Maybe it's easier to get there, maybe my style has changed

Nightglider1
Nightglider1 Posts: 705 Critical Contributor
edited September 2014 in MPQ General Discussion
...but in both of the Deadpool v. MPQ events, I've been able to reach the highest progression awards. Either the devs have made the progression awards more easily reachable, or the way I've been more patient in allowing nodes to refresh has helped, or both.

Anyone else see this? Any thoughts?

Comments

  • FierceKiwi
    FierceKiwi Posts: 505 Critical Contributor
    ...but in both of the Deadpool v. MPQ events, I've been able to reach the highest progression awards. Either the devs have made the progression awards more easily reachable, or the way I've been more patient in allowing nodes to refresh has helped, or both.

    Anyone else see this? Any thoughts?

    In the last 15 or so events the top reward has been placed fairly low. The only one that most people missed in recent memory was The Sim that released Torchling.
  • OnesOwnGrief
    OnesOwnGrief Posts: 1,387 Chairperson of the Boards
    I don't know, I only joined the PvE about 1 day before the first sub ended. I played in 2 sessions which got me to 20k with no problem before it ended. Haven't really bothered with Sub 2 besides a full clear not long ago.
  • I think it's good. People who just want the progression reward can get it easily, I had 20k before the first sub was over, and if they don't want to place well they can leave the top 20 to people who want to compete for the top prizes. Before it seemed if you got the final progression reward you were in the top 20, and everyone else missed it. Progression rewards should be easily achievable by everyone, and now they are.
  • The last couple events have been easier to get progression rewards. Maybe d3 is trying to build up some goodwill before the anniversary.
  • Same here, I reached those last progression rewards easily (and in the case of the most recent one by very casual playing; it was all I wanted, apart from having fun playing the event). And I think it's a good thing. I think a player should be able to choose between either grinding hard in a PvE for placement or else choose to just play for fun, and be offered a couple of nice progression rewards for that.
    To me personally, the grinding grows tiresome eventually. Hitting the nodes a couple of times for a nice reward is something I will certainly do, though.
  • Gotta say it is nice to be able to get all the rewards in progression, especially if you can't place high enough in the ranks...hope they keep them obtainable
  • HailMary
    HailMary Posts: 2,179
    Maybe it's Maybelline!

    But yes, it's definitely easier, and I think it's completely intentional. A few people complaining that the top progression rewards have disappeared is better than a lot of people thinking (sometimes correctly, sometimes not) that the top progression reward is completely out of reach.
  • The threshold for progression rewards has been intentionally low, which is infinitely more preferable to the intentionally high if not impossible threshold of the past. I think D3 used to think these thing should be a community effort where you got people taking turns becoming the overall bracket leader to push rubberband further so they're setup that no single person could possibly get enough points to get them by himself. What we found out that if no single person could possibly get enough points for the progression usually means nobody got them at all, as people didn't come up with elaborate schemes to push up rubberband mostly because it'd have required an insane amount of effort and coordination. Now the progression rewards seems to be just set at something like 60% of the points of a guy who never missed any cycle and rubberband generally makes it pretty easy for everyone to hit that mark without being utterly trivial.
  • FierceKiwi
    FierceKiwi Posts: 505 Critical Contributor
    Phantron wrote:
    The threshold for progression rewards has been intentionally low, which is infinitely more preferable to the intentionally high if not impossible threshold of the past. I think D3 used to think these thing should be a community effort where you got people taking turns becoming the overall bracket leader to push rubberband further so they're setup that no single person could possibly get enough points to get them by himself. What we found out that if no single person could possibly get enough points for the progression usually means nobody got them at all, as people didn't come up with elaborate schemes to push up rubberband mostly because it'd have required an insane amount of effort and coordination. Now the progression rewards seems to be just set at something like 60% of the points of a guy who never missed any cycle and rubberband generally makes it pretty easy for everyone to hit that mark without being utterly trivial.

    As someone who frequently misses cycles and doubles or more the top prog reward it's probably more like 30-40% of the theoretical optimal playthrough.
  • It's easier to get all progression reward now because there are significantly less reward. There are no long and Hero point for progression reward. At least for the last 3-4 event. They used to give multiple health pack each with 3 health packs for progression now you only get one. There used to give multiple 3 star cover for progression reward now you only get one. The end ISO reward are reduce, some event in the past gave 2000-3000 sometime even 5000 iso for the highest ISO progression reward, now you get 500-1000 and may be 2000 every here and then.

    Easier to get progression reward just mean less reward.