PVE tapping
Comments
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This would require a pretty big overhaul to pve, but I think it addresses all the issues
1) track time spent in game to clear nodes. Each node can be played ad nauseum, quickest 7 times give time total for the node. Sum of all node times is overall sub time. Rank players by time completed.
alternative to sum, avg times. Quickest summer avg determines rank.
this then becomes a test of roster strength and player skill. If your roster is better than mine, you’re going to win. If our rosters are comparatively equal but I’m faster than you, I win.
2) if this is implemented, now we don’t need brackets or even time slices. Open up a sub event for the day, everyone can play when they want, at their speed.
what about placement? Simple: create tiered rewards. They already do this artificially via brackets. Top 5% of scores earn reward A, next 5% earn reward B, etc.
I’ve eliminated tapping, bracket sniping, specific grind times and eliminated bracket flips all with one solution!5 -
Kolence said: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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Yes they had a failed test for PVE and they were warned what would happen with it and didn't listen before it was too late. They did give all players that got the optimal socre for that event top rewards.
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This is one of those things I keep trying to care about, but can't. If someone puts in hours more than I do, why should I expect to beat them?
I get the perceived hypocrisy, and agree it at least hasn't been resolved if the devs truly want tapping to end. But there just isn't a real good way to measure the skill of players without drastically changing the way the game works... Not really. So the winner is always going to be someone who taps, or can always play optimally to the second, or who drops money to upgrade to the latest game-breaking meta. I just... Don't... Care. I'll continue to top 20 or top 50 and trudge along that way. Happily.
Mind you, I don't begrudge those who do care. Care about what you want. I just can't about this particular issue that barely affects a few people.5 -
i say remove scaling level caps after 7th clear. if you can multitap lvl 600 700 800 goons (or worse 5 star esential nodes), then you deserve to win.3
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If I remember right, the reward that all top scorers received was X-23, She was one of my highest 4 stars at the time. Getting the extra covers was one of the few times I thought they were overly generous with rewards.3
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Borstock said:This is one of those things I keep trying to care about, but can't. If someone puts in hours more than I do, why should I expect to beat them?
I get the perceived hypocrisy, and agree it at least hasn't been resolved if the devs truly want tapping to end. But there just isn't a real good way to measure the skill of players without drastically changing the way the game works... Not really. So the winner is always going to be someone who taps, or can always play optimally to the second, or who drops money to upgrade to the latest game-breaking meta. I just... Don't... Care. I'll continue to top 20 or top 50 and trudge along that way. Happily.
Mind you, I don't begrudge those who do care. Care about what you want. I just can't about this particular issue that barely affects a few people.
We don't need single point nodes as tie breakers. Because of how the refresh system works speed is the tie breaker and it is reflected in the points that are earned. The faster you open the sooner your timers start, the more points you regenerate, and the higher your score - no tie breakers needed beyond that.1 -
aesthetocyst said:Sm0keyJ0e said: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.
Tapping is a ridiculous extreme
If you want change to happen, you want an exploit eliminated, it must be widespread enough to warp the meta.
If you want tapping to die, you need more people to be tapping. Get to it. Enable each other to tap by providing sub-by-sub lists of best nodes to tap, provide calculators for tap-related arithmetic, run threads discussing tapping advice and strategies, buth here and on Reddit, wiki, Discord, everywhere.
If you want it to go away, the most efficacious thing you can do is to blow it up into a big joke
I feel like this is the most sound advice. The more people that tap, if its not something MPQ wants, the more likely they are to get rid of it. So I tapped for awhile yesterday. It wasn't an efficient tap as I started way early and took large breaks in between sets of tapping, but maybe it'll help get some attention and we can be done with this mess.0 -
PenniesForEveryone said:Borstock said:This is one of those things I keep trying to care about, but can't. If someone puts in hours more than I do, why should I expect to beat them?
I get the perceived hypocrisy, and agree it at least hasn't been resolved if the devs truly want tapping to end. But there just isn't a real good way to measure the skill of players without drastically changing the way the game works... Not really. So the winner is always going to be someone who taps, or can always play optimally to the second, or who drops money to upgrade to the latest game-breaking meta. I just... Don't... Care. I'll continue to top 20 or top 50 and trudge along that way. Happily.
