Story Event Minimum Points - Trial Run (3/9/18)
Comments
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Let's suppose that D3 implemented some kind of timing mechanism. The stopwatch is going to start from their server end and not from the players' end to to prevent any possible cheating or hacking. You enter the match and D3's stopwatch starts. Your internet connection is lagging for some reasons and the stopwatch is not going to stop running just because of that and it continues to run until you win the match. What happens if players lose the match due to RNG or other factors? Should D3 add in the time taken by players who retreat matches or lost matches due to lost connection or bad RNG? If not, would it be fair to other players?
Another potential abuse is players retreating the match until they find a favourable board that can help them win the game. The drawback is they take damage from retreating. The thing is they have 24 hours or up to 48 hours depending on the sub to recover their health since speed is determined by in-game clear time. Top players usually take about 15 to 30 minutes to clear all 4 nodes.0 -
I agree re: top end cl9 play, Its the one game feature I believe truly rewards skill as I see non-550 rosters beat 550s in the race on a regular basis. Tapping completely negated the one facet of the game that I believe had ever been tied to skill, so kudos on the the hopeful death of tapping and hooray for competition.4
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LifeofAgony said:I agree re: top end cl9 play, Its the one game feature I believe truly rewards skill as I see non-550 rosters beat 550s in the race on a regular basis. Tapping completely negated the one facet of the game that I believe had ever been tied to skill, so kudos on the the hopeful death of tapping and hooray for competition.
There are perhaps a handful of nodes where such a team is not the most ideal but they are quite rare. I would argue if a player with such a roster finished slower to a non-550 roster it wouldn't be for lack of skill but rather lack of motivation or some other external circumstances.
Ironically, as someone who does play PvE competitively, I have always wished they would make it non-competitive. Not because I don't enjoy a good race because I do but in terms of game play experience and balance, PvE should be the one arena where people are encouraged to move out of their comfort zone and use more of their roster. It's why some people have been asking for the return of heroics.
I personally would like to see them adopt a skill-based personal progression point system. Under such a system, you are not competing with anyone but yourself. Instead of speed, your point totals are determined by a base factor and then increased by various multipliers.
So for example, the base point factor would be overall team health points + value of the node on completion of a node. And then, let's say there are five types of multipliers:
1. Use of event boosted character: 2 x base points
2. Completed node in:
1 turn: x 3
3 turns: x 2
6 turns: x 1.5
3. Friendly tiles on board at mach end
6 or more tiles: x 3
5 friendly tiles: x 2.5
4 friendly tiles: x 2
3 friendly tiles: x 1.5
4. Single target damage threshold in one attack:
Damage over 40,000: x 3
Damage over 35,000: x 2
Damage over 25,000: x 1.5
5. Star level of each non-downed member of team:
1* character: x 4
2* character: x 3
3* character: x 2
4* character: x 1.5
So for example to illustrate:
Player One
Team: 5* Captain America, 3* Sam Wilson (boosted for event), 1* Hawkeye
Complete node with all members active, 7 friendly tiles on board, highest single attack 16,120
Number of turns to complete match: 17
Total health at end of match: 49,650
Value of node: 850
Base total value: 50,500
Boosted character x 2
6 or more friendly tiles: x 3
1* character: x 4
3* character: x 2
Total points: 2,424,000
Player Two
Team: 5* Thanos, 4* Carol Danvers (boosted for event), 5* Black Bolt
Complete node with all members active, one friendly tile on board, highest single attack 25,422
Number of turns to complete match: 6
Total health at end of match: 160,758
Value of node: 850
Base total value: 161,608
Boosted character x 2
completed node in 5 turns: x 1.5
Damage: x 1.5
4* character: x 1.5
Total points: 1,090,854
At CL9 Personal sub progression final progression goal for
sub 1 would be: 25,000,000 points
sub 2 would be: 30,000,000 points
sub 3 would be: 40,000,000 points
Event final progression goal at CL 9 would be: 95,000,000 points
So once you hit the sub 1 final progression goal you can stop, knowing you are on pace to reach the event progression.Or if you think you will be busy over the next day or two you can keep at it to pad your score. In that instance, you won't get anymore sub or node rewards but you can still work on event progression rewards.
This, of course, is just an example. The devs could tweak it using bonus points instead of making everything a multiplier and what not. For example, Player One could get a bonus 5,000 points added to their point base level for using an "All team Cap" team.
