit the hardest with these bot players..now Gvg makes me 🤮🤮🤮 and i cant wait until they remove it
@@factsstraight5152I agree, glad that GVG is being revoked. Frankly was a mixed emotions of me, however I can say I enjoyed gathering players and effectively communicating with fellow enthusiasts, being to fight off guilds, allocating members to different maps was indeed fun and required strategy for most parts. As Ubernerd has said, this QI is very unpolished.
It does give a nostalgia factor with previous ages and will encourage players going to the next age it is when possible to essentially reexplore the past. Especially true with the 2 city limit.
This looks complicated, but I really like your point about how this is a guild-level competition that actually involves strategy on the part of individual players, not just hitting autobattle. I am cautiously optimistic that this will be interesting.
I never played GvG so no idea about that. But this is boring, boring, boring, so if this is better then GvG must have been bad. The main reason it's boring is you wait 10h, do a couple of battles then wait 10 hours again. Or you wait 10h improve your settlement then wait 10h again. If I play first thing in the morning and last thing at night I can play it for a couple of a minutes twice a day. If I can't play until lunchtime then that's it... once a day. Fully agree 11 days is too short, but right now I really don't see any fun in it.
Your comment about this NOT being pay-to-win is total BS. It totally is pay-to-win. If you're willing to spend, there's little limit on what you can do. It is more pay-to-win than any other feature of the game.
Agreed! Inno's greed is increasing, and the rewards for players is... questionable. They will have received feedback about the slow pacing of this "feature" and how boring it is, while it was being tested on Beta... and yet they have ignored that, and implemented it as is - because their whole motivations is to con (I mean encourage) players into using (and therefore buying) Diamonds so that they can speed things up, and make it playable. Along with that, you get the "pay extra real money to access additional prize lines" that they have been putting into all the Events. Does anyone even bother with these? Why would you pay that much money, for inconsequential "prizes"? It's just another Inno Cash-grab. If they have paid developers to create this "new" feature, then that's money wasted - it's nothing new - it's old/existing game content smooshed together, and presented as something new and exciting (when in fact, it is neither NEW nor EXCITING). Do you remember back to, what we in the UK call, "Primary school"? Someone in the playground would "invent a new game"... but the rules would be complex, convoluted, and illogical.... "You can only tag someone if they aren't touching something blue, but if they are touching something yellow, you don't get any points, and if they are holding a ball, you lose 5 points, and if there is an S in the name of the day, then anyone wearing red starts with 10 points." This feels like a Primary Schoolchild's fever dream of a game. Who are they employing, to be their ideas people, and on their marketing team? If they didn't waste money on questionable "new" features like this, they wouldn't have to keep finding new ways to screw money out players - and the worst thing is... it's mostly new or younger players that fall for these.. older, more experienced players don't tend to get taken in by these schemes and gimmicks, anymore. The changes they made to GBG have made that feature a burden and chore for all but the already placed "Top" Guilds. They are killing off the interest in the game for existing players, and experienced players are leaving.... but I think that is the point - all they want newer/younger players to spend spend spend!
@@UBERnerd14 I think this is the way QI is gonna play out if it stays like it is right now. The first half of QI you focus mostly only on your settlement and for the most part ignore the actual tasks, and then you use the big resources production from your settlement to rush the tasks. That's why QI feels super slow and kinda eventless to me right now. The super slow beginning is almost boring, before it gets to the fun part.
@@LinnunFoE You can't do much if you will focus only on your city at the start. Because of action points. One player can only do about 20-40 things and he will have 0 action points. So, one player will be able to finish about 20-40 fights/donations a day. Or 300-500 in one season. If you start to play on map latter, you will get even less progress. You need to manage your city well and do map well too. Best to do only 2x actions. If you don't have units or goods for 2x reward, don't do it. Leave them for others who does.
We'll finally be able to tell "skill issue" and "get good" to big players struggling in QI 😁 But yeah, it sould at least be 2 weeks on, 2 weeks off. Or making it 3-4 weeks but decreasing the rewards for each level...
And you expect smaller players to actually advance in QI than the big players? No matter how advance the players city is, QI requires all players participating to actively play and gather key resources to advance 🤦♂️
@@user-dy1ox3dn5y Did not fully understand what you were trying to say, but bigger player usually don't really know how to manually fight, even tho achieving great results in GE and GBG thanks to their boosts...
