amusingfoo1 wrote: Without reading past the first page of the thread, a couple of things. First, major kudos for communicating this in advance with explanations. This is the sort of thing we've been clamoring for. Second, I'm cautiously optimistic that this will be better for almost everyone. Basically, everyone that isn't trying for first. Since I've deprioritized PvE this season, I think this will work out pretty well. Absolutely, for those with 9-5 jobs, this will be a god-send. For those aiming for first, it's definitely going to be painful. I am far from sure this event is a good test-bed, though. Being a week long, and having tons of wave nodes, it's far from a typical event, so I have my doubts about how useful any data gleaned will be.
Crowl wrote: Polares wrote: In fact my question for the devs now is how can I provide some data that will make them scrap all these changes and go back to the design phase? Do just 2-4 clears and abandon the event and not play more? What should I do? Here's hoping that they do not draw too many conclusions from the amount of people playing this event and will seek more direct feedback from here or via another ingame survey.
Polares wrote: In fact my question for the devs now is how can I provide some data that will make them scrap all these changes and go back to the design phase? Do just 2-4 clears and abandon the event and not play more? What should I do?
Pylgrim wrote: I think there's still a chance for this test to do well in the long term. If these measures indeed improve overall happiness of the more casual player (somewhere between 90% and 99% of the players in a bracket) at the cost of making the seekers of top 10 rewards miserable, it would be foolish to scrap them just to make happier the other 1%-10%. Then, the one thing to do is to rather scrap precisely what makes those players unhappy, that is those precious 4* covers given as rewards for placement, and give them as progression rewards instead. Or find other outlets to inject those very needed 4* covers, preferably in a higher rate than the current "16 for each 1000 players".
TheOncomingStorm wrote: "David wrote: Moore"]Hello everyone, Beginning tomorrow (Thursday, March 17, 2016) we will be testing out some new scaling adjustments during the Enemy of the State event. Here’s word from Anthony at Demiurge: “Mission Difficulty Adjustment Test We will be running a one-event test for the mission difficulty adjustment feature for the story event Enemy of the State this Thursday. We are making a big change to the difficulty and how missions re-play. The main things we are trying to accomplish with this change are improving how mission difficulty is calculated and making missions more about completing challenging-but-fun missions rather than playing missions quickly, at set times during the day.Mission Difficulty The first thing I want to talk about is how the difficulty of the missions are changing. Previously, the system presented you with opponents based on your characters’ levels. There was a couple of quirks with this system. In some circumstances, it could be disadvantageous to level characters, or to add a high-level character to your roster. Now, the game will take into account both your heroes’ power levels and heroes’ levels into account when establishing the difficulty of the mission.Playing When You Want to Play The next big change we are introducing is how missions are re-played. Previously, after beating a mission, the strictly optimal strategy was to wait 8 hours and play it again. We wanted to update the system to give you more freedom about when you play the game. In the test event, missions will be worth the same amount of points the first six times you play it. Missions get harder each of these times. Once a mission is beaten six times, the difficulty stops increasing. After that, each time you beat a mission, it will be worth less points, similar to the old system. The amount of times it takes for a mission to be restored to full points after one play is 24 hours (up from 8). A mission can be beat 5 times (down from 6) until you reach the minimum amount of points a mission is worth, 20 points (up from 1). Our goal with this change is to make Story events more about beating challenging missions rather than having to beat missions quickly at set intervals during the day.What’s Next? The event after Enemy of the State will return to the original difficulty system. We will be looking at how people did and listen to what everyone is saying about it. Once we are comfortable with our findings, we will touch base with everyone again and let everyone know how it went and what we are planning on doing in the future. We’re all pretty excited about the new changes and hope you enjoy them as well. As part of a thank-you for helping us with testing this system, we will be rewarding users who participate in it. Just for playing in the event, you will get three extra Enemy of the State tokens. If you place in the top 50 of your leaderboard you will also receive 10 Command Points. These will be gifted to everyone that participated the day after the event ends. Addition info: * Mission Difficulty Change (commonly referred to as scaling) o Mission difficulty - We have changed the way the game determines which level enemies you should go against to be more accurate. Instead of basing difficulty solely on heroes’ levels, it takes your