Phantron wrote: Not totally related to this, but can we get a change so that your opponent's point on retaliation actually reflects whatever point they have? I don't expect it to be up to the second but often you're seeing a score that has no bearing on reality. With shield hopping weakened it should be viable to climb high early and take a bunch of hits on purpose, only to retal at the end and then shield. However, since all the scores are likely depressed after this change, you can't be quite sure if that strong looking character at 700 point climbed his way to 1000 and shielded or if he never quite escaped the pack. Sure you can try to figure this out by coordinating with your alliance members in other brackets but is it too much to ask to know your opponent's score is at least accurate to within say, 5 minutes?
Default starting opponents in Versus play now always report the correct amount of "current points" they have.
Dauthi wrote: PVP is pretty important, and in order to do well you have to play an unfun and extremely stressful metagame called "shield hopping" that was in no way intended. Since I am forced to do this often, shield hopping is definitely a priority fix for me. I don't know why everyone wants to continue this, but there was a similar reaction with the removal of prologue healing. I think people just hate when the status quo changes at this point.
GrumpySmurf1002 wrote: Phantron wrote: Not totally related to this, but can we get a change so that your opponent's point on retaliation actually reflects whatever point they have? I don't expect it to be up to the second but often you're seeing a score that has no bearing on reality. With shield hopping weakened it should be viable to climb high early and take a bunch of hits on purpose, only to retal at the end and then shield. However, since all the scores are likely depressed after this change, you can't be quite sure if that strong looking character at 700 point climbed his way to 1000 and shielded or if he never quite escaped the pack. Sure you can try to figure this out by coordinating with your alliance members in other brackets but is it too much to ask to know your opponent's score is at least accurate to within say, 5 minutes? This is the R67 notes: Default starting opponents in Versus play now always report the correct amount of "current points" they have.
Dauthi wrote: Finally, an end to shield hopping. Please continue to eliminate the parts of the game that are not fun D3! There are so many variables that I agree with D3 on seeing where this goes first too. There is so much complaining that we won't have enough points to get to the high scores, but people aren't stopping to think that there will be more players to attack. Instead of shield hoppers virtually never being accessible, they will be sitting open most of the time with points to hand out. How will this effect MPQ? It will mean to be competitive you will have to play more to offset lost points, but you won't lose points like there is a giant gash in your point totals since there will be a large player base with points to target. As long as there is an entire player base sitting unshielded with you, you won't lose that much points. I imagine attacks will be infrequent depending on your points vs roster, obviously 4* rosters will top out later while 1* will top out quicker. It will be hard for leaders to push leading totals, but as long as it is not impossible they will push point totals. I think the next problem will be changing how others rubberband in PVP, because with this new style it will be a lot easier to join late and rubberband off of others hard work with little risk. Regarding the 3 hour shield, it is obviously useful for shielding for the last few hours of an event after you top out your points. Before I shield hopped it is the only shield I used, and it is very useful. C'mon people...
"David wrote: Moore"] 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."
"David wrote: Moore"] 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.
"David wrote: Moore"] 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.
monkeyface756 wrote: Here's my feedback. You are purposely trying to make this game less enjoyable almost every update. When you state you want to "level the playing field", what you are essentially saying is "thank you veterans for all your money and time, now screw you we want to reward players who are new at this". You guys are a bunch of communists that are attempting to control every facet pf the game instead of letting people enjoy it for what it is. So what if others score high by shield hopping? They are using their resources that they bought/earned at their will! Hope you guys think hard about this before you lost the 20% of your player base that actually pays you to play.
Spoit wrote: Dauthi wrote: Finally, an end to shield hopping. Please continue to eliminate the parts of the game that are not fun D3! There are so many variables that I agree with D3 on seeing where this goes first too. There is so much complaining that we won't have enough points to get to the high scores, but people aren't stopping to think that there will be more players to attack. Instead of shield hoppers virtually never being accessible, they will be sitting open most of the time with points to hand out. How will this effect MPQ? It will mean to be competitive you will have to play more to offset lost points, but you won't lose points like there is a giant gash in your point totals since there will be a large player base with points to target. As long as there is an entire player base sitting unshielded with you, you won't lose that much points. I imagine attacks will be infrequent depending on your points vs roster, obviously 4* rosters will top out later while 1* will top out quicker. It will be hard for leaders to push leading totals, but as long as it is not impossible they will push point totals. I think the next problem will be changing how others rubberband in PVP, because with this new style it will be a lot easier to join late and rubberband off of others hard work with little risk. Regarding the 3 hour shield, it is obviously useful for shielding for the last few hours of an event after you top out your points. Before I shield hopped it is the only shield I used, and it is very useful. C'mon people... Uh....what? There'd be way less targets to attack, since rather than hopping every couple hours, the high scorers can only hop 3 times every 8 hours, which will drastically reduce the trickle down of points. Also, it'll make the whole 'coordinated hopping' thing the top alliances do even more important, since hitting those high point fights will be much more important if you're reducing the number of hops
DuckyV wrote: Dauthi wrote: PVP is pretty important, and in order to do well you have to play an unfun and extremely stressful metagame called "shield hopping" that was in no way intended. Some of us actually enjoy the rush associated with shield hopping. I know I feel a huge sense of satisfaction when I can pull of a 3 match hop without getting hit. And if it's so unfun and stressful, why continue playing the game to begin with?
Dauthi wrote: PVP is pretty important, and in order to do well you have to play an unfun and extremely stressful metagame called "shield hopping" that was in no way intended. Some of us actually enjoy the rush associated with shield hopping. I know I feel a huge sense of satisfaction when I can pull of a 3 match hop without getting hit. And if it's so unfun and stressful, why continue playing the game to begin with?
lukewin wrote: Have to disagree with you. Some people, myself included, don't care about high scores. I play for placement, Top 25 if I'm lucky. Sure there will be more players to attack, but there will also be more players to attack us. Have you ever played in the last 15 minutes of a PVP? It is a bloodbath. The time that it takes you to win one match, you can lose a lot more of points that you can not recover. Now imagine that instead of that being limited to the last 15 minutes of a PVP, that it is now more spread out, since people are fighting to keep points that they earned and to make up for points that they lost. It is very frustrating to win a match and in that same time, lose multiple times the amount of points that you just earned.
"David wrote: Moore"] • 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. Thanks for reading. Your feedback is welcomed.
Dauthi wrote: As I said in the bolded, it wasn't intended. Nobody expected CMags to stay broken as he was forever, the gameplay people used him for was unintended and unfun, change was inevitable
gobstopper wrote: Dauthi wrote: As I said in the bolded, it wasn't intended. Nobody expected CMags to stay broken as he was forever, the gameplay people used him for was unintended and unfun, change was inevitable CMags unfun?