babinro wrote: 3) Incorporate Alliance progression into the rewards system. Have an overall alliance reward like we do in competitive PvE because this is a social game and it should promote co-operative play. It could be as simple as giving out tiered rewards based on the number of players reach the CP point of progression. If 5 out of 20 player make this they unlock ____. If 10 out of 20 players reach it they get a greater alliance reward. Maybe one of the 4* covers could be given out as a top prize for the equivalent of 15 players reaching the CP progression point.
Lilith wrote: One thing that I notice hasn't been addressed: In previous iterations of PvE, whenever I ran into a node that scaled too high for me to handle, I would go back to the bottom of my roster and systematically murder the teams in repeat waves of 3 that lost over and over until the scaling went down. Since they were the 1-cover 3*s and 4*s, I didn't mind them losing that much since they're not ready to be used properly yet anywhere any way. Yes, kind of a time suck, but it usually made the rest of the sub manageable. Tried that with this model, and the scaling never came back down. Not sure if that was intended or not, but it seems that once the number on those little counters goes up... it stays there.
hodayathink wrote: Lilith wrote: One thing that I notice hasn't been addressed: In previous iterations of PvE, whenever I ran into a node that scaled too high for me to handle, I would go back to the bottom of my roster and systematically murder the teams in repeat waves of 3 that lost over and over until the scaling went down. Since they were the 1-cover 3*s and 4*s, I didn't mind them losing that much since they're not ready to be used properly yet anywhere any way. Yes, kind of a time suck, but it usually made the rest of the sub manageable. Tried that with this model, and the scaling never came back down. Not sure if that was intended or not, but it seems that once the number on those little counters goes up... it stays there. I'm fairly sure it's intended. Before, they didn't just scale down that way, they scaled up too. So if you breezed through a couple nodes, then all the rest of the nodes in the sub got harder at the same time. Now everything scales independently, and only scales up, not down.
OJSP wrote: Quebbster wrote: It seems to get easier and easier to Place for each sub that passes. I assume this is because more and more players are saying "screw this" and dropping out... I agree.. just playing to get all the green ticks, playing survival nodes once except a few Beast essentials while waiting for the next sub to start got me from 130ish after the 1st sub, to 100ish after the 2nd, to 70ish after the 3rd and now 36th after doing 6 clears on Hell's Kitchen's nodes with 79k. Now comes the dilemma.. shall I start grinding in the last 3 days to get to 156k or not? By my calculation, it's still achievable.. whether I have it in me to do that and waste so much time and many health packs for 25 CP is a different issue.
Quebbster wrote: It seems to get easier and easier to Place for each sub that passes. I assume this is because more and more players are saying "screw this" and dropping out...
bbf2 wrote: I figured that it would be nothing but a boon to me because I was promised that the enemy levels were determined and fixed at the start of the event. Went back to the node, now Wolverine and friends were at level 159. It made me severely regret my decision to champion Blade instead of just selling that 14th cover for iso, because while before I was able to beat at least a few of the nodes with different characters to save on healthpacks, now I'm forced to use him in every single node because the enemies adjusted to his level and no one else's.