YOUR ideal pve system.

WelcomeDeath
WelcomeDeath Posts: 349 Mover and Shaker
edited June 2016 in MPQ General Discussion
So this 4th test of one step forward, two steps back got me thinking. First, I HATE this test. Second, what would people like to see as their preferred pve setup? For me, its this:

1. Scaling - aside from 2* rosters with a single 5* cover, did anyone really have a problem with the old system? Make the fix like you did with pvp for those rosters, but keep the level caps where they were before (325 for hard nodes, 200 something for essentials, and 70ish for trivials.) The scaling this event is awful and literally nobody asked for it.

2. Clears - it was the express intent to stop players from continuously grinding the easy nodes like they did with the last test, but that was due to the fact that 20 pts progression were given after all clears are done. Adding more clears to hard nodes while also increasing the scaling as well as the amount of times scaling increases has NOT made me want the "challenge", its just pissed me off that i have to clear a harder node more times to get 1/20th of what will probably be another useless elektra cover. Put the rewards back to 7/7 for all nodes while maintaining old level caps, its a more reasonable grind. Could even move to 6/6 since thats about all youd get with the old timers system anyway.

3. Rewards - Progression rewards only. This system theyre testing now requires almost a full workday worth of playtime to compete for placement rewards that cant be had unless you win the race, which is a ridiculous set-up. Move rewards to progression only, set at slightly higher levels, with the 4* covers being at a perfect 7/7 all event. Create a daily or sub progression to replace the daily sub awards. Alliance rewards set-up like galactus/ultron/civil war. Its day 4 and there are many almost at progression now. Moving these rewards as such creates a goal to work towards, increases player engagement and has been requested about a million times.

4. Timers - progression only eliminates the need for timers. Get rid of them completely, this was a good step.

5. New character releases - set it up just like regular pves with this new system. Youll sell more roster slots to more of the playerbase and maybe even some health packs for people grinding to get there. All of a sudden 10000 people get a 3 cover 4*? Whats wrong with that for 1000 hp per slot? They wont be usable for months anyway unless you spend.

These are all the changes I'd like to see for pve. The tests have been awful (though the last one wasnt bad, scaling was good, just had the issue of 20 prog points after all clears). The devs have gotten over 100 pages of feedback, i think my system covers most requests. Please comment with your perfect system or rip mine apart (or praise it if youd like). Interested to know peoples thoughts.

Comments

  • tizian2015
    tizian2015 Posts: 194 Tile Toppler
    1. Scaling is just a way to cover the lack of content for high rosters. DDQ is not working with scaling, there progress of roster feels like progress. Put an extra node into the sub nodes for high rosters with a good reward, but cap the scaling to an playable level, especially if you puts us into this heavy grinding. heavy grinding with challenge is no fun. if you need scaling, just use the real level of a char, boosted or champion levels (boosting of underleveled can count until the max level is reached, for example, a lv15 full covered 2* is boosted, its scaling-relevant level is not 15, its max 94, depends on the boost) should not count, because its should be an advantage, but its a reason for very high scaling. he result in one node should not result in scaling the other nodes. every node scales for its own, indipendent from others. Top rewards should be given out in three clears. grinding a wave for an event token until the last attempt is not fun.

    2. rewards: scale the rewards. a 1* roster beats a not-scaled very easy node with a 70 iso reward, a higher roster needs to beat the same node with a 6 times higher enemy, so the reward should be 6 times higher. for wave nodes get wave-rewards like in this test in the first clear (every wave one reward). get rid of this slap-in-the-face-"reward" crit boost.

    3. progression only, no placement rewards. 3 clears of each node for 25cp, like 4 clears for the old placement-rewards. give us a subnode-progression as an indicator if we are on the right way for full progression.

    4. find a way to avoid feeding the goons real chars. after three rounds for example a wolverine red without matching any red tile is not fun.
  • El Satanno
    El Satanno Posts: 1,005 Chairperson of the Boards
    I am hating this test/event as well. More prizes are a nice idea, but only if they're worth the extra time and effort put into earning them. The scaling certainly has made me grumpy about fighting those ridiculous Hard nodes to get the good prizes, and there is no way in hell I'm playing any of those wave nodes more than I have to if they aren't trivial.

    So ideal Story system? Well, it'd be pretty similar to what you've laid out in the OP...
    • No placement. Because screw placement.
    • No timers. Because screw timers.
    • Max 6 rewards per node, fixed rewards that scale up with the difficulty of the node. After 2 clears, difficulty and reward increases 25% until clear 6. Easy.
    Or, just scrap the whole damn thing and make every story event some variation of a boss fight. Because those are not only fun, but also actually make alliances mean something!
  • Coltsjustwin
    Coltsjustwin Posts: 31 Just Dropped In
    I hate doing the final clear of a hard node just for 100 or less points...shouldn't the last/hardest node actually give the most points?