Inno's greed is increasing, and the rewards for players is... questionable. They will have received feedback about the slow pacing of this "feature" and how boring it is, while it was being tested on Beta... and yet they have ignored that, and implemented it as is - because their whole motivation is to con vince players to use (and therefore buy) Diamonds so that they can speed things up, and make it playable. Along with that, you get the "pay extra real money to access additional prize lines" that they have been putting into all the Events. Does anyone even bother with these? Why would you pay that much money, for inconsequential "prizes"? Then you have these "Rival" challenges... their whole point is to serve as a distraction - to con vince players to put resources into that (and even buy Diamonds to help with progress), diverting them away from the completion of an Event, so that less experienced players will need to buy assistance to complete the main Event quests. It's particularly cynical with the current Rival Challenge - placed immediately before the Anniversary Event, providing "fragments" for past buildings that most people (especially the more experienced players) will already have demolished, and they don't even have the "offer" of anything specifically useful for the next Event. And if you want proof that these "Rival" challenges are designed purely to "persuade" players to spend money on Diamonds... in the current TWO DAY Rival Challenge, the 3rd quest (of 32) is a "24 hours production" - so without assistance, that's ONE whole day, from a TWO day challenge, taken up on one quest alone... and until you clear that quest, you can't do any of the other 29 quests. More experienced players might have "Production rush boosts" to help with that, but newer players probably won't have those (as they are collected over time)... and the only way to speed-up the 24 hour production is to use Diamonds. At least when the other Rival challenges were activated during Events, they pretended to give you "boosts" that you could use DURING that Event - although in reality, you had to use the boosts that you had just been given, to complete quests in the Rival challenge... so you got very limited (if any) benefit from it at all, to help you with the main Event quests. QI is just another Inno Cash-grab, to go with all the other poorly thought-out ideas and marketing strategies. If they have paid developers to create this "new" feature, then that's money wasted - it's nothing new - it's old/existing game content smooshed together, and presented as something new and exciting (when in fact, it is neither NEW nor EXCITING). Do you remember back to, what we in the UK call, "Primary school"? Someone in the playground would "invent a new game"... but the rules would be complex, convoluted, and illogical.... "You can only tag someone if they aren't touching something blue, but if they are touching something yellow, you don't get any points, and if they are holding a ball, you lose 5 points, and if there is an S in the name of the day, then anyone wearing red starts with 10 points." This feels like a Primary Schoolchild's "fever dream" of a game feature. Who are they employing, to be their ideas people, and on their marketing team? My guess is that it is people straight from university, with no real world business experience, but plenty of "knowledge" from out-of-date text books, that they rely on as the gospel truth (and won't accept any advice or evidence to the contrary). If they didn't waste money on questionable "new" features like this, they wouldn't have to keep finding new ways to screw money out players - and the worst thing is... it's mostly new or younger players that fall for these... older, more experienced players don't tend to get taken in by these schemes and gimmicks, anymore. It is all part of a very concerning trend/trajectory for FoE... for example, the changes they made to GBG have made that feature a burden and chore for all but the already placed "Top" Guilds... but younger/newer players don't see that, and so are tempted to pay, to try to win, against impossible-to-beat foes. They are killing off the interest in the game for existing players, and experienced players are leaving.... but I think that is the point - all they want newer/younger players to spend spend spend, because Inno think those players won't know any better!
Point 4: There is no fight button! Maybe the bar in the first node (name: Donate) has to be filled with quantum goods before the fight button appears. But thanks for your help!
Yes, there is a beta app, but it saves time not having to port changes over to mobile or deal with mobile specific issues. They can get the core feature finalized, and then bring that to mobile.
I totally agree it needs to be 3-4 weeks cycle to avoid the fatigue that I hear from many players and also experience myself quite a bit. Otherwise, sounds great, can't wat to try it out.
