PVE: Unstable ISO-8 (2016-03-31 to 2016-04-04)
jojeda654
Posts: 1,162 Chairperson of the Boards
Event Info
Powered Up
Essential:
New:
Weekly:
Essential:
Weekly:
Essential:
Weekly:
Progression awards:
Placement rewards:
Sub-Event Placement Rewards
Ending Time Countdowns:
Previous runs
PVE: Unstable ISO-8 (2016-01-14 to 2016-01-18)
Unstable ISO-8 (Oct.29th-Nov.02nd, 2015) Bracket Size_______(No event info found; substituting with Bracket Size)
PVE Unstable ISO-8 (Aug 20-25)
PVE Unstable ISO-8
Unstable ISO-8 - Oct 17 - 24
Unstable ISO-8 - July 18-24
Episode 1: Unstable ISO-8
Length of Event: 4 days
Sub-Events? Yes; Alliance Rewards in Sub-Events? Yes
Number of Sub-Events: 3 Length of Sub-Events: 24 or 48 hours
Main Bracket Size: 1000 Sub Bracket Size: 1000
Unique Reward(s): None
Other Notes:
Length of Event: 4 days
Sub-Events? Yes; Alliance Rewards in Sub-Events? Yes
Number of Sub-Events: 3 Length of Sub-Events: 24 or 48 hours
Main Bracket Size: 1000 Sub Bracket Size: 1000
Unique Reward(s): None
Other Notes:
- There are Main nodes to open up the sub-events. These nodes are one time only nodes.
- Enemy Types (Main): Bullseye (2*), Daken (2*), Juggernaut, Moonstone, Venom, Yelena Belova, Hammer Goons, Maggia Goons
- Sub-Event 1: Arctic Circle
- Number of Main Nodes to Open Sub-Event: 2
- Length: 24 hours
- Sub-Event Nodes: 9 Total. 6 Regular (repeatable); 3 Essential (repeatable)
- Enemy Types: Bullseye (2*), Sentry, The Punisher, Hammer Goons, Maggia Goons
- Sub-Event 2: Mediterranean
- Number of Main Nodes to Open Sub-Event: 2
- Length: 48 hours
- Sub-Event Nodes: 12 Total. 6 Regular (repeatable); 3 Essential (repeatable); 3 One-Time Only
- The 3 one-time only nodes must be won before the other 6 regular (repeatable) nodes are available.
- Enemy Types: Bullseye (2*), Ragnarok, Venom, Yelena Belova, Hammer Goons, Maggia Goons
- Sub-Event 3: The Americas
- Number of Main Nodes to Open Sub-Event: 3
- Length: 24 hours
- Sub-Event Nodes: 10 Total. 6 Regular (repeatable); 3 Essential (repeatable); 1 One-Time Only
- Enemy Types: Bullseye (2*), Daken (2*), Moonstone, Ragnarok, Hammer Goons, Maggia Goons
Powered Up
Essential:
New:
Weekly:
Essential:
Weekly:
Essential:
Weekly:
Progression awards:
100:
500: 100
1000: rainbow damage boost
1500:
2000: rainbow AP stockpile
2800: 140
3800:
5000: 140
6000:
7500: 140
9000:
10500: 250
12000: 25
13500: 250
15500:
18000: 500
21000: 25
24500:
38500: 1000
33000: 25
500: 100
1000: rainbow damage boost
1500:
2000: rainbow AP stockpile
2800: 140
3800:
5000: 140
6000:
7500: 140
9000:
10500: 250
12000: 25
13500: 250
15500:
18000: 500
21000: 25
24500:
38500: 1000
33000: 25
Placement rewards:
1-2: + rewards for 2-5
2-5: + rewards for 6-10
6-10: + rewards for 11-20
11-20: , 1500 , 50
21-50: , 1000 , 50
51-100: , 1000 , 25
101-200: , 500 , 25
201-300: , 500
301-400: , 250
401-500: x 3, 250
501-600: x 2, 250
601-800: , 250
801-1000: 250
Alliance rewards:
1-2: , 2500 , 100
3-10: , 2500 , 50
11-25: , 1500 , 50
26-50: , 1000 , 50
51-100: , 500 , 25
101-250: 500 , 25
251-500: 250 , 25
501-1000: 250
1001-10000: 140
2-5: + rewards for 6-10
6-10: + rewards for 11-20
11-20: , 1500 , 50
21-50: , 1000 , 50
51-100: , 1000 , 25
101-200: , 500 , 25
201-300: , 500
301-400: , 250
401-500: x 3, 250
501-600: x 2, 250
601-800: , 250
801-1000: 250
Alliance rewards:
1-2: , 2500 , 100
3-10: , 2500 , 50
11-25: , 1500 , 50