Obviously, the devs would also want to adjust point values on node sets, being sure to make the hardest nodes both challenging enough and rewarding that people would prefer to test their skill there rather than "tap" easier nodes for easy points. Also utilizing the current CL system, the lower levels would offer lower kinds of rewards but would be much more forgiving while the higher levels would offer better rewards but require higher level of skill and a deeper roster to achieve final progression.
Additionally, such a move would in fact significantly lessen the use of 5* Thanos as his Court of Death would prevent players from benefiting from the non-downed star level character multiplier.
The goal is to tune each CL level where the "ideal" roster for that level would be able to achieve final progression at 5 clears to allow room for experimentation and player error.
I think such a system would be a lot more fruitful than simply making PvE a race because it encourages players to consider their roster options more carefully. I imagine the forum would see an increase in discussion about the best teams to deal with each event as boosted characters will figure much more prominently in scoring and we would have to re-evaluate the worth of characters as now you are going to have a meta-focused on preserving health points and friendly tile production.
Of course the devs could find another measure for determining base level points but I think you get what I mean. Anywhoo, that's my 2 cents on the subject.10 -
@fight4thedream.
I think you have an interesting idea, and people have suggested alternative win conditions on a few occasions or pure progression PvE that you can enjoy at your own pace for years.
However, what you’ve described above is a completely reimagined game mode that requires tons of work and would perhaps not do anything to improve the company’s bottom line. They could re-open prologue and implement it and I would totally play it.....and happily never spend a dime on it since the only monetary requirements of high level PvE are the latest 5’s (good luck getting Classics) and health packs (thus no Thanos fix ever)
Killing tapping might not be the best answer to the question of how PvE should look if we could start from scratch. But at least now the factors that affect your success are team planning, speed in-game and especially game planning your final grind which requires knowledge of your play capability, the sub nodes and your roster strength.
So I’ve listed several items that are attributable to skill, which is several more than the previous be-all-end-all requirement of.....free time.2 -
Absolutely a step in the right direction. This addresses the tapping problem, but still makes for long play sessions at the end and beginning of each pve (sub)event. Are there any tests planned to address this problem as well?0
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ZeroKarma said:@fight4thedream.
I think you have an interesting idea, and people have suggested alternative win conditions on a few occasions or pure progression PvE that you can enjoy at your own pace for years.
However, what you’ve described above is a completely reimagined game mode that requires tons of work and would perhaps not do anything to improve the company’s bottom line. They could re-open prologue and implement it and I would totally play it.....and happily never spend a dime on it since the only monetary requirements of high level PvE are the latest 5’s (good luck getting Classics) and health packs (thus no Thanos fix ever)
Killing tapping might not be the best answer to the question of how PvE should look if we could start from scratch. But at least now the factors that affect your success are team planning, speed in-game and especially game planning your final grind which requires knowledge of your play capability, the sub nodes and your roster strength.
So I’ve listed several items that are attributable to skill, which is several more than the previous be-all-end-all requirement of.....free time.
I just feel that the problem with the current PvE model is that it focuses too much on speed which basically limits the amount of viable teams to be used if a player wants to play competitively. Additionally, because it is time focused, certain segments of the player base are put at a disadvantage if the start/end times of events do not work into their schedule. And it also does not deal with the issue of bracket sniping. And while most of us have come to accept these flaws because we gain an advantage from them that doesn't mean these are issues that should not be addressed.
Don't get me wrong, I am looking forward to the coming changes. I think it will be fun. But I am hoping this is only a tentative step towards bigger and better things.
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killerkoala said:i never saw anything wrong with tapping, if someone want to play that much let them reap the rewards.
I do agree with others who say that PvE should be progression only. The devs, to my mind, could fairly easily make small changes to the PvE reward structure in order to integrate the placement rewards.
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Speed = skill, mostly. At the top end everyone is just racing to court death anyway (Thor may save you moves but he is provably not faster than Thanos/Starlord/Rocket), so the most skillful player is the one who can court death fastest.
The problem with redesigning PvE to reward specific node objectives or something is that this playerbase is such a bunch of degenerate minmaxers that everyone would immediately figure out how to get the most points with the least effort, then do that every time. I don't think variety is ever going to be a part of the meta because most people have no interest in actually playing the game, they just want the maximum rewards with minimum effort.5 -
You want to add some variety and challenge, give a 25% increase to the node score if no 5* is used. Give 50% if no 4* or 5* used. Post above is correct, many (including me) would do time studies to see if a point boost merits the extra time taken to clear. Optimizing rewards over minimum time is what we do. (Except for tappers, they optimized rewards over unlimited time.)1
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I want variety.
