PVE tapping
Comments
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If the points are used as a tiebreaker, why not just keep halving the point values per match won past 7 clears and having that add to the overall score - 1pt -> .5 -> .25 > .125 ... Etc . for each additional clear (but keep the points refresh rate the same ? This would create a risk vs reward type scenario where tapping would still exist for the sake of the pretty rare case of tie breaking but the player has to decide when the most optimal time to start tapping would be before its not worth the additional pts/trouble . Points reflected on the leaderboard would only show if they have made it to the next round number but behind the scenes, I can't imagine it would be hard for them to know empirically who the winner actually is once everything is tallied up. It certainly would be discouraging to be tapping and not know how much further along you are than the others in your bracket but anything to win right?0
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JRYUART said:If the points are used as a tiebreaker, why not just keep halving the point values per match won past 7 clears and having that add to the overall score - 1pt -> .5 -> .25 > .125 ... Etc . for each additional clear (but keep the points refresh rate the same ? This would create a risk vs reward type scenario where tapping would still exist for the sake of the pretty rare case of tie breaking but the player has to decide when the most optimal time to start tapping would be before its not worth the additional pts/trouble . Points reflected on the leaderboard would only show if they have made it to the next round number but behind the scenes, I can't imagine it would be hard for them to know empirically who the winner actually is once everything is tallied up. It certainly would be discouraging to be tapping and not know how much further along you are than the others in your bracket but anything to win right?
First to a score gets first in case of a tie.5 -
Daiches said:JRYUART said:If the points are used as a tiebreaker, why not just keep halving the point values per match won past 7 clears and having that add to the overall score - 1pt -> .5 -> .25 > .125 ... Etc . for each additional clear (but keep the points refresh rate the same ? This would create a risk vs reward type scenario where tapping would still exist for the sake of the pretty rare case of tie breaking but the player has to decide when the most optimal time to start tapping would be before its not worth the additional pts/trouble . Points reflected on the leaderboard would only show if they have made it to the next round number but behind the scenes, I can't imagine it would be hard for them to know empirically who the winner actually is once everything is tallied up. It certainly would be discouraging to be tapping and not know how much further along you are than the others in your bracket but anything to win right?
First to a score gets first in case of a tie.
I would love nothing more than to make it all about who is fastest and use asynchronous, individual clearance speed as the determining factor of who wins placement and progression rewards tied into overall node completion.0 -
JRYUART said:
Daiches said:JRYUART said:If the points are used as a tiebreaker, why not just keep halving the point values per match won past 7 clears and having that add to the overall score - 1pt -> .5 -> .25 > .125 ... Etc . for each additional clear (but keep the points refresh rate the same ? This would create a risk vs reward type scenario where tapping would still exist for the sake of the pretty rare case of tie breaking but the player has to decide when the most optimal time to start tapping would be before its not worth the additional pts/trouble . Points reflected on the leaderboard would only show if they have made it to the next round number but behind the scenes, I can't imagine it would be hard for them to know empirically who the winner actually is once everything is tallied up. It certainly would be discouraging to be tapping and not know how much further along you are than the others in your bracket but anything to win right?
First to a score gets first in case of a tie.
I would love nothing more than to make it all about who is fastest and use asynchronous, individual clearance speed as the determining factor of who wins placement and progression rewards tied into overall node completion.
Our feedback is noted and promptly ignored.1 -
SnowcaTT said:Let's go a step further. All rewards as progression. Get rid of placement.
Problem solved.
Adjust rewards and have a PvE with progression rewards only would be awesome, freedom to play with what characters you want plus at the time you want.
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Daiches said:JRYUART said:
Daiches said:JRYUART said:If the points are used as a tiebreaker, why not just keep halving the point values per match won past 7 clears and having that add to the overall score - 1pt -> .5 -> .25 > .125 ... Etc . for each additional clear (but keep the points refresh rate the same ? This would create a risk vs reward type scenario where tapping would still exist for the sake of the pretty rare case of tie breaking but the player has to decide when the most optimal time to start tapping would be before its not worth the additional pts/trouble . Points reflected on the leaderboard would only show if they have made it to the next round number but behind the scenes, I can't imagine it would be hard for them to know empirically who the winner actually is once everything is tallied up. It certainly would be discouraging to be tapping and not know how much further along you are than the others in your bracket but anything to win right?
First to a score gets first in case of a tie.
I would love nothing more than to make it all about who is fastest and use asynchronous, individual clearance speed as the determining factor of who wins placement and progression rewards tied into overall node completion.