I was really excited about this feature. What confuses me a bit is why they took seemingly all the worst parts of the game and used them to create QI. People mostly hate settlements, the building of a sub city is a repetitive and mundane task. So let's make that an integral part of QI - build up an Iron Age city and tear it back down again every 10 days. Sounds like a blast - check. I'm going to stop here out of respect for everyone else who is trying to enjoy this. Also, I just - I just have no words to truly describe this. Best of luck everyone - sincerely. Great videos UberNerd - best FoE content out there hands down. (And it isn't close - sorry MCat)
I especially like the 10h base:
-It is not 12h which would make the time shift slightly from one day too the next.
-It is not 4h (or even shorter) like in the cultural settlements which would make the task too stressful.
-You literally can't attack 200 times in a row because of the action points, removing repetitiveness.
The 10 hours is actually really nice. Just check in twice a day, and do your fights or donations then! It's not too bad of a drain on time.
"Game Over" - was the words i used yesterday to end this pointless addiction! Choose your life or degradation..
..a whisper of clarity echoed through the corridors of my mind,
A voice that called for departure, for breaking the chains that bind.
The time had come to leave behind this virtual cage,
To step into the unknown, onto life's grand stage.
👏👏👏
Great unbiased video, I'm glad I watched it. I actually agree with pretty much everything you mentioned, which isn't a big surprised based on what I've been reading (and posting) on discord, but still, glad there are people out there who are actually giving this feature a chance and not jumping on the auto-hate bandwagon :)
I disagree, yes GVG was mainly auto battling but it also requires strategy and clear communication,some players or guilds have tarnished it because of their continuous cheating and scripting to which Inno does nothing to do about it.
It was played by 1% of players and bot fights are lame. Also blocking the sieging...
I agree the usage of bots has ruined the concept of GVG, including myself even having to take a small break. I see nothing wrong blocking LZs to protect sectors to which you paid goods & resources, enemy guilds can easily presiege and attack if given the opportunity which has happened multiple times.
agreed GVG required a TON of strategy and at high level I think more than anything else in the game.I ran my guilds GVG for 2 years in 1st place and gathering up 15-20 players each night on discord ,getting them on the different maps needed and into ther correct spots of seiging,fighting or defending ,communicating with allies and then directing the whole thing was strategy at its best.I lived for gvg and built my city for maximum performance in it.I wrote over 400 tickets to inno with time stamps,detailed info, images and video of the same 4-5 players using BOTS EVERY NIGHT and they never did a single thing!..not one of those players were even given even a 24 hour ban! my server US26 was hit the hardest with these bot players..now Gvg makes me 🤮🤮🤮 and i cant wait until they remove it
@@factsstraight5152I agree, glad that GVG is being revoked. Frankly was a mixed emotions of me, however I can say I enjoyed gathering players and effectively communicating with fellow enthusiasts, being to fight off guilds, allocating members to different maps was indeed fun and required strategy for most parts. As Ubernerd has said, this QI is very unpolished.
Tourney grounds and Forgotten temple give you military boosts in QI. 25 and 50%
It does give a nostalgia factor with previous ages and will encourage players going to the next age it is when possible to essentially reexplore the past. Especially true with the 2 city limit.
This looks complicated, but I really like your point about how this is a guild-level competition that actually involves strategy on the part of individual players, not just hitting autobattle. I am cautiously optimistic that this will be interesting.
a weird combo of GE and settlements , yawwwnnnn . This is no GvG replacement .
I never played GvG so no idea about that. But this is boring, boring, boring, so if this is better then GvG must have been bad. The main reason it's boring is you wait 10h, do a couple of battles then wait 10 hours again. Or you wait 10h improve your settlement then wait 10h again. If I play first thing in the morning and last thing at night I can play it for a couple of a minutes twice a day. If I can't play until lunchtime then that's it... once a day. Fully agree 11 days is too short, but right now I really don't see any fun in it.
Finally something that requires logistics, fighting skill and more guild interaction not as you say click click win.
It can still be click-click-win for the big spenders.
It's just a money grab $$ by Inno. It's the reason why Inno scrapped GVG.
Your comment about this NOT being pay-to-win is total BS. It totally is pay-to-win. If you're willing to spend, there's little limit on what you can do. It is more pay-to-win than any other feature of the game.
Agreed!
Inno's greed is increasing, and the rewards for players is... questionable.
