Why isn't it implemented into the game yet?![]()
Why isn't it implemented into the game yet?![]()
Sig Made by Germinator
COC : Lvl 90|TH9|GG305M EE 255M
TH 9 On December 1 2014.BB: Lvl 41|HQ16
this is so good :eek:, gimme gimme!
| CoC | TH10 | EXP 113 | 260/275 Lego | AQ 20 | BK 21 |- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Add me on gamecenter: AlexanderSdG
Casual Clashing since 12-10-2012
Sorry guys for not responding to you all in the past few days, haven't been able to be on as much latelyReally happy you like this idea though, means a lot
![]()
Mastermind | Level 155 | TH11 | Hyrule Knights | 323-75 in Clan Wars
Clan Leader (Join us!) | Meet the Hyrule Knights! (Introduce Yourself)
My Daily/Weekly/Monthly Quests Idea
My Saved Base Layouts Idea | My In-Game Builder Idea (both now in game!)
My Player Profile Update Idea
Great ideas.. Only issue is the difficulty of the quests.. they are relatively easy for an active guy with 2-3 hours of free time, but for a lot of ppl who play, they are maybe on 10-30 minutes a day. For me, although on weekends it feels like I'm clashing all day, on school/soccer days I raid once in the morning, retrain, and raid once(twice if I'm lucky) at night.
True and it is a tough balance because some say make them harder, some say easier, all having to do with the amount of time people play. Thats why I like 2 solutions: the first is detailed throughout my OP in that Quests would have random numbers for completion so the Good Friend Quest may be donate 50 in 1 hour one time, and the next time it may be donate 400 in 5 hours. By completing more difficult quest, the percent chance of getting rare rewards like Quest Jewels or gems goes up significantly.
Another solution is to allow you to choose (via sliders) if you want very easy, easy, medium, hard, or very hard quests. The harder the difficulty chosen, the better the rewards.
How do those solutions sound?
Mastermind | Level 155 | TH11 | Hyrule Knights | 323-75 in Clan Wars
Clan Leader (Join us!) | Meet the Hyrule Knights! (Introduce Yourself)
My Daily/Weekly/Monthly Quests Idea
My Saved Base Layouts Idea | My In-Game Builder Idea (both now in game!)
My Player Profile Update Idea
This is GENIUS
I really hope that this will be implemented, but with some changes.
1) The story behind the quests
I really don't think this should be there. Clash of Clans doesn't have a story; why does the quest balloon need one? The player is not told why elixir creates troops, why gems are "magical", so they do not need to br told why there is a quest balloon, either. The idea of it having a story just feels wrong in that it doesn't match the rest of the game.
2) The quests
Some quests, such as donate X number of troops, or raid X people, or raid X people with no nexting, seem boring and repetitive. This WILL turn CoC into a grind for participants. Interesting, fun, and challenging quests ONLY are required. This seems impossible with the current development of CoC, so I propose:
NPC bases in addition to SOME VERY UNIQUE quests. Like Operations in Boom Beach, each person pays a fee to start the event and his or her "attacking power" (troops, spells, heroes, etc., SC should have these formulas already for wars) is compared and put into a bracket at the start of each event. Based on the bracket, the player is assigned a base to attack (maybe with a set army only for the daily challenge, that doesn't require any elixir). There will be a leaderboard for each bracket, where the top scorers get an additional reward.
For example:
Attack a preset base with 30 valkyries and 5 heal spells. The reward is based on the stars multiplied by percentage, multiplied by a multiplier based on the attacker's bracket.
Also, the quests for "protecting" your buildings are not a good idea. Who you get raided by and how they attack are not under your control. If you want to raid, the quest could deter you from breaking shield. If you are a TH8 pushing to Masters, this quest is impossible. If you are in Champions, this quest is impossible as well. Thus, I believe this should not be implemented.
