Pylgrim wrote: Yes, agree. I made a thread about this a while ago. New PVEs are only cool the first time around and maybe the second. Every time afterwards it will invoke a roll of the eyes and a sigh "why cannot we get new content?" from most players. So it's a huge amount of work for something that will be enjoyed by players literally for a few days. They could use that time and effort instead creating or fixing things that add permanent enjoyement.
GurlBYE wrote: Pylgrim wrote: Yes, agree. I made a thread about this a while ago. New PVEs are only cool the first time around and maybe the second. Every time afterwards it will invoke a roll of the eyes and a sigh "why cannot we get new content?" from most players. So it's a huge amount of work for something that will be enjoyed by players literally for a few days. They could use that time and effort instead creating or fixing things that add permanent enjoyement. The rewards are the enjoyment, the fact that if a new 7 day is released, people will be burned out on day 1. The idea should be more like (ugh even though I'm not a huge fan) ultron, and antman, less like enemy of the state.
GurlBYE wrote: Pve would be a return on investment if you changed reward structure and came up with ideas that didn't have people grinding nodes to burnout. It's ok for a medium difficulty node with no story and a reward obtainable by many. They have to buy hero points to slot them or earn them so they have to make more. Also I'm not super experienced but I'm fairly certain debugging isn't a whole team job. its a process that never ends especially with a game thats constantly updated. It's not so much an excuse for a lack of changes elsewhere.
GurlBYE wrote: The idea should be more like (ugh even though I'm not a huge fan) ultron, and antman, less like enemy of the state.
Ariakos wrote: It's because we still have so few PvE templates to choose from. If Demiurge had, say, 30 different templates we would see a lot more variation and less complaints about recycled PvE's. But alas, right now MPQ has maybe half of that (or at least it feels like that little). Look, I understand it might be a nuisance for Demiurge to make new PvE scenarios from scratch and most people would rather see new characters than new PvE content anyway. I'm not saying they should concentrate on PvE all the time, just amp up a little bit from the current hiatus. The way I see it every new PvE template prolongs the overall rotation and eases up the frustration of "not this PvE again". That's why I cheered when we got EotS and was very disappointed when they didn't release a new one in a long, long time.
Heartburn wrote: designing new events is not that hard. here is one: three day event "(villain name) attacks" oh no (villain Name) has attacked (Shield, avenger tower, Professor x academy, ect) and kidnapped Heroes A and B (C if Villain NPC where hero C is a new release or 4 ) day 1 rescue hero A, day 2 rescue Hero B, day 3 foil plot and beat up Villain/rescue Hero C. win covers of Hero A day 1 progressive reward, win hero B cover as progressive reward day 2, day 3 win villain if 3 plus total progressive reward of 4* or hero C were applicable. Villain can also be a blackmailed hero where on day 1 drops a hint that he might be, day 2 confront hero about blackmail and day 3 go against blackmailer. this can be Grouped by a variety of character links: mutants, enhanced humans, energy based heroes...literally anything to group any heroes. play musical chars a few times while stalling to input the next new thing after rerunning all the old events first, naturally.
TLCstormz wrote: The simple fact that people are arguing AGAINST new storylines in and is itself is not only ridiculous, but also shows a bigger issue with the game : Why in the heck do we have to fight / argue / want more content IN THE FIRST PLACE????? lol. Shouldn't all of the stuff that's been suggested in here be given "freely" without anyone having to request it, let alone fight for the table scraps?
Pylgrim wrote: Cool idea. Now design every single node, enemies and rewards. Decide rewards for the event. Plan the timing of the event. Get approval from Marvel. Code the whole thing. Write dialogue and generate assets. Test it for technical issues. Test if it's actually fun. Redesign accordingly. Get approval from Marvel for the changes. Code the changes. Rewrite and/or regenerate assets if necessary. Test for technical issues. Test for fun. Redesign accordingly, etc., etc., etc. I'm sorry but armchair philosophers like you that pretend that coming up with an idea is the most important part of any project and also the easiest, suggesting that perceived insufficiency is not caused by a lack of resources, time, or physical capability, but rather, of will are my pet peeve.
