SCL10 Mission Changes
Comments
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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.
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.1 -
killercool said:Sounds like a positive change. To clarify - optimal play is now 3 initial clears, followed by 3 clears at the end, correct?1
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I mean if y'all really wanted to increase the population of SCL10, maybe increase the overall amount of rewards so it's actually worth wild to play.
How about increase rewards all together so it doesn't take a quarter of a century to cover a classic 5 star.
When it comes to speed of play, it still takes forever to kill a team with a combined health pool of 600k and your severely handicapped with an unboosted hodgepodge of 5 stars and 4 stars that if the enemy team calls one ability, it's over. All the work to get a elite token or 1 CP.
Think about it. That's awful10 -
LucasRaven said:killercool said: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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This change of 3 opening clears/ 3 end clears would save me no more than 10 minutes at the start, and nothing on the grind. So that's no reason to move to scl10. But make the challenge node a one time clear only node and I would play scl10 every time.8
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Why reduce node rewards from 6 to 4 if it's only one less clear. Hopefully the ones eliminated are the lesser like ISO and not CP or tokens. Overall it seems there is too much reduction for one less clear per node. There's approximately 10 nodes per round so we're out 20 node rewards in addition to the shard reduction. So if an event is 3 days you lose about 60 node rewards per event.3
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MrPlow said:Why reduce node rewards from 6 to 4 if it's only one less clear. Hopefully the ones eliminated are the lesser like ISO and not CP or tokens. Overall it seems there is too much reduction for one less clear per node.0
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bluewolf said:MrPlow said:Why reduce node rewards from 6 to 4 if it's only one less clear. Hopefully the ones eliminated are the lesser like ISO and not CP or tokens. Overall it seems there is too much reduction for one less clear per node.2
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The fewer clears needed will be nice. I'm assuming that means those first 3 clears will be worth more points though? It would to have grind more because of having one less clear.0
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Is this the same Fight for Wakanda with the heinous hazard tiles that typically only benefit the AI team because they count down at the start of the AI team's turn thus giving them the AP from any cascades?
Is this the same Fight for Wakanda that everyone loves to hate, which will see a large number of CL10 players drop down to 9, and CL9 players down to 8, and so on?
This is the event that you're choosing to field test new changes to CL10?0 -
JSP869 said:Is this the same Fight for Wakanda with the heinous hazard tiles that typically only benefit the AI team because they count down at the start of the AI team's turn thus giving them the AP from any cascades?
Is this the same Fight for Wakanda that everyone loves to hate, which will see a large number of CL10 players drop down to 9, and CL9 players down to 8, and so on?
This is the event that you're choosing to field test new changes to CL10?
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Yes, the hazard tiles were removed.0
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I think he missed out playing the revamped FfW. He's still in 2018.2
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I hope this works out. Perhaps just simply adding a couple 5s to the weekly buff list would have helped. Could change the meta in pvp every week as well. Just a thought.2
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Wow. While I understand not many are happy with the changes or at least pensive, here we have a fairly timely communication from the devs and I’m the only one to throw a like out there.7
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I'm surprised some are hard up for 50 4* shards and 650 iso-8. The time saved should be about about 15-20mins per day.
Is saving a total of 45mins to 1 hour for 3 day pve worth the tradeoff of 50 4* shards and 650 iso-8?2 -
Thanks for the update demi/d3. I have three initial thoughts about this change:(1) I wonder what the effect on scoring will be, especially for late starts Is it still possible to get max prog when starting late? if the points from all the first 4 clears have just been consolidated into 3, then it should be a net-neutral change. But I would like to know for sure.(2) shorter clears are good. But this is just the tip of a massive iceberg. The real time sink is 3x clears of the hard and essential nodes at max difficulty, and this change has no effect on that. We are also still grinding three pointless trivial nodes in every sub 6 times, which is just a pain in everyone's tinykitty.(3) I can't help but notice that this post is entirely silent on the fact this these changes include a net ~5.6% reduction in 4* shards per event. Not the biggest nerf in the history of mpq, but still a tangible, permanent eduction in player rewards.Edit: a 4th thought; have the node rewards been consolidated, or just reduced? If the latter, which rewards were taken away?5
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HoundofShadow said:I'm surprised some are hard up for 50 4* shards and 650 iso-8. The time saved should be about about 15-20mins per day.
Is saving a total of 45mins to 1 hour for 3 day pve worth the tradeoff of 50 4* shards and 650 iso-8?I am not sure hound, but I do know that:(1) d3 didn't even mention the change at all, which is ****; and(2) demi always changes both the numerator (the rewards) and the denominator (time spent grinding) when they fiddle with the economy, which makes it very hard to evaluate the changes on paper (almost like they are trying to distract the players with a shell game).5 -
They did mention something about making change that affects the veteran players in the near future in the livestream a few days back. It was not direct but it was one of the possibilities.
I think 45min to 1 hour time saved for 3 days pve is significant. It could be more or less depending on how many clears and how fast that player can clear.
The founder of Demiurge has been quite straightforward (2013/2014 interview?) with how they tune the economy, so it shouldn't be a surprise. It's not even a secret. You can google for that 2013/2014 interview split into 7-8 parts. I'm sure someone else can remember it.
By now, players should be expecting tradeoff with the changes. The next round of tradeoff should be in Anniversary.0 -
HoundofShadow said:They did mention something about making change that affects the veteran players in the near future in the livestream a few days back. It was not direct but it was one of the possibilities.
I think 45min to 1 hour time saved for 3 days pve is significant. It could be more or less depending on how many clears and how fast that player can clear.
The founder of Demiurge has been quite straightforward (2013/2014 interview?) with how they tune the economy, so it shouldn't be a surprise. It's not even a secret. You can google for that 2013/2014 interview split into 7-8 parts. I'm sure someone else can remember it.
By now, players should be expecting tradeoff with the changes. The next round of tradeoff should be in Anniversary.2
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