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A Plea to Inno Regarding Future GB changes

GoldenGoose

New Member
In one of the end of year announcements, it was mentioned that Great Building changes are in the works for this year. While I have thus far been impressed with the Forge of Empires dev team, I would like to make a plea to Inno to PLEASE learn from your past mistakes and do not repeat the Ancient Wonder disaster that was the downfall of your other city building game, Elvenar!

Prior to starting FOE over a year ago, I played Elvenar for about 8 years (nearly since the beginning). The two games are different, but they share many of the same mechanics such as Elvenar's Ancient Wonders (AWs) being effectively identical to FOE's Great Buildings (GBs). It was an amazing game (for years, I touted it as the best game on the app store) and the dev team had a great track record of listening to the community for a long time. That was until the end, when there was a period of several months where completely unnecessary changes began to be made (changing the names of the game chapters for the first time in 8 years, for example). This period of time ultimately culminated in the Ancient Wonder debacle that fundamentally altered the way many AWs worked and even changed the in-game stats that many of them affected. It also added additional requirements to upgrade the AWs. Every level upgrade now required a large amount rare, difficult to obtain, items. Prior to this update, only the Ancient Wonders of the newest chapters required these rare items, and the rest were easy to upgrade (the same as how FOE is now).

Inno stated their reasoning was to make the upgrade process the same across the board. They claimed this would streamline and simplify GBs as a concept for newer players, AND that "the data showed" that the speed in which players upgrade their Ancient Wonders would remain the same after the update as it was before. Inno also stated that several streamers corroborated these findings when they parsed the data that Inno provided them.

The Discord Feedback thread for the upcoming AW changes, which had nearly 5000 comments from concerned players was effectively ignored by the developers, and any follow up announcements from Inno about the proposed changes ended up being vague or on a number of occasions, arguably, outright lies in an attempt to calm down the community. While the number of rare items required for high level AWs was very high prior tonthe changes (similar to FOE's goods requirements), and the changes reduced this number, Inno used this reduction as a tool to convince players that ALL of the proposed changes were okay, instead of simply admitting the goods requirements for those specific AWs were too high, and reducing them separately from any other changes.

But, what ACTUALLY happened after these changes went live?

The changes fundamentally altered the way many of the AWs worked, completely reworking them to make many of them that were previously very useful when used correctly now functionally useless with the new, slower pace of the game. Any increases in power that they added to the AWs were offset by how slow the upgrade process became. The new upgrade requirements effectively HALTED AW upgrading across the board for newer players, and when veteran players ran out of the rare resources they had saved up over the years, they too, could not upgrade nearly as often. Prior to the changes, it took the average player years to achieve the max level of AW (it was claimed that some fringe players could do it in a week). After the changes, maxing out a GB was effectively off the board of things you could do.

These changes had other effects, as well. Prior to them, the game had several play styles in which you could build your city differently. You could negotiate only, fight only, or a hybrid of the two, which was most common. There was also a fun and complex style in which a player could utilize the synergistic properties of MANY high level Ancient Wonders to gather the goods and resources needed to progress in the game instead of going the traditional route of using normal buildings to achieve the same effects. After the changes, new players were effectively railroaded into playing a hybrid city, since any other method was significantly more difficult without the ability to gain high level AWs.

Also, the day after these changes went live, Elvenar had an in-game real money "deal" for the rare items needed to upgrade GBs. Talk about insult to injury!

These changes fundamentally ruined the game for veteran players such as myself and new players alike. Ancient Wonders are a core mechanic of Elvenar that the entire city building game leveraged. By fundamentally changing a core part of the game, Inno caused widespread changes to the way that all players (except those that spent a lot of money) were forced to play the game, and made the entire experience of the game that much less fun. Without the ability to utilize the power of Ancient Wonders, building a city became cumbersome. Running out of space is a fundemental aspect/issue in every city building game, but it became MUCH easier since it was more difficult to upgrade AWs to provide the necessary resources to compensate for other buildings. Due to these changes, a large number of players not only quit the game, but we saw the hidden side of Inno Games that makes us wary to play ANY games created by them. I no longer recommend anyone else play Elvenar like I had for the last 8 years when anyone asked for recommendations on mobile games, and if the FOE team makes similar changes, I can guarantee that I, and many other players, will simply quit playing games developed by Inno altogether.

What can Inno do to avoid this?

