Patch R59 Discussion - Live 8/18

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Comments

  • Yeah i dont like it sharing TU..because you can share heroes from your roster not from your TU..and after that you cant use them for 16 hours or you can recall them for 300 HP
  • Pylgrim
    Pylgrim Posts: 2,332 Chairperson of the Boards
    dragma wrote:
    It is live on Android as well.

    Yes, though apparently is not being pushed yet in game. I had to go directly to the app list in the Play store to force the update.
  • yogi_
    yogi_ Posts: 1,236 Chairperson of the Boards
    edited August 2014
    simonsez wrote:
    yogi_ wrote:
    Ben Grimm wrote:
    They can't lower the odds any further and they won't want many more 3* cover tokens out in the wild but without reducing the % value of the 2* characters much, they are stuck.
    Not really... they just need to split them into separate packs.

    Perhaps. In the longer term though, the same problem will eventually arise.

    The more radical solution (and very long term idea) is that you would actually do away with tokens and you would have a combined roster / training system that gave you access to all the characters and their little ability trees (or you somehow unlock them as you play) and then you use currency to level them up.
  • Pylgrim wrote:
    dragma wrote:
    It is live on Android as well.

    Yes, though apparently is not being pushed yet in game. I had to go directly to the app list in the Play store to force the update.
    They wont force it for a while. like a day or so. Been like that for a while.
  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    yogi_ wrote:
    Perhaps. In the longer term though, the same problem will eventually arise.
    Given that they're just hitting the wall now, it'd be a really long time before they add enough characters to hit the same wall again... most games like this don't have a lifespan as long as that.
  • simonsez wrote:
    yogi_ wrote:
    Ben Grimm wrote:
    They can't lower the odds any further and they won't want many more 3* cover tokens out in the wild but without reducing the % value of the 2* characters much, they are stuck.
    Not really... they just need to split them into separate packs.

    Just splitting them into different packs wouldn't change a lot. If they split them into various packs AND let us choose which pile to pull from for EACH token then we might be getting somewhere
  • simonsez wrote:
    yogi_ wrote:
    Ben Grimm wrote:
    They can't lower the odds any further and they won't want many more 3* cover tokens out in the wild but without reducing the % value of the 2* characters much, they are stuck.
    Not really... they just need to split them into separate packs.

    Not to nitpick, but that's not what I said. Be careful taking things out of context when the context changes the meaning. I'm not defending the decision, I'm reporting what I was told, and several of the things I suggested were variants on the "separate packs" idea.
  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    Ben Grimm wrote:
    simonsez wrote:
    several of the things I suggested were variants on the "separate packs" idea.
    I didn't know what you'd already suggested to them, and I don't know exactly what it was I took out of context, but I guess it's moot since we seem to be on the same page...

    edit: never mind, I see that I didn't edit the nested quotes right, and someone else's comments showed up as yours... sorry 'bout that.
  • Beast1970
    Beast1970 Posts: 421 Mover and Shaker
    edited August 2014
    Yeah i dont like it sharing TU..because you can share heroes from your roster not from your TU..and after that you cant use them for 16 hours or you can recall them for 300 HP

    Mine was only showing a 4 hour lend, of course, I sent a Bagman TU, perhaps that time is shorter since everyone would use him right away!

    Edit: Bagman was 4 hr lend, 75HP to recall, IW is 12 hr lend, 160HP to recall.
  • Phaserhawk wrote:
    The easiest way is to split the cards into seperate packs. You could have a good guy/bad guy pack. When you get a token you can elect to pick the good guy pack or the bad guy pack, although we are rather skewed on good guys. You could just randomly assign characters to pack, either way, segregate them. So lets say for arguements sake we did good guy/bad guy. When I get a Heroic Token, I can either elect to spend it on the Good guys pack or the Bad guys pack, much like a Pvp event token is specific to a certain character allotement, we can do the same for that. It would be a simple fix, and could allow players to chase the cards they need.

    I'll make it simpler. They need to remove 2*'s altogether from all packs except standard packs and PVE packs. 2*'s are NOT a reward. Players play hard and do not deserve a slap in the face when they redeem their token(s).

    The PVE packs should ONLY have the characters that are buffed/featured in that event.

    If just the 3*'s were in a pack (given that most have 3 abilities), the odds of getting the one(s) you want is still not statistically probable and will go down when more 3*'s are added.

    Even simpler: Rewards should be rewards!

