Scaling Tied To S.H.I.E.L.D. Clearance Levels (5/25/17)
Comments
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Ducky said:
(i.e. a set of hardest goons might start at 300 but a set of hard tile movers would start at 260). No personal scaling for the test.1 -
Brigby said:Hi Everyone,
We've received lots of feedback from players about the difficulty of missions, especially concerns with enemy difficulty scaling with your roster. In the Unstable Iso-8 Story Event, we are experimenting with a new way to give everyone the opportunity to choose the challenge level of the opponents they face.
:snip the rests of the quote:
@Brigby Are you sure this test is designed correctly ? One big problem people on this forum keep mentioning over and over is Rewards and Challenge in this game DOES NOT go along well. Currently, the progression rewards difference between SCL7 and 8 are ~1k iso, 1x 3* cover, 3 cp, and 50 hp. Do you think these differences are appealing enough for people to move over to SCL7 and play against enemies at 100 levels higher ? What are 'extra' challenges for ? And we know the lv300 continuum where enemies scaled crazily.
If I'm allowed to speculate, this change will motivate people to move down to lower SCL instead of moving up. Is that something you want to happen ?
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pre-play opinion: yay! just what i was hoping for.
pros -
* not getting punished for leveling characters. as a recent 5* player, not chewing through 50k enemies forever and ever is great. the thing i disliked most about 5* transition is pve scaling.
* constant, predictable enemy levels.
* SCL level choice based on roster and not shield rank makes much more sense.
cons -
* 2* essential scaling can become problematic. scl 8 will reach lvl 260 toons, vs. a character with 94~144 levels at best and 15 at worst. they will quite likely repeatedly die and need a healthpack. suggestion: remove difficulty increase (as with easy missions) or reduce initial level.
* as mentioned here before, difficulty jump to scl8 is just not worth the rewards. rewards should scale with difficulty more smoothly. this feels like a prelude to scl 9, which should really have this 400 cap. suggestion: lower scl difficulty to where it would be if scl9 existed. alternatively, significantly increase scl8 rewards, or open scl9.
* also mentioned before, the ability to not be punished for leveling is temporary since this is a trial - which means you won't get good data regarding that aspect. if i have a 12 cover 5* at lvl 360, and regularly played scl7, i wouldn't level him to make things easier because i'd pay for it next event.
will post again (or edit) after play.
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Will be nice to be able to freely level up five stars if this stays though0
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y4747 said:cons -
* 2* essential scaling can become problematic. scl 8 will reach lvl 260 toons, vs. a character with 94~144 levels at best and 15 at worst. they will quite likely repeatedly die and need a healthpack. suggestion: remove difficulty increase (as with easy missions) or reduce initial level.0 -
aa25 said:Brigby said:Hi Everyone,
We've received lots of feedback from players about the difficulty of missions, especially concerns with enemy difficulty scaling with your roster. In the Unstable Iso-8 Story Event, we are experimenting with a new way to give everyone the opportunity to choose the challenge level of the opponents they face.
:snip the rests of the quote:
@Brigby Are you sure this test is designed correctly ? One big problem people on this forum keep mentioning over and over is Rewards and Challenge in this game DOES NOT go along well. Currently, the progression rewards difference between SCL7 and 8 are ~1k iso, 1x 3* cover, 3 cp, and 50 hp. Do you think these differences are appealing enough for people to move over to SCL7 and play against enemies at 100 levels higher ? What are 'extra' challenges for ? And we know the lv300 continuum where enemies scaled crazily.
If I'm allowed to speculate, this change will motivate people to move down to lower SCL instead of moving up. Is that something you want to happen ?
I'm hoping its something they want to happen, I'm very much looking forward to slumming it and cutting a ton of time off my MPQ routine when I don't care about the 4* progression cover, if it means I only miss out on less than 10 CP over 3-4 days...0 -
Jaedenkaal said:y4747 said:cons -
* 2* essential scaling can become problematic. scl 8 will reach lvl 260 toons, vs. a character with 94~144 levels at best and 15 at worst. they will quite likely repeatedly die and need a healthpack. suggestion: remove difficulty increase (as with easy missions) or reduce initial level.
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waywreth said:Ducky said:For everyone complaining that they can't beat 400 level opponents...you may not even see them unless your scaling starts maxed out.0
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Jaedenkaal said:waywreth said:Ducky said:For everyone complaining that they can't beat 400 level opponents...you may not even see them unless your scaling starts maxed out.1
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This is why friends don't let friends softcap.
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Fightmastermpq said:This is why friends don't let friends softcap.8
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Ducky said:I welcome this change. WIth this scaling change my scaling should go down! My clear times have steadily been increasing and this should combat that, which is awesome! Thanks!
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GrumpySmurf1002 said:Fightmastermpq said:This is why friends don't let friends softcap.
Theres still the MMR to cap around
Plus vaulting made softcapping impractical months ago, my nice flat roster started getting spikes all over the place, you'd have to take a big loss to keep flat, not worth it, better to be assimilated.
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Instead of jumping to conclusions, I will wait and see what the levels are, but it appears that sticking with SCL8 will make my PVE experience more difficult, not less difficult. I have a 4* roster, so I can handle level 330 just fine, but level 400 would hurt me. Since there is a range in the levels, it must correlate in some way with your roster.
Nevertheless, I'm thinking that this change will make it easier for 5* rosters but harder for 4* rosters at SCL8.
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aa25 said:
@Brigby Are you sure this test is designed correctly ? One big problem people on this forum keep mentioning over and over is Rewards and Challenge in this game DOES NOT go along well. Currently, the progression rewards difference between SCL7 and 8 are ~1k iso, 1x 3* cover, 3 cp, and 50 hp. Do you think these differences are appealing enough for people to move over to SCL7 and play against enemies at 100 levels higher ? What are 'extra' challenges for ? And we know the lv300 continuum where enemies scaled crazily.
If I'm allowed to speculate, this change will motivate people to move down to lower SCL instead of moving up. Is that something you want to happen ?
0 -
So now PvE is basically PvP, all the whales will snipe top placement in SCL6-7 while doing half the work.
At least in PvP I only have to compete versus rosters similar to mine, now I have to compete with 10x power level rosters while both of us face the SAME LEVEL ENEMIES.
Awesome changes devs!
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ursopro said:So now PvE is basically PvP, all the whales will snipe top placement in SCL6-7 while doing half the work.
At least in PvP I only have to compete versus rosters similar to mine, now I have to compete with 10x power level rosters while both of us face the SAME LEVEL ENEMIES.
Awesome changes devs!
And it's not half the work for placement. Half the time sure, but not half the work, still have to clear all the nodes optimally.
This is the first iteration, not the last.0 -
Cant wait for CL9 and 10.
CL9 will be requiring champed 5*s and CL10 will be doable only with 3* Deadpools whales0 -
ursopro said:So now PvE is basically PvP, all the whales will snipe top placement in SCL6-7 while doing half the work.
At least in PvP I only have to compete versus rosters similar to mine, now I have to compete with 10x power level rosters while both of us face the SAME LEVEL ENEMIES.
Awesome changes devs!1
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