Brigby said: maltyo9 said: DrDevilDinosaur said: This... Might actually be good.Going to be some wailing and gnashing of teeth about putting the final prog reward over to placement, but whatever I'm just curious as to what placement you have to get for the CP.Brigby any info on this would be appreciated. The CP that was originally the final progression reward will be allocated to the top 10 placement ranks. We found that there were actually more players that reached top 10 compared to 1200 points, so moving it to placement will actually end up awarding it to more people!
maltyo9 said: DrDevilDinosaur said: This... Might actually be good.Going to be some wailing and gnashing of teeth about putting the final prog reward over to placement, but whatever I'm just curious as to what placement you have to get for the CP.Brigby any info on this would be appreciated.
DrDevilDinosaur said: This... Might actually be good.Going to be some wailing and gnashing of teeth about putting the final prog reward over to placement, but whatever
Brigby said: Hi Everyone. Please keep in mind that this is still just a test run. The developers will be reviewing the feedback after the event is over, and making any necessary adjustments after that.
OJSP said:It requires a player to have a certain type of MMR for this to work and a good knowledge of how MMR works, otherwise our defensive team would be invisible and we are playing harder matches for nothing. We could beat stronger teams with weaker teams, but the matches would take longer than usual, we risk losing the match and spending more health packs.
entrailbucket said: "This is quite possibly the worst change that has ever been made in this game. How is one supposed to prevent another player from hitting progression rewards if we can't take away points from them? Please reconsider this, or let us give -1 win for each time we beat a player, or something."So, for some players it's all about personal progression, while for other players (as shown above) , it's all about stunting/suppressing other players progress. Let me guess, you also give your teammates your worst teamups (just for your xp)? And never help/give tips to alliance mates in alliance events?
So, for some players it's all about personal progression, while for other players (as shown above) , it's all about stunting/suppressing other players progress. Let me guess, you also give your teammates your worst teamups (just for your xp)? And never help/give tips to alliance mates in alliance events?
ammenell said: if you don't care about placement (let's just assume), losing a match is irrelevant - even better, your score falls and you don't see high level rosters only. pls correct me if I'm wrong? do defensive wins count?
Points are irrelevant, 5* players only see other 5* rosters from 0 points onwards.So in theory I now have to win 40 matches against dual 5* champ teams instead of about 25 for 1200+.And that's just for a 4* cover.Thanks Demiurge.
Bowgentle said: ammenell said: now make the 4* cover something useful, don't bomb your test because you are greedy and give out elektra or mordo. It's Xforce Black.
ammenell said: now make the 4* cover something useful, don't bomb your test because you are greedy and give out elektra or mordo.
Vhailorx said: HaywireII said: mr_X said: 40 matches for a 4* cover. Darn lets just make pvp just as grindy as pve. Story Event players are typically doing 9 nodes x 4 plays each day of a 3 day event for their progression prize so that's 106 matches for that 4 star cover. 40 sounds like a deal.Story Mode also has the final command points at the end of the progession so it does seem odd they wouldn't leave the Versus mode final command points in progression and move it to placement. It would be nice if they move it back. Sure, but here are two counterpoints:(1) people complain all the time about the time investment required by pve (which just went up from 4/6 to 5/6). I dont think they wanted pvp to become more like pve in terms of reward:time efficiency.(2) very few of the 36-54 daily matches in pvp are difficult. The three trivial nodes can be cleared in 30-60 seconds most of the tims. In pvp 5* players are facing 5* champs as soon as they clear the seeds. 30+ matches against 450+ opponents is quite a bit different than grinding down trivial nodes.
HaywireII said: mr_X said: 40 matches for a 4* cover. Darn lets just make pvp just as grindy as pve. Story Event players are typically doing 9 nodes x 4 plays each day of a 3 day event for their progression prize so that's 106 matches for that 4 star cover. 40 sounds like a deal.Story Mode also has the final command points at the end of the progession so it does seem odd they wouldn't leave the Versus mode final command points in progression and move it to placement. It would be nice if they move it back.
mr_X said: 40 matches for a 4* cover. Darn lets just make pvp just as grindy as pve.
Daiches said: Wow, that's the dumbest idea I have ever seen. I don't think anyone will enjoy getting progression by beating the same seals over and over and over and over and over, but if that's the toxic environment they want to create, okay.And taking away 15cp from that many people in scl 6 to 8 to give them to people in scl 1-5, who actively shouldn't be spending cp yet until you introduce scl based scaling? Dumb dumb dumb.
corytutor said: In my brackets the top 100 put over 1200 up. So 90 people just got the shaft on cp.
shardwick said: PVE needs progression only and it needs it yesterday. For pvp lower the wins needed, keep cp in progression and add a new 5* token to the game that can only be obtained by getting top 10 in scl8 and up. Lower clearance levels get heroics or heroic 10 packs for top placement.