rewards for rubberbanding exploiting need reducing.
thats it, its just too much reward for doing less work later at the moment, and too much punishment for doing more work earlier, i understand the system and i like the concept, but it really needs tweaking down significantly, under no circumstance should a guy who plays each mission twice, beat the person who played each mission 10 times just because he waited to do them... like period.
I just don't think it was the real intent of the devs to punish people for playing more, just seems odd man, but thats exactly how the pve system is currently working
I do not like this whole.. wanting to play but knowing im hurting my progression by playing thing.
I just don't think it was the real intent of the devs to punish people for playing more, just seems odd man, but thats exactly how the pve system is currently working
I do not like this whole.. wanting to play but knowing im hurting my progression by playing thing.
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I guess essentially that's the purpose of level scaling, and the why the devs seem adamant to leave it in the game.0
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ironically though the people who exploit rubber banding are the same people who are strong enough to not be affected by enemy scaling, if you have a spidey and two levle 100+ others rather your fighting levle 100s or 230s is a difference of 1 minute vs one minutes 30 seconds a battle, wooo.0
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Nemek wrote:Malkavian wrote:ironically though the people who exploit rubber banding are the same people who are strong enough to not be affected by enemy scaling
Can you expand on that? I'm not sure if I see the connection.
the same people who use the rubber banding for quick top place finishes are also the one with strong teams/quick skills that can beat the events quickly regardless of what level the enemies are, im really not sure how else i can phrase that man.
it turns a system made to help those who can play less and thus need help, into a system that simply helps the strong stay stronger because they can exploit the rubber banding more efficiently.0 -
No one is "exploiting" rubberbanding. It works exactly as intended. If you want top ranks, you need to clear early and hit some refreshes. If you want to put in less work, rubberbanding still lets you collect progression rewards and lesser placement.0
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People in top place finishes benefit from rubberbanding the least. You may want to look up some old FAQs on how it works. It's not an exploit that generates infinite points.0
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Malkavian wrote:Nemek wrote:Malkavian wrote:ironically though the people who exploit rubber banding are the same people who are strong enough to not be affected by enemy scaling
Can you expand on that? I'm not sure if I see the connection.
the same people who use the rubber banding for quick top place finishes are also the one with strong teams/quick skills that can beat the events quickly regardless of what level the enemies are, im really not sure how else i can phrase that man.
it turns a system made to help those who can play less and thus need help, into a system that simply helps the strong stay stronger because they can exploit the rubber banding more efficiently.
I guess I'm asking why you say that those are the same people. How do we know that? Does abusing rubberbanding cause people to have high rosters? Or does having high rosters lead to abusing rubberbanding? What's stopping people with low level rosters from abusing rubberbanding?0 -
The person who plays the most will win, every time. There's a difference between playing the most and playing optimally however.
Grinding nodes for 1 point a battle is bad. Playing the nodes when they have a full stack is good. Rubberbanding has no bearing on that. In fact, if you play optimally, you would never really notice rubberbanding since every time you did your allotment of missions you'd end up back at the top.0 -
Twysta wrote:I guess essentially that's the purpose of level scaling, and the why the devs seem adamant to leave it in the game.
Bah, they trying to compensate one braindead idea with keeping another even worth idea in play. Grats, they could be a good fit in a government job.
The more interesting thing is that rubberbanding was in the game for long and it used to work way better. Especially in an event where it was announced to "set smaller" or something. IOW it got much worse due to continuous tweaks and improvements, and instead rolling it back -- or go by the promising vector, set it to even lower or 0, dumped this scaling madness. Which prevails on "much better" attribute whatever terrible it remains, just because on debut it went off the map completely.0 -
pasa_ wrote:Twysta wrote:I guess essentially that's the purpose of level scaling, and the why the devs seem adamant to leave it in the game.
Bah, they trying to compensate one braindead idea with keeping another even worth idea in play. Grats, they could be a good fit in a government job.
The more interesting thing is that rubberbanding was in the game for long and it used to work way better. Especially in an event where it was announced to "set smaller" or something. IOW it got much worse due to continuous tweaks and improvements, and instead rolling it back -- or go by the promising vector, set it to even lower or 0, dumped this scaling madness. Which prevails on "much better" attribute whatever terrible it remains, just because on debut it went off the map completely.
Huh? Nobody ever seemed satisfied with rubberbanding. People freaked out during the first Hulk event about it.0 -
They should let the points keep reducing but an automatic refresh at various times. if you didnt play your refresh will be slightly higher.
This way you dont have to worry about when you played, you know the refresh occurs at the same time regardless.0 -
pasa_ wrote:jozier wrote:Huh? Nobody ever seemed satisfied with rubberbanding. People freaked out during the first Hulk event about it.
Yes that's why it was so much better when got significantly reduced.
