Patch Notes - R68 (Live, 01/05/2015)

David [Hi-Fi] Moore
David [Hi-Fi] Moore Posts: 2,872 Site Admin
edited January 2015 in MPQ General Discussion
We'd like to wish everyone well and we hope that you had a wonderful holiday season!

A new year is upon us and the arrival of Luke Cage fills us with powerful feelings of hope for an awesome 2015.

R68 Patch Notes:

UI, Tweaks & Bug Fixes
    - Players can now register their name for Versus (PVP) using an in-game pop-up window. - Missions now properly take powered-up characters into account when determining difficulty. - Improved frame rate and prevented possible crashes in Tutorial missions. - Android Notifications now display the title and content correctly.

Miles from Demiurge here with an update:

First off, wanted to add a few items to the list:

- Team Up recall prices are lowered so they cap out at 300 HP.
-- 36 hr recall was 380HP, now 300HP
-- 8h recall was 145 HP, now 125HP
-- 2h recall was 55 HP, now 50 HP.
-- Prices scale linearly in between those times.

- Enemy teams now have access to all the new characters as Team Ups. So you'll start seeing enemy teams with Mystique, Rocket & Groot, Elektra, etc. Team Ups.

- Post-event summaries are back! In the latest release post-event summaries were causing crashes, so they were disabled until we were certain we had a stable fix.

Also two clarifications from the original post:

- Players can now register their name for Versus (PVP) using an in-game pop-up window.
When a player first registers for pvp, they will get an-in game pop-up message instead of being redirected to a website. We received a lot of feedback about people not liking being taken out of the game and we streamlined the process. Here is a image of the new pop-up window. If you already have a PVP name, you will not see this change at all.
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- Missions now properly take powered-up characters into account when determining difficulty.
In missions that you have access to powered-up characters, the difficulty was being displayed incorrectly (Trivial, Easy, Deadly!, etc.). Now when determining what difficulty to display to the player the game will now display a more realistic difficulty assessment. Previously, the game did not take into account the fact that you had powered-up characters and and the displayed difficulty could be listed too high. This has no effect on actual difficulty of the mission, just how it is displayed.
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Comments

  • san
    san Posts: 421 Mover and Shaker
    "David wrote:
    Moore"]We'd like to wish everyone well and hope that you have a wonderful holiday season!

    A new year is almost upon us and the imminent arrival of Luke Cage fills us with powerful feelings of hope for an awesome 2015.

    R68 Patch Notes Preview:
    (As always, anything listed below is subject to change before release.)

    UI, Tweaks & Bug Fixes
      -
    Players can now register their name for Versus (PVP) using an in-game pop-up window.

    - Missions now properly take powered-up characters into account when determining difficulty.

    - Improved frame rate and prevented possible crashes in Tutorial missions.

    - Android Notifications now display the title and content correctly.

    Just curious what the red font stuff means...
  • "- Missions now properly take powered-up characters into account when determining difficulty."

    Wait....so I thought the purpose of having powered up characters was to help with the mission, not to make it more difficult? This seems to be a step backwards.
  • I thought that the purpose of powered up characters was to help lessen the difficulty of the nodes, not to make them more difficult icon_e_sad.gif This does not make any sense to me at all.

    And you also have to consider the people with ONLY 2* rosters. Suddenly you have SIGNIFICANTLY increased the difficulty of the scaling without any extra benefit except for the possible boosted characters.
  • Definitely a step backwards. It makes no sense to have powered up characters if it's going to boost the difficulty and make the rest of your roster worthless. Might as well not have boosted characters at all.
  • Moon Roach
    Moon Roach Posts: 2,863 Chairperson of the Boards
    Does this include the fix for event result viewing?
  • stochasticism
    stochasticism Posts: 1,181 Chairperson of the Boards
    "David wrote:
    Moore"]
      - Missions now properly take powered-up characters into account when determining difficulty.