    Placement for this event is a smack in the face to getting away from playing on a schedule....if you don't forgo everything in your life when the final sub starts, you aren't going to get a t10 placement...so this means you need to absolutely schedule for this event.

    I'm a big supporter of pure progression rewards and really think better alliance rewards will make a big impact in how people view pve...the boss events are awesome, having everybody grind for a common goal is a smart way to keep people engaged.

    The rate at which 4* covers are given out as placement rewards is quickly falling behind the rate that new characters are coming out, make it like pvp where once you hit a certain point level, you get a specific cover...people will try harder for a specific cover rather than an event token.
  • tanis3303
    tanis3303 Posts: 855 Critical Contributor
    viewtopic.php?f=8&t=31383&hilit=A+new+way+to+pve

    Pretty much this. Play when you want, as much as you want, for what you want/need.
  • PeterGibbons316
    PeterGibbons316 Posts: 1,063
    A system that is truly player vs. environment - nothing other players do should have any impact on your game. The current system with placement rewards distributed through progression would be fine, but really I'd be happy with the entire format was scrapped and replaced with the stuff I mentioned in here.....

    Epilogue
  • firethorne
    firethorne Posts: 1,505 Chairperson of the Boards
    200?cb=20151114092822
  • Calnexin
    Calnexin Posts: 1,078 Chairperson of the Boards
    I think they're onto a good thing with this event, in terms of the scaling. If they leverage it properly PvE could still be rewarding.

    The ideal PvE includes no placement rewards. It's the player vs. the game.

    Now, admittedly, I've been kind of half-tiny-kittying EotS, but the scaling seems spot-on. Ignoring what gets rewarded, the increase in the nodes per completion feels right. The enemy increase is shown and, when you do a node in succession, you know what you're getting into when you challenge it again. When it gets too tough, you switch up your team, pony up the health packs, or abandon the remaining rewards in favor of easier nodes. That's what it should be - you compete until you realize you're outmatched.

    For the reward structure - on nodes I'd prefer the max prize be handed out on first completion, and everything after that is random. Game progression is sufficiently choked that guaranteeing the 1 cp or 1k Iso is not going to throw things out of whack. There's still a lot to be gained from the other prizes, but in the current EotS it's frustrating to lose that CP because I wasn't able to grind all 9 (ran out of health packs on 7).

    For master-list progression, rework the rewards to reflect roster level. Provided similar time input, a 2* roster ought to be able to earn some 3* covers with decent effort. A robust 3* roster should be able to earn 4* covers without grinding every node to zero. A broad 4* roster that can grind out to completion deserves a guaranteed 5* (either by direct reward or new token).
  • Sandwichboy
    Sandwichboy Posts: 193 Tile Toppler
    edited June 2016
    PvE should not be competitive. That's what PvP is for, and it's just fine (for the most part.) Progression only. For character release events, replace the final CP reward with one of the new character covers, have a vault set up with 3 covers of the new character available and have every 4* essential and final regular node have at least 1-2 token rewards. Have the final node of the last sub give 1 guaranteed cover.

    Scale the ISO rewards to a players roster level. We know you can do this. You're already scaling the level of enemies we face to this exact metric, just apply it to the rewards. A player with mostly 2-3* characters that clears out every node in this EotS is getting a hell of a lot more benefit than someone either partially or fully transitioned into a 4* roster doing the exact same thing, and that makes no sense.

    Go back to capping the enemy scaling as soon as a node decreases in points.

    The current set up with way more rewards available than are needed to reach the progression reward is a step in the right direction, but only if the next step is to eliminate placement rewards. Because so far every test save the last one has felt like an ever increasingly boring chore.
  • GrumpySmurf1002
    GrumpySmurf1002 Posts: 3,511 Chairperson of the Boards
    El Satanno wrote:
    Or, just scrap the whole damn thing and make every story event some variation of a boss fight. Because those are not only fun, but also actually make alliances mean something!

    Boo. They're fun once in a while. But if I want PvE rewards all the time, I shouldn't have to force the guys in my alliance to play too.

    I understand you could just merc every PvE start, but I don't know how many commanders want to deal with that kind of constant shuffling.
  • broll
    broll Posts: 4,732 Chairperson of the Boards
    tizian2015 wrote:
    1. Scaling is just a way to cover the lack of content for high rosters. DDQ is not working with scaling, there progress of roster feels like progress. Put an extra node into the sub nodes for high rosters with a good reward, but cap the scaling to an playable level, especially if you puts us into this heavy grinding. heavy grinding with challenge is no fun. if you need scaling, just use the real level of a char, boosted or champion levels (boosting of underleveled can count until the max level is reached, for example, a lv15 full covered 2* is boosted, its scaling-relevant level is not 15, its max 94, depends on the boost) should not count, because its should be an advantage, but its a reason for very high scaling. he result in one node should not result in scaling the other nodes. every node scales for its own, indipendent from others. Top rewards should be given out in three clears. grinding a wave for an event token until the last attempt is not fun.

