Sinister 600 Poll: How do you like this event?
Comments
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Kind of a grind, i would much prefer the classic gauntlet style0
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HoundofShadow said:I think many are used to cruising or sleeping on most boss events and getting top rewards the past couple of years, and when reality (or true essence of alliance event) kicks in, everyone got a shock.
I believe that half of all complaints in this topic could have been prevented if the devs had communicated better. This event wouldn't be so terrible if expectations had been managed.4 -
HoundofShadow said:I think many are used to cruising or sleeping on most boss events and getting top rewards the past couple of years, and when reality (or true essence of alliance event) kicks in, everyone got a shock.Past alliance events are the "reality". If the sun rises and sets every day and sunlight is warm on every one of those days, when one day sunlight is cold, is that 'the true essence' or 'reality' of sunlight? No it's just aberrant.
What Sinister 600 has done is revealing the weaknesses (if any) of every single member in your alliance, something that most boss events didn't accomplish. It's simply because the top few players can cover up for a few weaker or newer players in those events and yet still get the final alliance progression reward. You can't really do that in Sinister 600 anymore.If you define "weakness" as "hasn't spent a load of money or spent a load of time grinding". As it is, individual with developed rosters get the lion's share of rewards at all SCLs (note championed 5* players playing at SCL 7, where players in the 2*-3* transition play). Alliance with membership of players with developed rosters that also regularly put in time get the lion's share of top rewards.As it was, alliance boss events were the one event in which players with lighter rosters could earn slightly better than normal rewards. This event, though, has players with lighter rosters missing personal progression and/or alliance progression. This event is a step in the wrong direction in that it incentivizes every alliance to push towards elite rosters - ignoring the other attributes currently necessary to successful alliances, including communication, administration, organization, and planning.Newer players are thus increasingly marginalized, and even veteran players that haven't matched the money and/or time investment of other players are also marginalized. This is a good way to get players to quit.I respect the developers are trying different things, and that the game has to be monetized. But what's the natural consequence of the current trend? The players that can make important contributions outside of their roster strength are marginalized and earn worse rewards. When such players rotate out of an alliance or leave, the burden of administrative tasks falls to other players that are less willing to do what needs to be done. So alliances decline and fail without the necessary administration, when an alliance fails, some players lose interest and leave. Further the new trend has alliance events, rather than bringing alliances together for a fun time, becoming more competitive events in which individual players can be detriments to their alliances."Detriments to their alliances" is a very specific issue. As it is, a free player in the 2*-3* transition with about one month of play can still be a member of a top 100 PvE alliance, with PvE scores that regularly reach max progression. However, such a free player with a relatively weak roster would *not* under this trend of alliance events, be a valued member of the alliance. So where that particular player is, in practice (and this is verifiable by data that can be checked in game and in alliance recruitment boards regarding requirements to join actual top 100 PvE alliances) - where that player can typically be an asset to their alliance, that player is a *detriment* under the current trend of alliance boss events.Stating such players can rotate out misses the point. A player that regularly contributes to part of a team that has to be asked to sit out for an event that earns better rewards so the rest of the alliance won't suffer - does this actually strike people as being a *good* event that increases alliance cohesion? We're not talking about mercing, with players being substituted for when they can't put in the time. We're talking about active willing players having to be sidelined, for no other reason than the design of the event. That's wrong.Usually, the leader will sit down with his team on what went wrong and what went right. They will then come up with a plan to improve things so that next time when the same or similar event happens again, they are better prepared for it.That isn't what Marvel Puzzle Quest is. Nor do I think it should be.As it is, there's a good deal of administrative work that needs to be done for a well-functioning top alliance - communication, organization, planning, monitoring and recording progress, scheduling different commanders to rotate players in and out, coordinating mercs, and so forth.Typically these tasks are best allocated to a few members, with a top-down hierarchy of command. Having more and more players involved in decision making processes slows reaction time, and increases the burden of communication for everyone.You could say, with some legitimacy, that you like such organizations that require a lot of communication and time and effort, and that you think such organizations should be rewarded. But I'll say again - first, administrators and communicators are not what is selected for with the current trend; the current trend of alliance boss events leans towards stronger rosters, and if players don't have such rosters, that's that.Second, even though that may be your preference (and why not, people are entitled to their own opinions), in my experience, adding layers of communication and organization is tiresome to most players.Third, consider the game itself. The meta is relatively straightforward; the current design for characters and for events does not allow for benefits for planning, past a certain point. So what happens when you have a game in which the norm of behavior is one thing (relatively low effort) then you have events that encourage a very different norm? The conflicts don't serve to satisfy different parts of the playerbase; the conflicts simply divide the playerbase even more.