    Edit - Deleted "exception"
  • IamTheDanger
    IamTheDanger Posts: 1,093 Chairperson of the Boards
    It seems the away time on patrol is based on level.
  • esoxnepa
    esoxnepa Posts: 291
    I sent my Level 89 Doom out on patrol to test. He is gone for 16 hours.

    Anyone know if the time gone is a fixed time period or variable by level or star?
  • Why the hell would anyone want to lend TU's? Especially if they have to pay to recall them?

    Spending coding time putting in this kind of **** while they fail to address serious issues within the game is a little annoying.
  • IamTheDanger
    IamTheDanger Posts: 1,093 Chairperson of the Boards
    esoxnepa wrote:
    I sent my Level 89 Doom out on patrol to test. He is gone for 16 hours.

    Anyone know if the time gone is a fixed time period or variable by level or star?

    Based on level I think. I sent a 2* cap at level 15. Its a 4 hour wait for return, or 85 Hp
  • franckynight
    franckynight Posts: 582 Critical Contributor
    Beast1970 wrote:
    Yeah i dont like it sharing TU..because you can share heroes from your roster not from your TU..and after that you cant use them for 16 hours or you can recall them for 300 HP

    Mine was only showing a 4 hour lend, of course, I sent a Bagman TU, perhaps that time is shorter since everyone would use him right away!

    Edit: Bagman was 4 hr lend, 75HP to recall, IW is 12 hr lend, 160HP to recall.
    Fury is on patrol for 1,5 day..380 hP to recall.. im happy i dont need him in this pvp..
  • vudu3
    vudu3 Posts: 940 Critical Contributor
    Regarding the issue with tokens, why can't they just make opening a token a 2-step process that happens behind-the-scenes and invisible to the user.

    Step 1 - The game chooses at random whether the character is a 2*, 3* or 4* character (e.g. there's an 83.5% chance of a 2*, a 14.1% chance of a 3*, and a 2.4% chance of a 4*)
    Step 2 - The game chooses at random what the "winning" character is at random based on current--or similar--draw rates (e.g. a 1.67% chance of any particular 3* cover).

    Note: There are 21 3* characters currently in Heroic tokens. Three of those have only two powers. So there are a total of 60 different 3* covers. 1/60 = 1.67%

    Essentially, the prize for opening a Heroic token would be a 2*, 3*, or 4* token that is then immediately redeemed for a cover. The process would be completely invisible to the user. It wouldn't change the overall drop rate currently--

    14.1% (chance of a 3*) x 1.67% (chance of a specific 3* cover) x 3 (number of covers/character) = 0.71% which is the same as the current draw rate.

    What it would do is allow D3 to add as many 2*, 3* or 4* characters as they want without warping the odds of getting a cover of a specific rarity. They could add ten 3* characters tomorrow and you'd still have a 14.1% chance of pulling a 3* characters from a Heroic token. However, the chances of pulling any particular 3* cover would from drop from 1.67% to 1.11% (1/90). If the odds of getting a specific cover dropped too much they could easily shift drop rates in Step 1.

    Something like this seems like it would make the most sense. However, I have no idea if it's difficult to implement from a technical standpoint.
  • I like that they're trying to add more alliance options to build a bit of a teamwork atmosphere. Beyond this new TU sharing there really is no way to help another player. But yeah, it does kind of suck to lose access to your own characters to do it. Though If your roster is diverse enough you should be fine just not using one or two characters for a day.
  • From what I can tell after updating, you're not sending out your personal TU's, you're sending out someone from your roster, which gives an alliance member a TU of that character and you lose use of that character (at least the 3* Doom I sent out) for 16 hours, unless I want to pay 215 HP to bring him back sooner. I don't know what it looks like when you actually get the TU yet, I only sent one to an alliance member....

    This definitely doesn't seem like something I'd want to do.. I guess if you have some good bench players you never use, but I can't imagine ever sending one of my A team guys to an alliance member because they'd be out of commission for 16 hours.
  • Oh, also, one small change with this update that I haven't noticed mentioned anywhere: The icon to launch the game on mobile devices has changed. icon_rolleyes.gif
  • Not sure if stealth change.

    When scouting/view other player roster. All their character ability are at the base damage/quality.

    Example: 5 Cover BP black will do 1167 damage.

    I thought i was tripping out when i saw a human torch red only doing 1k damage at 5 cover max lvl. I was like tinykitties nerf.

    Then i check out mine own and see that it is still the same.

    Can't really tell if it is a bug or working as intended with D3