Phantron wrote: Gauntlet does highlight the scaling based on roster doesn't work well when there isn't community scaling to bail you out later (by making everything impossible for everyone so that it's fair) but it's probably a better event type than anything else. That said having everything with +80 levels on it compared to a max 166 roster for having a max level X Force is quite discouraging too.
Jamie Madrox wrote: Scaling can be used to control how far players can make it through the event thus limiting the top rewards to the players with the most developed rosters. This is nothing different from how events work now and is a fair way to reward everyone appropriately based on their "skill level".
stephen43084 wrote: Phantron wrote: Gauntlet does highlight the scaling based on roster doesn't work well when there isn't community scaling to bail you out later (by making everything impossible for everyone so that it's fair) but it's probably a better event type than anything else. That said having everything with +80 levels on it compared to a max 166 roster for having a max level X Force is quite discouraging too. I'll be the one to say it, and in sorry to have to be that guy, but either your part of the solution or part of the problem. Feel free, to offer suggestions on how to solve this problem. You got a great grasp of the have and it's mechanics, so you could probably offer great insights on what further tweaks could make the pve work better for everyone. In other words, I expect more from you than just poking a few holes in everyone else's theories. You should be able to offer suggestions on how to fix the holes you find. If you can't, im nit sure who can.
NorthernPolarity wrote: Your idea seems pretty cool. except for this one little snag: Jamie Madrox wrote: Scaling can be used to control how far players can make it through the event thus limiting the top rewards to the players with the most developed rosters. This is nothing different from how events work now and is a fair way to reward everyone appropriately based on their "skill level". Getting scaling right to this level of precision seems very, very difficult, and getting it wrong is disasterous. For example, as Phantron said, the people with max level X-Forces were at a disadvantage in the Gauntlet because that added + 80 levels to all of the nodes.
NorthernPolarity wrote: Your idea seems pretty cool. except for this one little snag: Jamie Madrox wrote: Scaling can be used to control how far players can make it through the event thus limiting the top rewards to the players with the most developed rosters. This is nothing different from how events work now and is a fair way to reward everyone appropriately based on their "skill level". Getting scaling right to this level of precision seems very, very difficult, and getting it wrong is disasterous. <snip>.
_RiO_ wrote: [lot of good theorycrafting on scaling for a single player]
emaker27 wrote: NorthernPolarity wrote: Your idea seems pretty cool. except for this one little snag: Jamie Madrox wrote: Scaling can be used to control how far players can make it through the event thus limiting the top rewards to the players with the most developed rosters. This is nothing different from how events work now and is a fair way to reward everyone appropriately based on their "skill level". Getting scaling right to this level of precision seems very, very difficult, and getting it wrong is disasterous. <snip>. I always found the "it could be difficult" excuse very lame. And there were plenty of issues with the current PvE reward structure months ago. Sometimes very few if any got the max progression reward, and sometimes too many. And then they finally figured out how to balance it correctly. I would love to see the changes the OP outlines, but ultimately D3 has access to statistics that we don't. And I'm sure they've used those stats to deem the current structure as financially sound. And for a company to ditch that for an unknown new system would be extremely rare.
NorthernPolarity wrote: Well, the progression awards were changed so that now anyone who starts on the first sub is basically guaranteed all the progression awards.
NorthernPolarity wrote: If we change to a pure progression model the way that OP says, this means we need to change SCALING in such a way that those ratios (2 / 1000 gets 1 fury cover, 10 / 1000 gets 3 doc ocks, so on and so forth) are accomplished. Do you guys see how much harder this is to implement?
Phantron wrote: Let's say we got scaling solved by magic because otherwise a progression based PvE would never work because someone's going to have it way easier/harder just for having characters leveled a certain way, I can imagine a system like this. You'd have 3 sub brackets called Dr. Octopus blue/black/green. Completing all the nodes in each sub gets you a cover of that color, and it'd take some practice but you'll eventually be enough to make them hard enough to get the expected distribution. If the ability to choose which cover you get is not desireable then simply make the brackets unlocked in sequence instead. For the 0.2% getting the 4* you can either say all the guys completing all 3 brackets gets a random 3* token with 1/5 chance being a 4*. Since there are usually 10 guys getting 3 3*s this preserves the same ratio. If we want to make it more skill based we can unlock some boss nodes in the main bracket and we can just group people into brackets of 1000 people by the same current mechanism, and the first two person to clear this gets the 4*s. But for this to make sense the boss nodes would probably need to have boosts disabled and Whales should not work on it. The boss nodes themselves should give a decent amount of iso (say 1000-2000) so that even if the top 2 is already taken in your bracket there might still be reason to try it.