Our feedback is noted and promptly ignored.3 -
Those that are arguing in favor of allowing tapping are missing the original message from D3: that they deemed it to be unhealthy and thought this new system would eliminate it (noting that they needed to be worth at least a couple of points to eliminate tiebreakers).
However, they were completely wrong. I made mention of this in another post. It doesn't matter if you feel that he/she who spends the most time on the game should win or not; D3/Demi STATED that this is not the behavior they want their playerbase to engage in. So if they truly want to fix it so that human beings are not glued to their mobile devices for hours on end, they need to address this behavior.
As far as tiebreakers, I've mentioned it before and it was mentioned above: tiebreakers already exist. He/she who got to the number first wins. It's that simple.
TL;DR: make all nodes to go to zero after 7 clears. No need to hit the same boring node over and over again ad nauseum for no reason.5 -
aesthetocyst said:
Before it was rudely interrupted, I ran a poll about feelings about tapping recently. And 40% of players copped to tapping at least some. But it was all 'incidental' tapping ... tapping to add a few points, to redeem time remaining, to serve as a distraction while time ran down.
I would venture to guess that 98% of that 40% are tapping due to others tapping. Remove the mechanic and that 98% don't care that tapping is gone.1 -
Sm0keyJ0e said:aesthetocyst said:
Before it was rudely interrupted, I ran a poll about feelings about tapping recently. And 40% of players copped to tapping at least some. But it was all 'incidental' tapping ... tapping to add a few points, to redeem time remaining, to serve as a distraction while time ran down.
I would venture to guess that 98% of that 40% are tapping due to others tapping. Remove the mechanic and that 98% don't care that tapping is gone.1 -
I dont get is...
Basically, you want to punish the few % of people who have enough time to play?
Do you realize that the rewards are pathetic compared to the amount of time invested?
PvE seems like the least broken system in game (except for DDQ) - i would rather pay attention to super annoying PvP, SHIELD simulator and the fact that collecting dozens of covers is still pointless (colectors are not being rewarded for owning collection of 160+ covers, that are just rotting without being actually used in fights, WHICH is partially solved by SHIELD simulator, that totally kills all its benefits with level requirements and the low frequency)3 -
I just fall asleep doing grinds and that eliminates having to deal with tappers. just saying7
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aesthetocyst said:veny said:I dont get is...
Basically, you want to punish the few % of people who have enough time to play?
Do you realize that the rewards are pathetic compared to the amount of time invested?
PvE seems like the least broken system in game (except for DDQ) - i would rather pay attention to super annoying PvP, SHIELD simulator and the fact that collecting dozens of covers is still pointless (colectors are not being rewarded for owning collection of 160+ covers, that are just rotting without being actually used in fights, WHICH is partially solved by SHIELD simulator, that totally kills all its benefits with level requirements and the low frequency)
Anyone can roll into a PvE, and, assuming their roster is a sufficient match for their chosen SCL, they can turn the competition for an entire event in their bracket into a joke.
And no one can stop them other than joining in and trying to out-ridiculous them.
There's literally no in-game risk to it. It's a guaranteed win. That's an exploit.
The equivalent in PvP would be hacking to have a roster far higher level than anyone else to as to be effectively untouchable, or somehow hacking the game to be able to play while still shielded, or somesuch. Those hacks would result in sandboxing.
Even given oneself unlimited HP for shields and hacking the cooldowns would not be sufficient, so long as you could be attacked.
Even the bracket size is less broken in PvP. Twice as many brackets, half the chance of being bracketed with a tapper.
As for "enough" time to play, that translates to being willing / able to devote unlimited time to the game, which the devs have at least paid lip service to not wanting to encourage.
I am playing PvE SCL 9, figting 70k HP heroes in 5* node. I am doing all nodes 4 times every sub. It takes me approx. 90 minutes every day, and now i am 90th. Everyone who spend more time, waste more heals, naturally deserves better reward.
What else is the competition you are talking about?
Btw. that locking nodes after 10 attempts is ridiculous - i think we already had this system and as far as i remember, the result was DOZENS of players complaining they have the same amount of points, taking f.e. 1st - 30th place BUT with different rewards.
30 people in Top 30 - all with same points, one getting rewards for being 1st, some for being 2nd - 5th, others for 5th - 25th and rest for 25th - 50.
SAME AMOUNT OF POINTS.
If i understand this correctly (i am really not very sure, since this is pure boring grind - not sure who would want the reward at such a cost of time spent... unless they are using some kind of bot/autoclicker - THAT would be an expoit), you want to change system that is "exploited" by few individuals who spend dozens of hours to get reward, that is meant to be for the best players (which means for the most active or the best grinders). THAT is what competition is about.
