Keep this Scaling!
Comments
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sh81 said:broll said:sh81 said:I did 8 last time, 7 this, result is the same. Im way down the pack despite playing as optimally as I can (as I always try to do).
Ordinarily Im knocking on the door of T10 (SCL8), sometimes being successful.
Under test conditions Ive been no where near.
As Ive said, Ive no problem dropping levels to suit my roster, providing the rewards at that level are appropriate for that roster.
SCL scaling without a reward overhaul simply doesnt work for the majority of the player base (and Ill maintain, even the 5*s wont be getting rewards appropriate to their rosters either, they will just have an easier time scooping them up).
Frankly, a reward overhaul in and of itself is long over due with or without scaling.
You shouldn't have been getting T10 in SCL8 before but the system favors those who have time on their hands (and specific time at that). That's what should be addressed. I can almost never hit T10 because my time doesn't work with any of the PvE time windows. So because of this broken time system you were getting rewards in the T10 when your roster isn't at a point where it should get T10 playing againist 4* and 5* players.
The obvious fix to both of these is get rid of placement in PvE. I'll continue to beat that dead horse till someone listens.
Fact is, I worked up to a point of knocking on the T10 door, and under test conditions am thrown way down the rankings.
In real terms, playing under test conditions puts me back to around a year ago. Back then, before champing 4*s, I was hitting top 50 but it was always in the 30-40's.
As I champed more 4*s I went up the rankings. A year later Im a 10-20 player, sometimes getting T10.
Its been slow and steady progress, which to my mind is perfectly reasonable. SCL scaling pulls the rug from under me.
I do agree with you that the time dependency is ridiculous. As is the time demand. I really hate being forced to play for 90+ mintues at a certain time every day and would remove that demand in a heartbeat.
Im not sure I agree that placement rewards should be removed. I like the competition, I think that edge adds something to the game. However, I would be very happy for the majority of rewards to be in progression with placement rewards as a bonus.
I put this in another thread, but it seems fair to put it here to illustrate where Id like things to end up:
Assuming people leave the prologue getting into a 2* level, why not
SCL 1 = 2* level game. Lots of 2* rewards. Top players earning 3*.
SCL 2 = 2-3* transition. Still plenty of 2* rewards and more 3* to the top 50.
SCL 3 = 3*. 3* Rewards readily offered.
SCL 4 = 3*-4* transition. 4* covers to the top 20, 3* to top 100
SCL 5 = 4*. 4* Covers to top 50.
SCL 6 = 4-5* transition. 5* Covers to top 10, multi 4* top 20, 4* top 50.
SCL 7 = 5* game
SCL 8 = Room to manouvre. Super 5* game for whales? Potential for 6* rosters?
And at ALL levels a healthy amount of HP and ISO.
This only works with rewards being appropriate to each level. JUST SCL scaling really doesnt do anyone but 5* rosters any good.
SCL 1 = 1* level game. Lots of 1-2* rewards. Top players earning 2*.
SCL 2 = 1-2* transition. Still plenty of 2* rewards and extra 2* to the top 50.
SCL 3 = 2*. 2* Rewards readily offered.
SCL 4 = 2*-3* transition. 3* covers to the top 20, 2* to top 100
SCL 5 = 3*. 3* Covers to top 50.
SCL 6 = 3-4* transition. 4* Covers to top 10, multi 3* top 20, 3* top 50.
SCL 7 = 4* game. 4* Covers to top 50.
SCL 8 = 4*-5* transition. 5* Covers to top 10, multi 4* top 20, 4* top 50
SCL 9 = 5* game. 5* Covers to top 50.
SCL 10 = Room to manouvre. Super 5* game for whales? Potential for 6* rosters?2 -
Early 3*-4* transitioner here, and I was more than happy with the scaling for this. Maybe I'd feel differently if Blade hadn't been boosted, but either way, I just scraped T20 (19th, for the record) for the first time ever in a release event.
