New style PVE
Daiches
Posts: 1,252 Chairperson of the Boards
Can we get rid of the 3 point nodes in PVE? Right now they are the only glaring flaw in the new design (besides rewards). T1/2 finishes require you to grind these at the end (or entire day). And make the combo Thanos/Strange just overpowered for PVE.
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Comments
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OJSP said:No complaints here about making all nodes worth 0 in the end0
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(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?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?16 -
Wow. All day? Really? That someone is willing to grind away at a 3 point node for countless hours like a pigeon in a Skinner box for top prize in a mobile game event is, ummmm.... alarming??? Gotta think someone that motivated is going to find a way to win no matter what you do. Power to them, I guess.
I like the suggestion. Kind of a "save people from themselves" thing.
Edit: Sorry, re-read this and realized it might have come across as condescending. I'm actually genuinely shocked. That's a level of dedication I cannot possibly comprehend.3 -
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?7 -
Faster clearance rewarded with higher rank is the logical way to go. It makes sense. Rewards the better team composition and the better player.
Which is why devs absolutely won't do it.
They rather serve the guy who has the best Alarm setting skills.
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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.
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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?0 -
If they want to risk getting RSI from tapping a billion times just to get T1 placement go right ahead.
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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?
That seems like a pretty invasive change to both the client and the servers, but it would absolutely flatten the slice end time issue.5 -
My fix to this would be that six clears gives you a green check and then the 7th to 10th clear of a node would give you a red check. This would still provide people some strategy if they are fighting it out in a close battle and need just a handful more points to overtake someone, or pad their lead a bit, while keeping people from grinding the same node for hours on end.3
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@Brigby time zones have no factor to this. It doesn't matter what slice you are in, it's all the same. I am in S1.8 pve every event. I know the group of top end guys and gals I go against every event from across the world. All you have to do is start 10 mins before your normal grind time and hit the nodes In the normal order. Then just hit the hard node or a 3 point node for 10+ minutes. I have seen people do this in the other test events for hours at a time. Just to build a lead. This has always been a common practice as others have said, but now will show even more.
Look at it this way, old system was about 2hrs for pve, so you had this time locked in everyday. Now it can be 50 mins. What if you still used that time but to tap a single goon node for all that time. Nothing has changed for you time wise and you would have secured 1st place. Nobody can touch you now. That is what others are saying about locking it out and have them all go down to 0. Then it is all about speed, which is what pve always has been about.6 -
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?
@TetsujinOni's suggestion is an ideal one that would probably be very tough to execute on your end, but I don't think it provides enough of an advantage over the existing slice format.3 -
I believe that @Brigby's point about time zones is that while slices do offer mitigation of the time zone issue, there are 5 slices and 24 time zones, and getting slices which are not during work or family/meal/other obligatory actions time for global deployment would require either 24 slices, or my "individual time trial" solution to provide a truly leveled field.
Slices are an imperfect leveling, he's right.0 -
Not sure what to do about different time zones and slices, but tapping the easy node can be fixed by making any node recharge faster than anyone could clear them. Just adding 2 or 3 zeroes to all the node values as they currently are would do it?
But seeing such inflated scores might not look as pretty as they are now, especially the alliance scores...1 -
Issues with rewards aside, I've always hated the system for PvE placement. Anything that requires timed grinding is by default no longer fun, and it's certainly not challenging or strategic gameplay. I've always wanted a system that rewards performance (see here) and encouraged diverse play based on different goals.
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. You get halfway through, and you only get points for the waves you've cleared. After the first play-through points are no longer awarded, perhaps it becomes a single-wave match, but there are still ISO or CP or token awards, that way those interested can still collect resources.
And we wouldn't have to worry about tie-breakers if more than one person could exist in a placement slot. Have twenty people tied for first? Great, they all get the first place award! The awards / rewards are digital, they don't need to be treated like finite objects.
@Brigby As a somewhat newer player, how would you feel about this?1 -
My above idea would also shift the balance of power a bit. Some characters would still be best for PvP, and some would become that much more valuable for PvE. Characters that have high AP costs and are slow to start get crowded out of single-wave conflicts, but in a survival node they might really shine when they're ready to go by the second or third wave.
3* Cap would be great even without a battery — you wouldn't get his attacks out on the first wave, but after that he'll be rolling and a force. 4* Cage and Ant-Man would see increased value. Burst heal would become a solid ability for PvE again. Anyone character that encourages a long game, as at the moment MPQ almost never encourages you to use your marathon runners, so to speak, just sprinters.
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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.0
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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?
That seems like a pretty invasive change to both the client and the servers, but it would absolutely flatten the slice end time issue.
Basically, you could start at a time that's more convenient to you, helping everyone to optimize their clear times and get a competitive score for placement, since you could schedule the game around your life instead of scheduling your life around the game. For me it's like: s1: sleeping s2: start of work day s3: middle of work day s4: leaving work s5: end of my night just before bed s6: sleeping. Slice 5 has been good to me, although its meant choosing between having a social life and playing. I'd much rather have a slice where I can start as soon as I get home from work, and by the time I'm done my grind it's supper, then the rest of my night is free.
Finally, placement, in case it wasn't obvious, would be against everyone else who joined the flex slice. It wouldn't be perfect, because you wouldn't *actually* know where you were placement-wise until the end of the first sub, presumably. Although I suppose if you felt like doing math, you could estimate where you'd end up and what you needed to do about it.
I was considering making a thread about this idea to get a discussion going... should I do that? Is this a bad idea? Does it matter?
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