NorthernPolarity wrote: I would need to look at the statistics of the average player roster to see if getting the expected distribution is possible. Like, if even 3% of the playerbase has say a decked out roster, then this means that you would have to tune the scaling such that 1/3rd of those players gets 3 doc ock covers while 2/3rds of those players don't, and I don't see how thats possible given that players with a similar roster will probably complete roughly the same amount of subs, so this means that you would either see those max players all complete or fail any given sub. I guess you could make the events long enough such that 2/3rds of the max playerbase simply gives up because there are too many nodes or the nodes are too time intensive, but that seems like a feat in of itself.
_RiO_ wrote: NorthernPolarity wrote: Well, the progression awards were changed so that now anyone who starts on the first sub is basically guaranteed all the progression awards. So explain again why after consistently clearing all my nodes optimally since the very start of the event, for every free moment of my available time, I am still stuck at a sub 60,000 score and will never, ever be able to reach the requisite 120,000?
_RiO_ wrote: NorthernPolarity wrote: If we change to a pure progression model the way that OP says, this means we need to change SCALING in such a way that those ratios (2 / 1000 gets 1 fury cover, 10 / 1000 gets 3 doc ocks, so on and so forth) are accomplished. Do you guys see how much harder this is to implement? I only see that the conclusion you are alluding to is tantamount to stating the current business model can only be achieved by compromising gameplay to a level where it is intentionally left broken for a large amount of the playerbase. Think of that what you will. Also, I'd like to add that with every increase in 3* population, the artificial induced scarcity through the distribution numbers Demiurge originally published breaks down further and further. The odds of earning the specific covers you need to bring a 3* up to level for use drop further with each additional character and with a fixed number of opportunities to earn character covers, that translates directly into a devaluation of all possible 3* covers. The numbers that were originally published mean tinykitty.
Phantron wrote: NorthernPolarity wrote: I would need to look at the statistics of the average player roster to see if getting the expected distribution is possible. Like, if even 3% of the playerbase has say a decked out roster, then this means that you would have to tune the scaling such that 1/3rd of those players gets 3 doc ock covers while 2/3rds of those players don't, and I don't see how thats possible given that players with a similar roster will probably complete roughly the same amount of subs, so this means that you would either see those max players all complete or fail any given sub. I guess you could make the events long enough such that 2/3rds of the max playerbase simply gives up because there are too many nodes or the nodes are too time intensive, but that seems like a feat in of itself. It's not nearly as hard as it looks. Imagine if the finale bracket was duplicated twice at the same difficulty that doesn't scale up any further and we didn't get the one day extension. I'm pretty sure most people would not have close to finishing all 3 finale brackets. Assuming scaling is fair in some way this means you only have to do this right once, because if you have a fair system of scaling (like scaling roster instead of scaling content) and you had the result you're expecting to get after one event, then you can be pretty sure that structure will work for all future events too. This is also why I think you should be able to pick the order you get to do those subs because otherwise someone who can consistently finish 2 but not 3 brackets will never get the third cover color, and while you can argue this already happens anyway, there's some illusion of hope for a 2 cover finisher to sneak into 3, but beating an extra bracket compared to normal would likely be out of the question.
Phantron wrote: The current (heroic DA) isn't really that time zone sensitive because it's so grindy that it's a lot more important whether you get your 15 cycles' worth of nodes in as opposed to doing them in the most optimal pattern. Yes missing the end of sub still sucks (I miss them both too) but if I was actually grinding like past events it wouldn't have mattered much because everyone gets very little from rubberband, even on the last cycle. Now I chose to not grind much for heroic DA and my place reflect that (started out #100 after first sub, went up to about 20 yesterday but probably fell back below 100 again since I had a block of 16 or so hours without playing).