PvE on a Schedule - What’s the fix?
Comments
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animaniactoo said:TetsujinOni said:animaniactoo said:Sub opens: Have 8 hours to complete the first 2 clears for full points. At the end of that 8 hours, have another 8 hours to complete the next 2 clears for full points. After that 4th clear, points refresh as usual until the end of the sub, with only 1 or 2 additional clears possible.My thinking around this is in terms of breaking up the play and the repetitiveness and not having to be glued to it for a large block of time every day in order to be somewhat competitive, which I believe is the other biggest roadblock that keeps people from engaging in the PVE mode.
Also, your posited mode optimizes like this:
Sub opens: Do nothing
Sub open +8Hours-2-clear-time: 2 clears from "sub open" window
Sub open + 8hours: race through 2 clears to start refresh timing
Sub end: End grind (which would be a 1 or 2 grind in your model?).
So, your proposal seems to only move the "clear" 4-clear time forward by approximately 8 hours. Did I misunderstand something in your proposal?
Sub Opens +8 hrs: Clear 2x as soon as possible after the initial 8 hrs has passed. (for full points)
Sub End: End Grind.I might be mistaken, but I think on average, people have a lot more time for 3 ~30 minute blocks of time on a schedule, than they do for a single 1.5-2 hour block.From my experience, in order to get worthwhile rewards to progress your roster, after the first month or so, you don't move outside of that 1.5-2 hour block until you make it to high 4* or 5* land where you can minimize your clears down to ~30 min on each side of the sub end/open - and even then you're still putting in a single 1 hour solid block of time. More manageable, but I don't think sustainable from a real world vantage point and therefore I do not think should be the optimal possibility from a PD standpoint. It's a testament to the game's appeal that so many of us have been willing to pour our time and energy into it in this way. From a PD standpoint, I would be pulling on that appeal to make the game more accessible to a wider audience and trying to be realistic about how much time the average person has to play at a single point of the day every single day (or most days).
Nope, not going to trade that for the current system.
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animaniactoo said:ZeroKarma said:I wanted to create a separate thread to discuss this topic since it is derailing the related but separate discussion on tapping fixes.
There have been several suggestions. Let’s keep them here so they don’t get lost.
My biggest concerns are:
1. That the introduction of too many more time slices will dilute and fracture the player base and leave dead slices with little to no participation.
2. That D3 will restrict rewards to ensure that they aren’t opening the vault.
3. That the fix to eliminate time slices will take a long time and a decent amount of man hours to make happen and
4. That there is no monetary incentive for D3 to do so since they have to justify said resources.
Thoughts?1) The player base is already diluted and fractured by living in different time zones. Both globally, and within the US where the playerbase is the largest. One of the biggest things pushing me out of playing (before I was forced to stop) was the fact that I don't have a time slice that actually works for me - certainly not once work moved out of famine mode back into feast mode (and this is true of other professions as well, teachers, etc.) Neither does most of the rest of the East Coast who works or does anything regularly on a fairly 9-5 schedule.Given that I believe that a lot of the player base would shift into an additional slice, but there would be more than enough to cover the rest. I also think it would gain more players who would be willing to play the PVE side, but currently don't because they don't like working against the disadvantage. So basically, I think this is a negative nelly concern which is actually creating more fracturing and diluting than if they instituted a more even distribution.2) I agree that this is possible, but I hope that they would be willing to test it before enacting it.3) Potentially.
4) More players and happier players are more sources of income. If they're going to step over the dollar to pick up the dime, that's a shortsighted view on their side of what the monetary incentive would be to create that fix *if* it were deemed to be the most player-friendly and workable.----------------------------------------Personally, I would like to see 6 slices, with a 4 hour distribution spread between them. This should be a very very simple thing to do unless there is something significantly wrong with the code that underpins the entire game. I believe that would give most players something that worked well for them at some point along the day.I would also like to see a difference in how the refreshes are handled. My push would be:
Sub opens: Have 8 hours to complete the first 2 clears for full points. At the end of that 8 hours, have another 8 hours to complete the next 2 clears for full points. After that 4th clear, points refresh as usual until the end of the sub, with only 1 or 2 additional clears possible.My thinking around this is in terms of breaking up the play and the repetitiveness and not having to be glued to it for a large block of time every day in order to be somewhat competitive, which I believe is the other biggest roadblock that keeps people from engaging in the PVE mode.