Please do not use the Elvenar changes as a template for future FOE changes despite the similarities between the games. It is okay that high level Great Buildings require goods, but low level ones do not. It is okay that players can easily level their GBs quickly, and in fringe cases, much faster than the other players. You can add an extra layer of depth to FOE that we currently don't have if you take the time to do the changes CORRECTLY! But please do not take away any functionality that we currently have or fundamentally alter a core aspect of the game such as GBs.

If FOE can do these changes correctly, without defaulting to changes that may simply result in more money for the company by making upgrading more difficult, I will gladly support Inno with my money and become a regular paying player. I have seen what Inno is capable of, but I have also seen their capacity to make amazing games, and I WOULD LOVE to support the latter.


So my plea to you, Inno:
PLEASE do not use the Elvenar changes as a template for any future Forge of Empire Great Building changes, and PLEASE be open and transparent with the FOE community regarding these changes. You lost the trust of myself and thousands of other players in Elvenar by how you handled the previous AW changes. I am wary, but hopeful of upcoming changes you will make in Forge of Empire. If you can do this correctly, you will regain my trust in your ability to continue making amazing games in 2025 and beyond, and I will happily support you in this endeavor for years to come!
 

xivarmy

Well-Known Member
So my plea to you, Inno:
PLEASE do not use the Elvenar changes as a template for any future Forge of Empire Great Building changes, and PLEASE be open and transparent with the FOE community regarding these changes.
Bahahahaha. AHahahahaha.

Yea, that's not happening. The changes might be good, they might be bad, but they certainly will NOT be open and transparent ;)

Though now you have me curious about how they made Elvenar WORSE and I'm going to have to go check that out for humor's sake. I tried to like it a few times. Just couldn't do it. Who knows, maybe I'll like it better now that they ruined it lol.
 

Flynn013

Active Member
Why all the complaining about outdated GBs? Just delete the ones that no longer serve a purpose in your city and plant some of the newer ones.
 

Mor-Rioghain

Well-Known Member
How do you know the changes in Elvenar predated the ones we're seeing in FoE? The company was bought out and it's my understanding that an awful lot of changes occurred after the buyout which is pretty much par for the course when a company changes hands.

I have to make note that while that was some interesting reading, it was also like reading a Foreign language. I'm not sure why I needed to know all of that backstory to hear "Please don't use the same business model you did in Elvenar when considering the possibility of upcoming changes to Great Buildings in FoE or I fear you are going to upset as many people in this game as you did there."
 

JWJWB

Member
Why all the complaining about outdated GBs? Just delete the ones that no longer serve a purpose in your city and plant some of the newer ones.
You think new players have the SAT and SASH goods to build and level these new GB's? As well as the thousands of fps needed? Sure, they are VERY good, but they are also VERY expensive. Some early buildings are all players can get.
 

Mor-Rioghain

Well-Known Member
And what's wrong with them going through the same learning curve we did when we were new? Great buildings serve a purpose and when that purpose has been fulfilled they are just as disposable as an old technological building or an EB. I'm not trying to play "Senior-itus," i.e., "we did it so you have to as well" but honestly, if anything, new(er) players have the benefit of playing alongside folks with as much as 13 years of experience at this game and if they listen and learn and make smart choices for themselves, they are bound to make fewer mistakes than we all did when no one really knew what might occur!
 

GoldenGoose

New Member
Probably should have wrote that on Inno's Discord as Inno apparently no longer cares about these forums.
This crossed my mind, but I am not on discord. Plus, I've heard that discord has limits for long messages. You are welcome to repost or link the post in discord if you would like.

Why all the complaining about outdated GBs? Just delete the ones that no longer serve a purpose in your city and plant some of the newer ones.
Nobody is complaining about the current state of GBs. This post is about the future changes to GBs.
 

Flynn013

Active Member
You think new players have the SAT and SASH goods to build and level these new GB's? As well as the thousands of fps needed? Sure, they are VERY good, but they are also VERY expensive. Some early buildings are all players can get.
What is wrong with new players only having older GBs? We all started with nothing and built our cities from nothing. It is already way easier to get a decent amount of attack and defense as well as many more resources than even two years ago.
 

JWJWB

Member
What is wrong with new players only having older GBs? We all started with nothing and built our cities from nothing. It is already way easier to get a decent amount of attack and defense as well as many more resources than even two years ago.
I’m just saying it can be hard for new people to get higher age goods to build those GB’s, as well as the high amount of fps needed to level them.
 

Johnny B. Goode

Well-Known Member
I’m just saying it can be hard for new people to get higher age goods to build those GB’s, as well as the high amount of fps needed to level them.
Dude, I have a city that's only 6 months old and it's producing ~1700 FP/day. I'm constantly looking for neighbors' GBs to dump them on because my BPs can't keep up with my FP production. And I'm in a solo guild. If I were more active and in a decent guild, I'd have all the higher era GBs I had room for.
 