Over here, the solution, that I feel, seems to be "the devs need to make things easier while we continue to do things the same way so that we still can get the top rewards."I know you don't like that idea. But I think it's a good idea.Think back on the forums and the discussions and the implemented features that players tend to say they like. Things like 24 hour timers, champion rewards, saved covers. All these things made the game easier.Then think about how much effort, time, and possibly money a player puts into the game. If you're a player in the early 3*-4* transition player, and a regular participant in PvE and PvP, you're talking about a time investment (for PvE) of two to three hours a day. For PvP you're probably going for progression wins, so say another three hours to just get to the 4* cover at SCL 7+. Plus Lightning Rounds if one plays. So in a week that's fourteen to twenty-one hours for PvE, six to eight hours for PvP, plus another hour and a half for Lightning Rounds (depending on participation). Call it twenty to thirty hours every week, that's a pretty sizable investment.Considering the time investment, it's no wonder players burn out and/or leave the game. It's not a question of just needing to relax and take it easy for a little while. If a player lets up, they get lower scores, which means they also won't make the scores a top 100 PvP or PvE alliance looks for, which means even less rewards. Further, if a player lets up they're not earning HP, while the number of released characters continues to grow. So it really becomes a massive time and/or money sink.So why NOT make things easier? I am not opposed to additional events or options that will allow players with more developed rosters to earn more rewards. (But consider this is already the case what with higher point values at higher SCLs in PvE, rewards for Essential Character nodes that players without Essential Characters can't earn, SHIELD training, and Essential Characters in Deadpool Daily quests). Sure, have more such events, whatever.But to make the grind harder for *everyone* simply strikes me as the wrong direction for the game to take. The higher the barrier to entry, the lower the playerbase, the lower the monetization - unless the few players left all want to spend more and more, and regularly, and I don't see why they would. (Do you?)Comments in bold.As to the particulars, I'd say - make the alliance rewards more permissive, not less. Figure some players in an alliance may not play at all. Figure some players in an alliance will bite off more than they can chew and won't be able to finish what they start. Figure some players in an alliance won't have Essential characters so will miss further points. Figure some players have demands on their time so may have to miss a day. Allow personal progression rewards to be earned while still missing a fair number of points, and make the personal progression rewards more generous than a run of the mill PvE event.Putting more details in the Events Rules section may not be possible (programming limitations), and putting in more details would confuse some players. But put something in so alliance commanders at least can plan, and give alliance commanders better tools to manage and allocate player participation.7 -
Agree with many other people that I hate this event. It's nothing more than PvE lite wrapped up in confusing and frustrating decision making. The prizes can be ok if you can coordinate your alliance, but D3 doesn't provide enough information to do that before people commit. It also doesn't help that they've done nothing to improve the alliance tools at all. The chat area still sucks to use. I'm calling this one a swing and a miss.0
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Hate it!!Very very boring, a grind with easy but annoying battles for lousy rewards0
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Love it!!@Zirtak_the_Second
I think many here are unhappy because they want to play a perfect game and they can't tolerate mistake. That's why they want every information, every details, so that they can come up with a perfect gameplan before the event starts. That's why I think it's difficult for them to enjoy this type of event.
@AardvarkPepper
MPQ has always being about making difficult choices since the day after you completed prologue or unlocked PvP. If you have 5 members who are relatively new (2*-3*), then put them in easy mode or medium mode. If the commanders are going to sideline them because of one event, then it's their choice.
It's down to how the commander sees the situation. In situation where players can't get Nebula covers because many of their members are lacking the essentials or their levels are not high enough to complete the node, the commanders or the players could see things in many ways such as:
1) I should have recruited more seasoned players and I'm going to kick these newbies out. They are dead weights to my alliance.
2) We might not be able to get Nebula covers for everyone this time, but we can try to get the next best set of rewards for the newer players, so that their rosters become stronger.
