Vhailorx wrote: Under the old system, achieving the final progression reward required 3 full, optimal clears of all available nodes per sub. Grinding was required only for top placement, iso/co mining, and compensating for missing essentials or less than optimal playtime. Although the exact math remains uncertain (specifically how eots' 2-day subs will translate to typical 1-day subs), it appears that the new system requires something like 9-12 full clears of all available nodes per sub to achieve the same prog reward level (i.e grinding for placement will require even more clears). Without any regard for scaling changes at all, why would I ever like a system that required me to play the game 2x as much for the same rewards? I enjoy this game, but not so much that I want to play it 6+ hours every day.
Vhailorx wrote: Even assuming mindsuckr is correct, why should we be ok with a 38% increase in the points necessary for the same rewards? And that's before considering the increased match time due to the scaling jump and end of easy nodes. The problem with pve was NOT that it didn't require enough matches (that's a problem with high level PvP that limits players to just a handful of matches every 3-8 hours). Demiurge significantly increasing the amount of time necessary to play pve without increasing the rewards is upsetting. Slipping that change into a much larger package of changes, and then advertising the whole thing as a move to fix scaling and let players play on their own schedule is borderline insulting. I am sorry to level such harsh criticisms at the devs, who generally seem earnest and enthusiastic about the game. But there is now a very long track record of changes that are announced as improvements for the players, are actually markedly player-unfriendly, and conveniently seem likely to result in increased (cp cover purchases, shield cooldowns, rng-only 5*s, indirect purchase of cps and LTs only) To be fair, there have also been some straight up player-friendly changes (ddq, lowered PvP prizes). This seems much more like the former and less like the latter.
Pollozz wrote: I like the new systems, brings more opportunity for people who cannot play the game on a timing schedule and yet be able to get top placements, even grinding for 5 straight hours at the beginning of the sub.
mindsuckr wrote: Here is the math behind the increase. Last EotS, max progression: 114k This EotS, max progression: 156k That's a 37% increase in points required for maximum progression.
simonsez wrote: I'd love to meet these players who can't play on a timing schedule, but can grind for 5 hours at the beginning of the sub. I bet they live in an Escher house.
AXP_isme wrote: If there is progression inflation it's probably an oversight rather than anything malicious - unintended consequences. If you tried to build a blind (or even double blind) trial for event changes the uproar around here would be phenomenal as soon as people figured out what was going on. I have a certain amount of sympathy for the devs here, they're damned whatever they do and the intent is good.
Chrono_Tata wrote: Are there actually people who "don't care about playing competitively but can still get good placement in the new system" and can they give us a summary of how they are playing this event? Personally, I don't consider myself a competitive PvE players. I normally do full clears, wait for nodes to refresh, and clear again when the nodes are back to full points, but not at optional times, so usually I only get 2-4 full clears for each sub. That generally net me a top 100 to top 50 placement in the sub easily. In the latest sub of EotS, I got 2 full clears in all nodes, and then ground all the essential nodes and the CP node 6 times each. That's more than double the amount I play normally, especially considering that the nodes are way harder now (and get harder every clear). I finished top 200 in that sub. So I'm honestly curious how less competitive players are even benefiting from this. From what I've seen, it's increasing the gap between competitive and non-competitive players even more.
OJSP wrote: I'd like to ask you a question: how many new character covers do you normally win from a release event? If the answer is none or one, then this proposed new change probably won't have any effect on your play style. If the answer is 2 or more.. then good luck trying to win the same number playing how you're describing above.
fmftint wrote: Max progression is calculated as a%of total points available in a event, all previous runs only had 3x full points/sub, this run there are 6x full points/ sub. More total points available = a higher progression target
OJSP wrote: It's not a bad system if you're not playing competitively.