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### Topic

#### Make finding quoins challenging again for higher-level players

I know where the juicy quoins are now. I can bounce around and quickly collect 30 or 40K in iMG without breaking the slightest sweat. Honestly, it's not interesting at all.
So: maybe quoins could be drawn in random locations for higher level players? Mix up their coordinates a bit so we actually have to LOOK for them again?
Variety is the spice of life.

Posted 4 months ago by Pascale | Permalink

### Replies

- Great idea!
  I'm pretty sure this would take a design change though, since I'm pretty sure the street design tools let the designer specify just a fixed range - 1 for most, 2-4 for a lot of balzare / rubrick, 25-30 for two I like to harvest. This doesn't allow you to have multiple ranges i.e. a 1 quion pop as 5-10 15% of the time, 15-20 3% of the time, 40-50 0.5% of the time.
  Posted 4 months ago by Sturminator i` | Permalink
- Like you, Sturminator, I have the feeling that quoin locations and base values are "baked in" to street templates. It's just sorta too bad, and I'm throwing the idea out because things that make Ur more dynamic and quirky for us "old hands" seem desirable.
  IF quoin numbers/locations/values are specced separately or on a different 'layer' or something, then in theory providing some degree of randomization on street-load shouldn't be so terribly hard. Of course "not hard" doesn't mean "easy" or "worth doing."
  Posted 4 months ago by Pascale | Permalink
- My idea is to still have the level designer set the quion value ranges & the odds for each range, but not limit them to only one range.
  I think it would definitely be worth it -- the best way to motivate people is via random, large rewards. Just imagine the buzz in global when someone gets 1000 iMG on a GFJ quion!
  Plus, it would give TS a way to drive players to certain regions (ie a "bonus region of the week") just by slightly tweaking the odds to make the higher levels more likely.
  Posted 4 months ago by Sturminator i` | Permalink
- I think it'd be interesting if quoins increased in value the longer they went without being picked up.
  Posted 4 months ago by Moi | Permalink
- @Moi, some do :)
  I've thought about (high) quoins showing up at random places also, not as a challenge for high level players but to give low level players a chance to find them too.
  With loads of high level players trying to reach 60 and knowing exactly where they are, the chance of a low level bumping in to one is close to nothing...
  Posted 4 months ago by WeavingTheWeb | Permalink
- Why try to reach level 60?
  Posted 4 months ago by WalruZ | Permalink
- @WalnuZ, because some people like a goal, and they've already achieved most of the other goals the game has offered.
  Posted 4 months ago by Pascale | Permalink
- I like Moi's idea too; maybe make all the quoins value increase slowly the longer they haven't been grabbed; say up to 3x the base value.
  Posted 4 months ago by Janitch | Permalink