It's a matter of perspective. The world is not just shades of black and white. There are many other colours out there. Seeing the huge outcry here, I won't be surprised if this event will be buried forever. I guess it's going to be one of the best news for many here.
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Love it!!I hope they tweak the reward structure so that it isn't so frustrating to so many people, and try to run this again fairly soon. I'd hate to lose the play-at-your-own-pace, a new storyline and some interesting fights just because the prizes were too difficult to obtain for all but the top alliances.0
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N/APhumade said:
raid events are prusambly higher tier events that require better roosters and coordination. The gate here is 14 rosters who can finish hard or better and good communication.Phumade said:
I’ll let you carry on your crusade their.I think you really misunderstand how boss events work. finishing in 40hrs really means your doing in in under 2days or your finishing before side node scaling has gotten past 400. Overall higher alliance finishes in boss events reflect how well the alliance communicates and coordinates WHEN they play nodes. I.e. the Boss event leaderboard measures the best coordinated alliances not the biggest/heavest rostersedit: For what its worth, I did day 2 with just a champed doc ock, 390 kitty, 370 groot. basically 30 levels below their warning and used 1 hp for the full clear. I'll try day 3 deadly with just level 350 chars. Having a roster that can only do round 6 of a boss event doesn't relate to competing against Level 450 chars.
lastlyI have no idea what you mean by 3*/4* rosters. All I know is I can put any 270-350 char out and feel comfortable beating 350-400 oppoonents. My Level 400 chars have no issue beating any of the nodes in deadly.
I won't refer to the subs by tiers or by deadly/hard other than to say if you want to beat deadly you need to run chars in the 350+ range.
If you want to complete hard you need a 270+roster, because I do believe 3x270 char can reasonably win a 3 wave level 300 battle with minimal issues.
So I don't have a problem saying it should have read just deadly. At the end the day, my point is that it is not realistic to expect a 3x 300 team to survive 3 different rounds against a 450 champion. Thats a marginal matchup at best as documented in the past by the SS and OML playthrough nodes.
and I do suspect the people who are complaining about this event can't realistically put out level 300+ teams.
at the end of the day as a boss raid event or (progression + roster gate) don't have any problems saying.
Deadly = 14 players who average 10 chars over 400+ should get full progression every 4* + cpday
Hard = 14 players who average 10 chars over 270+ should get full progession every 4* day
medium = 14 players who average 10 chars over 180 should get full progression for medium 3*
whether you think that 14 should be 10 or lower can be your conversation with the d3 accountants but I have no qualms on putting roster checks on event rewards.2 -
Hate it!!Too many people needed to clear one node, So we got only 2 or 3 rewards for any one node. I don't have Doc Oc so dropped down to medium after day 1 in order to get full individual progression. Difficulty doesn't bother me as it should be challenging at the higher levels.0
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Love it!!Spudgutter said:Phumade said:
I think you are the one who truly does not understand how boss events work. Take a look at other threads and other posts, there are a ton of people who help carry weaker rosters. there are plenty of people that are happy with round 6/7/8 rewards. Again, the precedent has been set, they are responsible for turning that on it's head, not us. If you think that it should not be that way, that "the gate" should change, it sounds like a fair debate for the accountants and base and I’ll let you carry on your crusade their.I think you really misunderstand how boss events work. finishing in 40hrs really means your doing in in under 2days or your finishing before side node scaling has gotten past 400. Overall higher alliance finishes in boss events reflect how well the alliance communicates and coordinates WHEN they play nodes. I.e. the Boss event leaderboard measures the best coordinated alliances not the biggest/heavest rosters
response under 1.edit: For what its worth, I did day 2 with just a champed doc ock, 390 kitty, 370 groot. basically 30 levels below their warning and used 1 hp for the full clear. I'll try day 3 deadly with just level 350 chars. Having a roster that can only do round 6 of a boss event doesn't relate to competing against Level 450 chars.
lastly
response under 2.
The only precedent that has been set in Boss events is the fastest path to complete the leader boards in the shortest amount of time. a basic 270 alliance can easily finish 8 rnds before the 7th scaling window hits. Do you honestly think 3 270 are gonna beat the 515 side nodes? I don't think so, and i think alot of alliances have equated following a bake recipe with thinking they understood the when and why to hit the boss node or wait.
