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  Click here to go to the first staff post in this thread.   Thread: Mastermind's Daily/Weekly/Monthly Quests Idea (with TONS of pictures!)

  1. #2161
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    Quote Originally Posted by 222aragorn View Post
    Supercell... ADD THIS NOW!!!
    This thread has been posted a long time ago not sure if they would add it..

  2. #2162
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    After 217 pages i think sc has seen this. Any month now and we will be seeing this live. Great job on your other (already implemented) ideas.

  3. #2163
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    Quote Originally Posted by shlomie View Post
    After 217 pages i think sc has seen this. Any month now and we will be seeing this live. Great job on your other (already implemented) ideas.
    Yes they have seen this and have been seeing this always on the first or second page of Ideas and feature requests forum.
    They have been seeing this since 13 months still haven't implemented yet :/
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  4. #2164
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    I need SC to add this on next update

  5. #2165
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    i'm just replying to this thread so it will show up in front of all threads
    is my grammar wrong?

  6. #2166
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    Quote Originally Posted by Mastermind View Post
    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.
    Thanks for responding, Mastermind!

    I understand that you are trying to break the monotony of the game, but some of the quests are just things players do already, such as donating troops or attacking. I don't really feel these are necessary or will help break the monotony of thr game.

    The more interesting quests, such as attacking x players or defending your buildings, I think should be directly based off of the player's trophies and a player's "strength level" used in clan wars. This is the only way to make the quest system fair for everyone.

    The idea for attacking set bases is not in your original idea, but I feel that it would best "fit" when poaced in the quest system.

    I can only see the permanent rewards, especially the seasonal ones, causing problems. For example:

    I was on vacation during Halloween and didn't have the time to devote to the game, and I missed getting the witch statue! All my friends have it! **** Supercell!

    Dang, now I can't get into any good clans because I don't have the statue and they don't think I'm active enough!

    or

    I'm 1 away from getting the statue...

    *Halloween event ends*

    *Rage quit, rage on forums, and 1 star review*

    I suggest just giving players a big resource reward for each seasonal quest completion, instead of a permanent reward. Keep the seasonal obstacle and players will not be disappointed that they missed exclusive seasonal content.

    Difficulty slider is a good idea, or just "tiers" of quests that people can complete - tier 1, extremely easy, to tier 5, for hardcore players. Complete Tier 1, and you are automatically entered into tier 2, until tier 5.

    In my opinion, SC should just give another collector to people. Then you would get a boost from the wheel. The quests shouldn't be required for anyone, including perfectionists (I am one).

    So I have changed my view that this will turn into a grind, but set difficulty should be required, and I still think that permanent rewards are a bad idea.
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  7. #2167
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    Quote Originally Posted by ExcellentPosts View Post
    Yes they have seen this and have been seeing this always on the first or second page of Ideas and feature requests forum.
    They have been seeing this since 13 months still haven't implemented yet :/
    I'm sure there will be complaints if there isn't this or th11 in the Christmas update. Two years ago a developer said th11 would come out around this time. I'm thinking they will both be out within the year though.

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    If we consider that total loot must be controlled to avoid upgrades becoming too easy, how do you implement a quest/reward system without breaking the game while still being meaningful enough to accomplish them?

    Though the dynamism that quests would bring seems quite promising and would bring coc up to date with almost every other mobile game out there
    Last edited by Gama321; November 28th, 2014 at 01:23 AM.

  9. #2169
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    Quote Originally Posted by Harrypt63 View Post
    I'm sure there will be complaints if there isn't this or th11 in the Christmas update. Two years ago a developer said th11 would come out around this time. I'm thinking they will both be out within the year though.
    Two years ago TH9 was the highest level. So yeah... Not true.

  10. #2170
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    So...

    I like the general idea. However I don't know if Supercell would add such a thing.

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