I played SCL7, and my clear times were about 25-50% quicker than usual. I think, if the scaling stays like this for future tests, I might try 8 just for the challenge (if the boosted list is kind to me), but otherwise I'm happy to take lesser rewards for far less effort.3 -
***Off to Suggestions and Feedback since this is all feedback.***
I personally really enjoyed the scaling in the test events as well. I even finished first in my bracket for the first time in a long time!
***Edit - Re-moved to the Events subforum per Brigby to make it a bit easier to find and since the test is still ongoing.***1 -
When they first mentioned the scl based scaling there was also talk of it being combined with roster strength as well.
Which would be something like
Base enemy level 200.
+
Best 3 characters level 300.
=
Event scaling something in between.
If your best 3 characters are lower then your scaling will also be a bit lower.
When they had announced the series of tests this is what I was expecting to see.
For the first test, I thought, ok, they want to see how this will go, maybe they'll do the combo on the second test. Well, they didn't.
IMHO, something like this would be better because it would provide an equal challenge to all the rosters that would be eligible for the particular scl.
What we had at scl8 during these tests were opponent levels that hardly posed a challenge to the 5* rosters but were very challenging for 4* rosters (if they wanted to go for placement).
And this is the hardest level of the game at the moment!!!3 -
animaniactoo said:sh81 said:broll said:sh81 said:I did 8 last time, 7 this, result is the same. Im way down the pack despite playing as optimally as I can (as I always try to do).
Ordinarily Im knocking on the door of T10 (SCL8), sometimes being successful.
Under test conditions Ive been no where near.
As Ive said, Ive no problem dropping levels to suit my roster, providing the rewards at that level are appropriate for that roster.
SCL scaling without a reward overhaul simply doesnt work for the majority of the player base (and Ill maintain, even the 5*s wont be getting rewards appropriate to their rosters either, they will just have an easier time scooping them up).
Frankly, a reward overhaul in and of itself is long over due with or without scaling.
You shouldn't have been getting T10 in SCL8 before but the system favors those who have time on their hands (and specific time at that). That's what should be addressed. I can almost never hit T10 because my time doesn't work with any of the PvE time windows. So because of this broken time system you were getting rewards in the T10 when your roster isn't at a point where it should get T10 playing againist 4* and 5* players.
The obvious fix to both of these is get rid of placement in PvE. I'll continue to beat that dead horse till someone listens.
Fact is, I worked up to a point of knocking on the T10 door, and under test conditions am thrown way down the rankings.
In real terms, playing under test conditions puts me back to around a year ago. Back then, before champing 4*s, I was hitting top 50 but it was always in the 30-40's.
As I champed more 4*s I went up the rankings. A year later Im a 10-20 player, sometimes getting T10.
Its been slow and steady progress, which to my mind is perfectly reasonable. SCL scaling pulls the rug from under me.
I do agree with you that the time dependency is ridiculous. As is the time demand. I really hate being forced to play for 90+ mintues at a certain time every day and would remove that demand in a heartbeat.
Im not sure I agree that placement rewards should be removed. I like the competition, I think that edge adds something to the game. However, I would be very happy for the majority of rewards to be in progression with placement rewards as a bonus.
I put this in another thread, but it seems fair to put it here to illustrate where Id like things to end up:
Assuming people leave the prologue getting into a 2* level, why not
SCL 1 = 2* level game. Lots of 2* rewards. Top players earning 3*.
SCL 2 = 2-3* transition. Still plenty of 2* rewards and more 3* to the top 50.
SCL 3 = 3*. 3* Rewards readily offered.
SCL 4 = 3*-4* transition. 4* covers to the top 20, 3* to top 100
SCL 5 = 4*. 4* Covers to top 50.
SCL 6 = 4-5* transition. 5* Covers to top 10, multi 4* top 20, 4* top 50.
SCL 7 = 5* game
SCL 8 = Room to manouvre. Super 5* game for whales? Potential for 6* rosters?
And at ALL levels a healthy amount of HP and ISO.