    So you give us powered up characters that gives us a bonus in the battle. Now you negate that bonus by making the enemies scale correspondingly. What is the point to boosting characters at all anymore?
  • "David wrote:
    Moore"]
      - Missions now properly take powered-up characters into account when determining difficulty.

    So you give us powered up characters that gives us a bonus in the battle. Now you negate that bonus by making the enemies scale correspondingly. What is the point to boosting characters at all anymore?


    This is exactly my point. There is absolutely no reason for boosted characters if you're going to increase the difficulty by exactly that amount. It makes the rest of your roster nearly useless against these much higher difficulty. Personally I have been equally leveling all of my 3* roster up to a max of lvl 101 with the specific purpose to help with the scaling difficulty of PVE, until I'm able to get a good lvl 166 roster to actually be competitive in pvp. This "fix" has now made this much harder for everyone in the 2-3* transition period.

    I call FOUL!
  • Discussion and outrage seems to be continuing on the official R68 preview post by David right here: viewtopic.php?f=7&t=20968&p=270272#p270272

    Please go Weigh in...This "fix" seems to make boosted characters completely worthless, because now they will be increasing difficulty by exactly the amount that your characters have been boosted by. Totally worthless to boost characters at all now.

    icon_e_smile.gif
  • - Missions now properly take powered-up characters into account when determining difficulty.

    Please explain. What did it do before?
  • DrStrange-616
    DrStrange-616 Posts: 993 Critical Contributor
    Moon Roach wrote:
    Does this include the fix for event result viewing?

    This. This is the one real fix we need right now.
    "David wrote:
    Moore"]
      - Missions now properly take powered-up characters into account when determining difficulty.

    So you give us powered up characters that gives us a bonus in the battle. Now you negate that bonus by making the enemies scale correspondingly. What is the point to boosting characters at all anymore?

    And this. Whaaaa?
  • Lidolas
    Lidolas Posts: 500
    Zigram wrote:
    "David wrote:
    Moore"]
      - Missions now properly take powered-up characters into account when determining difficulty.

    So you give us powered up characters that gives us a bonus in the battle. Now you negate that bonus by making the enemies scale correspondingly. What is the point to boosting characters at all anymore?


    This is exactly my point. There is absolutely no reason for boosted characters if you're going to increase the difficulty by exactly that amount. It makes the rest of your roster nearly useless against these much higher difficulty. Personally I have been equally leveling all of my 3* roster up to a max of lvl 101 with the specific purpose to help with the scaling difficulty of PVE, until I'm able to get a good lvl 166 roster to actually be competitive in pvp. This "fix" has now made this much harder for everyone in the 2-3* transition period.

    I call FOUL!

    My guess is that it has to do with the PvE scaling bug. Almost all of my subs the last two events have been ridiculously easy. Some subs, every node was trivial or easy.
  • Lidolas wrote:
    Zigram wrote:
    "David wrote:
    Moore"]
      - Missions now properly take powered-up characters into account when determining difficulty.

    So you give us powered up characters that gives us a bonus in the battle. Now you negate that bonus by making the enemies scale correspondingly. What is the point to boosting characters at all anymore?


    This is exactly my point. There is absolutely no reason for boosted characters if you're going to increase the difficulty by exactly that amount. It makes the rest of your roster nearly useless against these much higher difficulty. Personally I have been equally leveling all of my 3* roster up to a max of lvl 101 with the specific purpose to help with the scaling difficulty of PVE, until I'm able to get a good lvl 166 roster to actually be competitive in pvp. This "fix" has now made this much harder for everyone in the 2-3* transition period.

    I call FOUL!

    My guess is that it has to do with the PvE scaling bug. Almost all of my subs the last two events have been ridiculously easy. Some subs, every node was trivial or easy.