Ideally if points didn't recharge it wouldn't matter when people did them. That would be the ideal so people could choose, but the only ways I can think to do that is A. Get rid of placement. B. Totally new way of determining placement.
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broll said:animaniactoo said:ZeroKarma said:I wanted to create a separate thread to discuss this topic since it is derailing the related but separate discussion on tapping fixes.
There have been several suggestions. Let’s keep them here so they don’t get lost.
My biggest concerns are:
1. That the introduction of too many more time slices will dilute and fracture the player base and leave dead slices with little to no participation.
2. That D3 will restrict rewards to ensure that they aren’t opening the vault.
3. That the fix to eliminate time slices will take a long time and a decent amount of man hours to make happen and
4. That there is no monetary incentive for D3 to do so since they have to justify said resources.
Thoughts?1) The player base is already diluted and fractured by living in different time zones. Both globally, and within the US where the playerbase is the largest. One of the biggest things pushing me out of playing (before I was forced to stop) was the fact that I don't have a time slice that actually works for me - certainly not once work moved out of famine mode back into feast mode (and this is true of other professions as well, teachers, etc.) Neither does most of the rest of the East Coast who works or does anything regularly on a fairly 9-5 schedule.Given that I believe that a lot of the player base would shift into an additional slice, but there would be more than enough to cover the rest. I also think it would gain more players who would be willing to play the PVE side, but currently don't because they don't like working against the disadvantage. So basically, I think this is a negative nelly concern which is actually creating more fracturing and diluting than if they instituted a more even distribution.2) I agree that this is possible, but I hope that they would be willing to test it before enacting it.3) Potentially.
4) More players and happier players are more sources of income. If they're going to step over the dollar to pick up the dime, that's a shortsighted view on their side of what the monetary incentive would be to create that fix *if* it were deemed to be the most player-friendly and workable.----------------------------------------Personally, I would like to see 6 slices, with a 4 hour distribution spread between them. This should be a very very simple thing to do unless there is something significantly wrong with the code that underpins the entire game. I believe that would give most players something that worked well for them at some point along the day.I would also like to see a difference in how the refreshes are handled. My push would be:
Sub opens: Have 8 hours to complete the first 2 clears for full points. At the end of that 8 hours, have another 8 hours to complete the next 2 clears for full points. After that 4th clear, points refresh as usual until the end of the sub, with only 1 or 2 additional clears possible.My thinking around this is in terms of breaking up the play and the repetitiveness and not having to be glued to it for a large block of time every day in order to be somewhat competitive, which I believe is the other biggest roadblock that keeps people from engaging in the PVE mode.
Ideally if points didn't recharge it wouldn't matter when people did them. That would be the ideal so people could choose, but the only ways I can think to do that is A. Get rid of placement. B. Totally new way of determining placement.
My analysis and @Bowgentle 's are in alignment that the Animaniactoo proposal creates a play pattern of play, wait almost 8 hours, play, wait almost 16 hours, instead of play, wait almost 24, play.
This does not seem to be an improvement.0 -
broll said:ZeroKarma said:
4) More players and happier players are more sources of income. If they're going to step over the dollar to pick up the dime, that's a shortsighted view on their side of what the monetary incentive would be to create that fix *if* it were deemed to be the most player-friendly and workable.
Given that was targeted as a QoL improvement for the masses, it should have resulted in happier people spending more money. But instead it spooked the devs so much that they reverted to the old system and haven’t even discussed it since.
What would be different here?
