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.
JVReal wrote: 99% of the population that don't optimal grind and don't shoot for Top 10 benefit from this.
simonsez wrote: 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. Someone else pointed out in the big thread that every test they've run previously was a precursor of a rollout. He's probably right, because I can't think of any gameplay test that resulted in, "sorry, that was a bad idea. You won't see that again". That's what has me worried.
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.
JVReal wrote: 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. You asked who could benefit, and I stated I could. What is your problem? There is nothing absurd about my comments. Tailoring a system to appease 1% of the population is absurd.
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: 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: 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.
Pollozz wrote: I upvote the changes. It just going to suck for people trying to get into the t10, because the will have to grind more, but for people like me, that cannot follow a time is perfect. I can play any time I want straight and not going to get punish for points loss. I used to be a t10 pve player before but I got burn out. Now I just play progression mostly, but definitely like the new format.
Pollozz wrote: After playing the new enemy of the state for a day, yes, definitely I like the new format, don't have to wait exactly 8 hrs to do the nodes again, Still play the same amount of time but better because don't need to be on schedule. Like I said in a prior post, sorry for people aiming to be on T10, because they will have to grind more, for the rest of the players that don't aim for a t10 is just perfect.