Boss Opening Nodes From Easy to Hard 2017.04.28
killerkoala
Posts: 1,185 Chairperson of the Boards
Once again they shoot up from easy to crazy hard after 24 hours instead of which round you are in. would it be that hard to program that each opening node gradually go up per round, instead of after 24 hours go from round 1 scaling to round 8. or is it they only "play test" boss event for only less than 24 hours and "mission accomplished".
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Its because they don't play high end pvp or pve. They don't understand the problem when it goes from level 50 to 400. The 3 and 4 star player is going from level 50 to 1xx or 2xx.
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i think they only play for a reset or 2 and then scream "mission accomplished"
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I know the jump is crazy! It should be more of a build up or at least give out more points for the nodes or better rewards.0
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Yea, like...why? My levels were 25 this morning. They are lvl 269 now. Surely there has to be some manner of middle ground here...
This has been and continues to be one of (if not the only remaining) gripe with Boss events. Why is this still a thing???
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Mine went to 359 but honestly, it's not that bad0
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fmftint said:Mine went to 359 but honestly, it's not that bad
Its not terrible because Thanos is relatively manageable to beat0 -
My jump was from about 55 to 199. Somewhere between 3/4 transition and 4* player.0
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No, its not unmanageable...and as much as it pains me to admit it, boosted Starlord really works well with pretty much everyone!
I just don't understand they why of it. Why can't we have either A: Easy/Medium/Hard nodes, sort of like a regular PvE, or B: Scaling tied to round number? Why is the only option "Wait 24 hours, then turn it up and rip the knob off!!"
It actually makes the whole event a rather unenjoyable experience for me...in the early rounds, everything dies to literally everything. I often don't even get enough AP to fire a power before the match is over. Then, 24 hours later, it's either use my A-Team or its pretty much suicide. Where's the fun in that? Where's the middle ground that lets me play with silly teams or experiment with new ideas?
And on a completely unrelated note, what the actual kitty is up with Daken??? Is this thing he's doing with Chemical Reaction a permanent thing now, or is that still being classified as a "bug"? Cuz its annoying, especially in the hands of the AI, who makes at least one green match every single time the power is cast.
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I don't understand the community mindset of "tie mission scaling to Boss round". What you should be asking for is individual scaling depending on the number of missions you have completed. Complete 5 (unlocking) missions? Get the screen showing a level increase. If you're missing Drax or Ant Man and the boss has been pushed up to round 7, you get more time with trivialized sub missions (since you can't do as many) rather than having their difficulty pushed up for you by your alliance. If your alliance is casual enough that you miss a day or a reset period, you still get to deal with easier missions for a while instead of having the higher scaling thrown in your face.
Alternatively, base the scaling thresholds on your individual progression line. Each milestone you pass increases the sub mission scaling that you face.
Regardless, I agree that the scaling should not, and should never have been, based on how much real world time has passed. It should be about your performance.5 -
alliance based boss even is about working together as a whole.
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Pretty sure they model it after the "3 easy nodes" "3 hard nodes" in regular PVE. The thing is, there's no reason you have to keep to that philosophy. They could easily make it graduated from easiest to hardest by either time, nodes completed, or round. They just refuse to do so.
Node scaling is also something easily done in their programming. It doesn't take a lot to tweak it. They just don't want to.0 -
How about a simple suggestion first like capping enemies to the boss level (not quite round scaling but almost and potentially easier to code)
Weaker alliances aren't going to get crushed by scaling in later rounds and top tiers get a manageable challenge as they smash through boss rounds early on.0 -
scottee said:Pretty sure they model it after the "3 easy nodes" "3 hard nodes" in regular PVE. The thing is, there's no reason you have to keep to that philosophy. They could easily make it graduated from easiest to hardest by either time, nodes completed, or round. They just refuse to do so.
Node scaling is also something easily done in their programming. It doesn't take a lot to tweak it. They just don't want to.
I think they should simply have 3 easy nodes and 3 hard nodes in each Round and simply scale them up gradually with each refresh. It would feel much more like a typical PvE and I think people would get it.0 -
GuntherBlobel said:scottee said:Pretty sure they model it after the "3 easy nodes" "3 hard nodes" in regular PVE. The thing is, there's no reason you have to keep to that philosophy. They could easily make it graduated from easiest to hardest by either time, nodes completed, or round. They just refuse to do so.
Node scaling is also something easily done in their programming. It doesn't take a lot to tweak it. They just don't want to.
I think they should simply have 3 easy nodes and 3 hard nodes in each Round and simply scale them up gradually with each refresh. It would feel much more like a typical PvE and I think people would get it.
It works fine, although it is goofy when the side nodes are much harder than the bosses.
Quit complaining, or they'll probably remove the cap on the easy nodes and make it difficult from the start.0
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