nick_chicane wrote: GrumpySmurf1002 wrote: nick_chicane wrote: I'd argue that it would be success. If you can create a system that is that unpleasant to grind, then people will stop doing it. We'll eventually end up with scoreboards where the top scores will likely just be people who have cleared the nodes 7 times maximum. The optimum players/grinders will stop doing it. Top scores are still going to be near optimal. Unpleasantries have never been a stopping point for people to grind. For every single PVE event from this day forward? I'd like to meet someone who could keep that up for even a month.
GrumpySmurf1002 wrote: nick_chicane wrote: I'd argue that it would be success. If you can create a system that is that unpleasant to grind, then people will stop doing it. We'll eventually end up with scoreboards where the top scores will likely just be people who have cleared the nodes 7 times maximum. The optimum players/grinders will stop doing it. Top scores are still going to be near optimal. Unpleasantries have never been a stopping point for people to grind.
nick_chicane wrote: I'd argue that it would be success. If you can create a system that is that unpleasant to grind, then people will stop doing it. We'll eventually end up with scoreboards where the top scores will likely just be people who have cleared the nodes 7 times maximum. The optimum players/grinders will stop doing it.
Bowgentle wrote: nick_chicane wrote: GrumpySmurf1002 wrote: nick_chicane wrote: I'd argue that it would be success. If you can create a system that is that unpleasant to grind, then people will stop doing it. We'll eventually end up with scoreboards where the top scores will likely just be people who have cleared the nodes 7 times maximum. The optimum players/grinders will stop doing it. Top scores are still going to be near optimal. Unpleasantries have never been a stopping point for people to grind. For every single PVE event from this day forward? I'd like to meet someone who could keep that up for even a month. Look at the t10 alliances on the PVE leaderboard. Those _have_ been doing this for months. Softcapped rosters help enormously with that.
nick_chicane wrote: I'd argue that it would be success. If you can create a system that is that unpleasant to grind, then people will stop doing it.
KrisPWales wrote: If I can do 4x clears spread however I want throughout he day and get the 25CP I'll be more than happy with the change.
simonsez wrote: nick_chicane wrote: I'd argue that it would be success. If you can create a system that is that unpleasant to grind, then people will stop doing it. "Good news! Customers complaints at our restaurant are way down!" "Yes, that's because the food is now so bad, no one comes anymore... "
GrumpySmurf1002 wrote: simonsez wrote: nick_chicane wrote: Theres simply no way people can keep up hitting them 4 times as soon as an event opens. You'll just end up hating the game in a few events time. And given the way the devs interpret data, when they look at how far fewer people are spending time grinding under the new system, they'll high-five themselves and consider this mess a success. This was the exact thought I had. This is the same group that was SHOCKED when a fixed number of points led to a whole bunch of people that went and got them. There's two results: a) player engagement goes down - devs congratulate themselves that players aren't on a schedule. b) players still grind the heck out of it - devs congratulate themselves that scaling is set well. There's no outcome that leads to c) players get a system that's friendly for competitive and casual players.
simonsez wrote: nick_chicane wrote: Theres simply no way people can keep up hitting them 4 times as soon as an event opens. You'll just end up hating the game in a few events time. And given the way the devs interpret data, when they look at how far fewer people are spending time grinding under the new system, they'll high-five themselves and consider this mess a success.
nick_chicane wrote: Theres simply no way people can keep up hitting them 4 times as soon as an event opens. You'll just end up hating the game in a few events time.
hodayathink wrote: While the top 10-20 stays about where they are, point-wise (because those are the hardcore people that will grind no matter what), the middle of the pack goes a decent amount higher with the lack of a timer. Basically, sometimes I only shoot to play enough to get the event tokens from sub placement, with no care about placement. In the old system, I can usually pull that with two clears and a couple extra essentials. The couple times I've tried to pull that with during tests, I've needed to do three full clears, if not a little bit more than that. The top might play less, but it looks like the middle and the bottom play more.
The couple times I've tried to pull that with during tests, I've needed to do three full clears, if not a little bit more than that. The top might play less, but it looks like the middle and the bottom play more.
nick_chicane wrote: With this new PVE format though? Having to clear them all 4 times right from the start, then grind them at the end, and then clear the new sub 4 times without taking a break? I want to see how long people can keep that up for.
GrumpySmurf1002 wrote: nick_chicane wrote: With this new PVE format though? Having to clear them all 4 times right from the start, then grind them at the end, and then clear the new sub 4 times without taking a break? I want to see how long people can keep that up for. The sickest people in this game are those in a top 25 PvE alliance. They were playing optimally back with 2h24m refreshes. This will feel like Shangri-la in comparison.
nick_chicane wrote: Anyone else finding the essential nodes are maxing out ridiculously high? The 4* CP node with Muscle/Hood/Bullseye has maxed out at 262 for me. In previous events it would max out around 170. This is far too excessive. My hardest fight did indeed top out at 288. Thats a good 40 levels higher than I'm used to. My roster wont be able to handle that in other, harder PVEs.