OSCORP HEROIC - MAY 8-14
Comments
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Riggy wrote:Honestly, that's a really interesting mechanic for ending a sub. You can't just plan to play the last X refreshes as we have no idea when that last refresh will be. I wonder how it's going to work in practice.
We dont know how many points we can score in each sub either...0 -
So how many points is the target vs the points it's giving out? Are we talking days here? I can't remember what event it was but i remember there were some subs that we never filled up the bar before the time limit hit. Something about labs I think?0
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sms4002 wrote:So how many points is the target vs the points it's giving out? Are we talking days here? I can't remember what event it was but i remember there were some subs that we never filled up the bar before the time limit hit. Something about labs I think?
Target is 200,000,000 looks like.
Scary thing is, given there's no end time, I can see this causing some people to grind with reckless abandon, which in turn, could wind up raising scaling again.0 -
Just speculating out loud here, don't expect anyone to know the answer...
Suppose there's two subs, and it takes a sub about 3 days to fill up the bar, and when you complete a sub, you're just done with that sub. And scaling and rubberbanding is based on the sub. Does that mean that you can choose how to do your 3-day stints? You can play both for three days and take the other three days easy, or play one sub per day for six days, depending on what suits you... That would be awesome0 -
Uncharted waters.
Lets start grinding mindlessly
Edit: ooooh, the bar is filling up! 3-5 %?0 -
Riggy wrote:ichijuan wrote:wathombe wrote:ichijuan wrote:The subs ends when the bar fills ups...
Oscorp heroic city will end once score target is reached...
Is that from the description, or is it conjecture?
I think we both play the same game... start the sub and read the description
Edit: sorry, maybe you cant play the game right now, i didnt mean to sound like a tinykittyhole. It says so in the description.
Are the subs still rubberbanded based off of the sub leader, or the main leader? probably too early to tell. If its off the sub leader then you can't, if off of the main leader then you still can.0 -
Can someone post sub rewards?0
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Are the subs still rubberbanded based off of the sub leader, or the main leader? probably too early to tell. If its off the sub leader then you can't, if off of the main leader then you still can.
no clear indication that I've seen yet. Just trying to finish one clear of the City sub to see what happens0 -
entropic01 wrote:Can someone post sub rewards?
1-2 3x Oscorp token, 1k ISO, 100HP
3-5 2x Tokens, 1k, 100
6-10 Token, 1k, 50
11-50 Token, 250 ISO
51-75 3x Heoric, 250
76-100 2x Heroic, 250
101-150 Heroic, 250
151-200 250 ISO0 -
daveomite wrote:daveomite wrote:Bowgentle wrote:I wouldn't be too sure about a scaling reset - the entry node might have a fixed level for everyone.
My entry node was also 55. But that unlocked the other nodes in the main, also in the 50 range. Then those unlocked City, so far, all of those nodes seem to average in the 50-55 range
my highest node in City looks to be "Rampage" with 79 ares and 2 78 goons
rampage is at 132 for me....entry node still at 550 -
Bowgentle wrote:daveomite wrote:daveomite wrote:Bowgentle wrote:I wouldn't be too sure about a scaling reset - the entry node might have a fixed level for everyone.
My entry node was also 55. But that unlocked the other nodes in the main, also in the 50 range. Then those unlocked City, so far, all of those nodes seem to average in the 50-55 range
my highest node in City looks to be "Rampage" with 79 ares and 2 78 goons
community scaling already rearing it's ugly head, not too bad yet though. Already, "Rampage" now has an 81 ares and I haven't gotten to it yet, fyi.0 -
NighteyesGrisu wrote:daveomite wrote:daveomite wrote:Bowgentle wrote:I wouldn't be too sure about a scaling reset - the entry node might have a fixed level for everyone.
My entry node was also 55. But that unlocked the other nodes in the main, also in the 50 range. Then those unlocked City, so far, all of those nodes seem to average in the 50-55 range
my highest node in City looks to be "Rampage" with 79 ares and 2 78 goons
rampage is at 132 for me....entry node still at 55
so...definitely not a complete reset. Wonder what are the parameters of why some have low, some high.0 -
daveomite wrote:so...definitely not a complete reset. Wonder what are the parameters of why some have low, some high.
It has been speculated that prior to each new PVE everyone has their PVE MMR reduced by some amount. The problem is that even with the reductions, people may still have a high enough value as to see highly scaled nodes right away.
So let's make up some numbers.
Albert has an MMR rating of 1000
Brenda has an MMR rating of 750
Clarence has an MMR of 500
The cut-off for big ugly monsters is 600. Prior to the event, everyone has their MMR reduced by 300.
Albert will see big baddies right away with his 700. He's probably screwed for the next PVE or possibly two with this system.
Brenda gets easy monsters for this PVE at 450, though they may scale up to ugly by the end. She'll likely get dropped a bit by the next one, and will continue to start them easily, and have to work hard at the end.
Clarence probably has easy sailing all throughout this one. And the next one, and the next one.
Now my theoretical system is very simple and basic, and I'm sure the ones used are a bit more complex, and may go by a percentage instead of a flat number, but that's my basic idea of how it works.0 -
ichijuan wrote:I think we both play the same game... start the sub and read the description
Edit: sorry, maybe you cant play the game right now, i didnt mean to sound like a tinykittyhole. It says so in the description.