26-50: , 1000 , 50
51-100: , 500 , 25
101-250: 500 , 25
251-500: 250 , 25
501-1000: 250
1001-10000: 140
Sub-Event Placement Rewards
1-2: x2, 1000 , 100 , 2
3-10: , 1000 , 100 , 1
11-50: , 1000 , 50
51-100: , 1000
101-200: , 500
201-300: , 250
301-400: , 250
401-500: x3, 250
5ß1-600: x2, 250
601-800: , 250
801-900: 140
901-1000: 70
Alliance
1-10: , 250
11-50: , 100
51-100: , 100
101-250: ,70
251-1000: x3, 70
1001-2000: x2, 70
2001-5000: , 70
5001-10000:
3-10: , 1000 , 100 , 1
11-50: , 1000 , 50
51-100: , 1000
101-200: , 500
201-300: , 250
301-400: , 250
401-500: x3, 250
5ß1-600: x2, 250
601-800: , 250
801-900: 140
901-1000: 70
Alliance
1-10: , 250
11-50: , 100
51-100: , 100
101-250: ,70
251-1000: x3, 70
1001-2000: x2, 70
2001-5000: , 70
5001-10000:
Ending Time Countdowns:
Previous runs
PVE: Unstable ISO-8 (2016-01-14 to 2016-01-18)
Unstable ISO-8 (Oct.29th-Nov.02nd, 2015) Bracket Size_______(No event info found; substituting with Bracket Size)
PVE Unstable ISO-8 (Aug 20-25)
PVE Unstable ISO-8
Unstable ISO-8 - Oct 17 - 24
Unstable ISO-8 - July 18-24
0
Comments
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Seems like a retest of the new point scale.
Wonder if they get a realistic sample size withChulkas the placement reward.0 -
Once again the starting goons are way too high. Why don't they set the scaling to ignore every 5* cover that does not have at least 3 covers for itself. I personally ignore all of my 5*s as They are worthless to me at one cover each. I won't delete them though, because I'm hoping a eventually, other covers will drop for them; I doubt I am the only one that treats them this way.0
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Starting with no trivial nodes and difficulty jumps to normal or difficult within a few clears. Seems scaling is even more difficult0
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Oh yes. Patch and Mohawk boosted during an event where DD is the boosted? Oh. Yes. So much mayhem.0
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Having a lot of fun with Patch, Switch and Hawkeye on goon nodes and most other nodes.
Used 2 health packs and I'm on 12k points.0 -
This new points format they're testing is horrible. Scaling is ridiculously high. Go back to the old way PLEASE0
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seaside caper, sub 2: 139 Muscle, 140 Yelena, 140 Venom
took 1/1/0 OML (255), 5/5/3 3* Daken (176) and 0/4/2 Thing (183 boosted) and just got hammered. I took down the Muscle at least.
oh, and that was labeled EASY.
so challenge, much fun0 -
So far this run has seemed much better to me. The top nodes were challenging to clear all the prizes and I've wiped a few times but nothing impossible. I'm mostly running patch im40 and daredevil. With the right board they clear very quickly and even on a moderate one they fare pretty well. For information my roster is mostly three stars with four 1-3 cover fives and xforce and nf levelled over three star cap.0
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My biggest dislike of the new system is that it is making the lower end of my roster unplayable. Starting nodes at Level 220. Yes I have an OML @ 375 and three Championed 4*, but I do not want to only use 10% of my 80+ roster. There needs to be a mix so that we can use more those earlier characters, not just the boosted 3*.
