PvE on a Schedule - What’s the fix?
Comments
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OJSP said:Hadronic said:just remove brackets.
Change rewards from 1-10 to say top 1%
etc...
they give the same percentage of rewards currently. no more bracket sniping.
Add more slices1 -
OJSP said:Hadronic said:just remove brackets.
Change rewards from 1-10 to say top 1%
etc...
they give the same percentage of rewards currently. no more bracket sniping.
Add more slices
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broll said:How would that make is more important to join early? This wouldn’t change the optimal game at all (except for the add more brackets part) but would penalize sniping which frankly should be penalized.
I see nothing wrong with an alliance buddy letting me know, “hey, 4.8 just flipped!”.
Funny bracket-sniping story and easily my “worst moment of the day” yesterday, was my alliance mate saying just that and me reading too fast and not noticing he was talking about PVP. As a perennial T5/T10 player that really sucks (came in at 877!) given who the reward is. I’m not crying about it though- I’m in it for the duck anyway! On to the next event. Treadmill never stops lol.0 -
I dont understand people’s problem with bracket sniping either. If you want, its not that hard to get the info, if you try. It really only hurts your own alli score if you ask me...
Removing brackets and making rewards percentage based, instead of on rank, is much more unfair imo. Slice 1 and 5 appear to have much much more casual player, so the top 1% is a lot bigger, which doesnt seem a fair distribution of rewards, right?
But most of all: please, please dont bring back Gauntlet type boredom..0 -
OJSP said:Hadronic said:I don't see this as a problem necessarily, playing the entire event should give you an edge, no matter what the scoring system is underneath.
Removing the schedule is super easy, just remove point regeneration. done
This leads to other issues of course, like Ties, we tried this and everyone complained. Instead of solving the issue of too many ties, they decided to go back to the schedule by making points regen again.0 -
OK, something similar has been proposed already earlier in the thread. And I'm sure in other threads before...For now, we have starting clears and end clears and both are tied to a schedule by choosing a slice.I'd like for players to have more freedom when they can do both, without penalties.So, for the first (let's say) 16 hours of the 24 hours sub, timer wouldn't start even when you do first 4 clears of a node. If you did clear it 4 times (or just twice for a wave node), then at 8 hours left in the sub, timer starts and points regenerate so each node would get back to full just as the sub ends (at 3x the rate they do now in this case). This let's you take your time on starting clears.Now, for the end clears, once you've cleared a node enough so it's eligible for starting a timer, it becomes locked until the final window of time (8 hours in this example). But, if a player wishes, he can start the countdown for sub end earlier - as soon as one node is cleared enough. At that point all the nodes have their timers enabled and points start regenerating where nodes are cleared enough already, and all nodes are unlocked again. The sub ends 8 hours from that point for that player.Extra tweaking could be so that once the sub end "personal" countdown ticks to 0, just the points for the nodes drop to 0, but the nodes themselves are still playable for any rewards left uncollected.For players that only care about reaching progression, this would allow them to clear as much as they want all at once, even as soon as the sub opens if they so choose. And not have to wait for the last 8 hours (or 6 or 4, if it were set differently). But also not be locked out of the game mode for better part of the day in such a case.This would require that all nodes stay at 0 points once cleared 7 times (add one more for 48 hour subs). Also, since the starting clears can all be done at leisure, the separation in scores would come from end clears, which are fewer currently. Still, I believe it would be enough. Especially if the final window is shorter. Personally, I'd prefer the split be 20 to 4 hours. But if necessary, it can be further tweaked - number of starting/ending clears, how high is the scaling on last couple of clears...Anyway, this is pretty much still the same system as it is currently - all the placements are still decided through speed. Just the players can choose themselves at what time of the day to do their "sprint" at the end.1
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Hadronic said:OJSP said:Hadronic said:I don't see this as a problem necessarily, playing the entire event should give you an edge, no matter what the scoring system is underneath.
Removing the schedule is super easy, just remove point regeneration. done
This leads to other issues of course, like Ties, we tried this and everyone complained. Instead of solving the issue of too many ties, they decided to go back to the schedule by making points regen again.
With the risk of you calling something else stupid, but you wanna remove point regeneration and solve ties? You trying to solve by creating an infinite ammount?0 -
Smart80 said:Hadronic said:OJSP said:Hadronic said:I don't see this as a problem necessarily, playing the entire event should give you an edge, no matter what the scoring system is underneath.
Removing the schedule is super easy, just remove point regeneration. done
This leads to other issues of course, like Ties, we tried this and everyone complained. Instead of solving the issue of too many ties, they decided to go back to the schedule by making points regen again.
