OJSP said: No complaints here about making all nodes worth 0 in the end
OJSP said: Hehe. I edited my post because it probably read that i had no problem with that. We actually had a chat and we'd be happy if the nodes go down to 0.
Brigby said: (Disclaimer: I am not a designer/developer, so please consider my following comments as a fellow player)I can see why players might be concerned about continuously accruing the minimum points on those nodes, but wouldn't those points act as a kind of tie-breaker? If that's the case, then would people be ok with placement being a first-come-first-serve kind of system for those who played optimally?
nitefox1337 said: Faster clearance rewarded with higher rank is the logical way to go. It makes sense. Rewards the better team composition and the better player.They rather serve the guy who has the best Alarm setting skills.
Brigby said: I think time zones play a factor into fastest clearance time as well. Slices help alleviate some of the issues from that, but if speed is the ultimate qualifier, then some time zones will have an advantage over others. (Presuming minimum node values were set to 0)Taking into consideration that having minimum values greater than 0 means it would be just a "tapping fest," what could be a way to address both of those concerns?
mega ghost said: But if you don't want to commit to a complete overhaul, why not at least take a smaller step in the right direction. I'd prefer it if the PvE nodes became survival nodes. Keep the current scaling system for difficulty, but instead of making us have the same exact fight 6+ times for each node, and at the exact right times, why not give us one shot at it where we're faced with let's say four to six waves, each wave sees an increase in difficulty (even if the enemies are identical, but that's another conversation), and getting to the end gives us maximum points.
TetsujinOni said: Brigby said: I think time zones play a factor into fastest clearance time as well. Slices help alleviate some of the issues from that, but if speed is the ultimate qualifier, then some time zones will have an advantage over others. (Presuming minimum node values were set to 0)Taking into consideration that having minimum values greater than 0 means it would be just a "tapping fest," what could be a way to address both of those concerns? The ultimate fix would be to have story mode be similar to Phased content in World of Warcraft - individual players join the event and have 24 hours from their individual start time to score as optimally and as progressedly as they can, with event start and end times that cut off your personal slice at the overall event time if you have started too late. That seems like a pretty invasive change to both the client and the servers, but it would absolutely flatten the slice end time issue.