SCL10 Mission Changes
Hey all,
Wanted to take a moment and announce a change in mission structure for SCL10 that will be going into effect with this next PVE, Fight For Wakanda. Since the addition of SCL 10, we have been looking at how many people play SCL 10 and how much time it takes them to complete playthroughs. We would like to make playing in SCL 10 attractive to more players so we are making some quality of life changes to SCL 10.
SCL 10 Mission Changes
Starting in Fight For Wakanda, we’re making the following changes to missions to reduce player’s overall play times.
Changed total points draining on missions to 3 (from 4).
Mission difficulty scales more between each mission, but the max difficulty remains unchanged.
Changed mission node rewards to 4 (from 6) and re-scaled rewards so they give out roughly the same rewards as before overall.
With these changes, missions will give out roughly the same rewards over a fewer number of clears, and offer the same difficulty increase over those clears. Overall, the goal is to reduce the overall amount of time the player spends refighting each mission for each set of mission clears.Our goal is to put the playtime players are experiencing at SCL10 close in comparison to SCLs 1-9.
At the same time, we changed the reward structure for Progression slightly. The highlights are:
Moved the 4-Star Cover reward from T6 to T15
Moved the 50 5-Star Shard reward from T12 to T9
Moved the 75 5-Star Shard reward from T14 to T18
Broke up the T18 4-Star Shard reward into 2x50 and moved them to T6 and T13
A few of you astute players may have noticed a change in mission rewards through the event preview (see here). While these rewards are in fact correct, the changes to the gameplay structure make these changes a bit easier to understand.
These changes overall make it easier for people breaking into SCL10 to get the first 5-Star shard rewards faster, get more 4-Star Shard rewards faster, and moves the second 5-Star Shard reward a bit further down, but still in a place that players who are able to clear the event can still reach fairly easily. We’re pretty confident these changes overall will make SCL10 better for players not only just starting out in it to gain more rewards, but also for players that are crushing it to not take quite so much real world time in doing so.
Comments
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Sounds like a positive change. To clarify - optimal play is now 3 initial clears, followed by 3 clears at the end, correct?0
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3 and 3 doesn't seem like major reduction in time.3
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So max difficulty on the 3rd try right?
I appreciate the lessen time it will take to complete, but some characters health pools are so big at max difficulty, it still takes forever to complete. Granted one less time is nice.
I will cast judgment after I try it out.
2 -
Will points be correctly adjusted to reflect less clears needed for progression?
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As I've talked to PVE players, they tend to indicate to me they play it not for progression rewards - but for placement rewards. This is basically regardless of the top three scl: they are playing whichever one they have found will give them better PLACEMENT.
If the difficulty remains the same, even if time goes down (which I appreciate as a more casual pve'er that's always in cl10!) - those that aren't in CL10 won't come up to CL10.
If you want more players to play in CL10...you need to make PROGRESSION rewards better than cl9 Placement rewards.
5 -
So the reduction in the lower SCL levels is to encourage more people to go to SCL 10?1
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Changed mission node rewards to 4 (from 6) and re-scaled rewards so they give out roughly the same rewards as before overall.
Does this mean we still have to do 6 clears for optimal points, but we get rewards for only 4 of those clears? Or will end clear grind also be reduced by 1 to make it 5 total clears to get optimal points?0 -
MrPlow said:So the reduction in the lower SCL levels is to encourage more people to go to SCL 10?
New Release placement rewards are always different so we need to see a normal PVE to compare to VB's rewards, but I assume they are not doing anything there since they didn't mention it.0 -
grunth13 said:Changed mission node rewards to 4 (from 6) and re-scaled rewards so they give out roughly the same rewards as before overall.
Does this mean we still have to do 6 clears for optimal points, but we get rewards for only 4 of those clears? Or will end clear grind also be reduced by 1 to make it 5 total clears to get optimal points?
Our grind times would still need to remain the same, and we would save maybe 5-10 minutes on a clear (depending on the event).
Hopefully we'll get an answer before S1 beta testers have to do their grind and find out if they need to hit each node three times or only twice.7 -
I did a full comparison of the old vs new rewards for full progression:
Reward Old SCL 10 New SCL 10 Change 3* Cover 1 1 - 4* Cover 1 1 - 4* Shards 900 850 (50) 5* Shards 250 250 - CP 34 34 - Event Token 1 1 - Heroic Token 1 1 - HP 150 150 - ISO 8,600 7,950 (650) Mighty Token 1 1 - RISO 18,650 18,650 - 14 -
Man taking anything away from SL 10 seems whack...8
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@IceIX What will happen to the point structure ?Total points draining on node A of 100 in CL10 = 3 X 100 = 300Total points draining on node A of 100 in CL09 = 4 X 100 = 400orCL10 points will be adjusted ?If nothing is adjusted, then you're punishing CL10 players even more with more playing-time needed to achieve progression and lower alliance ranks as well.0
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My crazy suggestion? Make the Challenge node start at max level and worth points on the first hit, then take all the points that would have been gained in subsequent hits and divide them up amongst all other nodes.
You can get additional rewards from the Challenge node if you choose to hit it more, but if you choose not to, then no harm nor foul to your score. You can attempt these additional rewards whenever you want over the course of the remainder of the sub at your leisure.
Basically, make it how it was initially advertised. 😉
Because right now on sub 3 of Venom Bomb, I'm planning an hour for my grind, and a big reason why is to allow for three hits on this particularly heinous Challenge node. I've seen CL9 folks say they're planning on 25 minute grinds. If I'm a player looking to reduce the real world impact of this game on my time, there's no competing with that.
11 -
Quick question - will 3x clears be enough for max progression?0
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SourCream said:@IceIX What will happen to the point structure ?Total points draining on node A of 100 in CL10 = 3 X 100 = 300Total points draining on node A of 100 in CL09 = 4 X 100 = 400orCL10 points will be adjusted ?If nothing is adjusted, then you're punishing CL10 players even more with more playing-time needed to achieve progression and lower alliance ranks as well.1
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JHawkInc said:SourCream said:@IceIX What will happen to the point structure ?Total points draining on node A of 100 in CL10 = 3 X 100 = 300Total points draining on node A of 100 in CL09 = 4 X 100 = 400orCL10 points will be adjusted ?If nothing is adjusted, then you're punishing CL10 players even more with more playing-time needed to achieve progression and lower alliance ranks as well.0
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JHawkInc said:SourCream said:@IceIX What will happen to the point structure ?Total points draining on node A of 100 in CL10 = 3 X 100 = 300Total points draining on node A of 100 in CL09 = 4 X 100 = 400orCL10 points will be adjusted ?If nothing is adjusted, then you're punishing CL10 players even more with more playing-time needed to achieve progression and lower alliance ranks as well.0
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All seems to me to be reduced rewards and faster difficulty increase, as others have stated this changes will probably not bring more players to scl10 but populated more scl9. Will i play long enough to see increase on rewards or at least reduced red iso in favor of purple iso? Me thinks never ever.0
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DarthDeVo said:My crazy suggestion? Make the Challenge node start at max level and worth points on the first hit, then take all the points that would have been gained in subsequent hits and divide them up amongst all other nodes.1
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