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Kmjakob
Posts: 105 Tile Toppler
Its strange when you place and you start to raise up to nerly first place its hard to stay there in story mode. I was in 10th place did drop 100 after the sub event was over. So how is it possible to stay in that 10 place or 1 place or 20 to not drop 100 in placement?
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Comments
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Play the event optimally.
Hit each node 4 times and then as close to the end as possible, grind everything down to 1 point.0 -
Yes, read this: viewtopic.php?f=6&t=37373
If you don't let the points refresh themselves, people are going to score higher than you with the same amount of work (or less).0 -
Merrick wrote:Play the event optimally.
Hit each node 4 times and then as close to the end as possible, grind everything down to 1 point.
More specifically:
1) The second the sub opens, play the essentials 4x each first, starting with the 4*, then the 3 and 2.
2) Play through the other 6 nodes once each to unlock, then do the full 4 plays working backwards (highest point node first, lowest last)
3) 90 min-ish before sub close, play each node 3 more times in the reverse order (lowest to highest point value). Cut this as close to sub end time as possible.
4) Don't forget the yellow loaner nodes, including hitting the one on the main event page every 24h if there is one, and grinding it down during the last sub.
5) Pray, because sometimes you can do all this obsessive nonsense and still not even make top ten.
6) Being feverishly devoted to MPQ and/or unemployed helps a lot.
I've never made #1, but I've done top ten a few times. The only time I felt it was even kinda worth it was for the Carol Danvers release, and even that was a stretch. Unless you really love playing MPQ, it's not worth the headache.0 -
They don't explain to you how to play optimally in game, in fact in prologue, you clear entirely at your leisure, so I can understand players frustration if they haven't read it online in advanced.0
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Anyone else find this strict adherence to timing, down to the order in which you must play nodes to get PvE rewards, a bit insane? Why do we think this is a good design? And yes, I get that it may be better than the old 8 hour system. But, better doesn't mean good, don't equivocate the two.0
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GurlBYE wrote:They don't explain to you how to play optimally in game, in fact in prologue, you clear entirely at your leisure, so I can understand players frustration if they haven't read it online in advanced.
They certainly do, by having all of the information you'd need to derive the optimal strategy clearly displayed in game play.0 -
firethorne wrote:Anyone else find this strict adherence to timing, down to the order in which you must play nodes to get PvE rewards, a bit insane? Why do we think this is a good design? And yes, I get that it may be better than the old 8 hour system. But, better doesn't mean good, don't equivocate the two.
What'd funnier still is this is the improved version sadly.
Initially when I joined the game, you had to clear each node once every 8 hours.
I heard before that it was like once every 4 or so.
They don't really understand making content that makes players feel good me thinks.0 -
TetsujinOni wrote:GurlBYE wrote:They don't explain to you how to play optimally in game, in fact in prologue, you clear entirely at your leisure, so I can understand players frustration if they haven't read it online in advanced.
They certainly do, by having all of the information you'd need to derive the optimal strategy clearly displayed in game play.
All that's shown to you is boosted characters, and a bar that fills up as you complete nodes
But I could be mistaken. Maybe they do tell you how to optimally clear now in the prologue.0 -
This PvE system is waaaay better than the old 'rubberbanding' system. It's not without its faults, but at least they've tried to address the timing problems by offering different time slices.
PvE is supposed to be a level playing field, so that players at any roster level have a chance to compete and improve, which is accomplished by scaling. It's the alternative to PvP, where only the monster rosters can thrive. Because of that necessity, something has to be the placement separator if it isn't a player's roster. Timing and dedication is that separator, so that its not just the rich getting richer.
There have been a lot of complaints about it on these forums, but I haven't seen too many viable alternatives suggested.0 -
The best suggestion I've seen on this issue is to just completely remove placement rewards from pve and have it all about progression.
Will it happen? Don't think so...
It seems that competition in pvp is not enough for the devs they feel the need to pit us against each other in a mode that we should not be actually competing0 -
Skrofa wrote:The best suggestion I've seen on this issue is to just completely remove placement rewards from pve and have it all about progression.
Will it happen? Don't think so...
It seems that competition in pvp is not enough for the devs they feel the need to pit us against each other in a mode that we should not be actually competing
I remember the "Help MPQ win the Hulk!" event, where (IIRC) everyone's score contributed to unlocking a new character. That was cool. We need more of that.0 -
Skrofa wrote:The best suggestion I've seen on this issue is to just completely remove placement rewards from pve and have it all about progression.
Will it happen? Don't think so...
The answer I have to this whole issue is to treat 75% of PvE events as progression-only events, which takes all the pressure off. If there's a placement reward I gotta have, it's on, but otherwise I'm happy with progression.0
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