Vhailorx wrote: for the 99% percent of players that didn't try for top 50 placement, the old scoring system was no impediment. It was easy to play less than optimally and get top 100 in everything by a new character release event. Yes, most discussion of these changes is concerned with changes at the top of end of play. That's because most people who aren't at the top end of play never interact with the silly quirks of the scoring system that make a marginal difference at the top.
JVReal wrote: Vhailorx wrote: for the 99% percent of players that didn't try for top 50 placement, the old scoring system was no impediment. It was easy to play less than optimally and get top 100 in everything by a new character release event. Yes, most discussion of these changes is concerned with changes at the top of end of play. That's because most people who aren't at the top end of play never interact with the silly quirks of the scoring system that make a marginal difference at the top. In the last event, I had no intention of getting top 100, but I wanted Progression. I missed it by 550 points because of diminishing points from multiple clears. My life schedule didn't allow me to have optimal clears, but I did have time at the end of the last day, and with the diminishing returns, I missed maxed progression. I would have benefited from this PVE format by not having diminishing returns on the sub that I actually had time to clear. I still would not have placed top 100, but I would have had my 25 CP and bought a LT to have a 4* to build my roster.
Vhailorx wrote: JVReal wrote: Vhailorx wrote: for the 99% percent of players that didn't try for top 50 placement, the old scoring system was no impediment. It was easy to play less than optimally and get top 100 in everything by a new character release event. Yes, most discussion of these changes is concerned with changes at the top of end of play. That's because most people who aren't at the top end of play never interact with the silly quirks of the scoring system that make a marginal difference at the top. In the last event, I had no intention of getting top 100, but I wanted Progression. I missed it by 550 points because of diminishing points from multiple clears. My life schedule didn't allow me to have optimal clears, but I did have time at the end of the last day, and with the diminishing returns, I missed maxed progression. I would have benefited from this PVE format by not having diminishing returns on the sub that I actually had time to clear. I still would not have placed top 100, but I would have had my 25 CP and bought a LT to have a 4* to build my roster. Wait, we can use anecdotal edge-cases to justify sweeping changes? Awesome! Back in 2015, I finished 22nd in the JG release event. If we changed the rules to give me an extra 4000 points at the start of each event, I would have gotten an extra JG cover way back then. I would support that change! Obviously this "example" is a reduction to the absurd, but I think it illustrates the problem with your argument. No matter how the system is organized, there will always be someone who finishes just outside whatever prize tier or prog total she or he wanted. That's inevitable. It doesn't change the fact that optimal play was only necessary under the old system if you wanted to finish top 50 or higher. outside of that top 5%, frequent daily play without regard for refresh times was more than enough to get the top prog reward. It sucks that you could only play at the end of the past event. but life will always get in the way for somebody and even the new system will require a minimum playtime investment for prog rewards.
JVReal wrote: 99% of the population that don't optimal grind and don't shoot for Top 10 benefit from this.
simonsez wrote: JVReal wrote: 99% of the population that don't optimal grind and don't shoot for Top 10 benefit from this. I don't see how they benefit when everything is so much harder. Fewer node awards, fewer progression awards, more frustration. Your response might make sense if all they did was change the points and the timer. But it doesn't make sense given everything they threw at us.
Druss wrote: It benefitted me as I'm a masochist! I love matching an invisible, constantly spamming, Lv 350 Calthrop. The feel of using those health-packs after every battle .... pure bliss (by the way: long time no speak OP)
TheDrStrange wrote: I think people are assuming this is the way it'll work from now on. They said this was a test of the new pve format. Rather than being upset at this particular event, I'm looking at it as something to try out and give feedback on. Sounds like nodes might be too hard. Doesn't mean that's the way they'll be from now on. People shouldn't totally freak out about this as I'm seeing in multiple threads.
Polares wrote: simonsez wrote: JVReal wrote: 99% of the population that don't optimal grind and don't shoot for Top 10 benefit from this. I don't see how they benefit when everything is so much harder. Fewer node awards, fewer progression awards, more frustration. Your response might make sense if all they did was change the points and the timer. But it doesn't make sense given everything they threw at us. Exactly, absolutly NOBODY benefits from this change. Maybe if it was just the way points regenerate, but combined with the new difficulty? Nobody. I am still processing how devs don't have a clue of how their game works, and what these changes mean. The other option is that they just want to make life for their players harder.
TheDrStrange wrote: I think people are assuming this is the way it'll work from now on. They said this was a test of the new pve format.
carrion pigeons wrote: I haven't actually started playing yet, but I anticipate that I am way more likely to hit progress now that I can do it in one sitting or two without having to schedule my life around it. I might be wrong, but if I am it'll be because of the scaling changes, not because of the new structure for this PvE. So I expect to benefit from the new PvE changes.
simonsez wrote: In the devs' mind, this isn't two tests running concurrently. It's a two-pronged approach to try to get people to stop grinding. Lord knows why they thought this was the best approach.