With the risk of you calling something else stupid, but you wanna remove point regeneration and solve ties? You trying to solve by creating an infinite ammount?
More slices splits the player base and one way to deal with that is removing brackets within slices which was the idea I proposed.
Why does the schedule exist? Its because the points regenerate. This leads to an optimal way of maximizing point regeneration, and the method is our optimal schedule.
Easiest way to remove the schedule is remove point regeneration, which they already tried. Guess what it worked. Everyone could play that event on their own time and get max points.
But it lead to stupid amounts of ties. Im aware of the issue.
Instead of trying to figure out an alternative scoring method, to break the ties, the devs back peddled and made points regenerate again.
Any idea that has been suggested in this thread that has regenerating points will also be on a schedule, its just the nature of the beast.
How do you remove schedule from PvP? get rid of regenerating points, that part is easy.
How do you fix all the ties? Build a new scoring system underneath it all that takes other things into account. Fight the dream has some good ideas on ways to do this.1 -
OJSP said:Hadronic said:How do you fix all the ties? Build a new scoring system underneath it all that takes other things into account.
If they kept point values the same and don’t decay, I think it might increase the number of people who get full progression without having to fight the toughest nodes (they could just clear the easier nodes 7 times for more points than clearing the hardest node 5 times). I don’t think they want that.
I wonder if people in other games go to their forums and complain after the fact that they didn't know about how something works when it's available right there where they are posting their complaints.
(Not saying that test was good, since it invalidated the entire event up until the last sub besides sub rewards)0 -
OJSP said:Daiches said:EoTS finite clears test was a 7 day event and people figured out scoring and placement within the time between the announcement and the actual event. It was posted here and on Line. If you didn't know how it was going to end and complained after the fact, it was on you. Because the information was available all over the community for the entire week. And you could see the system in action each day as the placement overall changed to whoever cleared fastest that sub.
I wonder if people in other games go to their forums and complain after the fact that they didn't know about how something works when it's available right there where they are posting their complaints.
(Not saying that test was good, since it invalidated the entire event up until the last sub besides sub rewards)1 -
Hadronic said:Smart80 said:Hadronic said:OJSP said:Hadronic said:I don't see this as a problem necessarily, playing the entire event should give you an edge, no matter what the scoring system is underneath.
Removing the schedule is super easy, just remove point regeneration. done
This leads to other issues of course, like Ties, we tried this and everyone complained. Instead of solving the issue of too many ties, they decided to go back to the schedule by making points regen again.
With the risk of you calling something else stupid, but you wanna remove point regeneration and solve ties? You trying to solve by creating an infinite ammount?
More slices splits the player base and one way to deal with that is removing brackets within slices which was the idea I proposed.
Why does the schedule exist? Its because the points regenerate. This leads to an optimal way of maximizing point regeneration, and the method is our optimal schedule.
Easiest way to remove the schedule is remove point regeneration, which they already tried. Guess what it worked. Everyone could play that event on their own time and get max points.
But it lead to stupid amounts of ties. Im aware of the issue.
Instead of trying to figure out an alternative scoring method, to break the ties, the devs back peddled and made points regenerate again.
Any idea that has been suggested in this thread that has regenerating points will also be on a schedule, its just the nature of the beast.
How do you remove schedule from PvP? get rid of regenerating points, that part is easy.
How do you fix all the ties? Build a new scoring system underneath it all that takes other things into account. Fight the dream has some good ideas on ways to do this.
same with your logic to suggest a solution that you know creates a problem, which you’d have to solve with removing said solution..
btw, we are talking pve, not pvp, please call it that as well.
Anyway, if fixing a schedule and making it easier for people to deal with timing, isnt the same thing, I’d say there is little to discuss..1 -
Smart80 said:Hadronic said:Smart80 said:Hadronic said:OJSP said:Hadronic said:I don't see this as a problem necessarily, playing the entire event should give you an edge, no matter what the scoring system is underneath.
Removing the schedule is super easy, just remove point regeneration. done
This leads to other issues of course, like Ties, we tried this and everyone complained. Instead of solving the issue of too many ties, they decided to go back to the schedule by making points regen again.
With the risk of you calling something else stupid, but you wanna remove point regeneration and solve ties? You trying to solve by creating an infinite ammount?
More slices splits the player base and one way to deal with that is removing brackets within slices which was the idea I proposed.
Why does the schedule exist? Its because the points regenerate. This leads to an optimal way of maximizing point regeneration, and the method is our optimal schedule.