Mor-Rioghain

Well-Known Member
You think new players have the SAT and SASH goods to build and level these new GB's? As well as the thousands of fps needed? Sure, they are VERY good, but they are also VERY expensive. Some early buildings are all players can get.
OF was the end era when I started and players in those top eras also had a hard time getting their goods as did we down at the bottom of the eras. (My first big Seasonal Event was FoE Bowl but I really whet my whistle on the 2nd level of the Cherry Gardens in the Sprint Event).EBs were not nearly as complex nor as lucrative as they are today. If you could earn one that gave you 2 active boosts, it was practically a miracle!

The problem here is not in the amount of goods that one is able to acquire it's in how many goods the player wants to acquire. Sure,. we had people who over-built their cities w/GBs they couldn't afford to raise and that's still true today. Why? Because new players are going to want all the "good stuff" whether it costs them $5 or $500 or $5M. Patience is what is running low, not game resources!

(Case in point: My Beta city just turned 1 year old yesterday and I'm already making in excess of 400 FPs a day that I have absolutely no use for. When I started 7 years ago, I played 3 cites actively, building them in about 6 weeks and not one of them -- NOT 1 -- made that much in well over 2 years!!! That doesn't mean that I was "bad" at city management or choosing GBs, it mean that there was a limited repretoire with with I could play to earn those resources! Part of the big challenge to FoE in those days was to plan important GBs like the Arc, Blue Galaxy, AO, and so on.
What is wrong with new players only having older GBs? We all started with nothing and built our cities from nothing. It is already way easier to get a decent amount of attack and defense as well as many more resources than even two years ago.
Not one darned thing.
 

JWJWB

Member
Dude, I have a city that's only 6 months old and it's producing ~1700 FP/day. I'm constantly looking for neighbors' GBs to dump them on because my BPs can't keep up with my FP production. And I'm in a solo guild. If I were more active and in a decent guild, I'd have all the higher era GBs I had room for.
I said new people. You've been playing for what, 5 years??? You may have started a new city, but you also have years of experience to go along with it. I meant new to the game, not a new city.
 

Dominator - X

Well-Known Member
In one of the end of year announcements, it was mentioned that Great Building changes are in the works for this year. While I have thus far been impressed with the Forge of Empires dev team, I would like to make a plea to Inno to PLEASE learn from your past mistakes and do not repeat the Ancient Wonder disaster that was the downfall of your other city building game, Elvenar!

Prior to starting FOE over a year ago, I played Elvenar for about 8 years (nearly since the beginning). The two games are different, but they share many of the same mechanics such as Elvenar's Ancient Wonders (AWs) being effectively identical to FOE's Great Buildings (GBs). It was an amazing game (for years, I touted it as the best game on the app store) and the dev team had a great track record of listening to the community for a long time. That was until the end, when there was a period of several months where completely unnecessary changes began to be made (changing the names of the game chapters for the first time in 8 years, for example). This period of time ultimately culminated in the Ancient Wonder debacle that fundamentally altered the way many AWs worked and even changed the in-game stats that many of them affected. It also added additional requirements to upgrade the AWs. Every level upgrade now required a large amount rare, difficult to obtain, items. Prior to this update, only the Ancient Wonders of the newest chapters required these rare items, and the rest were easy to upgrade (the same as how FOE is now).

Inno stated their reasoning was to make the upgrade process the same across the board. They claimed this would streamline and simplify GBs as a concept for newer players, AND that "the data showed" that the speed in which players upgrade their Ancient Wonders would remain the same after the update as it was before. Inno also stated that several streamers corroborated these findings when they parsed the data that Inno provided them.

The Discord Feedback thread for the upcoming AW changes, which had nearly 5000 comments from concerned players was effectively ignored by the developers, and any follow up announcements from Inno about the proposed changes ended up being vague or on a number of occasions, arguably, outright lies in an attempt to calm down the community. While the number of rare items required for high level AWs was very high prior tonthe changes (similar to FOE's goods requirements), and the changes reduced this number, Inno used this reduction as a tool to convince players that ALL of the proposed changes were okay, instead of simply admitting the goods requirements for those specific AWs were too high, and reducing them separately from any other changes.

But, what ACTUALLY happened after these changes went live?