That doesn't exactly jive with your "rubberbanding was in the game for long and it used to work way better"
This system is the best by far. If you want to grind for 18 hours a day, play an MMO. The system as it stands requires the least amount of hours played to finish in the top tier.0 -
I think the X-men have taught us why people freak out about rubber banding. People hate and fear that which they do not understand.0
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For anyone who isn't aware, this is a brief rundown of the PVE systems:
Red ISO: Insane grinding - there was no rubberband and the stacks were weird, so people just sat and grinded on missions forever until it was over
Hunt/Hulk: Rubberbanding introduced - you need to play optimally to stack on top because scores would multiply based on your distance from the leader, but the missions were easy so everyone had to grind every mission down to 1 to maintain position
TaT: Scaling introdued, but broken - based on only your personal success, defeated by repeated tanking, and 230 across the board over and over if you didn't tank
Current system (as of Simulator, Brotherhood, Hulk 2, etc.): Rubberbanding + scaling (including community) - difficulty of matches scales to your ability + ability of the total pool of players to accomplish, rubberbanding based on your distance from the same situated person in another bracket + leader.
The newest system allows you to play when you want, as long as you play semi-optimally, and not lose position. Those that play the most (the grinders) will still win. Those that play less, but optimally, will still win. Those in between will not.
Scaling ensures that those that are taking a first crack at PVE get to win some covers. But within one or two events they will be hit by scaling, forcing them into the mid-tier where they need to work harder for covers. The end game users can use scaling to place at the top without worrying that someone else can also grind 3 x level 20 goons over and over to place at the top.
If the mid-tier players are unhappy with scaling and envious of the 1* who get an easy ride, tell me which roster you'd prefer:
A level 15 one cover Steve Rogers and a smattering of 1* at levels 15-30 and a few one cover 3* and 2*
OR
A level 15 one cover Steve Rogers (or even none) but most 1* near cap and a smattering of cover capped/level capped 2*, plus a few one/couple covered 3*?
If you tell me option A, you're insane.0 -
jozier wrote:pasa_ wrote:jozier wrote:Huh? Nobody ever seemed satisfied with rubberbanding. People freaked out during the first Hulk event about it.
Yes that's why it was so much better when got significantly reduced.
That doesn't exactly jive with your "rubberbanding was in the game for long and it used to work way better"
Let me rephrase: it was bad, then get reduced and got better by that, then it was morphing into the current system with insane values over the board resulting 1/3 points of the 10-day event available on the last day alone that is just beyond madness.jozier wrote:This system is the best by far. If you want to grind for 18 hours a day, play an MMO. The system as it stands requires the least amount of hours played to finish in the top tier.
I'm wide aware of that opinion of yours and you possibly saw me writing stuff like "everybody hates this (except for jozier)." I respect your opinion but I'm pretty sure it is in small minority.
And I'm honestly somewhat baffled you still keep it, though last day of recent Hulk spoke for itself. Or last hours of the heroic that were the only relevant ones -- I abandoned R2 completely being unable to play that very hour and that made pointless to even try for the top 100 and at lest 1 *** cover.
Care to elaborate why you think is is a good setup really? Why playing the same game with the same effort shall earn 10x the amount of points just from be done a few hours later?
The system may have some benefit for the #1 slot tactics or the first couple but it hurts the other 990 blokes in the bracket. Ok,maybe not the last few hundred but still way too many to my taste.0 -
jozier wrote:The newest system allows you to play when you want, as long as you play semi-optimally, and not lose position.
The what, the what and the WHAT?
Maybe it also allows me land on the Mars. Please read the reports on some people saying "I never ever ever will enter the event early" actually meaning any time but the finish -- after they got to #5 by playing just few games bypassing everyone playing whatever in the 2/3 event time before that.0 -
pasa_ wrote:jozier wrote:The newest system allows you to play when you want, as long as you play semi-optimally, and not lose position.
The what, the what and the WHAT?
Maybe it also allows me land on the Mars. Please read the reports on some people saying "I never ever ever will enter the event early" actually meaning any time but the finish -- after they got to #5 by playing just few games bypassing everyone playing whatever in the 2/3 event time before that.
That's picking a bracket. You enter late so you get a bracket of people who also have zero points. If you enter early, and don't clear, you shot yourself in the foot. That's not really a rubberband issue.0 -
Also, that will help you win a sub, but not the main event. Unless you don't do the event at all until the last day. And if you do go that route, it merely puts you on even footing with your competitors at best.
Rubberbanding allows you to close the gap, but you don't catch up or pass those ahead.0 -
pasa_ wrote:jozier wrote:The newest system allows you to play when you want, as long as you play semi-optimally, and not lose position.
The what, the what and the WHAT?
Maybe it also allows me land on the Mars. Please read the reports on some people saying "I never ever ever will enter the event early" actually meaning any time but the finish -- after they got to #5 by playing just few games bypassing everyone playing whatever in the 2/3 event time before that.
I don't see how you're at all disadvantaged by some someone joining their own brackets late. They compete against other late joiners.0
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