gamar wrote: Sweenz wrote: Cooldown should never be longer than the shield itself. Since the objective seems to make it more difficult/costly to make huge, prolonged climbs in points while remaining (almost) entirely protected the entire time, having cooldowns be longer than the shield duration is the only way to make the cooldown mechanic work
Sweenz wrote: Cooldown should never be longer than the shield itself.
JoshBot3000 wrote: The TL:DR "overall depression of scores creates a smaller margin from average to reward placement level, this smaller margin will allow more people to have a chance at top 25 placements" Hopefully this post won't make tooooooooo many people upset lol
mohio wrote: JoshBot3000 wrote: The TL:DR "overall depression of scores creates a smaller margin from average to reward placement level, this smaller margin will allow more people to have a chance at top 25 placements" Hopefully this post won't make tooooooooo many people upset lol Why not just let the whales have their fun and play the game the way they want to play it where it has fairly minimal effect on the rest of us (and the effect it does have is generally positive as points trickle down, allowing more people to obtain higher progression rewards)?
Phaserhawk wrote: mohio wrote: JoshBot3000 wrote: The TL:DR "overall depression of scores creates a smaller margin from average to reward placement level, this smaller margin will allow more people to have a chance at top 25 placements" Hopefully this post won't make tooooooooo many people upset lol Why not just let the whales have their fun and play the game the way they want to play it where it has fairly minimal effect on the rest of us (and the effect it does have is generally positive as points trickle down, allowing more people to obtain higher progression rewards)? Becasue D3 doesnt want people getting the progression rewards, that's it, period.
mohio wrote: wymtime wrote: So I want to say again I am happy D3 is doing something about shield hopping. It did make a PTW system, and if you had the right characters and were willing to spend the HP you could score whatever you want. D3 is implementing a CD system so each shield has an 8 hour CD. So if you want to shield hop from a 3 hr shield instead of spending 75 HP for another 3 hr you spend 150 for 8 hr, then you can go to 300 HP for 24 hr. This is to limit the amount of shield hopping which in turn will keep scores down. Right now in the game to achieve a score of 1300+ which reaches all the progression you need to shield hop 3-4 times. D3 now made the cost for 1300 progression a min of 525-600 HP instead of 225-300. Will this stop whales from hopping? Probably not as people have spent over 4k HP in one PVP. Right now if you are above 1000 and you go unshielded for 10 min you get hit. All D3 did was make it more expensive for people who shield hop. I generally do 1 to 2 hops to try and get above 1100 progression. This change will effect more F2P hoppers than PTW hoppers. Here is a couple of alternatives that I think would make the game more fair, and still allow people to have the opportunity to make the progressions. 1) make it so when you break your shieild you cannot shield again for 30 min. Making the shield like a single health pack. D3 will also need to look at match making at high levels as you will be hit like crazy if you are above 1000 points. 2) Everyone can only use 3 shields total. IF you want to use a 24hr shield, and 2 8 hour shields go ahead. If you want to use 3 3hr shields go ahead. By only alowing 3 shields with 0 cool down everyone is on the same playing field. PTW players cannot just out spend you to win. 1300 will still be possible and it will only cost a significant amount to shiled if you need to use a longer shield. 3) only give 24 hours (could be less) worth of shields total. This will make PTW have an advantage in if they want to break shield and go they can. It still puts a level playing field but give people who are willing to spend an advantage. Overall I personally like options 2 and 3 more than a CD period or what D3 is doing with the 8 hr CD. I applaud them for taking this issue on as it is in the best interest of the game, but I think there are a couple better alternatives. I appreciate that you realize the dev's current solution does not do what they intend it to do and are offering alternative solutions. However I would like to ask those early pvpers out there (x-men, etc) if it is actually possible to reach 1300 on only 3 shields. My gut says no, since iirc they start shielding in the 800-900 range and can really only get 50-100 per hop if they're the event leaders. Sure it's easier for the guys who come along 2 days in and have all those high point scores to prop them up but if you only give people 3 shields then those scores won't be there (or if you're super optimistic, they'll simply be shielded) and it will be impossible to reach that score.