You speak in terms of precedent and you've played the boss events from the very beginning. That's why I don't think your accurate in your assessment of the precedent sent.
If you think the precedent is easier boss events, that has only been true since Boss rush. Prior to that the trend was for harder events. (We both remember how many boss events got retuned down). So I would say we lived equally under a hard boss (3 years of hard bosses) and easy Boss (right around that 3 year mark) philosophy. And I don't see that as surprising at all to see them develop a third type of pve with a higher gate threshold. We both remember simultaneous heroics at different difficulties
But sure, we can let the accountants decide which tack drives better engagement and more creative solutions. My roster and your roster cares not about the widith or the difficulty of the event. just that its new with a different math problem to min max.
response to 2:
YOu know it could have just as easily been yondu (340), baby groot 275, agent venom 350. Its not the names, its the numbers behind it that count. and sure now that its last day, might as well try to figure out the lowest teams that can still win. I think some people beat rnd 8 galactus with a 3* team.0 -
HoundofShadow said:@Zirtak_the_Second
I think many here are unhappy because they want to play a perfect game and they can't tolerate mistake. That's why they want every information, every details, so that they can come up with a perfect gameplan before the event starts. That's why I think it's difficult for them to enjoy this type of event.
Claiming players want a "perfect game" and a "perfect gameplan" puts them in a negative light, implying unrealistic and unreasonable expectations.
Poor individual performance affects not only an individual player, but whatever alliance that player is in. It is normal and expected that players that have any sense of responsibility towards their alliance won't be pleased when events are designed so that particular individual can't make a meaningful contribution to their alliance.Rather than stating it is unrealistic and unreasonable for players to object to the current implementation of this event, I state it is normal and expected that players will object to the current implementation of this event.@AardvarkPepper
MPQ has always being about making difficult choices since the day after you completed prologue or unlocked PvP. If you have 5 members who are relatively new (2*-3*), then put them in easy mode or medium mode. If the commanders are going to sideline them because of one event, then it's their choice.The point I am making, which is verifiable by looking at information available in advance regarding the event, and in-game data - again, this is no mere assertion I am making, but verifiable fact - is that the design of the reward structure and the point allocation for nodes for the event itself, is such that alliances are divided in a way contrary to normal expectations."MPQ has always been about making difficult choices" is not an accurate statement. For players that have no interest in roster performance there is no difficult choice; such players just grab whatever character they like for personal reasons. For players that do have an interest in roster performance, there are top meta choices. It is not a "difficult choice" for a player in the 2*-3* transition to field Iron Man, Doctor Strange, and Hawkeye (among others) - it is simply the *correct* choice in terms of roster performance.I made the point earlier that a new free to play player can quickly enter a top 100 PvE alliance. I can only think that this point, which directly contravenes what you just wrote, was not made sufficiently clear.I shall be more specific. Within the first thirty days, a player that knows what they are doing that regularly competes in PvE events, that competes in Lightning Rounds so earns Heroic tokens, that plays against PvP seed teams, can expect to have on the order of 20-25 roster slots, at least. This is data that is verifiable by checking initial HP, HP rewarded from logins, HP rewarded from Prologue, and HP obtainable from low-level events and looking at initial HP roster slot costs. This leaves roster slots for a 1* Juggernaut (for Deadpool Daily Quests and also as a usable character), the thirteen non-Bagman 2*s, as well as a limited selection of 3*s and/or 4*s (4*s only in case they are super useful).From this point - again, this is all verifiable in-game - a player that wants to accelerate their development will open a lot of tokens and end up having to discard 3* and 4* covers. However, with knowledge of what they are doing, it is not a "difficult choice" at that point, it is simply a matter of "right" versus "wrong". For example 3* Iron Man is a "right" choice, 3* Doctor Octopus is a "wrong" choice for a player early in the 2*-3* transition with limited roster slots. I trust I need not debate the particulars of why this is true here, though I will of course do so later if it is shown to be necessary.Once the player has 3* Iron Man, Doctor Strange well covered they are on their way to performing up to PvE SCL 7. Again, this is no mere assertion, but a fact that can be tested in-game. It is not "easy" or "fast" for a player in the 2*-3* transition to compete at PvE SCL 7, but it is necessary for proper and quick roster development in case a particular selected 4* happens to be the prize. Otherwise, a player can play at SCL 4-6 to earn selected 3* covers and to save real life time.In PvE SCL 7, a player can earn the Essential 3* and 4* characters as progression prizes; the 4* Essential won't be earned until perhaps a bit more or less halfway through the event. Yet playing optimally still earns a player normal "max progression" - i.e. the final progression prize.The top 100 PvE alliances seek players that achieve the final progression prize. Where alliances that "request" 100% or more are *not* top 100 PvE alliances, inevitably this comes down to the administrators in that alliance not kicking non-performers that don't reach that score.So let us consider, again, whether MPQ is a "game of difficult choices". Granted that new players won't know what they're doing, once they *do* get around to researching the game and/or receiving advice from veterans that know what they're doing, there are *not* difficult choices, merely correct and incorrect choices. Even free players in the 2*-3* transition can quickly earn their way, on their merits, into a top 100 PvE alliance (never mind hybrid alliances which is also a possibility for better prizes for those that can regularly perform).It is not merely my assertion that MPQ is not a "game of difficult choices". This is all data verifiable in-game, whether hard coded into the current implementation of events and event reward levels, or whether a result of the current commitment the current player population at large has. In abstract, one could make the straw man argument that if 1000-1500 players suddenly changed their personal practices, then (again, this is a straw man argument) it would be insufficient to gain merely 100% of normal progression, that it would theoretically be necessary to achieve 120% or 130%. But to draw an analogy, even if cats were theoretically capable of making sandwiches given proper equipment, one shouldn't base business projections or plans around there suddenly being high demand for cat-sandwich-making equipment. It just isn't happening.Theoretical cat-sandwich-making arguments aside, in practice, motivated new players can quickly get to the point that they are valued members of a relatively top performing alliance. This is what the structure of the game allows, what the structure of the reward system allows, and what current playerbase practices and meta support.Granted, top 10 alliances end up doing things like searching for active players that have powerful rosters that can compete at SCL 9 for higher potential (and in practice) points per player.But this new event does not (as most PvEs do) have variable reward levels that let top 10 alliances earn higher rewards commensurate to their effort. Rather, it has a single reward level, and raises the bar for alliances across the board. This event makes new and higher demands on players and commanders *at large*, not just on the top 10 alliances and their members.Rather than the current event reward structure at large, in which knowledge and effort are relatively well rewarded, this new event has written into its very structure demands. Demands on commanders, demands on player rosters, and if a player's roster (not just the player) isn't up to the task, either the alliance has to give up rewards, or individual players have to be cycled out - and if commanders aren't really up to the task of coordination, both will be true to some degree.And this is wrong. This is not how the game was, this is not how the game is, this is not in line with player expectations. Yes, this is what the game is *becoming* but I think it's a bad direction.
It's down to how the commander sees the situation. In situation where players can't get Nebula covers because many of their members are lacking the essentials or their levels are not high enough to complete the node, the commanders or the players could see things in many ways such as:
1) I should have recruited more seasoned players and I'm going to kick these newbies out. They are dead weights to my alliance.
2) We might not be able to get Nebula covers for everyone this time, but we can try to get the next best set of rewards for the newer players, so that their rosters become stronger.
