nwman wrote: What about a mixed solution. Something like this for a 24 hour sub You clear a node 2-3 times and it locks out for 12 hours. Galactus style. After 12 it opens again and you can clear 2 times full points. Then it decays in points on a 12 hour refresh timer but only say 3 clears to 20 points. So the first half of a sub you can play the 2-3 times whenever. Then after 12 hours optimal is something like play the full points and let counter start. Near event end grind it to 0 w 2-3 clears and done.
Crowl wrote: nwman wrote: What about a mixed solution. Something like this for a 24 hour sub You clear a node 2-3 times and it locks out for 12 hours. Galactus style. After 12 it opens again and you can clear 2 times full points. Then it decays in points on a 12 hour refresh timer but only say 3 clears to 20 points. So the first half of a sub you can play the 2-3 times whenever. Then after 12 hours optimal is something like play the full points and let counter start. Near event end grind it to 0 w 2-3 clears and done. The problem with this suggestion is that it still limits player flexibility, the two aims for any changes to how the nodes refresh should be to decouple them as completely as possible from any schedule outside of the 24/48 hour one of the sub itself while still providing some means of splitting up the places for those going for progression rewards as well.
Demiurge_Anthony wrote: Hey everyone, I am going to try and answer any questions about the new difficulty system that's in place for tomorrow's Enemy of the State event. A lot of questions people have asked are questions we don't have answers to yet. We are running this test to find what people think of it and get your feedback. Feel free to ask, but don't be offended if they go unanswered.What level enemies will I encounter? One of the biggest questions I am seeing is that people don't have an idea on while level enemies they will be playing against. Over the past week I have been testing this and are some of my findings: NOTE: These are all numbers you'll be able to see tomorrow when you see the event for yourself. I am just giving you the information a little early ;)2* Roster (all 2 Star characters at max level)Easiest Mission Starts at 71 Caps at 120Hardest Mission Starts at 107 Caps at 1793* Roster (all 3* characters at max level)Easiest Mission Starts at 125 Caps at 209Hardest MissionStarts at 186 Caps at 2954* Roster (all 4* characters at max level)Easiest Mission Starts at 193 Caps at 299Hardest Mission Starts at 285 Caps at 3505* Roster (all 5* characters at max level)Easiest Mission Starts at 362 Caps at 427Hardest Mission Starts at 413 Caps at 478 My Personal account (1 level ~350 5*, 3 Championed 4* and a handful of championed 3-Stars and under)Easiest Mission Starts at 195 Caps at 300Hardest Mission Starts at 286 Caps at 351
aesthetocyst wrote: Lastly, seeing the developer using completely different lingo—"power levels" instead of "covers" and "join forces" instead of "loaner"—demonstrates that the developer is isolated from the community and working somewhat in a bubble.
nwman wrote: Okay but your not suggesting anything specific. Outside of a shift to progression only rewards, what else can they do? With this it looks like the devs are going for a method that can please some casual players but messes the competitive nature up completely. The method I suggested is an attempt at a compromise to both without requiring as long of grinds for those that are going for placement. Casual players have flexibility in they can hit nodes once a couple times spaced over 12 hrs or 2-3 times all at once for the same score. Competitive players wouldn't be penalized as much by needing to grind as hard at once.
Green83 wrote: I'm a player that had a hard time to fit clears in an 8 hour schedule, with the current slices it was just impossible for me. But still I do not like this change if this means I have to clear each node 6 times in order to hit max progression (which is my main goal for a pve event)
"David wrote: Moore"]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.
wrote: 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.
wrote: 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.
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?