Yet Another alternative PVE idea --

FaustianDeal
FaustianDeal Posts: 760 Critical Contributor
The repeated scaling experiments seem to suggest that there is a desire to try to provide the same level of challenge for all player levels within the context of the same event. I'm not convinced this is the proper strategy. Especially not with the same individual awards up for grabs at all player levels. Instead of dynamic scaling can we instead just have different difficulties of PVE and let the player decide?

If you were to have 3 different weight classes of PVE (they can have the same maps and award the same "points") then you could have different reward tiers for individual placement, progression, and node rewards but still have a shared 'alliance' point total. This would at least help players feel like they were earning something better for having a better roster, and it could eliminate the frustrations felt when people see rosters wildly better (or less developed both) above them on the leaderboard.

Comments

  • Suddenreal
    Suddenreal Posts: 92 Match Maker
    Problem is, where do you draw the line of what the difficulty is? Also, the current PVE model gives the ability to boost a newer player if he does well. Let him experience the ISO draught later on instead of right away.

    The scaling is interesting, but too straining on your healthpacks. I'd prefer three sets of difficulty in each sub. The easy nodes that scale up to 85 or your average level (whichever is lowest), medium nodes that scale up to 144 or your average level (again whichever is lowest) and then hard nodes that scale up to your average level. That way it's still doable for newer players and veteran players (who don't care for the ladder and/or progression) can still grind PVE for easy ISO.