It's a matter of perspective. The world is not just shades of black and white. There are many other colours out there. Seeing the huge outcry here, I won't be surprised if this event will be buried forever. I guess it's going to be one of the best news for many here.The point I'm making is it isn't a matter of perspective. This event's design and reward design are such that this event contravenes existing practices. Rather than dividing the population into top 10 (elite active commanders and elite active players with highly developed rosters), top 100 (knowledgeable active commanders and active players that have a degree of communication and direction), top 250 (commanders and/or players that put in some good effort but don't care to do quite the amount of effort required to make top 100) and everyone else, this event's structure pushes EVERY alliance to have more and more active players with highly developed rosters.To put it in more relatable terms, if you have high maintenance high performance equipment and give it to a team of highly trained professionals, you expect positive results. You force everyone in every situation - untrained cadets, soldiers in the field in varying situations - to use the same high maintenance high performance equipment, the equipment breaks down and fails.Again, I am not saying that there should be no options for elite players. By all means, have high maintenance and high performance events that give good rewards. But I am saying pushing high maintenance and high performance on the playerbase *at large* is the wrong decision.You get an elite team that needs to fully disassemble their rifles using specialist equipment every twenty four hours and calibrate - if that entire team has that specialist equipment and further has specialists to take care of any less usual maintenance that may be required - sure okay, *if* the equipment is really necessary to picking off targets at 2500 meters at night and that's an expected requirement for performance for that group of specialists, then sure, good idea, give them the equipment they need to get the job they need to do done.Now you give that same high maintenance equipment to grunts in the desert, in an urban setting with cover limiting effective ranges to 500 meters or less, and the sand blows in and grit gets everywhere making the equipment malfunction - there the higher end of performance simply isn't what's needed, but the teams don't have the maintenance equipment or the time or specialist personnel. What do you end up with in a couple months when you issue those high maintenance rifles, when there isn't the budget or infrastructure or anything else to maintain the equipment? Very expensive clubs.Saying "it's a matter of perspective" or "the commanders made the decision to use that rifle" is besides the point. The commanders don't determine what equipment is issued, logistics does. Stating that the commanders or the soldiers should just make the best of the situation is besides the point. Yes, they *could* make the best of the situation, they could use those expensive clubs in hand to hand (provided they survived to get into melee range), they could throw rocks, they have all sorts of options. But the fact that logistics is providing inappropriate equipment is the identifiable issue that *should* be the issue - not the commanders, not the soldiers.
Analogies are necessarily inexact, but hopefully this analogy puts in perspective what's going on. As I wrote, it is natural and expected that players will object to the implementation of this and the previous alliance event, and there are good and natural reasons why this is the case.
To extend the analogy, and to not place undue blame on the developers I'll add - let's not blame logistics for making what they thought were reasonable and rational decisions. There's a lot that goes on behind the scenes. Maybe specialist teams were slated to undergo training, but political then financial support was withdrawn, leaving relatively untrained soldiers unsuited to specialist elite operations. It's not a question of high maintenance rifles being improperly ordered, the rifle order was made using the best data available at the time. It's not a question of "hey let's give everyone the right equipment", decisions have to be made in advance, payment is made or committed to, and people act based on expectations - then circumstances change. It's not that someone in an office screwed up on the spot and needs to be fired. It's that things changed in the six months (or whatever) since the times the rifles were ordered and manufactured and shipped, and now people are just doing the best they can in spite of circumstances.That said, corrections are still appropriate. "Corrections" is a strong term; it implies things went wrong. But then, I do think things went demonstratively wrong. You could say this is a new direction MPQ is going and not a mistake at all. But if that's the case (and again, as this is contrary to existing trends), if MPQ is really going to pursue this sort of event design, some players would do best to rethink their commitment to MPQ.It is not necessarily "wrong" if MPQ takes a new direction; they're going to try to generate monetization and that's just a reality of business. But if MPQ becomes a game in which players need to spend hundreds of dollars or thousands of hours - and I mean *need* - to be at the *least* competitive, I just don't think the game will be interesting. There are plenty of "throw your wallet at the screen" sort of games out there, with more interesting tactical design, or more action-fun-play, or better features for communication in-game.As it is, a new player can in a month or two push into a top 100 PvE alliance and earn regular enhanced alliance rewards. Not top 10, and the player's going to be locked out of earning those higher tier rewards, but that's as it goes.
As it's going, a new player will be trash. More and more events will have hard-coded into them demands on player rosters (not on player practices or activity, but simply raw rosters which means money or time grind), so alliances will push new and active players out, pushing alliances ever more towards those that have invested thousands of dollars and hours, and that continue to put in that investment. Less of a social game, less flexibility, more grind more grind more grind more pay more pay more pay. That's just not something I can sell to anyone I know. "Hey, friend, I know how you like the Marvel universe, so here's a fun match-3 game you can play, only you can never be part of my alliance because I'm in a more competitive alliance and you just aren't going to get there unless you spend hundreds of dollars and thousands of hours so um yeah check it out" - how does one "sell" an investment with low rates of return, that doesn't offer benefits other than monetary (such as social aspects like playing with friends), that requires an ongoing investment of time, &c &c &c, such as MPQ currently has implemented? Where is the selling point? It places a huge burden on the Marvel license to expect its characters to sell a game with so few redeeming qualities. (Mind, again, I don't mean to be critical, every feature has a cost of implementation. But in real terms, there *is* competition for player dollars in the form of other products, even other games that use Marvel licenses.)