heroes’ power levels into account as well. - Previously, missions increased in difficulty based on your performance within the event. Mission difficulty is now set at the start of the event and does not change for the duration of the event. - In the old system, some players saw a big jump in difficulty between the easier missions in a chapter and the harder ones. That's been smoothed out. - Players at higher levels will begin to see enemies higher than 395. - As your roster gets stronger, you'll see enemies that are relatively easier. (Their levels will still increase, but more slowly than yours do.) - The amount of Power levels an opponent has is based on their level. · Opponents at base level or under will only have a single power level for each of their powers. This scales up to the max level which is 13 power levels. · Opponents shouldn’t have more than 13 Power levels at any point. o Missions increase in difficulty after beating them - After completing a mission, a screen is shown showing how many levels the enemy has gained. - Each mission will increase in difficulty six times. - Typically, Join Forces missions do not increase in difficulty. o The amount of points a mission is worth - The amount of points you earn while playing a mission no longer changes based on other players’ scores. (This was commonly referred to as rubber banding.) - The first six times you beat a Mission will be worth the same amount of points. - After the seventh time you beat a mission, it will be worth less points. · Each time you beat the mission after the seventh completion will increase the time it takes to receive full points by 24 hours · The amount of times it takes for a mission to reach the minimum amount of points it is worth is five times (down from six times) - The minimum amount of points a mission is worth is now 20 (increased from 1). - Typically, Join Forces missions decrease in points immediately after playing it once.” 1) this a great improvement. Playing your own schedule has been requested forever. 2) Scaling is an improvement if and only if the increased difficulty is based on a controlled amount, not a variable. Meaning incremental scaling to test skills is good, while scaling based on how well players did on the previous level of difficulty (damage taken) is bad. Players should not receive extra penalties for passing the level of difficulty they were supposed to pass. Ex. Node has set increases of 20 levels each time a node is beat is fair and fun. Node that increases by 20, then 50, then 40 based on how player beats each node is punitive and not fun. 3) A huge "fun" obstacle remains. Players need to be able to use their entire roster. They cannot be forced to use only their best few characters because scaling is based on their top end of their roster. Each node's base scaling should be calculated using only the characters selected for that node attempt. This game has an incredibly diverse character base that the development team has devoted a large amount of resources on. The question still remains, when will players new allowed to use more of them aside from the dictations of weekly buffs? TL;DR: Great work on improving time consumption and schedule flexibility. MPQ has always had problems with scaling. There had always been a chasm between what the development team has considered fun and fair, and what players have had to overcome for rewards at the expense of an experience that seems more like work than leisure. Therfore, I don't expect scaling to be fixed, although it won't be due to a lack of effort; it'll be due to a continued lack of understanding.
"David wrote: Moore"]Hello everyone, Beginning tomorrow (Thursday, March 17, 2016) we will be testing out some new scaling adjustments during the Enemy of the State event. Here’s word from Anthony at Demiurge: “Mission Difficulty Adjustment Test We will be running a one-event test for the mission difficulty adjustment feature for the story event Enemy of the State this Thursday. We are making a big change to the difficulty and how missions re-play. The main things we are trying to accomplish with this change are improving how mission difficulty is calculated and making missions more about completing challenging-but-fun missions rather than playing missions quickly, at set times during the day.Mission Difficulty The first thing I want to talk about is how the difficulty of the missions are changing. Previously, the system presented you with opponents based on your characters’ levels. There was a couple of quirks with this system. In some circumstances, it could be disadvantageous to level characters, or to add a high-level character to your roster. Now, the game will take into account both your heroes’ power levels and heroes’ levels into account when establishing the difficulty of the mission.Playing When You Want to Play The next big change we are introducing is how missions are re-played. Previously, after beating a mission, the strictly optimal strategy was to wait 8 hours and play it again. We wanted to update the system to give you more freedom about when you play the game. In the test event, missions will be worth the same amount of points the first six times you play it. Missions get harder each of these times. Once a mission is beaten six times, the difficulty stops increasing. After that, each time you beat a mission, it will be worth less points, similar to the old