Hulk11 wrote: This is exacty like pvp, just minus direct "retaliations".
simonsez wrote: Hulk11 wrote: This is exacty like pvp, just minus direct "retaliations". That's like saying dancing is exactly the same as boxing, except no one tries to hit you in the face (except for that time when I had too many margaritas, but I digress... )
Alexraven wrote: I think the only way they could change PVE to make it less off a grind and different from PVP would be to make ALL PVE work like the Gauntlet does. No repeatable nodes, all nodes worth the same amount of points, no rank rewards and only progression rewards. Then make the top progression reward for one/some/all of the nodes the new character.
Riggy wrote: Alexraven wrote: I think the only way they could change PVE to make it less off a grind and different from PVP would be to make ALL PVE work like the Gauntlet does. No repeatable nodes, all nodes worth the same amount of points, no rank rewards and only progression rewards. Then make the top progression reward for one/some/all of the nodes the new character. There are other non-competitive PVE formats that have been suggested as well. My personal favorites are the alliance-based ones. For example, you could have say 10 nodes with 5 player openings. Each player can claim an opening within a node and then whatever character gets used is locked there (as in you can't use it in other nodes while the current one is active). Then, for the other 4 openings within that node, any characters you used can't be used by your other teammates. So not only are you trying to coordinate which characters you have that are best fitted for a given node, but then you also need to coordinate with your teammates to make sure their calculations are also doable. And then each fight at that node whittles down an overall node health. The benefits are numerous. You can coordinate node grinding with your alliance so you only have to grind certain nodes where you'll have a strong team instead of all nodes (wherein you can just contribute what you can). It also promotes the need for a deep and varied roster. And you can get "progression" rewards as well as when you clear a node you get some big prize. And then prizes at the end of each sub are based on the number of nodes your alliance cleared.
fmftint wrote: Riggy wrote: Alexraven wrote: I think the only way they could change PVE to make it less off a grind and different from PVP would be to make ALL PVE work like the Gauntlet does. No repeatable nodes, all nodes worth the same amount of points, no rank rewards and only progression rewards. Then make the top progression reward for one/some/all of the nodes the new character. There are other non-competitive PVE formats that have been suggested as well. My personal favorites are the alliance-based ones. For example, you could have say 10 nodes with 5 player openings. Each player can claim an opening within a node and then whatever character gets used is locked there (as in you can't use it in other nodes while the current one is active). Then, for the other 4 openings within that node, any characters you used can't be used by your other teammates. So not only are you trying to coordinate which characters you have that are best fitted for a given node, but then you also need to coordinate with your teammates to make sure their calculations are also doable. And then each fight at that node whittles down an overall node health. The benefits are numerous. You can coordinate node grinding with your alliance so you only have to grind certain nodes where you'll have a strong team instead of all nodes (wherein you can just contribute what you can). It also promotes the need for a deep and varied roster. And you can get "progression" rewards as well as when you clear a node you get some big prize. And then prizes at the end of each sub are based on the number of nodes your alliance cleared. what happens to players that choose not to alliance?
fmftint wrote: what happens to players with limited rosters where locking out a hero is not an option?
Riggy wrote: However, if the devs really want to promote roster diversity, then they need to find a format where I will not use only the best of the best in my roster.This forces that issue by creating an incentive for a deep roster.
stephen43084 wrote: I'm against 2.5 hour refresh timers. Been posting about them for months. However, the current pve system is the fairest as far as greater rewards for the ones that play harder. Do I like the system? No. But it's the least arbitrary one.
fmftint wrote: Riggy wrote: Alexraven wrote: I think the only way they could change PVE to make it less off a grind and different from PVP would be to make ALL PVE work like the Gauntlet does. No repeatable nodes, all nodes worth the same amount of points, no rank rewards and only progression rewards. Then make the top progression reward for one/some/all of the nodes the new character. There are other non-competitive PVE formats that have been suggested as well. My personal favorites are the alliance-based ones. For example, you could have say 10 nodes with 5 player openings. Each player can claim an opening within a node and then whatever character gets used is locked there (as in you can't use it in other nodes while the current one is active). Then, for the other 4 openings within that node, any characters you used can't be used by your other teammates. So not only are you trying to coordinate which characters you have that are best fitted for a given node, but then you also need to coordinate with your teammates to make sure their calculations are also doable. And then each fight at that node whittles down an overall node health. The benefits are numerous. You can coordinate node grinding with your alliance so you only have to grind certain nodes where you'll have a strong team instead of all nodes (wherein you can just contribute what you can). It also promotes the need for a deep and varied roster. And you can get "progression" rewards as well as when you clear a node you get some big prize. And then prizes at the end of each sub are based on the number of nodes your alliance cleared. what happens to players that choose not to alliance? what happens to players with limited rosters where locking out a hero is not an option?
Paintsville wrote: What happens if you want to use covers to cover your covers when the covered covers have already been covered?