Heartburn wrote: Pylgrim wrote: Cool idea. Now design every single node, enemies and rewards. Decide rewards for the event. Plan the timing of the event. Get approval from Marvel. Code the whole thing. Write dialogue and generate assets. Test it for technical issues. Test if it's actually fun. Redesign accordingly. Get approval from Marvel for the changes. Code the changes. Rewrite and/or regenerate assets if necessary. Test for technical issues. Test for fun. Redesign accordingly, etc., etc., etc. I'm sorry but armchair philosophers like you that pretend that coming up with an idea is the most important part of any project and also the easiest, suggesting that perceived insufficiency is not caused by a lack of resources, time, or physical capability, but rather, of will are my pet peeve. no coming up with a cookie cutter idea where just the dialogue and some different minion type of rotating DDQ like fights that produce fun entertaining and rewarding events and plots that feels like new content without a lot of addition work that needs to be put in. this time scale could be on the weeks to months scale not 6 months scale we have been waiting so far.
i doubt it would take more then a week of dedicated back and forth to iron out any dialogue issues for a simple 3 day event especial if they recruit subject matter experts or do some comic reading themselves if that is too burdensome they can limit the dialogue to only the first and last node, or even pull an ultron and have no dialogue. they can recycle already existing maps for part or even the whole event, or used some of the abandoned environmental tiles levels, all of them are pretty good. and i highly doubt they do as much testing as you suggest,
or maybe it is just that their idea of fun does not match the many of the player's definition.
and you are exactly right i am arm chairing it , cause that is all i can do here sit in my chair and make suggests that might help with the issue while i sit and wait for something new if there was more new content i would mostly likely be playing it or commenting "thanks devs for the new content".
if the team can not even justify the means to get the additional resources to support them to the point they are producing regular content for people spending on there product then that seems like failure of will that falls on the management team to meet customer expectations.
And for the record I am a customer providing hopefully helpful constructive criticism, where is it appropriate to say great now go build it yourself. They don't tell me their struggles with programming MPQ i don't have the slightest clue on what they are currently struggling with so all i can do is speculate.
GothicKratos wrote: I'm not saying that a new PvE story wouldn't be cool. It would. I'm saying, in my opinion, it's probably the last priority.
nwman wrote: I honestly don't even care about the story, like was said once or twice cool, but I have my marvel unlimited and read lots of stories there. What I REALLY want is to not play the same battles all the time. Even if they could swap out characters on existing stories. Drop or change the story if you have to. If there is a licensing issue then Please create another story where this can work and run that event 2X more than the others.
Turbosmooth wrote: New PvE content should be a consistent and high priority part of the game to keep the game fresh and relevant. I do count Ant-man to be new content and it was great! Every new character should have its own mini-story like that -- at least 4*s. So I hope this is a trend. I am a developer myself and I see that this game has a lot of stable framework where adding new such content should mostly be a matter of art/data/balancing/testing. Although the code is probably not as good as I give them credit for so there probably is some hard coded checks/scenarios that do require code changes to handle new PvE. In a perfect code base, all new content is data-driven. I can tell that the character power themselves are mainly hard coded since there are a lot of unique abilities and would be more difficult to make it all generic unlike maps/nodes/story. Marvel makes comic books constantly all the time. It would not be that hard for them to adapt existing stories. And yes, it is in Marvel's best interest to keep revenue from their games going.
traedoril wrote: As a fellow developer I want to put in .02¢. I hate seeing this argument about finding bugs. I write tests around all my code so when there is a bug. I write a test, then find it and fix it. If the other 600 tests still pass I broke nothing else. If D3 wants to add test cases to their code call me otherwise keep breaking working code.