    2. rewards: scale the rewards. a 1* roster beats a not-scaled very easy node with a 70 iso reward, a higher roster needs to beat the same node with a 6 times higher enemy, so the reward should be 6 times higher. for wave nodes get wave-rewards like in this test in the first clear (every wave one reward). get rid of this slap-in-the-face-"reward" crit boost.

    3. progression only, no placement rewards. 3 clears of each node for 25cp, like 4 clears for the old placement-rewards. give us a subnode-progression as an indicator if we are on the right way for full progression.

    4. find a way to avoid feeding the goons real chars. after three rounds for example a wolverine red without matching any red tile is not fun.

    Well put, especially 2 & 3
  • JamieMadrox
    JamieMadrox Posts: 1,798 Chairperson of the Boards
    1. Progression based individual and alliance rewards.
    2. Tweak scaling a bit. It's way better, but still needs some work.
    3. Nodes don't regenerate points.
    4. Nodes have max 6 clears, 4 or 5 preferred.
    5. Scale node rewards with enemy levels.
    6. No more 48 hour subs.
  • carrion_pigeons
    carrion_pigeons Posts: 942 Critical Contributor
    Well, I have no idea. I can think of tons of things that would be improvements, but making the ideal setup would be hard. There's a lot of stuff to balance.

    I like the idea of tiering node rewards so that you get non-Iso rewards the first three times (in favor of tokens, HP, CP, etc. Maybe even crit boosts?!? loljk), followed by random amounts of Iso you can grind out for the last 3-8 fights.

    The idea of going into a sub with a particular goal in mind appeals to me. "Beat Juggernaut!" or something, and once you do, you get the bulk of the non-Iso rewards for the sub. That appeals to the storyteller in me: stories where you keep beating the bad guy and he just keeps getting stronger make no sense. Stories where the bad guy keeps beating you and you just keep coming at him, those have a lot more guts. Speaking of which, taking a page from the boss fights and limiting nodes by attempts instead of clears, and rewarding points for damage done instead of just binary success/failure sounds like a nice change.

    I like the idea of being able to reset (not reshuffle) the board at will at the beginning of a match if it looks like ****. A lot of teams would be much more viable if the inherent unreliability of the first few turns wasn't such an issue. Playing with Daken and getting a board with 3 blue tiles on it makes me kick puppies.
  • Eichen
    Eichen Posts: 176 Tile Toppler
    1. Scaling - aside from 2* rosters with a single 5* cover, did anyone really have a problem with the old system? Make the fix like you did with pvp for those rosters, but keep the level caps where they were before (325 for hard nodes, 200 something for essentials, and 70ish for trivials.) The scaling this event is awful and literally nobody asked for it. Our rosters must be very different because the scaling for this event is way better than before all the tests

    2. Clears - it was the express intent to stop players from continuously grinding the easy nodes like they did with the last test, but that was due to the fact that 20 pts progression were given after all clears are done. Adding more clears to hard nodes while also increasing the scaling as well as the amount of times scaling increases has NOT made me want the "challenge", its just pissed me off that i have to clear a harder node more times to get 1/20th of what will probably be another useless elektra cover. Put the rewards back to 7/7 for all nodes while maintaining old level caps, its a more reasonable grind. Could even move to 6/6 since thats about all youd get with the old timers system anyway. I agree 7/7 was way better

    3. Rewards - Progression rewards only. This system theyre testing now requires almost a full workday worth of playtime to compete for placement rewards that cant be had unless you win the race, which is a ridiculous set-up. Move rewards to progression only, set at slightly higher levels, with the 4* covers being at a perfect 7/7 all event. Create a daily or sub progression to replace the daily sub awards. Alliance rewards set-up like galactus/ultron/civil war. Its day 4 and there are many almost at progression now. Moving these rewards as such creates a goal to work towards, increases player engagement and has been requested about a million times. It should also be easier for more powerful rosters to get points than lower rosters. They should double the 3* essential point value and triple the 4* essential point value.

    4. Timers - progression only eliminates the need for timers. Get rid of them completely, this was a good step. Agreed 100%

    5. New character releases - set it up just like regular pves with this new system. Youll sell more roster slots to more of the playerbase and maybe even some health packs for people grinding to get there. All of a sudden 10000 people get a 3 cover 4*? Whats wrong with that for 1000 hp per slot? They wont be usable for months anyway unless you spend. I wish they would release all the new characters like they did Ant-Man and TAH with their own events.

    These are all the changes I'd like to see for pve. The tests have been awful (though the last one wasnt bad, scaling was good, just had the issue of 20 prog points after all clears). If they would have made it progressive only the last test before EotS would have been perfect The devs have gotten over 100 pages of feedback, i think my system covers most requests. Please comment with your perfect system or rip mine apart (or praise it if youd like). Interested to know peoples thoughts.