Mind you, I don't begrudge those who do care. Care about what you want. I just can't about this particular issue that barely affects a few people.
We don't need single point nodes as tie breakers. Because of how the refresh system works speed is the tie breaker and it is reflected in the points that are earned. The faster you open the sooner your timers start, the more points you regenerate, and the higher your score - no tie breakers needed beyond that.
I also have to reject the idea that growth for other rosters is being stunted by tapping. I compete in SCL9 and regularly top 20. I have almost every 4* champed. My roster is moving along fine.
Couldn't they just increase the points value of every node so that the drop-off after each clear is so significant that no amount of tapping would overcome efficient gameplay?
ETA - I guess that's been suggested.
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Eec411 said:This would require a pretty big overhaul to pve, but I think it addresses all the issues
1) track time spent in game to clear nodes. Each node can be played ad nauseum, quickest 7 times give time total for the node. Sum of all node times is overall sub time. Rank players by time completed.
alternative to sum, avg times. Quickest summer avg determines rank.
this then becomes a test of roster strength and player skill. If your roster is better than mine, you’re going to win. If our rosters are comparatively equal but I’m faster than you, I win.
2) if this is implemented, now we don’t need brackets or even time slices. Open up a sub event for the day, everyone can play when they want, at their speed.
what about placement? Simple: create tiered rewards. They already do this artificially via brackets. Top 5% of scores earn reward A, next 5% earn reward B, etc.
I’ve eliminated tapping, bracket sniping, specific grind times and eliminated bracket flips all with one solution!
Your points for that match are based on the base value, with an increasing number of points being deducted for time spent in the match. You can skew those calculations to emphasize certain nodes by altering the base and decay rates. So, say the 5* essential node is worth 500 points. You could lose 2 point for every 15 seconds up to 3 minutes, then from there, lose 1 point for every 15 seconds up to 10 minutes. Keep flattening out that decay rate so that there's essentially a floor, and use that floor to calculate progression rewards, so that there's nobody who gets left out as long as they cleared.
You can make the trivial nodes decay slowly enough that everyone gets full points on them. Encourage goofing around, instead of one-punch Thanos kills. Make the decay sharper on the harder nodes, so that those are the important ones. Keep the 4 full point clears and associated scaling increases, and make the base value for the next 3 clears be full, 2/3, and 1/3 of that base. After that, it zeroes out.
This eliminates the need to schedule within the day, and lets people play at their leisure. It wouldn't fix brackets, which is something that I'd like to see done, as well, but it would at least mean that you don't have to schedule your day around one of 5 specific break points if you want to succeed. You don't have to mindlessly smash the screen to speed through the between match screens, you're not punished for reading the story, and you can play in small, focused bursts all throughout the day, and take the time to put together a good team for each matchup.9 -
Personally I'm not bothered by tapping but I also know that I'll never be more than a T20 player and I'm fine with that. One thing I did want to mention that I've never understood is when people complain about PVE rewards and want everything to just be changed to progression. You can just play the events to progression and not worry about placement so that's already an option.
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I want to reiterate some of the issues with some of the solutions presented because we have already tried them and they have made large amounts of players unhappy.
1. All nodes go to zero- When it was tried there was a massive tie at full points and an uproar which required the first place rewards to be handed out to everyone. That is not a solution. The idea that fastest means the cream rose to the top does not take into account different connection speeds. Someone playing on a phone with a 4G connection will lose to me playing on my fiber optic connection at home. Identical rosters would not necessarily be playing on an even playing field due to connection. That's not to mention the RNG of getting a bad board or two on a tough node. If you lose because you have a slow connection and RNGesus gives you a heavy useless color board a couple times would you feel better? I know all of this would irritate me.
2. Make PvE progression based- We have that right now it is called SHIELD Training for every new release. I point you to every thread that exists after each run of it. Progression only would have to be gated in a similar way cutting off large swathes of the event to those without the required roster. Because the players don't like being locked out this also is not a solution.
