Skill-based PVE rewards
There are many complaints about PVE event scoring system with the main of them being that time invested is rewarded much more than skill and that to maximize your rewards you must abuse some obscure rubberbanding and resetting rules, often controlled by people other than you! Even if you have max level dream team, even if you win all the time, bad timing can screw you up (without you even knowing what is "bad").
Why not replace it with simpler transparent and fair skill-based system?
Any time you complete mission you get a score: base mission score * difficulty multiplier.
Stronger enemy teams with higher base levels or better synergy would have higher base score as defined by mission designer.
Any time you beat mission, THIS SINGLE MISSION goes up in difficulty (not all at once as in current "Thick as Thieves" event).
When you beat mission on higher difficulty, your score for this mission is UPDATED for new difficulty you've just beaten. I.e. if you had 40 points from first run, you get 50 from second for a total a 50. Your previous 40 is replaced by 50, not added together. It is your record for this mission.
Your event total score is a sum of all records you set on individual missions.
This way it doesn't matter if you start soon or late as long as you're skilled enough to drive your records up high. It would be still important to complete as many missions as possible at least once, as first completion gives relatively high boost. Your score would be under your control and your alone. Everyone would have exactly the same playing/scoring conditions.
Why not replace it with simpler transparent and fair skill-based system?
Any time you complete mission you get a score: base mission score * difficulty multiplier.
Stronger enemy teams with higher base levels or better synergy would have higher base score as defined by mission designer.
Any time you beat mission, THIS SINGLE MISSION goes up in difficulty (not all at once as in current "Thick as Thieves" event).
When you beat mission on higher difficulty, your score for this mission is UPDATED for new difficulty you've just beaten. I.e. if you had 40 points from first run, you get 50 from second for a total a 50. Your previous 40 is replaced by 50, not added together. It is your record for this mission.
Your event total score is a sum of all records you set on individual missions.
This way it doesn't matter if you start soon or late as long as you're skilled enough to drive your records up high. It would be still important to complete as many missions as possible at least once, as first completion gives relatively high boost. Your score would be under your control and your alone. Everyone would have exactly the same playing/scoring conditions.
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Comments
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Oh my gosh; yes to this! Thick as Thieves is killing me, metaphorically, and my characters literally. I honestly want to hear the story, but Juggie and Friends are actually lvl 230, so there's no chance of me seeing it. Heck, I'm dying to level 200 minions right now just trying to get some basic points. It feels like I need to win a few more powers on Patch, but its impossible for me to do it.
If there was a system like this, where everything starts easy but is worth next to nothing, than casual players could also enjoy the story, and possibly get sucked in. Moreso, even advanced players would enjoy, since there is that constant urge to 'do better', and rack up those points. Reward for the challenge you're willing to take, instead of punished for winning, which is what Thick feels like right now...0 -
Wow, such an ingenious and obvious solution. I can't believe no one has thought or suggested this sooner. I love this idea and solves my primary objection to level scaling: No increased rewards for increased challenge.0
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Not to mention it lets you play on your own schedule. You can grind out all the missions at once in a 5-hour marathon session or you can play 15 minutes every few hours and either way your score is exactly the same as long as you beat the same number of missions.
There's also some good strategizing to be had: if you have limited time, is it better for you to attempt a more difficult mission that takes longer, and possibly lose, or is it better to do an easier mission a couple of times?0 -
I love this idea so much.0
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Yes, mission difficulty PER MISSION would be much better implementation.0
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Another thing that could be added in such a scheme is per-mission progression reward. Like: get this mission difficulty up to Lv. 100 and beat it to get guaranteed 140 ISO bonus, 230 - 500.0
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