This only works with rewards being appropriate to each level. JUST SCL scaling really doesnt do anyone but 5* rosters any good.
SCL 1 = 1* level game. Lots of 1-2* rewards. Top players earning 2*.
SCL 2 = 1-2* transition. Still plenty of 2* rewards and extra 2* to the top 50.
SCL 3 = 2*. 2* Rewards readily offered.
SCL 4 = 2*-3* transition. 3* covers to the top 20, 2* to top 100
SCL 5 = 3*. 3* Covers to top 50.
SCL 6 = 3-4* transition. 4* Covers to top 10, multi 3* top 20, 3* top 50.
SCL 7 = 4* game. 4* Covers to top 50.
SCL 8 = 4*-5* transition. 5* Covers to top 10, multi 4* top 20, 4* top 50
SCL 9 = 5* game. 5* Covers to top 50.
SCL 10 = Room to manouvre. Super 5* game for whales? Potential for 6* rosters?
Edit cause the @ formating is terrible. This forum is terrible compared to what we had0 -
westnyy2 said:I don't understand what is broken. You are no longer punished for having a strong roster. If your transitioning 4 star roster can't hang with a 5 star roster then drop a clearance level. As a 5 star player, I'm still being outplayed by bigger 5 star rosters and I'm okay with that.
On a side note, how easy was that Hood/Mags node in the last sub? Normally the 110k plus hit points they have frustrate me to no end. In this trial it was so much easier.This test may not be the perfect solution, but certainly has been the most fair thus far.
Lastly, while I have a 5 star roster, I only used 1 this last sub. Boosted 4's are no joke. It's taught me to learn the characters better.
I'm a (basically) Rank 86 player with 11 4* champs, and one fully covered and another decently covered 5* character (both completely unleveled).
Much of my 4*progress has come from getting T10 or T5 in SCL 7 and 8; I even managed to get T1 in SCL 7 the last time Deadpool vs. MPQ ran.
I know this is a release event, which is normally much more competitive. I know I'm in slice 4 of SCL 7, and utterly failed with my bracket snipe for this event, so I'm playing against some ultra competitive players. Right now, I'm at 28th overall.
In a non-release event, that would only net me some 3* covers. So if this scaling is implemented with no other changes, where should I go? SCL 6 has no 4* covers in progression, and precisely one 4* cover given to the top finisher. Also, isn't the minimum rank to enter that SCL in the upper teens/low 20s? (EDIT: I was wrong, SCL 6 requires a rank of 27 to enter; my overall point still stands, though.) Does that really seem appropriate for a Rank 86 player?
If they implement this style of scaling (don't get me wrong, I think they should) they HAVE to open SCL 9 and 10 with appropriate rewards to thin out 7 and 8.2 -
sh81 said:Personally I prefer mine, in that there is still room to grow, but thats majoring in the minors. I think the take away is that rewards need to be appropritate to each level.
Its no good saying "You should be in SCL5" without that level giving me the rewards to (eventually) grow into SCL6.0 -
Starfury said:If I may add something:
Spare us the trivially easy nodes - this is like LR seeds every day, forever. Obviously, I don't mind the free resources. But those non-scaling nodes really don't add anything to the gameplay except "tap half a dozen times to join the match -> make one move -> wait for animations to end -> tap half a dozen times to collect rewards". Rinse and repeat, 18 times a day, 126 times a week.
As it is, they're literally nothing but a mind-numbing waste of everyone's time.
The only thing I can think of that they might be good for is allowing very new players to dip their toe in the water - I know the later nodes scale according to roster, but I think there's a minimum level somewhere. I can remember joining a PVE event way back when I joined and thinking "oh, well, that node's just too hard, not gonna do it." So the trivial nodes would let them at least snatch up the first few progression rewards and get something for placement.3 -
It seems like the people that like it the most are 5* players.