I don't have the metrics, and maybe that IS the best way to go in terms of monetization - splitting the playerbase up, pushing players towards spending and grinding. But when a game's design works against social aspects, when it pushes players into hierarchies based on a large money and time commitment, when it doesn't have quality of life features (such as team-based selection to select user-defined teams rather than individual character selection, or more robust in-game chat options) - well, to my mind when a game starts to go that direction, that's a game I'm going to move away from.
Anyways I'm certainly going to be playing for a couple months to see if there's a discount-price-for-roster sale like there was last year. We'll see how future events go, and the direction the developers take the game.Responses in bold.
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Other (explain below)HoundofShadow said:What Sinister 600 has done is revealing the weaknesses (if any) of every single member in your alliance, something that most boss events didn't accomplish. It's simply because the top few players can cover up for a few weaker or newer players in those events and yet still get the final alliance progression reward. You can't really do that in Sinister 600 anymore.
My alliance has several 1-2* transitional players, so even though the rewards meant nothing to me personally, I dropped down to the easy difficulty to hopefully help them participate and get rewards meaningful to them. Unfortunately, "easy" difficulty in this event is geared towards more of a 2-3* transitioner, so otherwise active players in my alliance are completely locked out of the event, purely from scaling alone. At least the traditional boss events have RBS to avoid players being totally screwed by fixed scaling. When the easy level seems to correspond to SCL 4-5 difficulty, what advice am I supposed to give to the woman in our alliance whose best character is a seven cover, 3* Dr Octopus when the minimum difficulty level expects her to go 1v1 against a variety of max covered, Lv 150 4*'s & 5*'s?
I can understand the argument of the deadly difficulty punishing the weak links of an alliance, but I really have to question when all difficulty levels do so.
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N/APhumade said:Spudgutter said:Phumade said:
I think you are the one who truly does not understand how boss events work. Take a look at other threads and other posts, there are a ton of people who help carry weaker rosters. there are plenty of people that are happy with round 6/7/8 rewards. Again, the precedent has been set, they are responsible for turning that on it's head, not us. If you think that it should not be that way, that "the gate" should change, it sounds like a fair debate for the accountants and base and I’ll let you carry on your crusade their.I think you really misunderstand how boss events work. finishing in 40hrs really means your doing in in under 2days or your finishing before side node scaling has gotten past 400. Overall higher alliance finishes in boss events reflect how well the alliance communicates and coordinates WHEN they play nodes. I.e. the Boss event leaderboard measures the best coordinated alliances not the biggest/heavest rosters
response under 1.edit: For what its worth, I did day 2 with just a champed doc ock, 390 kitty, 370 groot. basically 30 levels below their warning and used 1 hp for the full clear. I'll try day 3 deadly with just level 350 chars. Having a roster that can only do round 6 of a boss event doesn't relate to competing against Level 450 chars.
lastly
response under 2.
The only precedent that has been set in Boss events is the fastest path to complete the leader boards in the shortest amount of time. a basic 270 alliance can easily finish 8 rnds before the 7th scaling window hits. Do you honestly think 3 270 are gonna beat the 515 side nodes? I don't think so, and i think alot of alliances have equated following a bake recipe with thinking they understood the when and why to hit the boss node or wait.
You speak in terms of precedent and you've played the boss events from the very beginning. That's why I don't think your accurate in your assessment of the precedent sent.