wymtime wrote: So I want to say again I am happy D3 is doing something about shield hopping. It did make a PTW system, and if you had the right characters and were willing to spend the HP you could score whatever you want. D3 is implementing a CD system so each shield has an 8 hour CD. So if you want to shield hop from a 3 hr shield instead of spending 75 HP for another 3 hr you spend 150 for 8 hr, then you can go to 300 HP for 24 hr. This is to limit the amount of shield hopping which in turn will keep scores down. Right now in the game to achieve a score of 1300+ which reaches all the progression you need to shield hop 3-4 times. D3 now made the cost for 1300 progression a min of 525-600 HP instead of 225-300. Will this stop whales from hopping? Probably not as people have spent over 4k HP in one PVP. Right now if you are above 1000 and you go unshielded for 10 min you get hit. All D3 did was make it more expensive for people who shield hop. I generally do 1 to 2 hops to try and get above 1100 progression. This change will effect more F2P hoppers than PTW hoppers. Here is a couple of alternatives that I think would make the game more fair, and still allow people to have the opportunity to make the progressions. 1) make it so when you break your shieild you cannot shield again for 30 min. Making the shield like a single health pack. D3 will also need to look at match making at high levels as you will be hit like crazy if you are above 1000 points. 2) Everyone can only use 3 shields total. IF you want to use a 24hr shield, and 2 8 hour shields go ahead. If you want to use 3 3hr shields go ahead. By only alowing 3 shields with 0 cool down everyone is on the same playing field. PTW players cannot just out spend you to win. 1300 will still be possible and it will only cost a significant amount to shiled if you need to use a longer shield. 3) only give 24 hours (could be less) worth of shields total. This will make PTW have an advantage in if they want to break shield and go they can. It still puts a level playing field but give people who are willing to spend an advantage. Overall I personally like options 2 and 3 more than a CD period or what D3 is doing with the 8 hr CD. I applaud them for taking this issue on as it is in the best interest of the game, but I think there are a couple better alternatives.
stephen43084 wrote: So how do you explain that they adjusted the progressions in PVE that anyone that plays a reasonable amount can hit the top progression no problem?
stephen43084 wrote: I have seroius doubts that making the progressions unreachable (or even making more money off shields) is one of them.
Dauthi wrote: lukewin wrote: I have to believe at this point that you are a troll. Since you are taking the time to address every post... I would say that you are more like arktos than phantron, except you are shilling for the devs/pubs, as opposed to against them. This is pretty rude and uncalled for. Yes, I do have a lot of time on my hands occasionally, and I enjoy spending it here sometimes when major events are taking place.
lukewin wrote: I have to believe at this point that you are a troll. Since you are taking the time to address every post... I would say that you are more like arktos than phantron, except you are shilling for the devs/pubs, as opposed to against them.
lukewin wrote: I have to believe at this point that you are a troll. Since you are taking the time to address every post. That or you have plenty of free time and feel like responding/countering every post that you have conversed in. I don't mean to defame you by my belief, but that is my opinion. I would say that you are more like arktos than phantron, except you are shilling for the devs/pubs, as opposed to against them.