I like the concept, but for me there's too big of a gap between CL7 and CL8. I normally play CL8 and my scaling tops out around 360. I played CL7 for this test and it was too easy. It actually got a little boring using level 380 champed/boosted 4's against level 200-240 goons.
I know I could play CL8, but I'd have a harder time making top 100 and get less rewards for more effort.
I think this system can work, but the level increases need to be more gradual, and there needs to be more reward for playing a higher CL.2 -
DarthDeVo said:westnyy2 said:I don't understand what is broken. You are no longer punished for having a strong roster. If your transitioning 4 star roster can't hang with a 5 star roster then drop a clearance level. As a 5 star player, I'm still being outplayed by bigger 5 star rosters and I'm okay with that.
On a side note, how easy was that Hood/Mags node in the last sub? Normally the 110k plus hit points they have frustrate me to no end. In this trial it was so much easier.This test may not be the perfect solution, but certainly has been the most fair thus far.
Lastly, while I have a 5 star roster, I only used 1 this last sub. Boosted 4's are no joke. It's taught me to learn the characters better.
I'm a (basically) Rank 86 player with 11 4* champs, and one fully covered and another decently covered 5* character (both completely unleveled).
Much of my 4*progress has come from getting T10 or T5 in SCL 7 and 8; I even managed to get T1 in SCL 7 the last time Deadpool vs. MPQ ran.
I know this is a release event, which is normally much more competitive. I know I'm in slice 4 of SCL 7, and utterly failed with my bracket snipe for this event, so I'm playing against some ultra competitive players. Right now, I'm at 28th overall.
In a non-release event, that would only net me some 3* covers. So if this scaling is implemented with no other changes, where should I go? SCL 6 has no 4* covers in progression, and precisely one 4* cover given to the top finisher. Also, isn't the minimum rank to enter that SCL in the upper teens/low 20s? Does that really seem appropriate for a Rank 86 player?
If they implement this style of scaling (don't get me wrong, I think they should) they HAVE to open SCL 9 and 10 with appropriate rewards to thin out 7 and 8.
I did my 3-4* transition mostly before CL was even a thing, almost never getting a 4* from placement. It was all about the progression rewards: the CP (and before that the LT) that was top progression. Nobody should have to be counting on top 10 for transition, because that's only 1% of people in the event. If you can hit it that's some gravy, but it's not necessary to get top 10 to get into the 4* tier.
I totally agree that CL9 needs to come soon too. And the CL8 rewards should be buffed to make it more worth staying CL8 instead of dropping down. But don't be surprised if neither of those changes happen until after this scaling change is made permanent. They seem to like doing just one change at a time.1 -
Skrofa said:When they first mentioned the scl based scaling there was also talk of it being combined with roster strength as well.
Which would be something like
Base enemy level 200.
+
Best 3 characters level 300.
=
Event scaling something in between.
If your best 3 characters are lower then your scaling will also be a bit lower.
When they had announced the series of tests this is what I was expecting to see.
For the first test, I thought, ok, they want to see how this will go, maybe they'll do the combo on the second test. Well, they didn't.
IMHO, something like this would be better because it would provide an equal challenge to all the rosters that would be eligible for the particular scl.
What we had at scl8 during these tests were opponent levels that hardly posed a challenge to the 5* rosters but were very challenging for 4* rosters (if they wanted to go for placement).
And this is the hardest level of the game at the moment!!!
This "fixed" level thing really breaks things horribly. It's not even just that everyone in the SCL is fighting the same level enemies no matter how strong they are, but that the level is randomly determined without actually projecting to the community what that random number is going to be. That could be quite a range from "appropriate for me to fight" to "what the heck just happened!?" from one event to the next. Things can be already hit or miss enough on whether you have boosted Champions without having to worry about RNG making drastic changes in the power of enemies.
