Veteran Brackets should receive better prizes

mpqr7
mpqr7 Posts: 2,642 Chairperson of the Boards
If I need to fight massive 5* enemies in pvp and am expected to do 7-8 clears for top 100 in pve, then I should get better prizes than people who only need to fight 2* enemies in pvp and only need to do 3-4 clears to top 50 in pve.

I'm totally fine with the challenges getting greater as my roster improves, but the prizes need to be better as well. Otherwise I'm basically working harder for tinier and tinier rewards. This is why people soft-cap their rosters, which works for this particular game but to me doesn't make any sense, because a game should encourage people to level up all their characters... players shouldn't have improved experiences when they avoid leveling up their characters or skip half of the pve to luck into a n00b bracket.

Players who start pve from the beginning should be rewarded with greater prizes, instead of being punished by being stuck in the veteran bracket, ending up with top 200 scores, even though the hit well above max progression.



People sometimes complain "Oh well this makes the rich richer", but that's not really the case. Beginner players get flooded with tons of useful covers and meaningful amounts of ISO and HP. But once you reach a certain point, progress practically slows to a halt, as prizes that were so helpful in leveling up your 1*, 2* and 3* characters barely make a dent in your 4* and 5* characters.

Comments

  • Calnexin
    Calnexin Posts: 1,078 Chairperson of the Boards
    I generally agree, but I see it from the other side as well. Breaking into the game is tough. Until you get a pretty solid 3* roster, you basically can't reap significant rewards in PvP. Keeping the rewards equal in rookie brackets provides a much needed boost to newer players. When they get into the meat of the game, they reach the same blockades as established players. So they're really not at an advantage - their path to Iso starvation is accelerated, but they'll get there fast enough to develop enough attachment to keep playing (and maybe contribute monetarily).
  • SnowcaTT
    SnowcaTT Posts: 3,487 Chairperson of the Boards
    Still would like to see scaling turned off and "tune" the prizes for everyone. Make those bottom nodes less than level 100 for everyone, and reward (on progression) 3*. Make those middle nodes level 200 or less for everyone, and reward (on progression) another couple 3*'s and a 4*. Make the high nodes level 300ish for everyone, put another 4* and the CP up there.

    Does it mean 2*'s can't get the 4* and CP? Yes! But it gives them a reason to progress, something to aim for.
    Does it give the 4*'s a better chance for better rewards? Also yes!

    But to hook players devs want every reward and every node accessible to every player - so we continue to get rosters barely in 3* range that get RNG lucky and have better 5*'s than strong 4* rosters.
  • OneLastGambit
    OneLastGambit Posts: 1,963 Chairperson of the Boards
    mpqr7 wrote:
    If I need to fight massive 5* enemies in pvp and am expected to do 7-8 clears for top 100 in pve, then I should get better prizes than people who only need to fight 2* enemies in pvp and only need to do 3-4 clears to top 50 in pve.

    I'm totally fine with the challenges getting greater as my roster improves, but the prizes need to be better as well. Otherwise I'm basically working harder for tinier and tinier rewards. This is why people soft-cap their rosters, which works for this particular game but to me doesn't make any sense, because a game should encourage people to level up all their characters... players shouldn't have improved experiences when they avoid leveling up their characters or skip half of the pve to luck into a n00b bracket.

    Players who start pve from the beginning should be rewarded with greater prizes, instead of being punished by being stuck in the veteran bracket, ending up with top 200 scores, even though the hit well above max progression.



    People sometimes complain "Oh well this makes the rich richer", but that's not really the case. Beginner players get flooded with tons of useful covers and meaningful amounts of ISO and HP. But once you reach a certain point, progress practically slows to a halt, as prizes that were so helpful in leveling up your 1*, 2* and 3* characters barely make a dent in your 4* and 5* characters.

    I think the salient part of your quote is in the meaningful part.

    At 2* tier (and arguably 3 as well) You get menaningful amount iso, covers from all competitions. At 4* and above you can swap meaningful for pitiful (though I have no argument with the amount of covers. Its iso most lack).

    I think fightthedream posted a near perfect fix of pve which id definitely agree with.

    Rich get richer? Call me cynical but they will always be rich, instead of focusing on what they get and being jealous/envious I'm being more self focused and deciding what benefits me the most irrespective of others.
  • slidecage
    slidecage Posts: 3,511 Chairperson of the Boards
    you should be happy with whatever your prize is . if you dont like it too freaking bad go cry in the corner when you grining the nodes to 1s















    yes im joking. same could be said with PVP... people who start early should get better prizes.. Someone who joins day one will have to spend tons of HP on shileds to keep their rank Yet someone could jump in with 30 mins left get a fresh bracket and get the same rewards
  • Smudge
    Smudge Posts: 562 Critical Contributor
    SnowcaTT wrote:
    Still would like to see scaling turned off and "tune" the prizes for everyone. Make those bottom nodes less than level 100 for everyone, and reward (on progression) 3*. Make those middle nodes level 200 or less for everyone, and reward (on progression) another couple 3*'s and a 4*. Make the high nodes level 300ish for everyone, put another 4* and the CP up there.

    Does it mean 2*'s can't get the 4* and CP? Yes! But it gives them a reason to progress, something to aim for.
    Does it give the 4*'s a better chance for better rewards? Also yes!

    But to hook players devs want every reward and every node accessible to every player - so we continue to get rosters barely in 3* range that get RNG lucky and have better 5*'s than strong 4* rosters.
    Then the new players seek out the forum to complain about their scaling and get advice on how to handle it, or they just quit playing instead once they hit that scaling wall. I'd really be curious to find out the average player's experience in that case. I'm still trying to get enough covers to max another worthwhile 4* besides my Thor (IW doesn't count icon_razz.gif), but I've at least been playing over 2 years, so the 5*s I have on my roster cause little overall impact to me at this point.

    I definitely agree with you and the point that rewards in general need to be re-tuned. I don't think the idea of making the best rewards available right away is going to be as big of a "hook" factor once new players start realizing the sheer amount of effort required to obtain another one courtesy of the PRNG system.
  • MarvelMan
    MarvelMan Posts: 1,350
    Calnexin wrote:
    I generally agree, but I see it from the other side as well. Breaking into the game is tough. Until you get a pretty solid 3* roster, you basically can't reap significant rewards in PvP. Keeping the rewards equal in rookie brackets provides a much needed boost to newer players. When they get into the meat of the game, they reach the same blockades as established players. So they're really not at an advantage - their path to Iso starvation is accelerated, but they'll get there fast enough to develop enough attachment to keep playing (and maybe contribute monetarily).

    Common misconception. Keeping the rewards equal between brackets does NOT help that new player. Do they really need a 4* cover? Wouldnt they be better off with extra 2* (for very new) or 3* for early 3* players?

    You could say it puts them in a position to spend, which builds attachment, in order to have a roster slot to house that shiny 4* cover they wont get 12 more of for quite some time. But there is a lot of frustration in feeling forced to shell out $$ that early.

    I dont think many people here argue for a rich get richer system, they just want it a little more fair. At both top AND bottom. Give players slightly more what they need, be it 2* covers or 4* covers.
  • Linkster79
    Linkster79 Posts: 1,037 Chairperson of the Boards
    The main problem is that every other week there is a new character release story event. The publishers need the new fish to have a crack at getting the top rewards so they can land them and hopefully put them in the keep net. These fish may spend a bit on tokens for the vault in hope of being able to improve their new plaything. The new fish see immediate improvement for a while with their top tier characters until they get smacked by the scaling wall a little down the river, by which time they don't even realise they are well and truly hooked.