OneLastGambit wrote: People are mad because doing 11 grinds of very hard roster decimating nodes for rewards that they may still not get is really the enemy of fun. Make it so you only have to clear each node 7 times to make progression and ALL rewards are progression and the problem is gone.
Nate7671 wrote: I agree with the suggestions of removing the placement rewards and just focusing on progression for PvE. This new PVE format is still messing me up- I used to be Top 50 at worst Top 100 just by doing regular clears 3x a day plus a little grinding at the end. Now I am clearing each node a bunch of times and cant crack top 10...very frustrating.
Crowl wrote: I don't think they need to completely abandon this new system, they need to fix the issues with it, reduce the scalling drastically and reduce the amount of grinding for those chasing a placement reward e.g. get rid of that timer and lock the nodes after 5 clears (increase the rewards to offset the loss of 2 clears) and then unlock them for the last 1-2 hours so that people can grind for points if going for a placement.
TxMoose wrote: Crowl wrote: I don't think they need to completely abandon this new system, they need to fix the issues with it, reduce the scalling drastically and reduce the amount of grinding for those chasing a placement reward e.g. get rid of that timer and lock the nodes after 5 clears (increase the rewards to offset the loss of 2 clears) and then unlock them for the last 1-2 hours so that people can grind for points if going for a placement. what the op was saying is that if they did that, it would skew the meta because a trivial node could be ground for 20 pts continuously, which nobody wants, including the schlump who'll be grinding that node down. don't think they need to abandon all aspects of the system, but the parts that are requiring the time effort to just make progression - all those need major adjustments. personally i don't care about the meta - i just want to farm some iso and make progression. as it stands now, my iso productions is slashed and I'm not making it to the cp progression. and before I'd make progression in about 60-70% of the overall event time.
turul wrote: The best system was at early ages of this game. Super rubberbanding! People only had to grind (the most) at the very end of the event. Only problem was back than, there where no time slices, and some of us had to woke up at the middle of the night. Unfortunately, just when they introduced time-slices, they "nerfed" the rubberbanding and introduced the 8-hrly grind, basically removing most of the positive effects of time-slices. Old school rubberbanding with time-slices would be the most comfortable play mode for the majority.
Quebbster wrote: turul wrote: The best system was at early ages of this game. Super rubberbanding! People only had to grind (the most) at the very end of the event. Only problem was back than, there where no time slices, and some of us had to woke up at the middle of the night. Unfortunately, just when they introduced time-slices, they "nerfed" the rubberbanding and introduced the 8-hrly grind, basically removing most of the positive effects of time-slices. Old school rubberbanding with time-slices would be the most comfortable play mode for the majority. I can definitely see why the devs felt that a system that gave you an advantage for not playing was flawed...
Calnexin wrote: Because I want to know what the top tier are doing. If the progression awards are planned well, I'd expect that the top 100 players (if not the top 300 or so) should reach max progression. I got discouraged in the first 48 hr of EoS because I was only ~ 10% of the way there.