The changes fundamentally altered the way many of the AWs worked, completely reworking them to make many of them that were previously very useful when used correctly now functionally useless with the new, slower pace of the game. Any increases in power that they added to the AWs were offset by how slow the upgrade process became. The new upgrade requirements effectively HALTED AW upgrading across the board for newer players, and when veteran players ran out of the rare resources they had saved up over the years, they too, could not upgrade nearly as often. Prior to the changes, it took the average player years to achieve the max level of AW (it was claimed that some fringe players could do it in a week). After the changes, maxing out a GB was effectively off the board of things you could do.

These changes had other effects, as well. Prior to them, the game had several play styles in which you could build your city differently. You could negotiate only, fight only, or a hybrid of the two, which was most common. There was also a fun and complex style in which a player could utilize the synergistic properties of MANY high level Ancient Wonders to gather the goods and resources needed to progress in the game instead of going the traditional route of using normal buildings to achieve the same effects. After the changes, new players were effectively railroaded into playing a hybrid city, since any other method was significantly more difficult without the ability to gain high level AWs.

Also, the day after these changes went live, Elvenar had an in-game real money "deal" for the rare items needed to upgrade GBs. Talk about insult to injury!

These changes fundamentally ruined the game for veteran players such as myself and new players alike. Ancient Wonders are a core mechanic of Elvenar that the entire city building game leveraged. By fundamentally changing a core part of the game, Inno caused widespread changes to the way that all players (except those that spent a lot of money) were forced to play the game, and made the entire experience of the game that much less fun. Without the ability to utilize the power of Ancient Wonders, building a city became cumbersome. Running out of space is a fundemental aspect/issue in every city building game, but it became MUCH easier since it was more difficult to upgrade AWs to provide the necessary resources to compensate for other buildings. Due to these changes, a large number of players not only quit the game, but we saw the hidden side of Inno Games that makes us wary to play ANY games created by them. I no longer recommend anyone else play Elvenar like I had for the last 8 years when anyone asked for recommendations on mobile games, and if the FOE team makes similar changes, I can guarantee that I, and many other players, will simply quit playing games developed by Inno altogether.

What can Inno do to avoid this?

Please do not use the Elvenar changes as a template for future FOE changes despite the similarities between the games. It is okay that high level Great Buildings require goods, but low level ones do not. It is okay that players can easily level their GBs quickly, and in fringe cases, much faster than the other players. You can add an extra layer of depth to FOE that we currently don't have if you take the time to do the changes CORRECTLY! But please do not take away any functionality that we currently have or fundamentally alter a core aspect of the game such as GBs.

If FOE can do these changes correctly, without defaulting to changes that may simply result in more money for the company by making upgrading more difficult, I will gladly support Inno with my money and become a regular paying player. I have seen what Inno is capable of, but I have also seen their capacity to make amazing games, and I WOULD LOVE to support the latter.


So my plea to you, Inno:
PLEASE do not use the Elvenar changes as a template for any future Forge of Empire Great Building changes, and PLEASE be open and transparent with the FOE community regarding these changes. You lost the trust of myself and thousands of other players in Elvenar by how you handled the previous AW changes. I am wary, but hopeful of upcoming changes you will make in Forge of Empire. If you can do this correctly, you will regain my trust in your ability to continue making amazing games in 2025 and beyond, and I will happily support you in this endeavor for years to come!
I hope you have a publisher lined up for this TL;DR book. Not to mention this should be sent in an envelope in binder form directly to INNO. I am sure you can find an address somewhere.
 

GoldenGoose

New Member
I hope you have a publisher lined up for this TL;DR book. Not to mention this should be sent in an envelope in binder form directly to INNO. I am sure you can find an address somewhere.
Lol. It might be more effective that way. Alas, at best, I can only hope that someone agrees and mentions something on discord to the effect. As far as I can gather, I'm not alone in these concerns, though, I may be one of the only ones to write it down.
 
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Dominator - X

Well-Known Member
I’m just saying it can be hard for new people to get higher age goods to build those GB’s, as well as the high amount of fps needed to level them.
The game was not designed for GBs in higher ages to be planted in lower ages. We have just found a way around that. And it seems INNO, (SAT era and going forward), found a way to limit it by requiring era goods from the age they are in for each and every level, as well as special goods, (SASH and going forward), that cannot be produced or traded for in lower ages, which will restrict certain levels. This is not an unexpected result. It was conceived and employed for a reason.
 

Mor-Rioghain

Well-Known Member
Said it before and I'll say it again, I'd rather see a city with a nice, small stable of high(ly) leveled GBs than one with a blanket of virtually useless low(ly) leveled ones. That's not even tinfoil much less bling.
 
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