OnesOwnGrief wrote: You haven't even hit the point where it actually becomes an issue. Please come back when you are trying for 1300 and lose full points from each hit on your way there past 1000.
Narkon wrote: Climbing in the Half-Inch hero pvp was a terrible experience. Not so much the climb to the 900s, but going from 900 to 1000. I shielded at 920, a defensive win pushed me to 930 so I thought I needed 2 wins of 35 points. The first win was easy and I shielded again at 968. That's when things got crazy. I find a match worth 35, things went downhill after the enemy XF used 2x his black in 2 turns back to back after a crazy cascade and I was left with only LCap with 5k health and a ton of stupid attack tiles on the board from a 200+ level Ant-Man. Thankfully, 2 of LCap's defense tiles minimized the damage I was taking each turn. The real surprise came after the win though. I got only 12 points, apparently, since the opponent was hammered by other players. I quickly play another game (worth 30 points) I found and, once again, I won only 19. That put me at 999. Frustrated by the constant surprises, but also knowing I couldn't squeeze another game, I use a 24h shield (the only one available at the time). 1 minute later I check the game again and I see my score is 944. 1 more minute passes and I see the -55 message. At this point I am ready to fling the screen across the room, but decided to call it a day and go to bed. Thankfully a defensive win put me to 956 and a final win today for 50 gave me the 4*. They really need to change the point system in the game to lock the points you get after a win to the number you see when you start the match. It's bad enough you run against the clock in a game where initial board setup can lose you the game before you even make a match, when you can't count on what you see on the screen, then the experience is extremely unpleasant.
puppychow wrote: To me it's more of a bandwidth issue. Let's say D3 decides to refresh the point value on a more contemporaneous basis. How frequently should the target values be refreshed? every second? If you're a mobile player I think there's going to be a big sucking sound on your limited monthly bandwidth, with a good probability of the consumer going over his monthly allocation. And that's assuming D3's servers can even accommodate frequent refresh, which I don't think is the case.
dr tinykittylove wrote: At 900+, never take a match worth 30-40 points unless you can see the opponent on your leaderboard. That's when points are the most volatile - could go up if they're climbing, but far more likely to go down if they aren't shielding. Sometimes I just sit around and skip for fun when shielded. You'll see a lot of points going up and down on the same person as you skip past them again and again.
Ebolamonkey84 wrote: I prefer to adapt to the system that we have, rather than keep doing the same thing and expecting different results. Even showing you accurate points right before you enter the match wouldn't guarantee the same score when you come out of the match. How many times have we seen people complain about getting hit 5+ times during one match? Players 2-5 that hit him got less points than advertised, with the 5th one getting the short end of the stick. If you locked the point total down to what exists, that would actually hurt me more than help. I look at the names when hitting and will save people I know will be worth more later. Tips for the current system: The bigger the gap between when you queued a person and when you actually hit them, the more likely they will not be worth what it says. If a team with high points looks really easy to beat, chances are other people are hitting them as well, so expect to get less points if you can't confirm their current points. You can always see the points of your bracket top ten and anyone in a top 10 alliance. Save those queues when you get them, assuming you are at the point where you can beat their teams. If you climb really fast, people may still queue you at your old point value and may choose to skip you. I climbed from 650 to 1000 in 25 minutes without a single attack, then got crushed for -250 once my queue value caught up to my actual value. If you don't feel like shielding, make people think you are worth more than you are to get good retals for later. Climb past the point where you know you will start being hit, hang out for a bit, and then dump like 50-100 points. If reaching for a progression, don't just target someone that will get you to that progression. Overshoot it a bit. If you need 30 points, find a 50 pointer. It gives you a little more of a buffer.
firethorne wrote: Yep. It's the completely ludicrous harebrained design. Winning in PvP has little to do with you winning or losing matches you actually play. Sure, you have to win. But the far more important part is about spending currency immediately after each win on shields so your points won't get lost when the ai inevitably loses for you. I'd love to see it change. It is a dumb design. But... It makes everyone spend HP, which D3 will gladly sell. Thus, it will never be changed.
Malcrof wrote: How about you do not get queued up on anyone until you are over 800 points... make a rotation of increasingly harder seed teams that take you to 800 gauntlet style, after that, you fight teams that have passed the 800 mark.. so the true competition is for the 4* covers and higher...