Story Event Minimum Points - Trial Run (3/9/18)
Comments
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grunth13 said:Seriously said:Hmm, are we seriously discussing milliseconds of play having an impact on results? Do players living near the servers have an inbuilt advantage?! Totes unfair. Please be trolling
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Sm0keyJ0e said:Jomu5 said:This is such an experimental and outlandish step, I'm glad they are just trialling it in a single event.
Experimental and outlandish? What are you talking about? They're just duplicating what already exists for easy nodes. This is about the least outlandish thing they've ever tried.2 -
killerkoala said:grunth13 said:Seriously said:Hmm, are we seriously discussing milliseconds of play having an impact on results? Do players living near the servers have an inbuilt advantage?! Totes unfair. Please be trolling
When monotonous tasks are left in game and they give an advantage, they will inevitably lead to bots.
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grunth13 said:So, as I said, CL 9 is another beast compared to the other CL because top 5 gets a legendary token which is what caused the proliferation of the tapping in the first place.
And if it's a difference of "milliseconds" like you say, then for every thousand times they tap they save a few seconds, and make up maybe one more tap... Woo freaking hoo.
It's not a matter of faster connection when you're talking about hours of time tapping. It isn't cutting tap times in half if it's "milliseconds". It's adding that tiny extra amount of saved time converted into maybe a few more points worth of taps.0 -
Seriously said:Hmm, are we seriously discussing milliseconds of play having an impact on results? Do players living near the servers have an inbuilt advantage?! Totes unfair. Please be trolling
30 seconds slower for each sub makes a noticeable difference. That's 30 seconds of refresh that you don't get on all nodes. When T5 scores differ by single digit points sometimes the device/platform can absolutely mean the difference between getting an LT vs. not.3 -
It's nice that they're finally fixing this. Now we can get back to what pve is truly about: who can get the first Court Death off fastest.4
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My reading of this tapping for an LT, leads me to think the issue is not the tapping, but the format and availability of the rewards. Tapping exists and is a problem because of the rewards.
Move the LT to prog in CL9 and spread out the other rewards over more than T5 and you solve tapping. By removing the min points node your treating the symptom not the disease.
I'd argue I'm unaffected by tapping, as are 99% of the players in MPQ, I'm a T20 CL8/9 player. I see this solution as fine and simple, but would much prefer they overall look at the rewards structure.6 -
New McG said:grunth13 said:So, as I said, CL 9 is another beast compared to the other CL because top 5 gets a legendary token which is what caused the proliferation of the tapping in the first place.
And if it's a difference of "milliseconds" like you say, then for every thousand times they tap they save a few seconds, and make up maybe one more tap... Woo freaking hoo.
It's not a matter of faster connection when you're talking about hours of time tapping. It isn't cutting tap times in half if it's "milliseconds". It's adding that tiny extra amount of saved time converted into maybe a few more points worth of taps.
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aesthetocyst said:Have to stop screwing around and close the exploit completely. Kill it at the root.
Or just remove placement rewards, or make placement rewards less meaningful.
Boss events have all the rewards in prog (for sure not enough) but a model like that would work much better for PVE style play. No competition other than you vs. the game.
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Punter1 said:aesthetocyst said:Have to stop screwing around and close the exploit completely. Kill it at the root.
Or just remove placement rewards, or make placement rewards less meaningful.
Boss events have all the rewards in prog (for sure not enough) but a model like that would work much better for PVE style play. No competition other than you vs. the game.
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I'm all for this test. I was actually surprised that this new system wasn't what they introduced when they got rid of the old 'Tapping'.
Hopefully the data gathered from this test dosen't cause the dev's to panic when they find out that a number of users play-time has reduced a fair bit.
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Punter1 said:aesthetocyst said:Have to stop screwing around and close the exploit completely. Kill it at the root.
Or just remove placement rewards, or make placement rewards less meaningful.
Boss events have all the rewards in prog (for sure not enough) but a model like that would work much better for PVE style play. No competition other than you vs. the game.
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This is great news0
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I don't tap. Therefore this is good for me. Yay!0
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Great News! Turns PVE back into a race of initial clears and then risk/reward of how long you can wait to start final grind and still finish. First PVE with wave nodes will reward those players that can time their clears (and connection speed) right . lol0
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rixmith said:I don't tap. Therefore this is good for me. Yay!
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Looking at the comments in here, the majority of the players are happy to see this implemented. I'm happy as well. Let's remember that it's a trial and if the responses after post-trial still indicate that majority of the players are happy, D3 could implement it in the long run.
On the other hand, there are players worrying about not having the fastest internet
speed and latest phone model and they expect D3 to do something about it. I'm not sure if they have a genuine concern or if they are trolling. I don't think D3 can do anything about it and having in-game stopwatch doesn't help because if your connection can't send data fast enough (due to your internet service provider or because some of your family members are sucking up the bandwidth for their Netflix etc) to their servers or if your device freeze up, you might have a worse tradeoff. I'm sure there are players who are going to put a stopwatch beside them if this is implemented. Another point is you don't need to send GB of data per match to their server. Probably a couple of MBs or even a few hundred KBs of data?
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grunth13 said:
As you said in a previous post, you missed a clear by 10 minutes and dropped from 2nd to 12th place in CL7 or 8. In CL9, that would have dropped you from 2nd to out of top 20 most likely. If I was playing cl 7 or 8, top 10 or top 25 or top 50 isn't a big thing because the rewards are very similar. In CL 9, if you aren't top 5, you may as well be top 20 because the rewards aren't much different outside of top 5. But, if you want top 5, you have to be exact and have the strongest speed of internet with strongest phone because the other 5 are going to be just as exact or more so than you. In strange sights, I was 7th in prejoin 4.9 with a score of 112346. 5th place was 112421. Thats 75 points difference over 3 subs, 25 points per sub. Do you think seconds or milliseconds could have acounted for that score change. As someone noted there are 6 screens between finishing 1 match to starting the second match. If each screen takes milliseconds longer depending on strength of internet or speed of phone, that adds up because you have to do that at minimum 198-216 times (depending on wave nodes) in your inital clears and another minimum 162 times at end clear per SUB. It definitely adds up.
Refresh rates for most nodes seem to be about a point every 10-15 minutes, give or take. So, no, seconds or milliseconds don't account for points that easily. Bigger rosters that can go faster account for that. If you give my roster with baby champed 5s the fastest connection in the world, and a whale with 550s the worst, slowest device that will run the game, I'm still not competing with that kind of roster when it comes to speed of clears. And 9 is where those rosters run, and if they end up in your bracket, well, good luck, because you can't keep up, no matter what you're playing on. (And deservedly so, for what they're investing to get those rosters.)
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My proposal of scoring a node based on time elapsed from match start to winning move would remove a bunch of variables with respect to connection speed, and would allow it to be independent of start times. Slow gameplay would still be an issue.
So there's stuff that they could do, but those are more drastic changes, whereas this is a quick move in a positive direction.3 -
grunth13 said:Seriously said:Hmm, are we seriously discussing milliseconds of play having an impact on results? Do players living near the servers have an inbuilt advantage?! Totes unfair. Please be trolling
I will gladly lose placement to people that are faster and better than I am. It’s a straight race and a game of chicken and the rules are pretty simple.6
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