Easiest way to remove the schedule is remove point regeneration, which they already tried. Guess what it worked. Everyone could play that event on their own time and get max points.
But it lead to stupid amounts of ties. Im aware of the issue.
Instead of trying to figure out an alternative scoring method, to break the ties, the devs back peddled and made points regenerate again.
Any idea that has been suggested in this thread that has regenerating points will also be on a schedule, its just the nature of the beast.
How do you remove schedule from PvP? get rid of regenerating points, that part is easy.
How do you fix all the ties? Build a new scoring system underneath it all that takes other things into account. Fight the dream has some good ideas on ways to do this.
same with your logic to suggest a solution that you know creates a problem, which you’d have to solve with removing said solution..
btw, we are talking pve, not pvp, please call it that as well.
Anyway, if fixing a schedule and making it easier for people to deal with timing, isnt the same thing, I’d say there is little to discuss..
It's a stupid way to solve the schedule problem, cause it doesnt solve the schedule problem.
It's a great band aid at letting people deal with playing on a schedule.
I will continue to refer to it as a stupid fix for playing on a schedule, cause it doesn't remove the schedule.
sorry for the PvP typo, good grief man. (reverting to grammar corrections, your arguments are getting weak)
And yes, I suggest removing point regen even though i know it has problems. Outline a scoring method for me that has regenerating points on nodes that is not on a schedule. I can wait.-1 -
OJSP said:The rockett said:They had no slices before. Just ask @Bowgentle for a history lesson. Lol. I think he is a day 1 player. Very few left.0
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Schedule problem = people cant always play at set times
more slices = more optional times to play
Keep calling it stupid and band aid fixes, but like it or not, it fixes the problem...
Lmao, you actually crying over me correcting you from pvp instead of pve as grammar correction and now my argument are getting weak? Haha, first of all, that was just a side node. And two, its little more than grammar error. Some might call it stupid mistake...
But now the most funny part of your post. You complain about band aid fixes, but the best you come up with has its own problems already...
i have no problem with regen or schedules, but let me come up with something for you. Please wait in silence............-2 -
we define the schedule problem differently. For me the problem is the schedule exists at all.1
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***Mod Mode: ON***
Woah, getting a little heated in here. Please keep the discussion on topic and keep comments constructive. If you don't like an idea or don't think one is particularly good, either explain why respectfully or ignore it. Any further use of the word "stupid" will result in the removal of the post and a warning. It serves no constructive purpose and impedes good discussion. Obviously, there is no perfect solution to the issue of PvE and people are going to disagree but there's no need to take it personally.
Thank you.
***Mod Mode: OFF***
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OJSP said:Hadronic said:How do you fix all the ties? Build a new scoring system underneath it all that takes other things into account.
If they kept point values the same and don’t decay, I think it might increase the number of people who get full progression without having to fight the toughest nodes (they could just clear the easier nodes 7 times for more points than clearing the hardest node 5 times). I don’t think they want that.
- create a floating start time where x number of clears (let’s say seven) has to be completed within a 24 hour period
- the points never regen
- the aggregate time is the leaderboard so there will be no chance of ties
If you really want to push it then you open every sub together and there is a single monster leaderboard and placement is given to the top x % for highest rewards and then on down.
Put the progression rewards in the nodes, and nodes unlock as you progress so you can’t skip to those rewards.3 -
As requested. Webbed Wonder Bracket info:
All SL9
Slice 1: 4 brackets
Slice 2: 3 brackets
Slcie 3: 3 brackets
Slice 4: 3 brackets
Slice 5: 4 maybe 5 brackets
This is less SL9 brackets, by 1 bracket, from the anti tapping test event.
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The rockett said:As requested. Webbed Wonder Bracket info:
All SL9
Slice 1: 4 brackets
Slice 2: 3 brackets
Slcie 3: 3 brackets
Slice 4: 3 brackets
Slice 5: 4 maybe 5 brackets
This is less SL9 brackets, by 1 bracket, from the anti tapping test event.
1 more or less doesnt mean too much, especially as we dont know anything about how full the unflipped brackets have been
what does pop out to me, is that this looks more evenly distributed.
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Smart80 said:The rockett said:As requested. Webbed Wonder Bracket info:
All SL9
Slice 1: 4 brackets
Slice 2: 3 brackets
Slcie 3: 3 brackets
Slice 4: 3 brackets
Slice 5: 4 maybe 5 brackets
This is less SL9 brackets, by 1 bracket, from the anti tapping test event.
1 more or less doesnt mean too much, especially as we dont know anything about how full the unflipped brackets have been
what does pop out to me, is that this looks more evenly distributed.
1
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