Now, while a new interface for PvE may not scare people away, if it allows for more relaxed play that doesn’t require the use of boosts and health packs, and this relaxed play results in fewer rewards which would certainly turn off members of the player base then you would have a problem with engagement and with finances.
But this is not done in a vacuum either. If it requires resources it must drive revenue and engagement. I have not seen where there will be more money flowing into the game. With regards to engagement, we would also have to assume that there is a significant portion of the playerbase that doesn’t play PvE because of time slices. Unfortunately, we don’t have access to those numbers so we can only theorize.
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ZeroKarma said:
4) More players and happier players are more sources of income. If they're going to step over the dollar to pick up the dime, that's a shortsighted view on their side of what the monetary incentive would be to create that fix *if* it were deemed to be the most player-friendly and workable.
Given that was targeted as a QoL improvement for the masses, it should have resulted in happier people spending more money. But instead it spooked the devs so much that they reverted to the old system and haven’t even discussed it since.
What would be different here?
1) They targeted the number of wins wrong. They targeted more wins needed than people were already putting in to achieve the progression goals under the current system. Many people would have been willing to put up with a minimal additional amount, but not 1.5 to 2x the amount they were at that point.It made playing for placement an unsustainable chore with the need to feed on small fish to get the high number of wins needed for full progression, while also needing to chase high value targets in order to gain the points to place well. Especially as this meant needing to spend far more time playing (again, note increase in "required" playtime as an issue) rather than a semi-equivalent amount of time.This was particularly an issue for those who are already embedded in the current system and want to be able to continue to succeed with at least some of the same strategies they currently know and use. Having to add some different strategy is one thing. Have to reconfigure your entire *currently working and not frustrated with it* strategy is another. You don't revamp a system by pissing off the majority of the current players who are successfully using it... which brings us to point 2.2) They moved the large cache of CP out of the progression rewards when it became more achievable, in order not to flood the player base. That was a huge miscalculation on their part, because the main reason people have been so frustrated with the pts based progression is that they can play enough matches to reach the progression - indeed, as many if not more as someone else who does reach it - but get screwed out of getting "the prize" by losing points that they've gained.It meant that not only did people who previously wouldn't have gotten the reward not get it, people who previously did ALSO didn't get it. A more workable solution would have been to split the final CP reward and leave part of it in progression (where many people still won't get it even if you bring the number of wins down because they don't have that much time/energy to put in), and move the rest of it to placement, where many people who previously did get it still could by picking up both parts of it. At the very least, they would have better understood the need for a reduction in what they were getting by not flooding the game with it - as long as they were still getting SOME portion of it. There still would have been some grumbling, but not as much. There would have been more people willing to defend the necessity, etc.--------------So, I believe this was more a question of implementation than kind of structure. From a monetary side, I think they did lose some money on it with players either not needing to spend as much to get shields, or boycotting and not spending because they were unhappy with the setup. I believe that both of those things could have been worked out longterm (for the better), and probably even partially fixed in the immediate short term with a quick revamp of the setup.I work in product development and I tend to look at changes to the game from a PD standpoint. I've said before that I think the devs are not stumbling blindly and there are very good reasons for a bunch of things they do. But I think they lack a really good "big picture" person - someone who would be able to foresee many of the drawbacks and the likely response based on those drawbacks, when they're trying to institute something good. Because foreseeing them *realistically* - that's important - would make it possible to come up with solutions that address those issues, and find the right (or a better) compromise line between alienating players and creating new avenues for players to come into the game and broaden the accessibility of the game (and therefore more dollars).8 -
Bowgentle said:animaniactoo said:TetsujinOni said:animaniactoo said:Sub opens: Have 8 hours to complete the first 2 clears for full points. At the end of that 8 hours, have another 8 hours to complete the next 2 clears for full points. After that 4th clear, points refresh as usual until the end of the sub, with only 1 or 2 additional clears possible.My thinking around this is in terms of breaking up the play and the repetitiveness and not having to be glued to it for a large block of time every day in order to be somewhat competitive, which I believe is the other biggest roadblock that keeps people from engaging in the PVE mode.