    I do not believe so, because they hot fixed that in the last event. I had the same issue, but then the final 3 subs all scaled correctly, making most of my Hard sub nodes all deadly, only a couple of those were hard.
  • fmftint
    fmftint Posts: 3,653 Chairperson of the Boards
    They seen to be going down the path of "will they still play if we..."
  • Nellobee
    Nellobee Posts: 457 Mover and Shaker
    Just a guess, but they probably mean in regards to the difficulty display (I.e., if you have a boosted character, it might display "easy" instead of "normal"), not increasing the difficulty itself.
  • Bryan Lambert
    Bryan Lambert Posts: 234 Tile Toppler
    I have a feeling the difficulty thing refers to Trivial/Easy/Normal/Hard/Deadly now taking boosted character levels into account in its calculations - so nodes might show up a notch harder on that scale because it's not adding in the bonus levels.
  • Nellobee wrote:
    Just a guess, but they probably mean in regards to the difficulty display (I.e., if you have a boosted character, it might display "easy" instead of "normal"), not increasing the difficulty itself.
    We can hope that this is what it is. David, please clarify.

    Also, I hope the devs realize that most of the power level of a character comes from the covers, not from the artificially boosted levels. So scaling enemies based on levels alone is inherently flawed.
  • eaise
    eaise Posts: 217 Tile Toppler
    Missions now take boosted characters into account when determining level
    Do you want people to quit playing your game ? Because this is how you get people to quit
    Let's take the current PvE and make an example. Someone decided to buy all Elektra's covers and level her to 270. She is the main boosted character for this PvE. Her boosted level would be 370 (might be wrong on that) so every node bases off of that. Meaning normal levels would have 350 range. Hard levels have 400 area and deadly has 450+. These numbers are all just guesses. But looking at that said player couldn't win many nodes because he/she would only have one toon in the level range. Even if they had other maxed 4*.
    Devs how is this a good idea? I'd love to hear how this makes the game better
  • I'd assume the 'takes account of the powered character' means if you have a level 40 featured character the game doesn't still think he's only level 40 when he has level 130 base stats and generally makes everything very easy. Even for a full 2* roster, a base level 40 3* featured is level 130 and can provide a lot of needed tanking and currently that doesn't seem to be factored. Sure a level 166 3* is now level 256 and maybe that increases scaling some more, but on the high end of scaling it's already a 'double of 395 is still 395' deal so it's a considerable gain for the high end scaling guys if everyone else also hits 395 that much faster.
  • Phantron wrote:
    I'd assume the 'takes account of the powered character' means if you have a level 40 featured character the game doesn't still think he's only level 40 when he has level 130 base stats and generally makes everything very easy. Even for a full 2* roster, a base level 40 3* featured is level 130 and can provide a lot of needed tanking and currently that doesn't seem to be factored. Sure a level 166 3* is now level 256 and maybe that increases scaling some more, but on the high end of scaling it's already a 'double of 395 is still 395' deal so it's a considerable gain for the high end scaling guys if everyone else also hits 395 that much faster.

    This is exactly what we are discussing though, sir icon_e_smile.gif The game does not scale the nodes based on your lowest character, but on your highest. so take your example of having a lvl 40 boosted to 130.... what if that person only has a roster of lvl 94, and in most cases all nodes would scale based on level 94. instead, you have a base 1 cover character that is increasing the difficulty much higher than your current roster may be able to handle, because the nodes are now scaling based on a level 130 character, not lvl 94. 1 cover is not good enough to really do ANYTHING in a node... it is your max lvl 94 roster that will take the bulk of the fighting and allow you to get through, but now that will be much more difficult for this person if this "fix" goes through.

    Essentially they are punishing us for trying to keep our roster level relatively low until we're able to make the jump to 166 roster for PVP.
  • the boosted character changes, if accurate, are ridiculous. sorry devs, but i won't be running boosted 2* cap and other **** characters because i have other characters i like to play who are actually powerful and i'd rather not be penalized for your often awful choices for boosted characters.