Unstable ISO-8 - July 18-24

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Comments

  • GrumpySmurf1002
    GrumpySmurf1002 Posts: 3,511 Chairperson of the Boards
    Thugpatrol wrote:
    Man, I didn't even think of using Loki on that node. If he can survive along enough to cast trickery, that might actually be enough to beat it.
    Better bring someone to cover black for Loki. If he's taking hits he'll be long dead before you get enough to use Trickery otherwise. Probably should make sure he's covered on green and purple as well. With his hit points you don't want to be taking any chances. A stiff breeze is enough to take out that noodle-armed Asgardian.

    That's why I said if. Pretty sure my roster isn't strong enough to protect him. I'll try it anyway, not like other parts of my roster haven't been blown up trying to get through that node.
  • Unknown
    edited July 2014
    You know its a situation like this when bullseye (I don't think it's hawkeye) puts down so many protect tiles coupled with daken's I Its one hell of a pendunordinate number of strike tiles. That I think was the reason Loki was even created for this game! Its one hell of a pendulum swing when you see 7+ of bullsye protect tiles and 7+ of Daken's strike tiles swing around.

    But yea seeing 600+ damage individual strike tiles does not equal fun. I need to find an mobile phone app to video capture a 3k damage per match up cascade. Never seen my lvl 100+ die faster than that

    Man, I didn't even think of using Loki on that node. If he can survive along enough to cast trickery, that might actually be enough to beat it.

    Another option would probably be throw in Hulk, with all those strike tiles by daken, hulks black would have no probelms procing like crazy if you can keep him tanking, then follow up with black widow: grey suit's rank five green

    To protect loki, try to get captain america going with his protect tiles, or you could use spiderman's purple since thats innate. Although captain america would probably be the safer option give his higher health total
  • Dreylin
    Dreylin Posts: 241
    I can't believe that it would take much work to split this one up into subs - they managed it on Oscorp Heroic with relatively little fuss. Each "refresh" of nodes would go into a different sub, while the unlock node stays in the Main. Then you just have to apportion the random Story nodes out between the subs and viola, a playable event!

    Would have been more worthwhile time spent than reskinning the Simulator (though I admit that does look pretty).
  • Dreylin wrote:
    I can't believe that it would take much work to split this one up into subs - they managed it on Oscorp Heroic with relatively little fuss. Each "refresh" of nodes would go into a different sub, while the unlock node stays in the Main. Then you just have to apportion the random Story nodes out between the subs and viola, a playable event! Would have been more worthwhile time spent than reskinning the Simulator (though I admit that does look pretty).
    That is an extremely well thought out and reasonable plan of action. I see only one flaw. Do you know what's less than a little work? You guessed it. No work at all. Gives them more time to update their Facebook, tweet about what they had for their second lunch of the day, and play Kim Kardashian's Hollywood game. When the boss swings by they can show off the "new" character they've copy/pasted. Working as intended! Go team! icon_razz.gif
  • I think it's more a question of making the PvEs diversified (be they good or bad), to avoid routine.

    Every second week, you have to grind like hell for 2-6 days to get the new character. Grinding the same nodes is ever so boring, if we had the same kind of structure all the time, it would be even more boring.

    But this time, it's too hard.

    Once I have grinded so much, I just hope a guy with a 2* won't rank first because he will be grinding in the last minutes.

    I would be very pissed...

    Even if I'm not overall 100 % satisfied with what is happening, I still like the game. Just hope I will be able to get the covers.
  • danikalil wrote:
    That's what worries me; we're in the middle of the event. BTW, I'm in your bracket, Arktos...I'm #22. I'm waiting for refresh... Just like you, I don't know how it's going to be, with this crazy scaling...