If you think the precedent is easier boss events, that has only been true since Boss rush. Prior to that the trend was for harder events. (We both remember how many boss events got retuned down). So I would say we lived equally under a hard boss (3 years of hard bosses) and easy Boss (right around that 3 year mark) philosophy. And I don't see that as surprising at all to see them develop a third type of pve with a higher gate threshold. We both remember simultaneous heroics at different difficulties
But sure, we can let the accountants decide which tack drives better engagement and more creative solutions. My roster and your roster cares not about the widith or the difficulty of the event. just that its new with a different math problem to min max.
response to 2:
YOu know it could have just as easily been yondu (340), baby groot 275, agent venom 350. Its not the names, its the numbers behind it that count. and sure now that its last day, might as well try to figure out the lowest teams that can still win. I think some people beat rnd 8 galactus with a 3* team.
for the second one, you still don't get it. it isn't the name per se, it is the numbers. i have 15 champed 5*, and i don't have a 340 Youndu. in fact, i barely have anyone at 340. My top three 4* are 344, 342 and 341. The fact you casually reference using him with your second (!!) Groot, without realizing you are in a separate class is laughable. You have literally received over 130 covers for Groot alone. How about not talking down to those who are still trying to climb the same hill? read some of these other responses. our hopes for alliances in general, be it story, versus, boss or raids, is to help everyone get the best rewards possible. some may work a little harder than others, a rising tide raises all boats. we shouldn't have to step back and do worse.1 -
Hate it!!My 2-3-8 Nebula going into this is really hating the four red covers, they could've changed up the colors over the 4 days1
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Love it!!Spudgutter said:
for the second one, you still don't get it. it isn't the name per se, it is the numbers. i have 15 champed 5*, and i don't have a 340 Youndu. in fact, i barely have anyone at 340. My top three 4* are 344, 342 and 341. The fact you casually reference using him with your second (!!) Groot, without realizing you are in a separate class is laughable. You have literally received over 130 covers for Groot alone. How about not talking down to those who are still trying to climb the same hill? read some of these other responses. our hopes for alliances in general, be it story, versus, boss or raids, is to help everyone get the best rewards possible. some may work a little harder than others, a rising tide raises all boats. we shouldn't have to step back and do worse.
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Love it!!I was a bit sore with them all being red, but it's not like I'm losing them and my nebula is 10 covers so she is Shield Training ready. I can understand others who aren't at 10 covers being pretty annoyed though.Event over and finished for me, can't say I will miss it if they never run it again. First time I have used a health pack in a pve for a long long while though. Carol node got me a couple of times on day 3.0
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Hate it!!bbigler said:I haven't read all the posts, but has anyone mentioned that you can't get full personal progression rewards without 5*Ock in the Hard or Deadly nodes? I assume the Easy and Medium subs don't require Doc Ock, but then you're sacrificing alliance rewards. The point is that every other PVE event allows you to get full personal progression without the required 5*, except this one.Plus, it's really dumb that the 4* cover reward is the same one everyday. My 1/5/5 Nebula is not happy at all.
Yes Easy and Medium have 2, 3, and 4* required, Hard and Deadly have 3, 4 and 5*. So you get full personal progression, but depending on your alliance will miss out on the 4* covers.0 -
Hate it!!The poll results look like a middle finger. Just bring back the gauntlet and fix the reward structure. Have clears tied to personal and alliance rewards. And for the love of Odin change essential nodes so that people with younger rosters can at least use a loaner character so that they can do the missions.2
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Other (explain below)Not a fan. I appreciate the attempt, but I don't care for the fact that it employs the typical Story Mode structure and requires you to grind every node to get progression — the point values are just too low. I hate that about Story Mode, and as such only ever play the nodes that offer rewards of note. Boss Events are different in that each time you complete a node you unlock the boss match, for high points and better rewards. The personal progression rewards aren't good enough to warrant the effort required, and while the daily alliance progression rewards are pretty nice, those are reserved for very active alliances with solid rosters — only about 14-16 members of my alliance play daily and only maybe 4-5 go all-in for events, so I'll sadly never see the alliance progression rewards past the first two to three.0
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N/APhumade said:Spudgutter said:
for the second one, you still don't get it. it isn't the name per se, it is the numbers. i have 15 champed 5*, and i don't have a 340 Youndu. in fact, i barely have anyone at 340. My top three 4* are 344, 342 and 341. The fact you casually reference using him with your second (!!) Groot, without realizing you are in a separate class is laughable. You have literally received over 130 covers for Groot alone. How about not talking down to those who are still trying to climb the same hill? read some of these other responses. our hopes for alliances in general, be it story, versus, boss or raids, is to help everyone get the best rewards possible. some may work a little harder than others, a rising tide raises all boats. we shouldn't have to step back and do worse.
1
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