I cant imagine any fair alternative that could eliminate the problem you see, without removing the competition or the placement rewards completely (which would be bad for all of us).
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I cant imagine any fair alternative that could eliminate the problem you see, without removing the competition or the placement rewards completely (which would be bad for all of us).
If points are equal, whoever finishes the grind first wins. Is that difficult to understand?
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Rod5 said:I cant imagine any fair alternative that could eliminate the problem you see, without removing the competition or the placement rewards completely (which would be bad for all of us).
If points are equal, whoever finishes the grind first wins. Is that difficult to understand?
We are complaining about tappers who are influencing, i dunno, top 10 positions with their extreme grind.
On the other side we would like to have system that would influence ALL players, and instead of heavy grind, we want to prefer quick grind, that means:
- Starting as soon as possible (discriminating steam players over android/iOS players since mobile is much more... mobile platform and precise timing is much easier with it - may be irelevant, but it is something for you to think about)
- Using strong combos like Thanos, Gambit etc.
- Using maxed characters with high rarity.
So, instead of grind to win, you want pure pay to win... and instead of competition you miss so much, the only criterion will be how quickly you finish the game (oh god, imagine game issues like connectivity - not always happens to everyone, especially with different time brackets).
Do i understand it correctly? I dunno, i feel more and more confused, since from my understanding, you actually want to break a system that is almost perfect.0 -
Keep the current system, but have all nodes decrease to 0 after 7th clear. That way if you finish early you can go back and clear nodes for 1-2pts each but it eliminates tapping.
Tiebreaker (if necessary and it will be rare) is whoever reaches a score first, same as in PvP. It really isn't rocket science.2 -
aesthetocyst said:
No we haven't. Not in my time played. Within those confines, you're hallucinating/rambling.veny said: ... locking nodes after 10 attempts .... i think we already had this system and as far as i remember, the result was DOZENS of players complaining they have the same amount of points, taking f.e. 1st - 30th place BUT with different rewards.
There are several events where at different points players have the same score because it isn't over yet. There are a few where they end with identical scores. There has been 1—Gauntlet—in which players that finished all had the same score, and there were placement rewards, but it was understood that time was the tiebreaker. The complaints were centered on having placements in a Gauntlet at all, not about time being a tiebreaker.
And as far as i remember, gauntlet never had placement rewards.
But yeah, maybe my memory is flawed... it happened years ago.0 -
veny said:aesthetocyst said:
No we haven't. Not in my time played. Within those confines, you're hallucinating/rambling.veny said: ... locking nodes after 10 attempts .... i think we already had this system and as far as i remember, the result was DOZENS of players complaining they have the same amount of points, taking f.e. 1st - 30th place BUT with different rewards.
There are several events where at different points players have the same score because it isn't over yet. There are a few where they end with identical scores. There has been 1—Gauntlet—in which players that finished all had the same score, and there were placement rewards, but it was understood that time was the tiebreaker. The complaints were centered on having placements in a Gauntlet at all, not about time being a tiebreaker.
And as far as i remember, gauntlet never had placement rewards.
But yeah, maybe my memory is flawed... it happened years ago.
There was a single time when the Gaunlet had placement rewards. There was a large amount of whining and it was never run that way again.0 -
Well, that may be the event i was talking about... not sure what even exactly it was.
Still i am pretty sure there were some testing that didnt allow doing nodes after full clearing.0 -
Just flatten the top rewards. Take the current prizes for 1st-5th place, average them out, and give the same prizes for all top 5 spots. The only thing to fight for is between 5th and 6th place, where tapping would be much less prevalent. Done and done.0
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veny said:aesthetocyst said:
No we haven't. Not in my time played. Within those confines, you're hallucinating/rambling.veny said: ... locking nodes after 10 attempts .... i think we already had this system and as far as i remember, the result was DOZENS of players complaining they have the same amount of points, taking f.e. 1st - 30th place BUT with different rewards.
There are several events where at different points players have the same score because it isn't over yet. There are a few where they end with identical scores. There has been 1—Gauntlet—in which players that finished all had the same score, and there were placement rewards, but it was understood that time was the tiebreaker. The complaints were centered on having placements in a Gauntlet at all, not about time being a tiebreaker.
And as far as i remember, gauntlet never had placement rewards.
But yeah, maybe my memory is flawed... it happened years ago.
Just adding points recharging is pretty much all the tie breaking that's needed. And making them recharge faster than people are able to tap fixes the rest.
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