lukewin wrote: In Internet slang, a troll (/ˈtroʊl/, /ˈtrɒl/) is a person who sows discord on the Internet by starting arguments or upsetting people,[1] by posting inflammatory,[2] extraneous, or off-topic messages in an online community (such as a newsgroup, forum, chat room, or blog) with the deliberate intent of provoking readers into an emotional response[3] or of otherwise disrupting normal on-topic discussion.[4]
"David wrote: Moore"]Greetings, Coming up soon after the introduction of R67 we are planning to make some changes to Shields. Shields may now have cooldowns depending on the Event. The cooldown is displayed below the amount of time the Shield lasts. Specifically, after you purchase a Shield, there's a cooldown period (in our testing, it's currently set to 8 hours) before you can buy another Shield of the same duration in the same Event. The plan is for this change to go live with the start of the Versus Event on Friday, Dec. 19, 2014. Some of the thinking behind this change: • "Shield hopping" is still possible but very limited. High-scoring is fun, but Shield hopping generally requires a large amount of out-of-game communication that not all players have access to. We asked ourselves this question:"Would you Shield hop if you didn't need to in order to reach a high score? If not, that's a sign that a change is probably needed." • This change helps level the playing field. Players that don't have the Hero Points to spend on Shields, either through being in a top 100 Alliance or purchasing currency, will not need to worry about someone simply outspending them by using hundreds of Hero Points to Shield hop for a win. • Initially, we'll be keeping the scores needed to earn progression rewards the same while we test a few Versus Events and gather data. Over the last few months, we've seen a lot of variation in the number of players using lots of Shields in a single Event, and a lot of variation in the highest scores players reach, but very little variation in how much effort it takes to reach a particular progression reward. It's not clear at this point how much this change will affect the difficulty of earning progression rewards; it'll depend on what strategies people adopt in response to the change. We'll be watching how the difficulty changes and will make adjustments to the rewards after a few Events if necessary. Thanks for reading. Your feedback is welcomed.
simonsez wrote: stephen43084 wrote: So how do you explain that they adjusted the progressions in PVE that anyone that plays a reasonable amount can hit the top progression no problem? The top progressions in PvE are 3*, not 4* like in PvP.
simonsez wrote: stephen43084 wrote: I have seroius doubts that making the progressions unreachable (or even making more money off shields) is one of them. Then once again, they've solidified their status as masters of unintended consequences of which anyone seriously playing the game can foresee.
stephen43084 wrote: Sigh. Any change they make to shields is going to increase or decrease the amount of revenue from shields. This is an incidental feature of the change not a necessary one. We know this (and they are not trying to prevent progressions from being reached) again because if this was their goal they would raise the progressives and encourage more hopping not less. If they wanted to sell the more expensive shields, they could have just raised prices. I'm not saying the change is good or needed. I'm strongly against the change (see p. 3 of the thread). I'm simply saying from a logical and reasonable perspective, whatever the reason for the change, the reason is not money from shields. Moreover, if we want MPQ to listen to us (I mean really listen to us), we should focus on the real arguments of the why the change is bad for the game. Every time someone puts things like "also money" or so players cannot reach progressives (aka the developers hate us), it marginalizes our position as reasonable and rational customers/gamers that understand how the game mechanics work and our opinions are valid.
mohio wrote: I appreciate that you realize the dev's current solution does not do what they intend it to do and are offering alternative solutions. However I would like to ask those early pvpers out there (x-men, etc) if it is actually possible to reach 1300 on only 3 shields.
Accident-eLe wrote: To put it simply reckless I don't think it will make it easier. I think transitioning players will be attacked a lot more and not have a reasonable apvanue (spending 225 pts on 3 hops) to earn themselves an extra cover or 2 if extremely lucky. I just wanted some of the people posting it will be positive (which I don't think Spoit necessarily believes, instead I think he was just trying to give potential reasonings) to provide support for there beliefs. ... I do not believe d3s reasons given hold any real weight, and like many others feel this is an effort to prevent distribution of cheap 3 and 4 stars.
whitecat31 wrote: mohio wrote: I appreciate that you realize the dev's current solution does not do what they intend it to do and are offering alternative solutions. However I would like to ask those early pvpers out there (x-men, etc) if it is actually possible to reach 1300 on only 3 shields. In the past environment, where ton's of q's are available and there is good communication, the answer is on rare occasions yes. It is the exception and not the norm. This only occurs when there is an environment of very high points. That is the point of what D3 is doing. They want to limit the rewards. It will drastically drop the value of shielding and return everything into lightning round environments, where maximum threshold of points and achieving goals is more luck than skill.