New PVE system idea..

The Bookman
The Bookman Posts: 54
edited April 2016 in MPQ General Discussion
So, I have a suggestion about changes that is near the bottom of this post.... First some background on me and where I am coming from....

I used to be a hardcore player of pve. 3 clears plus grinds every day. After some months this 'burnt' me out because my life (work, wife, kids) got in the way of grinding. At some point you realise that paying real money to be obsessed with this 'Game' is costing me my relationship with my wife.... And you have a choice... Grind like a mad man or have a life with people who care for me. Sounds dramatic right? Bet I'm not the only one who found that was where it got to.

So I just do ddq and wait to see the tests, changes and feedback. Waiting to see if the devs address the time sink that is required for pve. Seems like they still don't care about it ruling people's lives... So I'm playing other games and mpq doesn't get a penny from me anymore (the devs will see how much I used to spend on this game.. I am 'The Bookman')

If they ever listen and give progression based system for rewards in pve that allows people to play around work/home life then I may come back.

It needs to be something that alliances and individuals can both get something from.. With maybe a small element of extra effort that allows people to 'earn' top placement. And by earn I don't mean grind grind grind.

My suggestion would be a system of points based on turns to complete nodes and damage taken. Faster completion and less damage = more points. Which will be best... Full on attack that is quicker, defensive healing based team that takes longer or a mixture of attack/healing?

And then cap that with a max number of attempts at a node of say 3 or 4 in 24 hours.

I would also suggest that brackets are based not on the time you start an event but on roster strength (both total levels and abilities) meaning that you are playing around people of similar strengths.

This means people who think about character synergy and performance can get something from the game and pve isn't a job... It becomes fun again. And alliances of better performing players also get better rewards.

Would love to hear what people think of this idea...

Comments

  • Blahahah
    Blahahah Posts: 738 Critical Contributor
    First, kudos to you for choosing family over the game. No sarcasm, it's always good to see people with the right priorities.

    Onto the second, I don't know why but I've never cared much for progression. Maybe it's because I play PvP, maybe it's because I'm just bad at grinding, but I can't relate to your struggle. However, I do like your idea.
  • fmftint
    fmftint Posts: 3,653 Chairperson of the Boards
    Your system is broken by winfinite. Fewer turns, less damage taken, more points
  • wymtime
    wymtime Posts: 3,762 Chairperson of the Boards
    I have suggested in previous posts the simplest solution is to transfer rewards to an alliance progression, with individual progression and placement. If you can win one 4* cover and 25 CP from the alliance progression with 25 CP from personal progression you balance the placement vs progression model. You can still have placement and give out rewards, but you reward players more for playing and having the alliance play. All alliance progression would have to be given at the very end to keep mercy from double dipping on the alliance progression rewards, or lock each PVE like boss battles. I think rewarding at the end allows alliance to replace people who choose to opt out of a PVE.

    Think of the nerds done to characters in the past. It ruined the characters. I personally like the competitiveness of PVE and getting the placement rewards. The way to create a better game is adding an alliance progression reward system to counter and balance the grind on placement.