They will have received feedback about the slow pacing of this "feature" and how boring it is, while it was being tested on Beta... and yet they have ignored that, and implemented it as is - because their whole motivations is to con (I mean encourage) players into using (and therefore buying) Diamonds so that they can speed things up, and make it playable.
Along with that, you get the "pay extra real money to access additional prize lines" that they have been putting into all the Events. Does anyone even bother with these? Why would you pay that much money, for inconsequential "prizes"?
It's just another Inno Cash-grab.
If they have paid developers to create this "new" feature, then that's money wasted - it's nothing new - it's old/existing game content smooshed together, and presented as something new and exciting (when in fact, it is neither NEW nor EXCITING).
Do you remember back to, what we in the UK call, "Primary school"? Someone in the playground would "invent a new game"... but the rules would be complex, convoluted, and illogical....
"You can only tag someone if they aren't touching something blue, but if they are touching something yellow, you don't get any points, and if they are holding a ball, you lose 5 points, and if there is an S in the name of the day, then anyone wearing red starts with 10 points."
This feels like a Primary Schoolchild's fever dream of a game.
Who are they employing, to be their ideas people, and on their marketing team?
If they didn't waste money on questionable "new" features like this, they wouldn't have to keep finding new ways to screw money out players - and the worst thing is... it's mostly new or younger players that fall for these.. older, more experienced players don't tend to get taken in by these schemes and gimmicks, anymore.
The changes they made to GBG have made that feature a burden and chore for all but the already placed "Top" Guilds.
They are killing off the interest in the game for existing players, and experienced players are leaving.... but I think that is the point - all they want newer/younger players to spend spend spend!
Uber, I think it’ll be a bit more fun if our guild was a bit more developed, right now we only have 20 or so people so we can’t do much.
We can do plenty! I'm still just trying to build up my settlement, but once I do, I'll be flying through nodes!
@@UBERnerd14 I think this is the way QI is gonna play out if it stays like it is right now. The first half of QI you focus mostly only on your settlement and for the most part ignore the actual tasks, and then you use the big resources production from your settlement to rush the tasks. That's why QI feels super slow and kinda eventless to me right now. The super slow beginning is almost boring, before it gets to the fun part.
@@UBERnerd14 same for me, only started a beta world like a week ago
@@LinnunFoE You can't do much if you will focus only on your city at the start. Because of action points. One player can only do about 20-40 things and he will have 0 action points. So, one player will be able to finish about 20-40 fights/donations a day. Or 300-500 in one season. If you start to play on map latter, you will get even less progress. You need to manage your city well and do map well too. Best to do only 2x actions. If you don't have units or goods for 2x reward, don't do it. Leave them for others who does.
@@UBERnerd14 which guild is yours? :)
We'll finally be able to tell "skill issue" and "get good" to big players struggling in QI 😁
But yeah, it sould at least be 2 weeks on, 2 weeks off. Or making it 3-4 weeks but decreasing the rewards for each level...
And you expect smaller players to actually advance in QI than the big players? No matter how advance the players city is, QI requires all players participating to actively play and gather key resources to advance 🤦♂️
@@user-dy1ox3dn5y Did not fully understand what you were trying to say, but bigger player usually don't really know how to manually fight, even tho achieving great results in GE and GBG thanks to their boosts...
@@lisashana1869I understand perfectly what I said, what you’re saying is utter nonsense 🤣
So what do we do with our previous era troops now??🤔
3 to 4 week game play sounds like a good idea, rewards look great 🤫🤣
CHA CHING..... it's all they seem to care about anymore
So far playing QI.... I don't like much at all about it. It's such a mishmash of other features jammed together and called something new...
Finally👑
Is there any idea what the global ranking points will be for winning battles and donating goods?
That's a good question. I don't actually know. I'd assume it's standard iron age points
Not exactly equivalent points to even a 1 DA sector on any AA map.@@UBERnerd14
will this be available if you are mobile only player?
It is currently only on browser while it's being developed, but will come to mobile
Inno's greed is increasing, and the rewards for players is... questionable.
They will have received feedback about the slow pacing of this "feature" and how boring it is, while it was being tested on Beta... and yet they have ignored that, and implemented it as is - because their whole motivation is to con vince players to use (and therefore buy) Diamonds so that they can speed things up, and make it playable.