Also, your posited mode optimizes like this:
Sub opens: Do nothing
Sub open +8Hours-2-clear-time: 2 clears from "sub open" window
Sub open + 8hours: race through 2 clears to start refresh timing
Sub end: End grind (which would be a 1 or 2 grind in your model?).
So, your proposal seems to only move the "clear" 4-clear time forward by approximately 8 hours. Did I misunderstand something in your proposal?
Sub Opens +8 hrs: Clear 2x as soon as possible after the initial 8 hrs has passed. (for full points)
Sub End: End Grind.I might be mistaken, but I think on average, people have a lot more time for 3 ~30 minute blocks of time on a schedule, than they do for a single 1.5-2 hour block.From my experience, in order to get worthwhile rewards to progress your roster, after the first month or so, you don't move outside of that 1.5-2 hour block until you make it to high 4* or 5* land where you can minimize your clears down to ~30 min on each side of the sub end/open - and even then you're still putting in a single 1 hour solid block of time. More manageable, but I don't think sustainable from a real world vantage point and therefore I do not think should be the optimal possibility from a PD standpoint. It's a testament to the game's appeal that so many of us have been willing to pour our time and energy into it in this way. From a PD standpoint, I would be pulling on that appeal to make the game more accessible to a wider audience and trying to be realistic about how much time the average person has to play at a single point of the day every single day (or most days).
Nope, not going to trade that for the current system.0 -
broll said:animaniactoo said:ZeroKarma said:I wanted to create a separate thread to discuss this topic since it is derailing the related but separate discussion on tapping fixes.
There have been several suggestions. Let’s keep them here so they don’t get lost.
My biggest concerns are:
1. That the introduction of too many more time slices will dilute and fracture the player base and leave dead slices with little to no participation.
2. That D3 will restrict rewards to ensure that they aren’t opening the vault.
3. That the fix to eliminate time slices will take a long time and a decent amount of man hours to make happen and
4. That there is no monetary incentive for D3 to do so since they have to justify said resources.
Thoughts?1) The player base is already diluted and fractured by living in different time zones. Both globally, and within the US where the playerbase is the largest. One of the biggest things pushing me out of playing (before I was forced to stop) was the fact that I don't have a time slice that actually works for me - certainly not once work moved out of famine mode back into feast mode (and this is true of other professions as well, teachers, etc.) Neither does most of the rest of the East Coast who works or does anything regularly on a fairly 9-5 schedule.Given that I believe that a lot of the player base would shift into an additional slice, but there would be more than enough to cover the rest. I also think it would gain more players who would be willing to play the PVE side, but currently don't because they don't like working against the disadvantage. So basically, I think this is a negative nelly concern which is actually creating more fracturing and diluting than if they instituted a more even distribution.2) I agree that this is possible, but I hope that they would be willing to test it before enacting it.3) Potentially.
4) More players and happier players are more sources of income. If they're going to step over the dollar to pick up the dime, that's a shortsighted view on their side of what the monetary incentive would be to create that fix *if* it were deemed to be the most player-friendly and workable.----------------------------------------Personally, I would like to see 6 slices, with a 4 hour distribution spread between them. This should be a very very simple thing to do unless there is something significantly wrong with the code that underpins the entire game. I believe that would give most players something that worked well for them at some point along the day.I would also like to see a difference in how the refreshes are handled. My push would be:
Sub opens: Have 8 hours to complete the first 2 clears for full points. At the end of that 8 hours, have another 8 hours to complete the next 2 clears for full points. After that 4th clear, points refresh as usual until the end of the sub, with only 1 or 2 additional clears possible.My thinking around this is in terms of breaking up the play and the repetitiveness and not having to be glued to it for a large block of time every day in order to be somewhat competitive, which I believe is the other biggest roadblock that keeps people from engaging in the PVE mode.
