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St Patriks event

xivarmy

Well-Known Member
I would go with "alarm driven life disruptor"

Unless I just roll back my expectations for it ;) Which I have done in recent versions of the event.

But seeing as getting all the eternal market fragments require 475, which requires a significant amount of attention (~15 runs minimum over 21 days), i might go all-in.
 

Johnny B. Goode

Well-Known Member
Technically idle game is the official name, that's what it's referred to as in the game files.
Thanks for that irrelevant factoid. Nowhere in game nor in announcements nor in the FoE Wiki is it referred to as anything but the generic "mini game", which applies to every mini game in every event. The fact that you can pull up hidden stuff with placeholder names does not make them official.
 

UBERhelp1

Well-Known Member
Thanks for that irrelevant factoid. Nowhere in game nor in announcements nor in the FoE Wiki is it referred to as anything but the generic "mini game", which applies to every mini game in every event. The fact that you can pull up hidden stuff with placeholder names does not make them official.
That's as close as we can get, though. If you can find something different, lmk.
 

Ebeondi Asi

Well-Known Member
JbG is just jealous :p

For myself I plan on sitting out one more overly complicated event that is too tedious to bother with.
 

PianoFil

Active Member
Over the years I have found that all of the event mini games are a pain in the butt. The ones I hate the most are the candy crush ones. Those are all luck and no skill.
 

xivarmy

Well-Known Member
Over the years I have found that all of the event mini games are a pain in the butt. The ones I hate the most are the candy crush ones. Those are all luck and no skill.
They're in fact probably the most skill-oriented of the current slate of minigames. If you think it's mostly luck, you're probably not very good at it (and that's fine - they're certainly not for everyone).

Mostly Luck:
- Halloween Wheel. Are you going for spins=grand prizes or for chests? Do you spin, refresh, or wait for someone else to refresh? That's about it.
- Summer/Winter with the hidden prizes. The only strategy involved being if you're going for the calendar (if not then you just save for days when you want the daily special and spend). And how to make best use of rival boosters for whatever it is you're trying to optimize for. The core game is all luck.

Light skill:
- Anniversary merge game. The skill is mostly in not spending too much currency on a board that has had most of its value soaked up already. And budgeting such that your unlock costs are relatively even spread throughout the whole event. The gameplay itself feels *so boring* though. There are elements of luck in that individual board generation can be more or less valuable and more or less attainable value. But since you do a lot of boards that should even out.
- (Retired) Archaeology game. Using your tools in a balanced and efficient manner certainly had some value, even if it seemed rather obvious at times. It did well in making you feel responsible for your result, even though it had strong elements of luck as well (how many and which tablets/toys you found for instance - one occurrence of the event on one world i wound up with like 7 full toy sets; most i got 1 or 2 full sets; rarely i failed to find one of the toys and got zero full sets).

Mostly Time:
- St Patrick's/Fellowship idle game is gated on time availability primarily. There's a little bit of budgeting strategy in picking an appropriate amount of investment per run for the amount of engagement you can handle. And a sub-strategy in going for chests vs grand prizes/league. But if you're going for grand prizes/league, it's mostly gated on whether you can get online whenever you need to for the next step. I say this as someone who has made gold league in these events for under 5k diamonds (not sure it's still possible for THAT cheap - the last couple I haven't tried to do so have had much higher league cutoffs than when i used to go for it; partly driven by increasing rival value but only partly).

Mostly Skill:
- Wildlife/Fall match-game. While daily play is important, the amount to play each day is not difficult to divine - just don't cap your tickets out - which once a day is fine to manage. But the individual boards have wildly different average results for different players that can only be described as whether or not you're good at the minigame. Some people lock up their boards, rely on boosters, and exclaim that it's all about luck. Others plan their moves a little ahead, setup big matches, and finish the event with extras comfortably. There are elements of luck in individual boards, but since you do a lot of boards that should mostly even out (my worlds both finished in silver for free, within 1 grand prize of each other).
- (Possibly Retired) Card Game - Lots of options as to how to spend your currency for the best benefit (difficulty levels, extra bonus cards, swap outs) - all of which have solid arguments for to some extent.
 

PianoFil

Active Member
They're in fact probably the most skill-oriented of the current slate of minigames. If you think it's mostly luck, you're probably not very good at it (and that's fine - they're certainly not for everyone).

Mostly Luck:
- Halloween Wheel. Are you going for spins=grand prizes or for chests? Do you spin, refresh, or wait for someone else to refresh? That's about it.
- Summer/Winter with the hidden prizes. The only strategy involved being if you're going for the calendar (if not then you just save for days when you want the daily special and spend). And how to make best use of rival boosters for whatever it is you're trying to optimize for. The core game is all luck.

Light skill:
- Anniversary merge game. The skill is mostly in not spending too much currency on a board that has had most of its value soaked up already. And budgeting such that your unlock costs are relatively even spread throughout the whole event. The gameplay itself feels *so boring* though. There are elements of luck in that individual board generation can be more or less valuable and more or less attainable value. But since you do a lot of boards that should even out.
- (Retired) Archaeology game. Using your tools in a balanced and efficient manner certainly had some value, even if it seemed rather obvious at times. It did well in making you feel responsible for your result, even though it had strong elements of luck as well (how many and which tablets/toys you found for instance - one occurrence of the event on one world i wound up with like 7 full toy sets; most i got 1 or 2 full sets; rarely i failed to find one of the toys and got zero full sets).

Mostly Time:
- St Patrick's/Fellowship idle game is gated on time availability primarily. There's a little bit of budgeting strategy in picking an appropriate amount of investment per run for the amount of engagement you can handle. And a sub-strategy in going for chests vs grand prizes/league. But if you're going for grand prizes/league, it's mostly gated on whether you can get online whenever you need to for the next step. I say this as someone who has made gold league in these events for under 5k diamonds (not sure it's still possible for THAT cheap - the last couple I haven't tried to do so have had much higher league cutoffs than when i used to go for it; partly driven by increasing rival value but only partly).

Mostly Skill:
- Wildlife/Fall match-game. While daily play is important, the amount to play each day is not difficult to divine - just don't cap your tickets out - which once a day is fine to manage. But the individual boards have wildly different average results for different players that can only be described as whether or not you're good at the minigame. Some people lock up their boards, rely on boosters, and exclaim that it's all about luck. Others plan their moves a little ahead, setup big matches, and finish the event with extras comfortably. There are elements of luck in individual boards, but since you do a lot of boards that should mostly even out (my worlds both finished in silver for free, within 1 grand prize of each other).
- (Possibly Retired) Card Game - Lots of options as to how to spend your currency for the best benefit (difficulty levels, extra bonus cards, swap outs) - all of which have solid arguments for to some extent.
No amount of skill guarantees paws dropping down from the top of the board. I actually got 3 boards that dropped no paws at all.
Now I did forget about that stupid wheel. That thing sucked the worst IMO.
 
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