    Let's see how things go... I wish you the best of luck in my bracket, it's not too hard I think, we are lucky.
  • dr tinykittylove
    dr tinykittylove Posts: 1,459 Chairperson of the Boards
    I have been scaled out of being able to fight and win Heist in Spain. And apparently, the game thinks Venom/Thug/Muscle at level 165 is a difficulty rating of "Normal". I have zero maxed 3*s, game, my highest is pun at 138. In what universe is that "Normal"?
  • NorthernPolarity
    NorthernPolarity Posts: 3,531 Chairperson of the Boards
    Thugpatrol wrote:
    Dreylin wrote:
    I can't believe that it would take much work to split this one up into subs - they managed it on Oscorp Heroic with relatively little fuss. Each "refresh" of nodes would go into a different sub, while the unlock node stays in the Main. Then you just have to apportion the random Story nodes out between the subs and viola, a playable event! Would have been more worthwhile time spent than reskinning the Simulator (though I admit that does look pretty).
    That is an extremely well thought out and reasonable plan of action. I see only one flaw. Do you know what's less than a little work? You guessed it. No work at all. Gives them more time to update their Facebook, tweet about what they had for their second lunch of the day, and play Kim Kardashian's Hollywood game. When the boss swings by they can show off the "new" character they've copy/pasted. Working as intended! Go team! icon_razz.gif
    Rants on random points in these two posts:

    1. Im getting tired of this "they can slack off more" argument because it doesnt make any sense. Adding new features isnt going to reduce the slack off time, its just going to add to the **** they have to add during work time. And yeah, i get its tongue in cheek but its just frustrating to read when developer incompetence/laziness is a completely separate thing from feature prioritization. You cant just be like "oh if they just stopped being lazy then they can implement this new feature" when its really "if hey stopped being lazy then they should be implementing the 50 other things that matter more than this suggestion."

    2. Reskinning the simulator doesnt cost dev time at all. The guys doing that are the artists, and im assuming that new events are bottlenecked on the developer time and not the artist time spent, which means that the reskin probably doesnt block any new feature release.

    3. I would argue that refactoring the heroics has significantly more impact on features down the road, since now all future heroics can have this design, which feels a lot more important than refactoring this single event.

    4. This event is a rerun and a glimpse into mpqs old pve days (which admittedly looks pretty **** by todays standards). Changing the event ala dreylins suggestion would make the event better from a gameplay standard, but it would basically turn this into a new event, which sort of defeats the nostalgia factor. A small argument against refactoring the event, but it supports how dev resources are better spent creating new events or something.

    Personally, i think they should just do a bandaid solution by resetting personal scaling and lower the scaling coefficients for this particular event to accomodate for the long event. Makes the most sense to me given the circumstances since i wouldnt want to spend the time adding 7 different subs to this event when i can just tweak a few numbers and design the next pve instead.
  • dr tinykittylove
    dr tinykittylove Posts: 1,459 Chairperson of the Boards
    Come to think of it, it makes me rather sad that they release Daken and Sentry with their own new story missions, while She-Hulk and Carol were released with pve reruns that don't even bother to mention them.
  • Lots of people are either giving up, going to let the rubber band save them, or getting scaled out of this event as even my minimal amount of work is having me climb the leader board - only recognize HailMary in my top 10.