Ideally if points didn't recharge it wouldn't matter when people did them. That would be the ideal so people could choose, but the only ways I can think to do that is A. Get rid of placement. B. Totally new way of determining placement.However, I also think that in general 2 hours a day grinding concurrently (for optimal play) is not a realistic goal for player engagement on a daily (or near daily) basis, and that needs a solution over and above a more workable time slice.1 -
I had a discussion with alliance mates and the general feeling is that PvE now is better than it ever has been.
- Play time has dramatically decreased
- playing in a chunk once a day on a timer compared to 3 or even 8(!) times a day on a timer
- no rubberbanding
- no roster-based death scaling
- better rewards
That isn’t to say it couldn’t be better. But the evolution has been step-by-step and has been very positive. I am ok with continuing that trend.5 -
Just dump the slices and solo placement altogether, if an event is x days, you have x days from the start to finish the event. take the rewards from solo placement, put them in an alliance progression system like for bosses and everybody wins imo. This doesnt take money out of the devs pockets and makes alot of people happy which will in turn put money in the devs pockets.
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ZeroKarma said:Dormammu said:I'd like to see individual placement removed. Take those rewards and shift them to alliance progression rewards, similar to what we have in boss events.
Changing PvE rewards more to the alliance side will cause some major upheaval across the game and will put a ton of pressure from commanders to Merc out or kick low performers with higher frequency.
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For me, the overall amount of time I spend in PVE is about right. I just would like more flexibility so that it doesn't have to be all at once. My proposal is that we think of regular PVE a bit more like Boss battles:
At the start of a sub put up all nodes
They can be cleared 3 times each
After 12 hours refresh the nodes so they can be cleared 3 times in the next 12 hours
Each node has its base number of points and some bonus points (maybe 10% of the base) which can be earned based on the number of turns it takes to finish that node (fewer is better);
Having the tiebreaker be based on number of turns favors stronger rosters over weaker, which I think is better than favoring someone because they timed their final clear a little better.
With this someone could play just as they do today by doing 3 clears at the start of the sub and 3 clears at the end of the sub. Or they could spread the play out anywhere in the 12 hour window.
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Jrlrma said:This doesnt take money out of the devs pockets and makes alot of people happy which will in turn put money in the devs pockets.
Happy people buy things at a much lower conversion rate than just-slightly-unhappy-but-can-see-how-the-lootbox-could-address-their-unhappy.
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Jrlrma said:Just dump the slices and solo placement altogether, if an event is x days, you have x days from the start to finish the event. take the rewards from solo placement, put them in an alliance progression system like for bosses and everybody wins imo. This doesnt take money out of the devs pockets and makes alot of people happy which will in turn put money in the devs pockets.
Contest of Champions does something similar to what you suggest but every match costs “energy” and that means if you want to keep playing you have to buy “energy”. It’s an interesting model and you can completely skip that and play for free, but if you want to get the best rewards you have to pay for them. I would expect D3 to implement some system similar to monetize the change, especially with such a precedent.0 -
TetsujinOni said:Jrlrma said:This doesnt take money out of the devs pockets and makes alot of people happy which will in turn put money in the devs pockets.
Happy people buy things at a much lower conversion rate than just-slightly-unhappy-but-can-see-how-the-lootbox-could-address-their-unhappy.2 -
Jrlrma said:ZeroKarma said:Dormammu said:I'd like to see individual placement removed. Take those rewards and shift them to alliance progression rewards, similar to what we have in boss events.
Changing PvE rewards more to the alliance side will cause some major upheaval across the game and will put a ton of pressure from commanders to Merc out or kick low performers with higher frequency.
in this new format most alliances would have to shift to be PvE alliances depending on the reward structure.
Boss events are spaced apart and it is normally not hard to get people up for an occasional event. But requiring PvE participation every single day is not the standard for all alliances and so there would be a big shift0 -
ZeroKarma said:Jrlrma said:ZeroKarma said:Dormammu said:I'd like to see individual placement removed. Take those rewards and shift them to alliance progression rewards, similar to what we have in boss events.