With 2 more SCLs to potentially (coming soon, lol) be added, SCL 8 should be players with Legendary Champs developing them up, but not actually touching the level 450 Epics yet. SCL 9 is where the early 450 Epics would be going, but much like PVP, level 300 something boosted Legendaries would be able to handle things. With Epics being "end game", the end game of SCL 10 would be a place for Epics from near 500 (475 or so?) to 550. Some place where even the top, level 370 Legendaries, might find themselves struggling to survive. This static SCL enemy level system just breaks any appropriate sense of transition with far too wide a range from one sudden jump to the next.3 -
granne said:Early 3*-4* transitioner here, and I was more than happy with the scaling for this. Maybe I'd feel differently if Blade hadn't been boosted, but either way, I just scraped T20 (19th, for the record) for the first time ever in a release event.
I played SCL7, and my clear times were about 25-50% quicker than usual. I think, if the scaling stays like this for future tests, I might try 8 just for the challenge (if the boosted list is kind to me), but otherwise I'm happy to take lesser rewards for far less effort.0 -
Jarvind said:Starfury said:If I may add something:
Spare us the trivially easy nodes - this is like LR seeds every day, forever. Obviously, I don't mind the free resources. But those non-scaling nodes really don't add anything to the gameplay except "tap half a dozen times to join the match -> make one move -> wait for animations to end -> tap half a dozen times to collect rewards". Rinse and repeat, 18 times a day, 126 times a week.
As it is, they're literally nothing but a mind-numbing waste of everyone's time.
The only thing I can think of that they might be good for is allowing very new players to dip their toe in the water - I know the later nodes scale according to roster, but I think there's a minimum level somewhere. I can remember joining a PVE event way back when I joined and thinking "oh, well, that node's just too hard, not gonna do it." So the trivial nodes would let them at least snatch up the first few progression rewards and get something for placement.
But that was a long time ago, in a game countless patches away.
1 -
I think it's important in all of this to remember that D3 is looking at a fundamental reworking of the game and how to balance it for both new players and old players and give newer players a *fast enough* path to progress without feeling like they're being locked out of the "old school players" level of the game.It's one of the reasons I'm in favor of vaulting as long as characters are rotated back in, not just rotated out. And quickly enough that you don't end up with a single cover 4* or 3* that you can only play in an event by packing firepower around them and basically ignoring them when they're the essential node requirement.If I have to take a step back and be an SCL7 player even though I'm rank 74, and give my roster time to catch up to SCL event rankings, fine.I think that opening SCL8 to level 47+ is basically suicidal in that almost nobody at that level is going to have a roster capable of handling the enemy levels - even with buffed characters. But hey, that's my opinion and the lower rank players will get used to it and can make that call for themselves.But as long as I can see a logic which creates a path for me, and a clear path for lower and higher players to keep moving forward... I think it works. The point is also not necessarily to move through the game *as quickly* as you can - if that's your expectation or you're feeling really burned by having to take a step back, then I think you need to readjust your expectations to marathon - a full one, not a sprint and not a half-marathon. It's going to burn at points in the middle.I remember in November and December, I was in this crazy cycle of champing characters and I couldn't ever NOT play because I kept pulling covers and had 3*s that I had to champ or lose the cover and I had to hurry up and get the iso - but I could get it if I played. Which was not my experience 18 months ago. Then I might have hoarded every token over a standard until I'd gotten the iso up and I'd have hamstrung myself for 4 months rather than made myself a little nutty for 9 weeks.The only move D3Go has made that I strongly disagree with was nerfing OML. Because there is an achievement and a joy in getting that one character who really is just that badass to play with and being able to use them. An experience that works in tandem with how much stronger some characters are in the stories that are being worked from here. Taking that away is kinda like going the Fahrenheit 451 route and deciding that dancers who are innately more talented have to wear sandbags to homogenize them with the rest of the chorus and can't shine and stand out and imo that takes away from the experience and it sucks.Otherwise... from a larger perspective - not just how it helps or hampers you right this moment - does it help the game overall? I think this does. I just have to figure out how to work with it to make it work better for me right now, or wait it out a bit until it I hit7
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Starfury said:Jarvind said:Starfury said:If I may add something:
Spare us the trivially easy nodes - this is like LR seeds every day, forever. Obviously, I don't mind the free resources. But those non-scaling nodes really don't add anything to the gameplay except "tap half a dozen times to join the match -> make one move -> wait for animations to end -> tap half a dozen times to collect rewards". Rinse and repeat, 18 times a day, 126 times a week.
