walkyourpath wrote: It's an interesting idea. I can see the potential for abuse there, though. Before my last run, I would whittle down all the nodes and then retreat before killing the last enemy. Then at the buzzer I could get a full clear of the entire board in no time flat, allowing me to time my run even closer to the end for max rubberbanding and a massive head start on the final grind.
wirius wrote: Then there would have to be another way to evaluate points so that people who beat it within the first try got more. The game isn't designed for you to win. Its competitive. Its designed for you to lose, with your job to triumph over it better than all the other players.
walkyourpath wrote: It's an interesting idea. I can see the potential for abuse there, though. Before my last run, I would whittle down all the nodes and then retreat before killing the last enemy. Then at the buzzer I could get a full clear of the entire board in no time flat, allowing me to time my run even closer to the end for max rubber-banding and a massive head start on the final grind.
Justdangit wrote: I think a way to counter this is to make winning on subsequent try worth significantly less point. Like how they had it before with PVP. On second and third try you get a lot less point than winning on first go.
Phantron wrote: If damage persists, that'd mean you can at least take multiple tries to beat something.
DayvBang wrote: If this was implemented, scaling would just go even higher to compensate.
pasa_ wrote: Justdangit wrote: I think a way to counter this is to make winning on subsequent try worth significantly less point. Like how they had it before with PVP. On second and third try you get a lot less point than winning on first go. Yep, we had similar system on PVP. It sucked bigtime. It's gone and good riddance. It just must not grow back. And I don't get OP's idea at all -- why on earth should everyone be able to beat every node in a PVE, and even hands down without bothering to use up boosts? Come on! This game is supposed to be about progression -- so having better roster and better skills resulting in winning more battles and gain more points. Without all the "compensation" measures that ruin it, it would make way more sense and fun.
wirius wrote: Again, this game is designed around being competitive. Its not designed around you being able to beat all nodes, as this cuts down on grinding. If some people can't beat all nodes, that means the people who CAN beat them, don't have to grind as much to stay in position. Its called moving the bar, here's an example Lets say there are 30 nodes, and the middle percent can only beat 15. That means to be in the top half, you just need to beat all nodes once. Now lets say all people can beat all 30 nodes. How do you separate the top half from the bottom half? You go for grinding. You require those who want to finish top, to do even MORE node grinding. And the guys in the middle now have to do 30 missions to get the middling prizes, instead of 15 like before. Its all about ensuring the game isn't a grind, while still allowing differing placements. If you aren't addressing this point in your argument, your missing the mark in the discussion.