Changing PvE rewards more to the alliance side will cause some major upheaval across the game and will put a ton of pressure from commanders to Merc out or kick low performers with higher frequency.
in this new format most alliances would have to shift to be PvE alliances depending on the reward structure.
Boss events are spaced apart and it is normally not hard to get people up for an occasional event. But requiring PvE participation every single day is not the standard for all alliances and so there would be a big shift0 -
Jrlrma said:ZeroKarma said:Jrlrma said:ZeroKarma said:Dormammu said:I'd like to see individual placement removed. Take those rewards and shift them to alliance progression rewards, similar to what we have in boss events.
Changing PvE rewards more to the alliance side will cause some major upheaval across the game and will put a ton of pressure from commanders to Merc out or kick low performers with higher frequency.
in this new format most alliances would have to shift to be PvE alliances depending on the reward structure.
Boss events are spaced apart and it is normally not hard to get people up for an occasional event. But requiring PvE participation every single day is not the standard for all alliances and so there would be a big shift0 -
TetsujinOni said:Jrlrma said:This doesnt take money out of the devs pockets and makes alot of people happy which will in turn put money in the devs pockets.
Happy people buy things at a much lower conversion rate than just-slightly-unhappy-but-can-see-how-the-lootbox-could-address-their-unhappy.
Unless you secretly work for D3 and are spilling the beans on the metrics that the rest of us forum goers aren't privy to, your guess is just as good as any other. I have heard their were studies that show this, but when were they done? What was the sample size? Who paid for the study? What game or games were used in the study? Did it have major IP like star wars or marvel, or was it just "mobile games" in general?
Edit: Heck, just look at the change to the steam users and them saying they wont spend just because of how it looks now. People will stop spending for numerous reason, why not do things that encourage rather than discourage?1 -
PvE on a Schedule - What’s the fix?
There is no "fix" if it isn't "broken". I agree that PVE is the best it has looked in awhile.
"Clears should be spread out throughout the day"
No thank you! I like having essentially one time a day where I sit down and do my clears. I don't want 2-3 alarms a day, even if they are just 20 minute grind sessions. That would be way worse than the current system.
"PVE should be progression-only."
Absolutely not. Some weeks life gets in the way and I can't grind optimally. During those events, I do play for progression only, and just do my clears when I can. It isn't hard to get max progression playing casually at your own pace. I just miss out on placement rewards. I do not believe in taking away those rewards altogether, just because I can't have them. I can still play for progress while others play for placement. Also, on weeks were the prize is especially juicy I can do the opposite and forgo progression, and catch a late slacker bracket and push for high placement. I like having those options. Taking them away does nothing.
"But, you could just put all those prizes in progression. Everyone wins!"
Only they don't. PVE would just be Deadpool's Daily. While I know we all want a 4* DDQ, I don't want it at the expense of PVE. If all those prizes are guaranteed with no competition involved then it severely diminishes the value of those covers. It happened when guaranteed 3* were falling like rain everyday in DDQ. We do get one 4* from progression, and we have to earn the others. That feels right. If I just got everything I think I would enjoy the game much less and would CERTAINLY spend less. This solution of flooding the market with top prizes via progression is not in the developers best interest and is why CP was removed from progression during wins-based.
"Well then we should just do alternate win-conditions"
Why? speed is just as good of a measure as anything else. There will always be rosters that are better than others and a new meta will evolve. You just create a different problem.
Again, I don't see PVE as a problem. If you adjust your expectations and realize you don't have to win every prize always, you will realize you can play for progression only anyway, AND maybe luck into some additional rewards. Pretty cool all things considered. With PVP I cannot get max progression no matter how much I play, unless I spend. In fact, the more I play, I start to regress if I get high enough, because playing exposes me to others. Compared to PVP, PVE is a godsend.
5
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