There is not an easy solution here despite the flaws. It is the same issue that exists in PvP between points and win-based. We have had tastes of all the alternatives and I think none of them are even close to perfect.
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Borstock said:This is one of those things I keep trying to care about, but can't. If someone puts in hours more than I do, why should I expect to beat them?
I get the perceived hypocrisy, and agree it at least hasn't been resolved if the devs truly want tapping to end. But there just isn't a real good way to measure the skill of players without drastically changing the way the game works... Not really. So the winner is always going to be someone who taps, or can always play optimally to the second, or who drops money to upgrade to the latest game-breaking meta. I just... Don't... Care. I'll continue to top 20 or top 50 and trudge along that way. Happily.
Mind you, I don't begrudge those who do care. Care about what you want. I just can't about this particular issue that barely affects a few people.
The only reason anyone cares about this is because the vets expect their handout rewards (ironically what they always yell at those who don't like PvP for expecting).
The placement system is garbage. In a perfect world it should be a merit of skill and roster level, instead it's a merit of planning your life around a game, speed, and in this case spending ludicrous amounts of time playing.
Unless someone's botting I don't see this as any worse than any other placement in this game.6 -
In part i think people who tap made the effort to get the lead. On the other hand i don't think tap should be a thing.
Tapping is just part of the problem with Pve. Since the scailing change i can no longer compete for T1 due to a combo of tap/sandbag, still solid getting T5/10 in SCL8, S2-3 though... But that's a different discussion i guess.
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Colognoisseur said:I want to reiterate some of the issues with some of the solutions presented because we have already tried them and they have made large amounts of players unhappy.
1. All nodes go to zero- When it was tried there was a massive tie at full points and an uproar which required the first place rewards to be handed out to everyone. That is not a solution. The idea that fastest means the cream rose to the top does not take into account different connection speeds. Someone playing on a phone with a 4G connection will lose to me playing on my fiber optic connection at home. Identical rosters would not necessarily be playing on an even playing field due to connection. That's not to mention the RNG of getting a bad board or two on a tough node. If you lose because you have a slow connection and RNGesus gives you a heavy useless color board a couple times would you feel better? I know all of this would irritate me.
Board luck is always a factor, even now, but over the length of a PvE, it evens out somewhat.
With the 5* essential, ties at a reward break point are unlikely to be an issue, and certainly not a widespread issue. That big tie was under scoring conditions that couldn't be replicated now, under the current system. We all saw that tie coming, and for similar reasons, we can see that it won't be happening again.0 -
Make all the nodes go to 0 after 6 clears and let them refresh/regen normally. There would rarely be any ties and tapping a single node a million times would actually result in a lower score since it would be worth more the longer you let it refresh. Just remove 3 pts or whatever it is from the node people are tapping and make it go to 0 like the rest do. I guess you could still tap a node but you would have to wait for it to refresh to 1 or more pts which would make tapping an even more time consuming and tedious chore. For a tie to happen in the above scenario 2 people would have to start and do their initial and final clears in exactly the same amount of time. I highly doubt we'd see many ties if that's the devs main reason for leaving a node to tap available.5
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aesthetocyst said:Tiggida said:Make all the nodes go to 0 after 6 clears and let them refresh/regen normally. There would rarely be any ties and tapping a single node a million times would actually result in a lower score since it would be worth more the longer you let it refresh. Just remove 3 pts or whatever it is from the node people are tapping and make it go to 0 like the rest do. I guess you could still tap a node but you would have to wait for it to refresh to 1 or more pts which would make tapping an even more time consuming and tedious chore.
Still allows "making up" some points, but makes outproducing 'optimal' play impossible.1 -
Beer40 said:All nodes should go to 0 after 6 clears.1
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maguirenumber6 said:Beer40 said:All nodes should go to 0 after 6 clears.
It's idiotic that I have to clear 7 times, yet I only get node rewards for 6 clears.
Don't even get me started on the two day subs.
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Bowgentle said:maguirenumber6 said:Beer40 said:All nodes should go to 0 after 6 clears.
It's idiotic that I have to clear 7 times, yet I only get node rewards for 6 clears.
Don't even get me started on the two day subs.7
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