As it is, they're literally nothing but a mind-numbing waste of everyone's time.
The only thing I can think of that they might be good for is allowing very new players to dip their toe in the water - I know the later nodes scale according to roster, but I think there's a minimum level somewhere. I can remember joining a PVE event way back when I joined and thinking "oh, well, that node's just too hard, not gonna do it." So the trivial nodes would let them at least snatch up the first few progression rewards and get something for placement.
But that was a long time ago, in a game countless patches away.1 -
I think everyone would agree that the devs make mistakes, but what everyone seems to be struggling with is that the PvE/SCL/Clearnace Rank structure was a mistake that they made in your favor. If the scaling in the test was too hard for you, you were getting rewards that you were never intended to get. Don't think of these rewards as being taken away from you, think of them as being given to you undeservingly for the past......year? 2 years? a long time.4
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Starfury said:Jarvind said:Starfury said:If I may add something:
Spare us the trivially easy nodes - this is like LR seeds every day, forever. Obviously, I don't mind the free resources. But those non-scaling nodes really don't add anything to the gameplay except "tap half a dozen times to join the match -> make one move -> wait for animations to end -> tap half a dozen times to collect rewards". Rinse and repeat, 18 times a day, 126 times a week.
As it is, they're literally nothing but a mind-numbing waste of everyone's time.
The only thing I can think of that they might be good for is allowing very new players to dip their toe in the water - I know the later nodes scale according to roster, but I think there's a minimum level somewhere. I can remember joining a PVE event way back when I joined and thinking "oh, well, that node's just too hard, not gonna do it." So the trivial nodes would let them at least snatch up the first few progression rewards and get something for placement.
But that was a long time ago, in a game countless patches away.1 -
Fightmastermpq said:I think everyone would agree that the devs make mistakes, but what everyone seems to be struggling with is that the PvE/SCL/Clearnace Rank structure was a mistake that they made in your favor. If the scaling in the test was too hard for you, you were getting rewards that you were never intended to get. Don't think of these rewards as being taken away from you, think of them as being given to you underservingly for the past......year? 2 years? a long time.
The problem here is once somethings been given, it's hard to take it back. That's why I was so mad when then made the original SCLs open to such low ranks. I knew this battle would come eventually if they made the difficulty based on SCL.
That being said we all know what's gonna happen, it'll be the same thing that happens with everything. Some will like it some will hate it. Those that hate it will threaten to quit, but in most cases not follow through. If there's enough hate the devs will pretend to care and implement ways to get money out of it somehow instead of addressing the issues.5 -
I still managed a top 20 finish in scl 8 despite the higher scaling, but really wish they would introduce scl 9 when this finally goes permanent to put my scaling back to previous levels.
And by scaling I mean the increase in level difficulty for all Symantec warriors.1 -
sh81 said:Fightmastermpq said:I think everyone would agree that the devs make mistakes, but what everyone seems to be struggling with is that the PvE/SCL/Clearnace Rank structure was a mistake that they made in your favor. If the scaling in the test was too hard for you, you were getting rewards that you were never intended to get. Don't think of these rewards as being taken away from you, think of them as being given to you underservingly for the past......year? 2 years? a long time.broll said:
The problem here is once somethings been given, it's hard to take it back. That's why I was so mad when then made the original SCLs open to such low ranks. I knew this battle would come eventually if they made the difficulty based on SCL.
If those rewards unreasonably accelerated a players progress, Id agree.
Fact is, they dont.
Competing for top 10 in SCL 8, what do you think my haul is?
90% of the time its a few 3* covers and some HP. Hardly ground breaking stuff.3
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