JVReal wrote: Because I am also going for progression when it isn't out of reach. I also want my play time to provide me the most points possible every time that I do play. Why would I want less points for playing the same match? Because I don't want top 10? I have goals that are easier to reach when my nodes aren't devalued by a timer. With limited play time, each time I play I want max points. It's pretty simple.
JVReal wrote: Apparently I'm wrong for enjoying the event. I'm supposed to vehemently oppose it and disregard the fun that I experienced because of peer pressure. Forget that I thought the scaling was perfect for my roster, forget that i actually felt better playing, forget that it was the funnest PVE I've participated in for a long time. Forget that, because according to forum experts, it's not logical for me to feel this way. I defer to the forum to establish all my future opinions. I'll get back to you guys about what to have for lunch in about an hour...
Vhailorx wrote: JVReal wrote: Apparently I'm wrong for enjoying the event. I'm supposed to vehemently oppose it and disregard the fun that I experienced because of peer pressure. Forget that I thought the scaling was perfect for my roster, forget that i actually felt better playing, forget that it was the funnest PVE I've participated in for a long time. Forget that, because according to forum experts, it's not logical for me to feel this way. I defer to the forum to establish all my future opinions. I'll get back to you guys about what to have for lunch in about an hour... You are of course able to feel however you want. I am (and others are) just pointing out that there appears to be a slight incongruity between your stated goals and your opinion of the new format. Assume your goal is X (it sounds like X for you is max progression and top 100 placement, and that's definitely what it is for me). If all you care about is X, the new system is worse in every possible way EXCEPT the subjective feeling of leaving points on the board when playing sub-optimally. It is 100% possible to like the new system. But it doesn't make sense to like the new system BECAUSE it makes X easier. That's just not true. The new system makes X harder. It just offers a psychological cookie in the form of removing the 8 hour refresh.
Elesid wrote: It's my time to respond)) First of all I'd like to thank the game designers for trying to make gameplay more interesting. Below are my thoughts and ideas regarding the new pve approach Strengths 1) I loved the idea of no time dependance - this is definitely a step in right direction 2) Challenge - the idea is great, make pve more of a challenge in terms of game than challenge in real life (you have to sleep less to meet 8hr marks etc.) Weaknesses 1) Definitely, too hard to play for those who don't have killer combinations with buffed characters. It wasn't a problem for me, but many people suffered and couldn't participate almost at all. Even for proper rosters it was a challenge - you can see that a few people got the 25 cp reward. I barely got it myself. 2) Count downs at the end (after 6 hits) destroy the idea of no time dependence when you try to get to top10. Generally speaking now guys with phoenix oml teams seem to be in a great advantage (before such teams it was possible to get to the tops and buff your progression even at low levels) 3) ISO remuneration is considerably low. During the lightning rounds it's very unlikely someone will pay much effort to pve since it's hard and you get almost nothing especially for nods which were easy before Ideas 1) Reduce the dependency from roster level in pve: I think it would be a good idea to split people into brackets based on their roster. Probably reconsider the bracket size and rewards (rewards change aligned with bracket size reduction). 2) Make pve be a game challenge, not a challenge of steel ****: remove everything essential from the rewards for top places, which is new 4* characters and introduce them through galactus/altron/gauntlet etc. 3) Improve time efforts/iso benefit balance via either increase of nod rewards or introduction of ally progression rewards. This would also reduce merc activity and stabilize ally personnel These are my basic thoughts, hope you find it useful. Many thanks again for all your work and the game development performed so far. Though I still hate you for only one green goblin cover and no other 5* for two months:D
Vhailorx wrote: (6) given those facts. I am trying to understand why our two reactions to the new system are so different. We seem to want the same things, and the new system makes those things noticeably harder to achieve. Yet you like the new system and I hare it.
Clamps2 wrote: Vhailorx wrote: (6) given those facts. I am trying to understand why our two reactions to the new system are so different. We seem to want the same things, and the new system makes those things noticeably harder to achieve. Yet you like the new system and I hare it. Not JVReal, but from my perspective it's because you're assuming that the new system can't be altered in any way. I think the new system adds a lot of good changes: - No 8 hour timer (Some of us have jobs or other life commitments where this is not possible. Or say, the need to sleep.) - No rubberbanding (for fairness) - Limiting opponents to 13 power levels. If they were to lower the both the scaling and the points required for max progression, doesn't this solve your complaints while effectively keeping the new system?
Vhailorx wrote: That would certainly be an improvement. But no, the bottom line that for me, the new system just means more time playing for the same outcome.
Vhailorx wrote: You (and jvreal) keep bringing up the 8 hour timer. It's true that the 8 hour schedule is irritating (as was the 2.5 hour time before it and as is the entire idea of replenishing points in a pve format), but you never really address the fact that unless you wanted top 20 placement or better. The timer was basically meaningless. It was entirely possible to achieve all progression rewards and top 50 placement while paying absolutely no attention to the timer at all AND STILL PLAYING LESS than is required under the new system.
Vhailorx wrote: I think demiurge didn't like how many cp were going out the door under the old system. So they significantly raised the difficulty of reaching the max prog reward while throwing players a superficial (and distracting) bone by getting rid of the 8-hour timer.
Vhailorx wrote: Clamps: The node point values change from one run to the next, and the max prog values change from run to run. But the ratio of point node values to max prog rewards b Has been fairly consistent: 3x optimal clears in each sub = max prog. The new system has something 4-5 clears if each node for max prog (as per ebolamonkey's post above). That is the change as implemented in this test and as reviewed by me. Its bad. And I am not willing to hand wave it away by assuming that demiurge will implement a significant, player-friendly shift in the scoring (their track record for that sort of thing is pretty bad). As for diminishing point values in the old system: yes playing sub optimally was less efficient. But even the worst case scenario for the old system require 4 hits on each node for max prog. Even the worst case scenario under the old system was better than the new system (with respect to top prog rewards). This is not a defense of the old system. I dislike the old system rather a lot. But that doesn't change the fact that the old system was (shockingly) much friendlier to players than the new system as tested.