    The global leaders seem to be a little lower than I was forecasting at the start. They should be at 32K by now and they seem to be just under 31K but everyone should make the 40K without problems at this rate assuming they can do the nodes in the last 12 hours.
  • Dreylin
    Dreylin Posts: 241
    2. Reskinning the simulator doesnt cost dev time at all. The guys doing that are the artists, and im assuming that new events are bottlenecked on the developer time and not the artist time spent, which means that the reskin probably doesnt block any new feature release.
    Yeah, you got me; I figured this when I wrote it, and I know it's a complaint that's been made and answered before against the visual tweaks. OTOH, if they have enough artists to consistently be making visual tweaks, but not enough writers to consistently release new PvE content, then maybe they need to look at their personnel allocations.
    3. I would argue that refactoring the heroics has significantly more impact on features down the road, since now all future heroics can have this design, which feels a lot more important than refactoring this single event.
    Heroic Dark Avengers did, which was a new event; the re-run of Juggs did not. Since there are only 4 beginning Chapters (assuming they don't "Heroic" the start-up), there are limited "future Heroics" - even if they Heroic the Episodes, they have their own formats. Heroic Unstable ISO-8 anyone?
    4. This event is a rerun and a glimpse into mpqs old pve days (which admittedly looks pretty **** by todays standards). Changing the event ala dreylins suggestion would make the event better from a gameplay standard, but it would basically turn this into a new event, which sort of defeats the nostalgia factor. A small argument against refactoring the event, but it supports how dev resources are better spent creating new events or something.
    But again, they did go back and update the Oscorp Heroic, so I don't see why that means they can't do the same with the PvE chapters. Would you agree that releasing the one-off restriction from the Hulk Main nodes in the recent re-run made it a significantly different experience than the original runs? (not to mention rubberbanding & scaling)
    Personally, i think they should just do a bandaid solution by resetting personal scaling and lower the scaling coefficients for this particular event to accomodate for the long event. Makes the most sense to me given the circumstances since i wouldnt want to spend the time adding 7 different subs to this event when i can just tweak a few numbers and design the next pve instead.
    I'm the first in line to see new content, and I can't understand why it takes them /months/ between new PvEs. If there was regular content being released I wouldn't begrudge them not updating this event, but when it takes them months to release a new PvE, I can't see the harm in them devoting half a day to re-jig this into a playable format ... after all, it only needs to be done once!
  • Thugpatrol wrote:
    That is an extremely well thought out and reasonable plan of action. I see only one flaw. Do you know what's less than a little work? You guessed it. No work at all. Gives them more time to update their Facebook, tweet about what they had for their second lunch of the day, and play Kim Kardashian's Hollywood game. When the boss swings by they can show off the "new" character they've copy/pasted. Working as intended! Go team! icon_razz.gif
    Im getting tired of this "they can slack off more" argument because it doesnt make any sense. Adding new features isnt going to reduce the slack off time, its just going to add to the **** they have to add during work time. And yeah, i get its tongue in cheek but its just frustrating to read when developer incompetence/laziness is a completely separate thing from feature prioritization. You cant just be like "oh if they just stopped being lazy then they can implement this new feature" when its really "if hey stopped being lazy then they should be implementing the 50 other things that matter more than this suggestion."
    Guilty as charged. I do like to poke fun at them for being lazy, fairly often actually, and I'll grant you it's low hanging fruit, but that's comedy for you. I consider it satire though, and it stems from a perception that they have created themselves with their actions. What have we gotten recently that's new? Mostly copy/paste lazy characters? Prodigal Son? What was the last new event before that? Surely they must have templates for creating these things. There's not really that much too them. Some nodes to fill with three characters each, a bit of story and dialog that's mostly already been written that even a hack writer could bang out in a couple afternoons, it's not all that extensive. When they start producing more content I'll stop getting on them for being slackers. Until then I'm likely to keep firing away.

    And I get the nostalgia factor. That's something I hadn't considered, and a valid point. But this event is old and it shows. It doesn't seem to function well with the way the game is set up now, as opposed to how it was when this event first ran. I'm all for nostalgia, but this event needs to be made to play better somehow, even if it just means adjusting the scaling and the resets somehow.
  • I have been scaled out of being able to fight and win Heist in Spain. And apparently, the game thinks Venom/Thug/Muscle at level 165 is a difficulty rating of "Normal". I have zero maxed 3*s, game, my highest is pun at 138. In what universe is that "Normal"?

    The game calculates perceived "difficulty" (lol) of nodes purely by the highest level character in the roster.

    Based on a level 138 character,

    Trivial --> Less than 50% of highest character level--> Lower than 69
    Easy --> 50% --> 75% of highest character level --> 69 through 103
    Normal --> +/- 25% of highest character level --> 104 through 172
    Hard --> 25% to 50% above highest character level --> 173 through 207
    Deadly --> Greater than 50% above highest character level --> Above 207


    Looking at this formula, 165 is correctly within Normal difficulty. Of course, a player can't read these numbers with any seriousness when evaluating the true difficulty of a node.

