Quality of Life Improvements

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Comments

  • broll
    broll Posts: 4,732 Chairperson of the Boards
    broll said:
    Borstock said:
    I don't like the infinite wave idea. With all the boosters in this game, can you imagine how high enemies would have to get in later nodes to even be a threat? Nico, Carol, and those types would get insane and I don't really want to sit there for 20 minutes on one match. I feel like I'd end up having to play MORE than I do now.

    If they went this way I would like to see the nodes cap at 1 - 2 clears per vs 4 -6.  That way you have more time to spend trying to climb the infinite wave node. I'd also like to see the normal nodes allow players who just want to play cause they like the game continue to re clear the nodes as many times as they like for no additional points.  This could also be used for theory crafting different teams vs different opponents and such.

    Also to your point about how high you could get, I would like to see something that indicates when you've gotten max progression (assuming you do at all) that allows you to quit or continue on.  The point of continuing on would just be for fun/challenge as no additional rewards would be gained.  You could also do it just to brag about high your points were.

    Edit: Made a separate thread in suggestions:
    https://forums.d3go.com/discussion/74773/how-to-do-non-competitive-pve
    I like the infinite wave idea. Maybe have a button pop up between waves with an option to exit and cash out with your winnings.
    That's included in the more detailed proposal in the link (though I only specified it coming up at max progression. Hhaving the ability to exit at any time would be good also.
  • Projectus2501
    Projectus2501 Posts: 218 Tile Toppler
    Infinite wave would be a great gameplay if we'll implemented
  • Ptahhotep
    Ptahhotep Posts: 430 Mover and Shaker
    What about reversing the wave idea. Instead of the waves of enemies the waves would be on the player’s side. The player would start with a required team, like the yellow node in normal PVE, and as characters are downed replacements are brought in until the player’s roster is exhausted. The player would not control the order the replacements are brought in so super teams are not an issue. The enemy team would have an impossibly high amount of health powers that are strong enough to down characters quickly, but not so fast as to prevent the player getting a chance to use them. They should also have appropriate powers that limit the damage the player can do such as stun and super whale resistance and special tile clearing. Progression rewards would be tied to the amount of damage done in the same way as in boss events.
  • Daredevil217
    Daredevil217 Posts: 3,967 Chairperson of the Boards
    edited August 2018
    My thoughts on your thoughts.  Favorite ideas (in order, some are grouped together):

    1. Saved teams: Yes please! It would be so fun to create like three custom teams that I can swap around in PVE and PVP, then change them up for the next event. Please look into this!!

    2. Less tapping: In options we should have several things we can toggle along with animations on or off. Including story mode dialogue, reward screens, etc. The vault door for token should be removed altogether.

    3. More rewards: I don’t think anyone would be upset with this one.  Better 5* acquisition, streak buster, classic legends tokens, etc. 

    4. Numbering nodes, an indicator showing number of clears you have done each node, and auto-replay. All awesome ideas!

    5. Open all: Love the idea of watching the rewards flash and being able to cancel once you get what you need. Nice touch!

    Things I don’t like (anything that changes PVE):

    1. Endless wave PVE: too many winfinite teams that would have to be played. Wouldn’t be as puzzley as you think and would get beyond boring the second time you play it. HARD PASS!

    2. PVE not tied to a clock: If they just did PVE based on time in the match the best rosters would always win. As a 4* player I can sometimes beat out 5* rosters because they mistime their grinds. Either they end too early or they don’t leave themselves enough time and leave points on the board. Grinding against the clock is a skill that allows for variation. Keep it as is!

    3. Moving PVE placement rewards to progression. Tried it once it didn’t work. Simply not feasible and would be giving away way too many rewards. Or, some players would be getting way way less rewards than they’re used to (most brig vets on these boards lol). 
  • Roland113
    Roland113 Posts: 298 Mover and Shaker
    bbigler said:
    Roland113 said:
    broll said:

    One idea I've had/seen listed as a request that could work with this is having the final node be an infinite wave.  So you set the progression points very high, much higher than just doing 1 or however many clears could possible get you.  The final node is then a survival node where you fight infinite waves of ever increasing strength enemies.  Each wave is worth more points than the last.  Your skill at puzzle. team selection, and roster would be the dictating factor on how high/far you can get in this gauntlet.  That would then determine how many points which would dictate what high end rewards you can get to.

    With my idea above the need to get higher/farther in point progression would be what drives spending.  You're only competing against yourself, but that competition translates to real & desirable rewards.
    I can not fully express how good of an idea this.
    I already know who I would use for an infinite wave node, a winfinite team.  Endless power activations in 1 turn.  It doesn't matter how strong the enemies are, they would never get a turn.  But after playing 1 match for 30 minutes, I would end up quitting and letting them kill me.  How much time are these rewards worth?
    No argument.  At first it seemed like a fantastic idea but then, yeah, I played a level of Sentry, Daken, Carol last night and was up to 16K damage per match and realized that it wasn't quite the solution I was hoping for.  Maybe if the board was reset at the beginning of each round, no health reset, but zero out all AP and total board replacement a-la 2Mag's Blue.