Simulator Basics
Comments
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Lyrian wrote:ROFL....
I can see 200+ mobs in Hard Mode, and now the 5k fight on Normal Mode is up to the 90s.
The lowest fight in Hard Mode is in the triple digits now (outside of the Loki required ones)....
Yup... there will be 230s all around before 24 hours even have elapsed in Hard Mode. Normal mode wont be far behind, unless there actually is level ceilings on the missions in that sub.
The 5000 iso fight in Hard Mode is already 221/222/221 for me (I failed it first attempt, will try again later with Spidey stunlock as I have been doing all the other hard missions without him thus far). I totally should have snuck off for a break earlier and tried it while it was still reasonable. Daken with over 10k hp, super regeneration and super ridiculous strike tiles is just ugh. I don't mind, actually, given the prize, it's just annoying to know a bunch of other people got to do it at halfway reasonable levels which were a challenge without being stupid.
If these levels do not reset for new subbrackets I'm taking back most of my compliments and wondering why the devs failed to learn from Thick as Thieves.0 -
Mawtful wrote:Howler wrote:Enjoying this event so far. Let's hope the enemy scaling doesn't carry over to subsequent rounds. That'll just ruin everything.Demiurge_Will wrote:NorthernPolarity wrote:Hey IceIX, what was the design reasoning behind the levels scaling cumulatively as opposed to on a per node basis? A lot of the forumers (myself included) were requesting static scaling so that only each individual node scales, and I was curious as to why you guys were doing this scaling across the board.
Also, does this level scaling persist across different subevents?
Persisting across subevents - yes.
Scaling missions individually doesn't do enough to satisfy the design goals of this feature: making our events maximally interesting for the widest possible subset of players and reducing grind. We couldn't do rewards like the 5000 Iso-8 challenge mission reward in this event in a system like that. It would either be too trivial for top-end players to get or they would be the only people that had any hope of getting it.
It seems that's here to stay.
If that means what it seems to mean and they've repeated the Thick as Thieves mistake, one can only bang one's head against the wall.
It's nice to have better rewards for the time and effort to beat some of these tough missions, that's an improvement. It's nice to have ceilings on where some of these missions scale to, I guess (not sure where the ceiling is yet!). But how many times did we have to say that the biggest mistake of Thick as Thieves was not resetting the levels on the subevents? If the opening mission in the next Hard bracket is 230/230/230, someone should be fired for failing to learn.0 -
Zhirrzh wrote:Lyrian wrote:ROFL....
I can see 200+ mobs in Hard Mode, and now the 5k fight on Normal Mode is up to the 90s.
The lowest fight in Hard Mode is in the triple digits now (outside of the Loki required ones)....
Yup... there will be 230s all around before 24 hours even have elapsed in Hard Mode. Normal mode wont be far behind, unless there actually is level ceilings on the missions in that sub.
The 5000 iso fight in Hard Mode is already 221/222/221 for me (I failed it first attempt, will try again later with Spidey stunlock as I have been doing all the other hard missions without him thus far). I totally should have snuck off for a break earlier and tried it while it was still reasonable. Daken with over 10k hp, super regeneration and super ridiculous strike tiles is just ugh. I don't mind, actually, given the prize, it's just annoying to know a bunch of other people got to do it at halfway reasonable levels which were a challenge without being stupid.
If these levels do not reset for new subbrackets I'm taking back most of my compliments and wondering why the devs failed to learn from Thick as Thieves.
Is everyone's X-Force levels this high? Mine are currently at level 160, but I haven't done any of the normal mode simulator (I wonder if that's whats causing it...)0 -
NorthernPolarity wrote:Is everyone's X-Force levels this high? Mine are currently at level 160, but I haven't done any of the normal mode simulator (I wonder if that's whats causing it...)
215/216/215 for me0 -
NorthernPolarity wrote:Is everyone's X-Force levels this high? Mine are currently at level 160, but I haven't done any of the normal mode simulator (I wonder if that's whats causing it...)
I have done each mission only once, was worried about this, but it looks like I should have ground them down as over the last 7 hours simulation 4 has jumped from level 125 to 221 on hard. Looks like most fights will be high 100's 230 on hard mode within the first day so they might have well just started them at the ceiling instead of scaling them.0 -
I hope all hard mode missions end up being 200-230; it should actually be hard, instead of "normal" and "slightly more difficult normal" modes.0
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Hi, can someone tell me if the stacks for repeatable mission will reset?
If so, how many hours? 8hrs? 12 Hrs?0 -
^Mine did, and I did them around 12 hours ago.0
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Sumilea wrote:NorthernPolarity wrote:Is everyone's X-Force levels this high? Mine are currently at level 160, but I haven't done any of the normal mode simulator (I wonder if that's whats causing it...)
I have done each mission only once, was worried about this, but it looks like I should have ground them down as over the last 7 hours simulation 4 has jumped from level 125 to 221 on hard. Looks like most fights will be high 100's 230 on hard mode within the first day so they might have well just started them at the ceiling instead of scaling them.