    Fun fact: "Normal" for a player with a maxed out 3*** is up to level 208. Most players would generally agree that straight up fighting any encounter at level 208 is anything but "Normal" difficulty (unless said person is talking about old-school NES "Normal" difficulty icon_lol.gif ).
  • Lyrian wrote:
    Fun fact: "Normal" for a player with a maxed out 3*** is up to level 208. Most players would generally agree that straight up fighting any encounter at level 208 is anything but "Normal" difficulty (unless said person is talking about old-school NES "Normal" difficulty icon_lol.gif ).
    Not to mention all encounters are not created equal. Take that awesome Analyst/Venom/Juggs node from the last event. Sure, let's feed Venom purple so he can stun-lock you while we feed Juggs red so he can headbutt the **** out of you. Normal at 208? Yeah. Okay. Let me get right on that. icon_razz.gif
  • Lyrian wrote:
    I have been scaled out of being able to fight and win Heist in Spain. And apparently, the game thinks Venom/Thug/Muscle at level 165 is a difficulty rating of "Normal". I have zero maxed 3*s, game, my highest is pun at 138. In what universe is that "Normal"?

    The game calculates perceived "difficulty" (lol) of nodes purely by the highest level character in the roster.

    Based on a level 138 character,

    Trivial --> Less than 50% of highest character level--> Lower than 69
    Easy --> 50% --> 75% of highest character level --> 69 through 103
    Normal --> +/- 25% of highest character level --> 104 through 172
    Hard --> 25% to 50% above highest character level --> 173 through 207
    Deadly --> Greater than 50% above highest character level --> Above 207


    Looking at this formula, 165 is correctly within Normal difficulty. Of course, a player can't read these numbers with any seriousness when evaluating the true difficulty of a node.

    Fun fact: "Normal" for a player with a maxed out 3*** is up to level 208. Most players would generally agree that straight up fighting any encounter at level 208 is anything but "Normal" difficulty (unless said person is talking about old-school NES "Normal" difficulty icon_lol.gif ).

    Is it highest 'normal' level? Or does it take into account the buffs on featured characters?
  • SirPhobos wrote:

    Is it highest 'normal' level? Or does it take into account the buffs on featured characters?

    Unbuffed level. Powered-Up levels on characters don't really exist outside the vacuum of each PvE event, so they are not considered. Also, this grants the "perception" that a Powered-Up character is more powerful than he/she really is. A new player using a major Powered-Up level 105 character to fight a level 15 node, still sees the node as Normal difficulty despite that clearly being a trivial situation.
  • GrumpySmurf1002
    GrumpySmurf1002 Posts: 3,511 Chairperson of the Boards
    Thugpatrol wrote:
    Man, I didn't even think of using Loki on that node. If he can survive along enough to cast trickery, that might actually be enough to beat it.
    Better bring someone to cover black for Loki. If he's taking hits he'll be long dead before you get enough to use Trickery otherwise. Probably should make sure he's covered on green and purple as well. With his hit points you don't want to be taking any chances. A stiff breeze is enough to take out that noodle-armed Asgardian.

    I can confirm now that Loki does in fact turn the tide in that battle, and only took me 3 tries. Of course, nature of this stupid game, all 3 attempts were seriously black starved boards, and computer matched black every opportunity. Very annoying.

    Enemies lvl 240, My Loki's 3/2 but level 40, OBW tanked the black and nearly died in the process a couple times (true heal FTW), but once I cast it, damage basically stopped thanks to Daken's tiles flipping to giant shields. Stole enough green and red with Recon to have Ares kill off the thug, then it was pretty easy going. Did have to cast it Trickery twice, as they rebuild fairly quickly anyway.

    Probably easier with a better tank than OBW, but dealing with the stupid Pistol's is just another dilemma to deal with.