Thanks!
Yeah, I can't fire up the event just yet, but I'm actually looking forward to it!0 -
j12601 wrote:daveomite wrote:so...definitely not a complete reset. Wonder what are the parameters of why some have low, some high.
It has been speculated that prior to each new PVE everyone has their PVE MMR reduced by some amount. The problem is that even with the reductions, people may still have a high enough value as to see highly scaled nodes right away.
So let's make up some numbers.
Albert has an MMR rating of 1000
Brenda has an MMR rating of 750
Clarence has an MMR of 500
The cut-off for big ugly monsters is 600. Prior to the event, everyone has their MMR reduced by 200.
Albert will see big baddies right away with his 800. He's probably screwed for the next PVE or possibly two with this system.
Brenda gets easy monsters for this PVE at 450, though they may scale up to ugly by the end. She'll likely get dropped a bit by the next one, and will continue to start them easily, and have to work hard at the end.
Clarence probably has easy sailing all throughout this one. And the next one, and the next one.
Now my theoretical system is very simple and basic, and I'm sure the ones used are a bit more complex, and may go by a percentage instead of a flat number, but that's my basic idea of how it works.
I think it would be good for them to have a ceiling for how high their MMR can be at the start of the event depending on their roster strength.This would make it so that Albert, who would be screwed with his 800MMR for instance, would instead go to the MMR ceiling of 600 for his particular roster, for instance. This roster strength thing is needed because you can't reduce a guy with 3 level 141s down to level 50 nodes since that's obviously too low, but making the nodes start out at level 100 max would be a lot more manageable for him. I don't think this is whats happening in the current system with people randomly getting 395 nodes, so it'd be a nice addition.0 -
Ok, just finished a clear of all 9 nodes in City. As usual, there are three Essentials, all with Patch.
After clearing all the subs, nothing new unlocks in the sub, or the main. So, looks like we may have to wait out progress.
To grind, or not to grind. That is the question.
I don't see how else the progress bar will increase enough unless everyone plays each node at least twice. But, rubberbanding, if that kicks in,at make up for it.0 -
daveomite wrote:Ok, just finished a clear of all 9 nodes in City. As usual, there are three Essentials, all with Patch.
After clearing all the subs, nothing new unlocks in the sub, or the main. So, looks like we may have to wait out progress.
To grind, or not to grind. That is the question.
I don't see how else the progress bar will increase enough unless everyone plays each node at least twice. But, rubberbanding, if that kicks in,at make up for it.0 -
NorthernPolarity wrote:j12601 wrote:daveomite wrote:so...definitely not a complete reset. Wonder what are the parameters of why some have low, some high.
It has been speculated that prior to each new PVE everyone has their PVE MMR reduced by some amount. The problem is that even with the reductions, people may still have a high enough value as to see highly scaled nodes right away.
So let's make up some numbers.
Albert has an MMR rating of 1000
Brenda has an MMR rating of 750
Clarence has an MMR of 500
The cut-off for big ugly monsters is 600. Prior to the event, everyone has their MMR reduced by 200.
Albert will see big baddies right away with his 800. He's probably screwed for the next PVE or possibly two with this system.
Brenda gets easy monsters for this PVE at 450, though they may scale up to ugly by the end. She'll likely get dropped a bit by the next one, and will continue to start them easily, and have to work hard at the end.
Clarence probably has easy sailing all throughout this one. And the next one, and the next one.
Now my theoretical system is very simple and basic, and I'm sure the ones used are a bit more complex, and may go by a percentage instead of a flat number, but that's my basic idea of how it works.
I think it would be good for them to have a ceiling for how high their MMR can be at the start of the event depending on their roster strength.This would make it so that Albert, who would be screwed with his 800MMR for instance, would instead go to the MMR ceiling of 600 for his particular roster, for instance. This roster strength thing is needed because you can't reduce a guy with 3 level 141s down to level 50 nodes since that's obviously too low, but making the nodes start out at level 100 max would be a lot more manageable for him. I don't think this is whats happening in the current system with people randomly getting 395 nodes, so it'd be a nice addition.
if that were the case, I would think players like Bow, Reckless, etc would have higher nodes. Even I encountered a slew of 395's and steady 200's in last pve. So, it dropping so much is nice, but wonder how this nice scaling is actually going to last.0 -
IceIX wrote:daveomite wrote:Ok, just finished a clear of all 9 nodes in City. As usual, there are three Essentials, all with Patch.
After clearing all the subs, nothing new unlocks in the sub, or the main. So, looks like we may have to wait out progress.
To grind, or not to grind. That is the question.
I don't see how else the progress bar will increase enough unless everyone plays each node at least twice. But, rubberbanding, if that kicks in,at make up for it.
thanks for the info ice. What does that mean though for the normal rules of avoiding grinding nodes to be able to avoid scaling? From the looks of it, some people are grinding their way down to 1, which will force community scaling to increase, right?
Whereas, most of us on the forum do the 1 clear/12hr tactic. So, in 12 hours...will community scaling have that much of an impact on the node levels we see?0
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