3) The rewards
They seem a little low. If someone grinds hours to complete quests, they should get a reward proportional to the amount of time they spent. 200k gold for a monthly reward for playing hours a day is very close to nothing.
4) Permanent rewards
I am talking about the extra gold mine, collector, and drill. CoC is supposed to be a no-pressure game. If players do not want to spend hours completing quests, they should not be forced to do it to retain their competitive edge.
5) The seasonal quests
To put it quite frankly.... I hate this part of your idea. I love a lot of it, but I hate this part. The idea that I must spend hours grinding and thousands of elixir and dark elixir to get something that cannot be achieved any other way repels me because CoC is supposed to be a no-pressure game, where I can play how I want (such as a player playing 3 hours a week should eventually achieve the same base as a player who spends 3 hours a day).
In summary:
A good idea, but I believe that if this feature is not made unique from the rest of the game, it will change CoC into a grinding type of game - something no one wants.
Last edited by X7386; November 26th, 2014 at 06:28 PM.
X7
CoC Level 109 | TH 9 | TWSS | Surgical Hog User
Lava Hounds aren't OP, only laloon(ion). See the math | Valks > PEKKAs
Thanks!
Excellent post X3786!
1. Sure it doesn't have to have a story, it's more of my personal explanation. More for fun.
2. The Quests and rewards were just examples. But I think there is asuch a large number of Quests they could implement, that it wouldn't get repetitive. I listed probably 1/20 of what they could do. Your idea of NPC baes (which I talk about in one of my threads) is an entirely different idea. This thread was just focused on my proposal for quests. If people didn't want to do Quests or didn't like them, they wouldn't have to. But many of the quests I proposed would be fun and change attack strategies, defense layouts, and basically change the extreme monotony of the current game. Te examples you gave are just base ideas
3. Yeah again, the rewards are just examples. And in my thread I detail how the harder the Quest (same quest different values) the better the rewards. But the values could all be adjusted. But there needs to be a healthy balance between too much and too little I agree, and that's for SC to decide.
4. Yeah it's been talked about a lot in forums, but while I (and many others like the idea of a permanent reward liek that or a decoration to try and earn), others find it controversial and I can see that. While the pressure would be self caused, many [perfectionists would have to get it (a fantastic thing for SC). In the comments however I agree that it should just be changed into a 5 day or week long boost of resource production.
5. Once again, those types of Quests are just examples. If SC did implement this idea, they would change the Quests and values to be whatever they wanted. Something that we've talked about throughout the comments is the idea of adding a difficulty slider for Quests (before you get them). Could be easy-hard on a scale of 1-5. Do the easiest and get easiest Quests (for casuals) but less rewards. For those who play a lot, they may want the Quests to be more difficult so they could get much larger rewards. This solution would help all players IMO.
The thing is: everyone is different. Throughout the thousands of comments, people think the rewards/quests are too little or too much. It's tough to balance because everyone plays at different amounts. Most people love the holiday aspect. All the Quests would be optional. But the idea of adding difficulty sliders would help everyone.
Appreciate the feedback, but there are many ways to make it not a grind. Plus at the end of the day if people didn't want to do them, they wouldn't have to. As show by most of the comments in this thread, people would want to. There are hundreds of different Quests they could implement, and to make them fun. Just changing up the current monotony is what most people on these forums and in game want. Something to enhance current gameplay but to add something different while earning loot.
Mastermind | Level 155 | TH11 | Hyrule Knights | 323-75 in Clan Wars
Clan Leader (Join us!) | Meet the Hyrule Knights! (Introduce Yourself)
My Daily/Weekly/Monthly Quests Idea
My Saved Base Layouts Idea | My In-Game Builder Idea (both now in game!)
My Player Profile Update Idea
Supercell... ADD THIS NOW!!!
| Townhall: 10 | Level: 121 | Legos: 118 | BK: 18 | AQ: 15 | FIN: 66k | GG: 300m | EE: 318m |