    KIll that node. Kill it with fire.
  • mohio
    mohio Posts: 1,690 Chairperson of the Boards
    Lyrian wrote:

    Recent events have been doing better at stopping rubberbanding from being straight up the optimal strategy since joining late meant that you cant get all the progression rewards: the main reason why this event is messed up is because it was the first event ever in mpq, and so has a lot of design issues that have been fixed in future events. It would be non trivial to fix the design issues in this event (youd probably have to change it so that each days nodes are individually reubberbanded and are treated as a sub, without actually having a sub) but since this feature would only get used for this one particular event since new events will just have subs, i cant see them ever doing this.

    Can't disagree with that logic.

    I half wonder if this event is one of those "tests" designed to see how well players fare against 200+ enemies post character shift.

    For most, the highest node in the last sub peaked at 245, with Iso-8 Heist almost there at 233 and climbing. With two full sets of nodes left to play, I wonder if the general populace will actually see 300s in this event before it is over...
    After reading this post it made me think that rather than a "test" it is a way for them to gather the data they need to show that cMags is OP (if they really need any more). When all the nodes scale beyond what all your "fair" characters can handle anyone with a viable cMags is going to generally have to turn to him to beat them. So then they can use their "metrics" to show that Mags is overused in PvE and needs his nerf asap. Maybe this is a cynical view on my part, but I've found myself turning to Mags already as these daken/bullseye teams are starting to scale out of control.
  • mohio wrote:
    After reading this post it made me think that rather than a "test" it is a way for them to gather the data they need to show that cMags is OP (if they really need any more). When all the nodes scale beyond what all your "fair" characters can handle anyone with a viable cMags is going to generally have to turn to him to beat them. So then they can use their "metrics" to show that Mags is overused in PvE and needs his nerf asap. Maybe this is a cynical view on my part, but I've found myself turning to Mags already as these daken/bullseye teams are starting to scale out of control.


    This is the first event I've ever really used CMags in. I just picked up the fifth blue a bit more than a week ago as the daily reward at day 135 or wherever it was. He's at level 90, and is 5/3/3. Paired up with Daken or Patch and he pretty much can solo the 200+ guys. It's crazy how overpowered he is. If I can't use Daken + Patch, I'll throw Hood in there and it's just not pretty.

    I've been enjoying Cap/Falcon/Hood as well but that's also oppressively slow.
  • dr tinykittylove
    dr tinykittylove Posts: 1,459 Chairperson of the Boards
    Lyrian wrote:
    I have been scaled out of being able to fight and win Heist in Spain. And apparently, the game thinks Venom/Thug/Muscle at level 165 is a difficulty rating of "Normal". I have zero maxed 3*s, game, my highest is pun at 138. In what universe is that "Normal"?

    The game calculates perceived "difficulty" (lol) of nodes purely by the highest level character in the roster.

    Based on a level 138 character,

    Trivial --> Less than 50% of highest character level--> Lower than 69
    Easy --> 50% --> 75% of highest character level --> 69 through 103
    Normal --> +/- 25% of highest character level --> 104 through 172
    Hard --> 25% to 50% above highest character level --> 173 through 207
    Deadly --> Greater than 50% above highest character level --> Above 207


    Looking at this formula, 165 is correctly within Normal difficulty. Of course, a player can't read these numbers with any seriousness when evaluating the true difficulty of a node.

    Fun fact: "Normal" for a player with a maxed out 3*** is up to level 208. Most players would generally agree that straight up fighting any encounter at level 208 is anything but "Normal" difficulty (unless said person is talking about old-school NES "Normal" difficulty icon_lol.gif ).

    Very interesting, thanks. For values of Normal being "non-negligable chance of wiping out", actual character teams at 166 or goons-only are still potentially doable. I'm fine with that definition.

    The trouble with these mixed goon/character nodes is that the goon ap generation essentially gives them an extra move's worth of assured-usable ap, just minus match damage.

    It's very frustrating. Urgh. Apparently 155 mixed goons is my limit. I just took out the 186 "Hard" ISO Hoarders, so I feel a little better about the whole thing now.

    I'm not even touching the 200-something Daken+goons now. He can take me out with match damage alone. icon_lol.gif