system. The amount of times it takes for a mission to be restored to full points after one play is 24 hours (up from 8). A mission can be beat 5 times (down from 6) until you reach the minimum amount of points a mission is worth, 20 points (up from 1). Our goal with this change is to make Story events more about beating challenging missions rather than having to beat missions quickly at set intervals during the day.What’s Next? The event after Enemy of the State will return to the original difficulty system. We will be looking at how people did and listen to what everyone is saying about it. Once we are comfortable with our findings, we will touch base with everyone again and let everyone know how it went and what we are planning on doing in the future. We’re all pretty excited about the new changes and hope you enjoy them as well. As part of a thank-you for helping us with testing this system, we will be rewarding users who participate in it. Just for playing in the event, you will get three extra Enemy of the State tokens. If you place in the top 50 of your leaderboard you will also receive 10 Command Points. These will be gifted to everyone that participated the day after the event ends. Addition info: * Mission Difficulty Change (commonly referred to as scaling) o Mission difficulty - We have changed the way the game determines which level enemies you should go against to be more accurate. Instead of basing difficulty solely on heroes’ levels, it takes your heroes’ power levels into account as well. - Previously, missions increased in difficulty based on your performance within the event. Mission difficulty is now set at the start of the event and does not change for the duration of the event. - In the old system, some players saw a big jump in difficulty between the easier missions in a chapter and the harder ones. That's been smoothed out. - Players at higher levels will begin to see enemies higher than 395. - As your roster gets stronger, you'll see enemies that are relatively easier. (Their levels will still increase, but more slowly than yours do.) - The amount of Power levels an opponent has is based on their level. · Opponents at base level or under will only have a single power level for each of their powers. This scales up to the max level which is 13 power levels. · Opponents shouldn’t have more than 13 Power levels at any point. o Missions increase in difficulty after beating them - After completing a mission, a screen is shown showing how many levels the enemy has gained. - Each mission will increase in difficulty six times. - Typically, Join Forces missions do not increase in difficulty. o The amount of points a mission is worth - The amount of points you earn while playing a mission no longer changes based on other players’ scores. (This was commonly referred to as rubber banding.) - The first six times you beat a Mission will be worth the same amount of points. - After the seventh time you beat a mission, it will be worth less points. · Each time you beat the mission after the seventh completion will increase the time it takes to receive full points by 24 hours · The amount of times it takes for a mission to reach the minimum amount of points it is worth is five times (down from six times) - The minimum amount of points a mission is worth is now 20 (increased from 1). - Typically, Join Forces missions decrease in points immediately after playing it once.”
Malcrof wrote: I am 100% on board with this (viewtopic.php?f=20&t=34281 for reference of the old EoTS scores) Now, as a non-competitive PVE player, i think the changes look amazing, progression will be loads easier to hit, pve overall for ME, will be less time consuming, as i am only in it for the iso and cp. I see where this could be frustrating for competitive PVE players, but only time will tell on that.
Stax the Foyer wrote: Malcrof wrote: I am 100% on board with this (viewtopic.php?f=20&t=34281 for reference of the old EoTS scores) Now, as a non-competitive PVE player, i think the changes look amazing, progression will be loads easier to hit, pve overall for ME, will be less time consuming, as i am only in it for the iso and cp. I see where this could be frustrating for competitive PVE players, but only time will tell on that. It won't be easier to hit progression. If you think it'll be easier to hit progression, you're doing math wrong.
cyineedsn wrote: Stax the Foyer wrote: Malcrof wrote: I am 100% on board with this (viewtopic.php?f=20&t=34281 for reference of the old EoTS scores) Now, as a non-competitive PVE player, i think the changes look amazing, progression will be loads easier to hit, pve overall for ME, will be less time consuming, as i am only in it for the iso and cp. I see where this could be frustrating for competitive PVE players, but only time will tell on that. It won't be easier to hit progression. If you think it'll be easier to hit progression, you're doing math wrong. I felt the same way as Malcrof too. I thought that having freedom to attack fullpoint values nodes at my leisure would make life alot easier as far as hitting max progression. After playing one clear, it seems alot more likely that the removal of trivial nodes and scaling up after clears is going to make it even more painful and grindy to get max progression than before. I'm glad that they finally got in there and got rid of those trivial nodes that I hated (said no one ever.)