Spoit wrote: Part of it is probably sentry going away soon, but the brackets have been terrible since this started. IIRC, my top 10 was like 1.9k for my bracket. I didn't care about IM40, so I only went to 1.2k before shielding because I was out of packs, and that was barely top 25
reckless442 wrote: So please explain to me how the time-shards as currently implemented actually help the players they are intended to benefit.
Raekwen wrote: You're making the assumption that the shields even matter once a shard closes. Why would it? That would be asinine.
Raekwen wrote: Sure, some people could still have them queued, but you get one whole fight out of it, then you can't find them again. Not really much of an advantage.
Raekwen wrote: It's so simple it's baffling why people keep trying to make it harder than it is.
reckless442 wrote: For PVE, obviously, playing in the last hour or two is essential. But we are talking about sharding PVP where shields mean players don't have to grind at the very end.
reckless442 wrote: I'm reading a number of players who like the new time shards saying they don't mind that they can't climb as high or have to spend more to get progression rewards due to limited targets because the better end-times offset that problem. I'm confused by that, so I would like some explanation. From what alliance members in those shards told me, it sounds like they had to spend a lot of ISO and HP to get to an 1100 or 1300 progression reward (if 1300 was even obtainable). More ISO spent on skips and more HP because if they were sentry-bombing, they had to start earlier and received lower points per match. In the past, those players would have climbed to 1300 at a much lower cost and dropped an 8-hr shield til the end. So does time-sharding for those players actually save them anything? Wouldn't dropping an 8-hr shield overnight be as conducive to sleep and cost about the same as what they need to spend now to reach the higher-level progressive rewards?
reckless442 wrote: As for players who were happy to hit 800 or thereabouts due to the suppressed scores -- I'm assuming without shields -- how did time-sharding help you? At those scores, you should not have had to shield under the old system eight hours before the end of the event unless you have a low- or mid-level roster.
reckless442 wrote: Also, with suppressed scores in these new time shards, I would think a transition team at 800 points would be an big target due to the overall lack of points, so the player would probably still have to shield or spend to maintain their score. So if a player is content to settle for those scores and progression rewards, why couldn't they do that under the old system and still sleep?
Ryz-aus wrote: It's annoying my score is lower, but the fact that I am now on a fair playing field with my bracket is worth it.
Linkster79 wrote: So a bunch of really high scorers thought they would band together to try and stop what the large majority of players want, flexible end times. tinykitty. Personally I dont give a rats **** about this. I used to score 600/700/800 easy and had to use an 8 hour shield 3 PvP's per week. Guees what? I can now score 600/700/800 and play to the final minutes. Does anyone really need to score 2000 points in a PvP when the rewards cap out at 1300? Do you really need to boost your e-**** that much? If a person really wanted to score over 1300 points they would even if it meant lots of little battles worth 15-20 points. Does anyone remember the times that 1300 was seen as a magical score attainable only by the select few like WalkYourPath or TheLadder because I do, and now some of you feel like it is your right to just steam roll past that?
Raekwen wrote: You couldn't have missed the point more. No one is saying that there shouldn't be separate event shards, they are saying let's get them right. No one is trying to take away your baby.
reckless442, in this thread's opening post, wrote: We ask D3 to remove the time-shards and return PVP events to single end times. While it is admirable that D3 wanted to find a solution to the inconvenient end times for European players, this system is a failure. Instead, let’s rotate end times between events.
JessyC01 wrote: For a lot of people (myself included), there are only a few rewards that are of any concern. Namely, they are: alliance top 100 prize, PVP top 5, 1300 progression. I can't speak for everyone, but I have no interest in racking up monster +2000 scores, just so that at the end of the season I can get terrible season rewards that won't come close to covering the amount of HP I spent in shieldhoppping to get +2000 in the first place. My season bracket is filled with try-hards from the top alliances.
onimus wrote: This whole test was supposed to make it better for people who the traditional ending time did not work for but, in an exceedingly ironic twist, it has only made it worse for them.
seasong wrote: Finally, I've seen some people say, "Why should D3 listen to the top 1% of players when it makes the rest of the 99% player base happy?" I think the simple answer is that that 1% shoulders much more than 1% of the cost of the game. As Operation Pay Harder highlights, to truly compete requires a financial commitment. D3/Demiurge should be commended for making a very enjoyable game on the F2P level but on the other hand, the needs of the paying players who help sustain the game shouldn't be glossed over. Different end times offer a seemingly universal benefit in providing choice, but for top competitive players, there is still no real choice. Thus, top players are saddled with the negative effects without fully realizing the positive. I think D3/Demiurge should do more mitigate those negative effects.
Raekwen wrote: Ryz-aus wrote: It's annoying my score is lower, but the fact that I am now on a fair playing field with my bracket is worth it. Wouldn't you rather have both decent scores AND play in a bracket with people from your time zone?