Along with that, you get the "pay extra real money to access additional prize lines" that they have been putting into all the Events. Does anyone even bother with these? Why would you pay that much money, for inconsequential "prizes"?
Then you have these "Rival" challenges... their whole point is to serve as a distraction - to con vince players to put resources into that (and even buy Diamonds to help with progress), diverting them away from the completion of an Event, so that less experienced players will need to buy assistance to complete the main Event quests.
It's particularly cynical with the current Rival Challenge - placed immediately before the Anniversary Event, providing "fragments" for past buildings that most people (especially the more experienced players) will already have demolished, and they don't even have the "offer" of anything specifically useful for the next Event.
And if you want proof that these "Rival" challenges are designed purely to "persuade" players to spend money on Diamonds... in the current TWO DAY Rival Challenge, the 3rd quest (of 32) is a "24 hours production" - so without assistance, that's ONE whole day, from a TWO day challenge, taken up on one quest alone... and until you clear that quest, you can't do any of the other 29 quests.
More experienced players might have "Production rush boosts" to help with that, but newer players probably won't have those (as they are collected over time)... and the only way to speed-up the 24 hour production is to use Diamonds.
At least when the other Rival challenges were activated during Events, they pretended to give you "boosts" that you could use DURING that Event - although in reality, you had to use the boosts that you had just been given, to complete quests in the Rival challenge... so you got very limited (if any) benefit from it at all, to help you with the main Event quests.
QI is just another Inno Cash-grab, to go with all the other poorly thought-out ideas and marketing strategies.
If they have paid developers to create this "new" feature, then that's money wasted - it's nothing new - it's old/existing game content smooshed together, and presented as something new and exciting (when in fact, it is neither NEW nor EXCITING).
Do you remember back to, what we in the UK call, "Primary school"? Someone in the playground would "invent a new game"... but the rules would be complex, convoluted, and illogical....
"You can only tag someone if they aren't touching something blue, but if they are touching something yellow, you don't get any points, and if they are holding a ball, you lose 5 points, and if there is an S in the name of the day, then anyone wearing red starts with 10 points."
This feels like a Primary Schoolchild's "fever dream" of a game feature.
Who are they employing, to be their ideas people, and on their marketing team? My guess is that it is people straight from university, with no real world business experience, but plenty of "knowledge" from out-of-date text books, that they rely on as the gospel truth (and won't accept any advice or evidence to the contrary).
If they didn't waste money on questionable "new" features like this, they wouldn't have to keep finding new ways to screw money out players - and the worst thing is... it's mostly new or younger players that fall for these... older, more experienced players don't tend to get taken in by these schemes and gimmicks, anymore.
It is all part of a very concerning trend/trajectory for FoE... for example, the changes they made to GBG have made that feature a burden and chore for all but the already placed "Top" Guilds... but younger/newer players don't see that, and so are tempted to pay, to try to win, against impossible-to-beat foes.
They are killing off the interest in the game for existing players, and experienced players are leaving.... but I think that is the point - all they want newer/younger players to spend spend spend, because Inno think those players won't know any better!
I m in a one man guild and still haven't figured out how to make fights!?
1. Start the incursion
2. Go to the map
3. Select the first node (might need to move to it first)
4. Click the fight button.
Point 4:
There is no fight button!
Maybe the bar in the first node (name: Donate) has to be filled with quantum goods before the fight button appears.
But thanks for your help!
Ah, yes. That's a donation node. There are separate donation and fight nodes, shown by the color of the node.
Any updates to this since it is being released to live in 2 days?
Nothing major. Mostly just bugfixes. I'm working on a video about it right now... hoping to have it out soon :)
Good, hopefully this stops some (not all) of the scripts and cheating. If those players don't like it, well, see ya!
Will it be available on the mobile version?
It will be.
Oh, my
can i join the beta world?
Of course. zz0.forgeofempires.com
Will thus be on mobile?
Haha YES
It will be available on mobile, but for the time being, it is only on browser to allow for faster development.
@@UBERnerd14 BETA App...🤔
Yes, there is a beta app, but it saves time not having to port changes over to mobile or deal with mobile specific issues. They can get the core feature finalized, and then bring that to mobile.
boring, wait 10 hrs, couple clicks then another 10 hrs . .hohum
Thanks for info.