Yeah, it's not so much scaling as "good luck if you got to play stuff before it was 230, it's now 230 for the rest of the week, try having fun with THAT". Scaling would imply it finds an equilibrium, not just go straight to the top.0 -
Kelbris wrote:I hope all hard mode missions end up being 200-230; it should actually be hard, instead of "normal" and "slightly more difficult normal" modes.
I think that level 120-160 is a good range of hard for most players: 200-230 just seems like you either have spidey stunlock or you die. Granted, I was able to do some 3x 230 missions with thorverine/OBW back in the day, but I don't think that strategy works anymore.0 -
ClydeFrog76 wrote:Was loving the $hit out of this but then the hard enemies just scaled out of control.
So close, devs. So close!
hehe, indeed. I don't mind the scaling when I'm actually playing, but the levels of everybody doubling while I'm asleep is just kinda silly and IMO defeats the purpose0 -
Man, I was really loving this event earlier. I stopped to help my kid fix his car and came back to Hard mode actually being hard. Luckily, I beat the 5k event earlier but checking in I saw the reward was over 1k points so I figured I should try it. So what if they are sitting at 220/221/220? That's what boosts are for!
Nope.
Walked into a wall of green tiles and Spidey dropped dead in the second round. Doom fell the next round and GSBW held on with 7 HP. 4 round fight? Maybe I just got unlucky with the board but there were strike tiles everywhere. Even X-Force put some out before gutting GSBW.
Like you all said, hopefully it resets between events cause this won't work for most of us.0 -
So is it confirmed stacks reset at 12, not 8 hrs?0
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SquishySquash wrote:Man, I was really loving this event earlier. I stopped to help my kid fix his car and came back to Hard mode actually being hard. Luckily, I beat the 5k event earlier but checking in I saw the reward was over 1k points so I figured I should try it. So what if they are sitting at 220/221/220? That's what boosts are for!
Nope.
Walked into a wall of green tiles and Spidey dropped dead in the second round. Doom fell the next round and GSBW held on with 7 HP. 4 round fight? Maybe I just got unlucky with the board but there were strike tiles everywhere. Even X-Force put some out before gutting GSBW.
Like you all said, hopefully it resets between events cause this won't work for most of us.
Doesn't seem like it based off of what Will said:Demiurge_Will wrote:NorthernPolarity wrote:Hey IceIX, what was the design reasoning behind the levels scaling cumulatively as opposed to on a per node basis? A lot of the forumers (myself included) were requesting static scaling so that only each individual node scales, and I was curious as to why you guys were doing this scaling across the board.
Also, does this level scaling persist across different subevents?
Persisting across subevents - yes.
Scaling missions individually doesn't do enough to satisfy the design goals of this feature: making our events maximally interesting for the widest possible subset of players and reducing grind. We couldn't do rewards like the 5000 Iso-8 challenge mission reward in this event in a system like that. It would either be too trivial for top-end players to get or they would be the only people that had any hope of getting it.0 -
Honestly if they are just going to balance "hard" around 2 AP stun Spidey, they need to rebalance him asap. Never thought I'd be in favor of character rebalancing before a respec option, but if that's what it will take to fix PvE then so be it.0
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gobstopper wrote:Honestly if they are just going to balance "hard" around 2 AP stun Spidey, they need to rebalance him asap. Never thought I'd be in favor of character rebalancing before a respec option, but if that's what it will take to fix PvE then so be it.
Well the problem is that once they balence spidey, they probably arent going to tone down pve until they get numbers showing how much trouble the general population had with the event.0 -
This event is ****! First, how the hell players earn so much points after event started? second, the levels are different for different players! Third, the levels increases over time?!!! The game basically ended in the 1st 4 hrs!! No hope of chasing the leader!!!0
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So is it confirmed stacks reset at 12, not 8 hrs?
Anyone?0 -
Hrm. Without knowing the exact nature of how the system works, why not have ceilings set for each time you beat a level, as well as community-based ones?
eg for a later player...
- at time 0 - you've played 0, community's played 0 - level is set to 20 your ceiling is 40. - community is seeing level 20.
- at time 10 - you've still played 0, community's played 10 - level is set to 25 your ceiling is 40. - community is seeing level 25
- at time 100 - you've played 0, community's played 1000 - level is set to 40, your ceiling is 40. - community is seeing level 40.
- at time 1000 - you've played 0, community's played 10000 - level is still 40, your ceiling is still 40. - community is seeing level 75.
At this point, if you beat that level, your ceiling increases by a set amount (5 levels or whatever) and the level of your mission increases by 5 as well -- this behaviour continues until you hit parity with what the community is seeing.
If you played early this would actually be a benefit, as your level (but not ceiling) would be limited by the slower community...
Just ensures that people can grind if they want to without completely destroying later playing people's ability to do the same missions.
Cheers...0 -
After a promising start, I smell this event is going to tinykitty balls sooner than later, and we will have Super Extreme Monster Scaling on us.
At least they didn't put it on a Friday...0
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