HailMary wrote: Raekwen wrote: Sure, some people could still have them queued, but you get one whole fight out of it, then you can't find them again. Not really much of an advantage. Except that this allows everyone in later Shards to do this using a three-node stack that, at maximum, is about 12-15 opponents deep. People don't even need to do it intentionally. Everyone in later Shards who plays at around those times gets a couple of nodes that are perfectly retal-immune, and once earlier Shards start ending, the number of people who could possibly attack them shrinks.
Raekwen wrote: Let's be realistic though. Of the 12-15 people in your node batch queue, how many of them are typically useful targets?
arktos1971 wrote: Budget Player Cadet wrote: I did. I made the choice, and I played as hard as I could once I figured out how and got my tools sharpened. 'Course, now that's not an option. And I'm not the only one transitioning. How do you get 4* covers without having 4*s? I totally agree with all that you said. And I understand your concern reading your explanations. Your situation is not as desperate as I thought though and I apologized if I seemed judgmental. Now, it may seem very simplistic/easy, but if you can't make it to 553 with winning the covers when Sentry is nerfed, maybe buying the missing covers will help you ? If there's one character to invest money on, it's him. I don't know if you spent some money in the game already, but strategywise, it seems obvious D3P will make everything possible to make players invest in the game one day or another. What do you think ?
Budget Player Cadet wrote: I did. I made the choice, and I played as hard as I could once I figured out how and got my tools sharpened. 'Course, now that's not an option. And I'm not the only one transitioning. How do you get 4* covers without having 4*s?
Raekwen wrote: I don't think the effect would be all that drastic. Certainly not enough to make everyone migrate to the end shard at the expense of choosing the time zone that works best for them.
I think I could drop 50 bucks on a game I'm getting sick of, or buy the new Smash Bros.
HailMary wrote: Raekwen wrote: You're making the assumption that the shields even matter once a shard closes. Why would it? That would be asinine. Nowhere have I assumed anything of the sort. I laid out the "pop a 3hr shield" scenario simply for people who couldn't extrapolate that for themselves from my No-Shield example. I'm glad we're agreed that everyone would be functionally shielded after their Shard ends. Raekwen wrote: Sure, some people could still have them queued, but you get one whole fight out of it, then you can't find them again. Not really much of an advantage. Except that this allows everyone in later Shards to do this using a three-node stack that, at maximum, is about 12-15 opponents deep. People don't even need to do it intentionally. Everyone in later Shards who plays at around those times gets a couple of nodes that are perfectly retal-immune, and once earlier Shards start ending, the number of people who could possibly attack them shrinks.
HailMary wrote: Raekwen wrote: I don't think the effect would be all that drastic. Certainly not enough to make everyone migrate to the end shard at the expense of choosing the time zone that works best for them. Indeed, I don't know if it'll be drastic. However, it would mean that, for score maximization, Shard 5 > Shard 4 > Shard 3 > Shard 2 > Shard 1 by design, since each Shard will have more good targets and fewer incoming attacks than the previous. This would be true essentially independent of player behavior. The current system does not define an explicit Shard hierarchy, since the ease with which one scores high is determined by the other players who choose to join that Shard.
HailMary wrote: Shards are spaced 3 hours apart.
HailMary wrote: Thus, Shard 1 closes when Shard 2 is at T-3hr & Shard 3 is at T-6hr. Let's just look at this three-Shard scenario. Let's take players who are unshielded at the end of their Shards, and call them No-Shield players for now. Node opponents are queued in batches from the server, which means that the 4-to-5-deep stack of opponents in your nodes aren't necessarily active when you fight them. Shard-1's No-Shield players essentially all become Lil Kyips at Shard-2's 3hr mark and Shard-3's 6hr mark, because Shard 1 is ending, which locks in their scores and prevents retaliation. Similarly, Shard-2's No-Shield players all become Lil Kyips at Shard 3's 3hr mark. A good number of these Lil Kyips probably fed off of Shard 1's Lil Kyips, which boosts their scores. We could do the same thing for the "pop a concluding 3hr shield" group of players: at Shard 2's 6hr mark & Shard 3's 9hr mark, Shard-1 3hr-shield players become Lil Kyips. At Shard 3's 6hr mark, Shard-2 3hr-shield players become Lil Kyips.
HailMary wrote: That's on the point gain side. Now for the point loss side. We can disregard the effects of score-based/win-ratio-based MMR, since we can assume that stays the same regardless of Event Shard implementation. Here's a basic timeline of who can possibly hit an unshielded player in a particular shard at various points late in an event: - Shard-1 player, Shard-1's 3hr mark: everybody. - Shard-1 player, Shard-1's end: everybody. - Shard-2 player, Shard-2's 3hr mark: everybody. - Shard-2 player, Shard-2's end: everybody not in Shard 1. - Shard-3 player, Shard-3's 3hr mark: everybody not in Shard 1. - Shard-3 player, Shard-3's end: everybody not in Shards 2 or 3, i.e. only fellow Shard-3 players. This snowballing pattern only gets worse with more Shards.
HailMary wrote: tl;dr - Ceteris paribus, cross-Shard matchmaking makes choosing the very last Shard the optimal strategy for score maximization.