Hey devs, why are you still using 3 hour cooldowns on PvE?
brisashi
Posts: 418 Mover and Shaker
I get that you want people to keep coming back to the game, but this is flat out ridiculous. The competetive nature of these events means that anyone that wants decent rewards needs to play every 3 hours. Forget sleep, work, school, family, this game has to tale priority if you want the top 50.
You are doing this in 7 day events. . .back to back. No one likes this.
Stop punishing us for having lives. We like your game and all, but we don't want our lives or schedules to revolve around it.
You are doing this in 7 day events. . .back to back. No one likes this.
Stop punishing us for having lives. We like your game and all, but we don't want our lives or schedules to revolve around it.
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It'd be nice if you can actually play more than once in one session without getting punished for it. I don't think 4 passes in a 12 hour period is too much if I can do it all at once, but of course you can't possibly do that unless you want to trash your score. Now people might not be able to beat the hardest nodes 4 times in one pass either but at least I can set say a 2 hour session to do every easy node 4 times plus whatever I can get out of the hard stuff and not have to worry for another 12 hours. In fact that's how it used to work prior the constant refresh, and while that system was flawed in other ways, it's nice to know that no matter how grueling your playing session might be, you're done for the next 12 hours once it's over.0
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Also, no 12 hrs, 36 hrs subs!
Only do full day subs to have some sense in PVE time slices0 -
The whole thing needs a points reward system overhaul!
To be honest I reckon PvE events should be done like this...
During each sub event, you can only do each node a maximum of three times.... They can be done one right after the other or whenever you feel like it within the time of that sub event... (obviously this could hurt their hp sales of health packs)...
Each node you have a choice to do it on deadly (lvl 395), hard (lvl 250), normal (lvl 150), easy (lvl 70) or trival (lvl 30).... (This is consistent regardless of your roster)
Anyway the points are then calculated on several criteria,
Each node has a base point associated with it, and the points rewarded is modified by the following criteria
1. The difficulty of the node (modifer applied at the end of the node), e.g. deadly 10x, hard 2x, normal 1x, easy 0.5x, trivial 0.1x
2. The speed at which you do the node, the base points is gradually decreased the longer you to clear the node... 1 point lost per second taken to clear the node
3. Points are also modified by the damage your team has taken during the match. The total damage is then subtracted from the overall health of your team and calculated as a percentage modifier to applied to the node score (before the difficulty modifier)
Notes: the reason behind point 3 is to give a purpose to having protect tiles out and also make sure heals don't unbalance the scoring system (e.g patch, obw etc).
This would in my view make the game less grindy, more strategic and reward those for thinking things out than blindly blasting things.
That's how I think things should be done... if you want to get rid of the silly refresh time on pve scores!0 -
skydivearcher wrote:2. The speed at which you do the node, the base points is gradually decreased the longer you to clear the node... 1 point lost per second taken to clear the node0
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hurcules wrote:skydivearcher wrote:2. The speed at which you do the node, the base points is gradually decreased the longer you to clear the node... 1 point lost per second taken to clear the node
none of it is thoroughly freshed out as there will be problems with the suggestions I made, each will have problems and each has its advantages...
The thing is even in the current points system if real life interupts your play, you're going to lose out because it will off put your timing on clears... but given as I said you can only do each node a maximum number of times in a sub time period, just make sure you do it when you are not likely to be interupted... Bear in mind most nodes do not take more than 5 minutes to finish....
If real life does interupt, I suppose you could use the retreat mechanic to save a "node use/charge" at a cost of team damage to limit exploitation. So you either have to use a health pack before you go back in.
Bear in mind in the system I propose, I wouldn't want to see anyone use a deadly node, I would make sure the chance of people actually beating that node is close to just a measly 1% likelihood of success, no matter how powerful your team is... It's a case of risk vs reward.0 -
For the last event 3 hour refreshes worked fine for me. I slept 8 hours a day, missed some refreshed and still was in T50. Sure if I worked harder, missed sleep or redid my schedule to hit every refresh, I could've made T10 or higher.
I think D3 faces a challenge that no matter what they set the node refreshes to, no one will be happy. You'll be happy if they go to 8 hours, the rest of us will be bored that we only get full points once every 8 hours. It's a no win situation.0 -
blah blah blah
Quit complaining! What you all need is more shiny artwork and 4* chars you will never use. How can you possibly complain about playing this game around the clock 7 days straight for a SheHulk 3* and Ares2*? Everything is fine, move along.0 -
What do you mean STILL doing 3 hour refresh. This is actually better than the 2 hr 24 minute refresh, not by a HUGE amount, but for me it means that before i sleep i do 3 full clears and i'm set until the morning, rather than having to do 4 full clears before sleep. it's called choosing the best approach and then living with that choice until the morning I refuse to not sleep for a game, thanks!0
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My big issue is that on one hand that say that they don't want people to have to play on a schedule, but on the other hand they have an entire event structure that requires you to play on a schedule or not place well. You can't have it both ways.0
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I like the 3 hour refreshes.
No, I don't have to play on a schedule. Sometimes I spend 3 hours finding my way through the nodes and then just rinse an repeat. Othertimes, I play straight through each time. Either way, I'm not obligated to play a node. I am not going to miss a night's sleep over a virtual event.
Here's the thing - Everyone complains about the rate of character releases. However, it is somewhat freeing. You don't have to kill yourself to get a character in a particular PVE. First of all, you don't need every character. You also know that eventually, that character will be available in other events. You don't have to do it all now.0 -
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