#bringbackheroics4 -
Anything that introduced variety would be welcome imo.0
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Well for everyone excited for this, I hope they don't run 2 tests without changing anything, then push it to the norm for a season, then revert it.
I still want versus adjustments of some kind.1 -
entrailbucket said:Speed = skill, mostly. At the top end everyone is just racing to court death anyway (Thor may save you moves but he is provably not faster than Thanos/Starlord/Rocket), so the most skillful player is the one who can court death fastest.0
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There's only one fight with nontrivial health per cl9 sub, and you use some other team for that one.1
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tiomono said:
I still want versus adjustments of some kind.
I mean - Soul Season could be current PVP season without tweaks. And be the heart and soul of PVP with a longer season and more frequent runs.
Followed by a shorter power season that is based off a tweaked win system. I still say the downfall of the win system was the dual points and wins. Think all it really needed to do to work was to change wins to points, and introduce some kind of bonus system to the wins - high-level takedowns/streak 5 in a row wins 1.25 points - 10 wins 1.5 points bonus that shatters with a defence defeat or link the streak to health pack usage - run your low health A team or switch to a B team? Or something... Hell, they only had to introduce win streak bonus for more advanced rosters anyway to reduce the 40 win slog and put the CP back in progression. They could have linked matches to the streak multiplier, higher that gets the more difficult teams you face - big rosters get progression easier, while lower ones have to grind more - making an extremely high CP win accessible to those that should get it. Could even introduce some kind of mechanic that limits star level until you've accrued enough power - either tier (1 star and 5) or as a team (3 and 15) or a combination of both... and give people a reason to use their lower star characters again.
Back to the soul season.
Then a smaller mini-mind season that is more strategic - limit shield or shields that vary in what they do or even optional (just in case you're on a hop) random puzzle boss stuff like Kaecilius that offer extra rewards. Options are endless.
Back to the soul seasons.
Reality/Space/Time - am sure there are numerous like tweaks and stuff they could do.
It'd give the game greater variety, the main core of Versus would still be the longer soul season and PVP as it is now, and the newer stuff could be an extended offseason for the more casual/weaker rosters that want an easy win system. Could get gimmicky though.
I know my ideas are rubbish and are ill thought out. I am not trying to create the system just saying it seems like a waste of potential - they could be doing so much more with that setup. Just take a huge chunk of time to develop I suppose.2 -
I think it's best if you decrease the amount of times one has to clear the missions from 6 to 4 this would give players more time to enjoy the game and have time to do some PvP.4
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maguirenumber6 said:killerkoala said:i never saw anything wrong with tapping, if someone want to play that much let them reap the rewards.
I do agree with others who say that PvE should be progression only. The devs, to my mind, could fairly easily make small changes to the PvE reward structure in order to integrate the placement rewards.
they used that excuse for tappers using the low nodes for tapping that is why they made that way go away cause no one was using health packs.
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aesthetocyst said:just started event and looked at rewards.
I sure am glad they saved us from tapping for those sweet Drax coversleoperez90 said:I think it's best if you decrease the amount of times one has to clear the missions from 6 to 4 this would give players more time to enjoy the game and have time to do some PvP.maguirenumber6 said:
I do agree with others who say that PvE should be progression only. The devs, to my mind, could fairly easily make small changes to the PvE reward structure in order to integrate the placement rewards.3 -
We need to get rubberbanding back!1
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entrailbucket said:Speed = skill, mostly. At the top end everyone is just racing to court death anyway (Thor may save you moves but he is provably not faster than Thanos/Starlord/Rocket), so the most skillful player is the one who can court death fastest.
The problem with redesigning PvE to reward specific node objectives or something is that this playerbase is such a bunch of degenerate minmaxers that everyone would immediately figure out how to get the most points with the least effort, then do that every time. I don't think variety is ever going to be a part of the meta because most people have no interest in actually playing the game, they just want the maximum rewards with minimum effort.
Like most of the game RNG is the largest factor for having a good shot at placement. However this RNG doesn’t change event to event and those who got the good rolls are handed better rewards every event. It’s a tinykitty system that needs to be overhauled or removed.2
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