If this continues I see us all only using the boosted and upper tier of our rosters. Some would argue that is fine, but I like to use different characters and not just rinse repeat the same team for the win.0 -
I am having just as much trouble as with the last test. The scaling of the enemies is still tweeked too far to the players best characters. I have not been able to beat the last mission even once in either Artic circle or Mediteranian. When playing a trivial mission it should be playable against your lowest characters so you don't exhaust your best characters. If the enemy levels are going to increase the starting levels still need to be lower. This will allow a player to use their full roster. Where I the last test and this one maybe you can use your top six characters. This makes it very hard to get the higher rewards even when your putting a lot of time.0
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I have enjoyed both test events mainly because I don't mind using the same team/ teams over and over again. I have IM40, 3* Cap, and R&G; IM40, Vision, and R&G; SWitch, GSBW, and any other, and a few other viable teams that destroy goon nodes and can fight though over-leveled enemy fights.
For those saying that the new scaling between the different nodes makes for a limited roster, there is a solution that COULD be implemented (but probably won't); They could introduce a character cap like they do in DDQ where you can only use 2* and lower characters on the first 3 nodes and the levels are based on your roster strength of those characters and then have the last 3 nodes and the required character nodes allowing the higher characters and including their strength in the scaling. This would allow you to use a larger range of the roster while still preventing an easy to grind node. I know a lot of people don't like a forced limited roster though so this might not be the perfect solution if considered.0 -
Can anyone tell me how much a full clear of the final sub is worth? I'd like to see if going for top prog is feasible without too much fuss. Thanks.0
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Matthew G wrote:I have enjoyed both test events mainly because I don't mind using the same team/ teams over and over again. I have IM40, 3* Cap, and R&G; IM40, Vision, and R&G; SWitch, GSBW, and any other, and a few other viable teams that destroy goon nodes and can fight though over-leveled enemy fights.
For those saying that the new scaling between the different nodes makes for a limited roster, there is a solution that COULD be implemented (but probably won't); They could introduce a character cap like they do in DDQ where you can only use 2* and lower characters on the first 3 nodes and the levels are based on your roster strength of those characters and then have the last 3 nodes and the required character nodes allowing the higher characters and including their strength in the scaling. This would allow you to use a larger range of the roster while still preventing an easy to grind node. I know a lot of people don't like a forced limited roster though so this might not be the perfect solution if considered.
I love this idea. Have the first node be a 1* only node that starts at level 1 and scales up to end at 50 on the 7th playthrough. Second node only 2* and starts at 15 capping out at 94 if your roster doesn't have them champed yet or up to 144 if you do have 2*s champed. Leave the rest of the nodes how they are now open to everyone. Would allow for much greater flexibility in who you use in the early trivial nodes (which seems to be a very common complaint) but still allow for them to be more difficult since you wouldn't be bringing in 4* guys to just blow them out.
Not sure how that would work with Heroic events though, your roster would be super limited in those, even moreso than they already are.
I have had very decent results in the test the last two days although most of that is because the majority of the nodes are goon only and not too tough to just blow through with my A team. I'm sure some of my success is also coming from the fact that the covers being offered are not heavily coveted by most but I am definitely much happier with this test than with EtoS. Scaling is much better and the goons seem much more manageable.
I am concerned that 7 clears might be unsustainable but prefer a system that rewards those who play more than the old system which rewarded the guy who could set his alarm clock the most efficiently. If the devs dropped it to 4-6 total clears possible this test would be near ideal for me, challenging but still fun, with the rewards going to those who got the most clears done (minus of course the rubberbanding gaffe).0 -
It would be interesting to see who is doing the best under the new format. Personally, I think that players who have paid real $$ and spent time leveling up their rosters should have a better shot at top rewards. It still seems to me looking at the top 10 in my group that this is NOT the case. It's almost like the developers are wanting to alienate and make their best customers lose interest and quit playing.0
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I appreciate a lot that now I can start the PVE event whenever I want without the stress of checking the watch for the perfect timing.
Some easy nodes should be appreciated, just to let us use different teams.0
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