wymtime wrote: You should allow for 2 options to be selected. pVE should be time sliced as well and they should allow for cross time slice matches.
rixmith wrote: Enhance PvE so it uses the same system as well!
GuntherBlobel wrote: rixmith wrote: Enhance PvE so it uses the same system as well! It's going to be interesting to see the backlash against PvE end-times when players realize that each time slice has a different global leader, and so, some time-slices will hit top Progression awards, while others won't even come close. This poll assumes that PvE end-time aren't controversial, but we should know by now that somebody is going to complain and complain loudly.
Ben Grimm wrote: GuntherBlobel wrote: rixmith wrote: Enhance PvE so it uses the same system as well! It's going to be interesting to see the backlash against PvE end-times when players realize that each time slice has a different global leader, and so, some time-slices will hit top Progression awards, while others won't even come close. This poll assumes that PvE end-time aren't controversial, but we should know by now that somebody is going to complain and complain loudly. There will probably be the same trade-off then in PVE that there is now in PVP: pick easier ranking or easier progression awards. Since it's rare that I need both, I'm perfectly ok with that.
seasong wrote: Ben Grimm wrote: GuntherBlobel wrote: rixmith wrote: Enhance PvE so it uses the same system as well! It's going to be interesting to see the backlash against PvE end-times when players realize that each time slice has a different global leader, and so, some time-slices will hit top Progression awards, while others won't even come close. This poll assumes that PvE end-time aren't controversial, but we should know by now that somebody is going to complain and complain loudly. There will probably be the same trade-off then in PVE that there is now in PVP: pick easier ranking or easier progression awards. Since it's rare that I need both, I'm perfectly ok with that. Not sure why this is the case? Progression rewards in PvE are entirely self-determined since you can easily get more points when your nodes refresh whereas in PvP, you have to rely on other people generating points to feasibly go up yourself.
Ben Grimm wrote: PVE points are partially dependent on the rubberbanding modifier. This is less important for the people at the top, since they have a small modifier, if one at all, but the people further down in the ranks getting the progression awards may be dependent on it to get the top reward. That being said, time slices is probably going to affect PVE less than PVP in this regard. There will probably be people in each of the new slices who were previously not really capable of getting the top rewards (or who were disrupting their sleep schedules for it) who will take up the slack in the new slices. There is likely to be very little difference in the main slice, except you'll get some concentration that may make ranks tougher, since a lot of the bottom people will be jumping to new slices. Admittedly, some of the top likely will too (I'm generally top ten on new character releases and I may choose a different time slice to aim for top 2).
mouser wrote: Ben Grimm wrote: PVE points are partially dependent on the rubberbanding modifier. This is less important for the people at the top, since they have a small modifier, if one at all, but the people further down in the ranks getting the progression awards may be dependent on it to get the top reward. That being said, time slices is probably going to affect PVE less than PVP in this regard. There will probably be people in each of the new slices who were previously not really capable of getting the top rewards (or who were disrupting their sleep schedules for it) who will take up the slack in the new slices. There is likely to be very little difference in the main slice, except you'll get some concentration that may make ranks tougher, since a lot of the bottom people will be jumping to new slices. Admittedly, some of the top likely will too (I'm generally top ten on new character releases and I may choose a different time slice to aim for top 2). Rubber Band in PVE shouldn't be anywhere close to the issue we have with PVP. In PVE it only takes one, or a limited number*, of high scorers to drive a PVE rubber band. In PVP you need a large number of high scorers hopping off each other and shielding to make enough high value targets available for other players to ride their scores up the progression reward ladder. Not to mention lower level rosters can drive PVE scoring as well, where that isn't the case in PVP. * Devs have never explained precisely how the "leader" value for the rubber band formula is computed.