veny wrote: I believe ballance and leveling up enemies is the only problem here. So far, people mostly like the absence of 8hr run...
MissChinch wrote: Also, truly make it so that you can play any time during the sub without negative repercussions, cut out the idea of points refreshing over time, just make the first 3 clears for full points, subsequent clears subject to diminishing returns however the devs want to tweak it.
This still creates a problem so long as there are still going to be rank awards. Under this plan, the top-ranked people will be those who grind a trivial node for 1 point the most times for 72-96 hours straight.
MissChinch wrote: That falls under tweaking the diminishing returns
mpqr7 wrote: Quick feedback: Scaling was too high. I could win, but it was too challenging to be fun. I like having no timers for the first 7 clears. However I don't like that now more clears are required. I already play mpq quite a lot, don't want to need to play even more for the same amount of rewards. In the end, I probably prefer the current pve to the new one. Although maybe get rid of the timers for the first few clears. Just don't then require more clears than currently for the same progression prizes as previously.
simonsez wrote: Now that the end is here, I'll formally toss in my 2 cents, just in case the devs are actually reading this: For competitive players, if your stated goal was true, that you didn't want PvE to consist of clearing as fast as possible at set times, this was a complete and utter failure. This format makes that requirement far, far more onerous by cramming more play into fewer time windows. Looking at the end of a sub into the start of the next, we' used to have: 2hr grind/ 20 min. clear/ wait 8 hrs/ 20 min. clear/ wait 8 hrs/ 20 min. clear; and now we have: 3 hr. grind/ 3 hr. grind/ wait 21 hours. Three hours of play spread over 3 play sessions became 6 consecutive hours of play. I can't believe that's what you want us to be doing. So don't have a format and prize structure that will encourage it.
MissChinch wrote: In regards to the format, an optimal clear in the old 8 hour refresh format involved hitting a node a total of 3 times for full points, then up to 6 times again with diminished point returns. My comment regarding the new format is that I'd like to see a similar per-node time commitment, I feel like this format increased clears per node unnecessarily.
simonsez wrote: Now that the end is here, I'll formally toss in my 2 cents, just in case the devs are actually reading this:Format change: I get what you're trying to do, but this change is just an illusion, if casual players believe they no longer have "timer pressure". If you're not spending hours doing 6 clears when the sub opens, and then hours grinding at the end, you're not playing optimally. The only difference with this format is that when the casual player sees "Full Points" in every node, it creates a false sense of security that they're not losing ground to players that are playing more optimally.
OJSP wrote: Kjempen wrote: "Just for playing in the event, you will get three extra Enemy of the State tokens." - Did anybody receive this reward? Slice 4 is not even finished yet. We need to wait until slice 5 is finished.
Kjempen wrote: "Just for playing in the event, you will get three extra Enemy of the State tokens." - Did anybody receive this reward?
Phumade wrote: I sorta disagree with this point.
hodayathink wrote: I would argue that most casual players are playing for progression, not placement. So they don't have "timer pressure" because they aren't competing against other players.
simonsez wrote: hodayathink wrote: I would argue that most casual players are playing for progression, not placement. So they don't have "timer pressure" because they aren't competing against other players. I would like to think so too, but casual players THINK they have timer pressure, because we keep seeing complaints that the timer makes it too hard to hit the LT... even though other folks constantly point out that you just need to do 3-4 clears WHENEVER to get the LT, a lot of people still insist on making the timer the villain.
Vhailorx wrote: simonsez wrote: hodayathink wrote: I would argue that most casual players are playing for progression, not placement. So they don't have "timer pressure" because they aren't competing against other players. I would like to think so too, but casual players THINK they have timer pressure, because we keep seeing complaints that the timer makes it too hard to hit the LT... even though other folks constantly point out that you just need to do 3-4 clears WHENEVER to get the LT, a lot of people still insist on making the timer the villain. That right. That's why this new format is a "more grinding" wolf in "less pressure to play optimally" sheep's clothing. It cosmetically improves a few minor issues, and then makes everything worse for everybody. Players should ask for (and get) more than this. Cardoor: do you really want pve to require 5-7 clears a day just for the prog reward? That's an awful big time commitment.