PvE: Progression or Competitive based?
Comments
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GrumpySmurf1002 wrote:Slarow wrote:
And what about the non-release events? Should everyone get three 4* covers each PVE (plus an alliance one)? Your solution needs to address both the current 10% on new releases, and the 1% on non-release events.
FWIW, the devs already have a model for this. Galactus/Ultron are both framed around static difficulty levels creating a virtual barrier for completion, and thus limiting the access to all 3 covers of a new release. It's not like it'd be that hard to transition that type of scaling model to other events.
The problem with his model is that it's a rich get richer model. I'm not sure that's necessarily worse than the current model which rewards players for finding the correct bracket more than their ability to actually play the game.
And Galatus/Ultron covers are only attainable by those who are in good alliances. If PVE were to swap to 100% events like this, anyone who isn't in a good alliance would never get these rewards.0 -
Slarow wrote:And Galatus/Ultron covers are only attainable by those who are in good alliances. If PVE were to swap to 100% events like this, anyone who isn't in a good alliance would never get these rewards.
I'm not saying that, for example, the Hunt should become an alliance based event. I'm saying you could turn the Hunt into a static-scaled event whereby completing the hardest levels is not easily completed. Much like Galactus/Ultron level 8 are only completed by a small subset.
Whether that's better or worse than someone with 2.5x progression potentially getting fewer rewards than someone that joins with 2 hours left is it's own argument.0 -
Slarow wrote:GrumpySmurf1002 wrote:Slarow wrote:
And what about the non-release events? Should everyone get three 4* covers each PVE (plus an alliance one)? Your solution needs to address both the current 10% on new releases, and the 1% on non-release events.
FWIW, the devs already have a model for this. Galactus/Ultron are both framed around static difficulty levels creating a virtual barrier for completion, and thus limiting the access to all 3 covers of a new release. It's not like it'd be that hard to transition that type of scaling model to other events.
The problem with his model is that it's a rich get richer model. I'm not sure that's necessarily worse than the current model which rewards players for finding the correct bracket more than their ability to actually play the game.
And Galatus/Ultron covers are only attainable by those who are in good alliances. If PVE were to swap to 100% events like this, anyone who isn't in a good alliance would never get these rewards.
So, similarly, I see Galactus/Ultron as a sort of endgame dungeon run. I think that there should be a mini version (something between 12 -36h) either once or twice a week, or on a 48h cooldown. I like the cooldown, because the thought would be that you can join any time, in a private group, or join as an individual until 20 (or 40, 50, whatever) others Q and you are placed in a PUG.
I just really wish there was more variety in the ways that you can go about getting rewards in the game.0 -
Slarow wrote:Starsaber wrote:Slarow wrote:
And saying "make them attainable by everyone" is a response that shows that you don't understand that the game you are playing is a business and needs to earn money through scarcity. If you want to make a game and give away everything for free then go ahead.
And what about the non-release events? Should everyone get three 4* covers each PVE (plus an alliance one)? Your solution needs to address both the current 10% on new releases, and the 1% on non-release events.
Not everyone will get all 3 4* covers. What many on this forum continually fail to realise is that not every player does attain all the progression rewards in story events. I expect the average player logs in a couple of times a day, plays for 20-30 minutes then gets on with their lives. I know that's what I do.0
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