2.5 Hour PvE Refresh Timers Deliberate or Mistake?

NorthernPolarity
Posts: 3,531 Chairperson of the Boards
Simulator currently has a 2.5 hour refresh time, whereas the previous PvEs had refresh timers increased to 3 hours. Is this a bug or a feature, and if it is a bug, is a hotfix possble?
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Comments
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Really? You are going to fight them for an extra 30 minutes? I'll say what you are to nice to say.
20 nodes. Let's be an optimist and say 2.5 minutes per node with no bad boards, no wipes, etc. That means it will take 50 minutes to clear each node once. That leaves an hour and and 40 minutes. That is not enough of a break between refreshes. We know you are aware that we do not like this. We know there is no excuse for this. What we do not know is why you refuse to treat us with the respect any other company would treat their customers and playerbase.
If you do not want to go in to work every 2.5 hours to work for about an hour every day for a week, then you should extend the same courtesy to us.
I do not care why you chose this system. The system is broken. There are no arguments to the contrary. A 6, 8, or even 12 hour refresh might not be perfect, but it is better than what you are giving us now.
You are implementing cool downs in PVP because you said high scores turn off casual players. Then, you hypocritically perpetuate the same system in PVE. You cannot have it both ways.0 -
Adding to the frustration is they just gave us and event which was a step toward what everyone has been asking for, longer node refreshes, shorter sub duration. How do they follow up? 2.5 hour refresh and 60 hour subs!0
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This is their way of supporting the unemployed, by giving them an unfair advantage.
I wouldn't bother going for top spots until school is back in session. Focus on progression awards then go PvP. Problem with PvE is low ISO which is the big hold up once you reach a certain level. Getting 20 ISO over and over is no fun for me.0 -
stephen43084 wrote:fmftint wrote:Adding to the frustration is they just gave us and event which was a step toward what everyone has been asking for, longer node refreshes, shorter sub duration. How do they follow up? 2.5 hour refresh and 60 hour subs!
Well in their defense...errr...wait there is no defense
Well, they could be A/B testing player engagement with one model vs. the other model. Ofcourse, since this iteration of the Simulator features a new character, that alone will drive up player engagement compared to the previous Enemy of the State event. It even grants 4* Thor to first and second, to sweeten the deal. So really, any statistics they would get from this are going to be skewed. But ofcourse; that hasn't stopped these kind of warped comparison being made in the past either. So; meh...0 -
It does seem like they're testing things lately. We had:
2.5 hour refreshes, 5 stacks per node
3 hour refreshes, 5 stacks per node
3 hour refreshes, 6 stacks per node
2.5 hour refreshes, 5 stacks per node
So it seems like they're trying to find a balance (that probably makes them the most money). Personally, I like the 3 hour refreshes better, and I liked the 6 per node, but I'm not sure how that works out for brackets as a whole.
(Edited for proper terminology and amount of stacks)0 -
Maybe they tweaked scaling. If you hit all the refreshes you could get scaled out, which evens things out between those with time and those without. Both modes are scaled pretty high for me right out the box.0
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I prefer the longer refresh times, but regardless for this particular event my refresh time is dictated by roster/health pack regeneration due to the early high scaling...probably not helped by my own poor roster/play0
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john1620b wrote:It does seem like they're testing things lately. We had:
2.5 hour refreshes, 4 refreshes per node
3 hour refreshes, 4 refreshes per node
3 hour refreshes, 6 refreshes per node
2.5 hour refreshes, (haven't started yet, how many per node?)
So it seems like they're trying to find a balance (that probably makes them the most money). Personally, I like the 3 hour refreshes better, and I liked the 6 per node, but I'm not sure how that works out for brackets as a whole.
24 refreshes. No tinykittying kidding.0 -
Sorry, what I meant by refreshes was: the number of times you can do at once until the points are 1. Having joined now, it looks like this one has 5 refreshes (or attempts) per node. That is, doing a node once results in points being at 80% of their maximum value, doing it twice results in 60%, etc.
Refresh is probably not a good word for that.0 -
john1620b wrote:Sorry, what I meant by refreshes was: the number of times you can do at once until the points are 1. Having joined now, it looks like this one has 5 refreshes (or attempts) per node. That is, doing a node once results in points being at 80% of their maximum value, doing it twice results in 60%, etc.
Refresh is probably not a good word for that.
And nodes have had 5 stacks forever, the exception being the survival nodes.
I don't think they're testing anything here, they just put in the simulator with the settings it had when it last ran, which was 2.5 hr refreshes and regular 5 stacks per node.
That's not the first time they just re-ran an event with default settings, the most hilarious ones are still the one during anniversary week that were supposed to have Devil Dino and anniversary tokens as prizes, but ran completely with the rewards it had when it last ran lol.0 -
Bowgentle wrote:Yeah, it's called stack usually.
And nodes have had 5 stacks forever, the exception being the survival nodes.Bowgentle wrote:I don't think they're testing anything here, they just put in the simulator with the settings it had when it last ran, which was 2.5 hr refreshes and regular 5 stacks per node.0
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