SCL10 Mission Changes
Comments
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DarthDeVo said: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.0 -
Instead of clearing 7 times, it's 6 times now. It's easily 10-15 minutes per day for competitive players. 10 minutes in total for 3 day pve seem to be an underestimation. However, it will vary depending on roster strength.0
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this is not enough of a change to make me go to scl10.
right now, i play 8 and occasionally 9, with 15~25 minutes for clears/grinds, i.e. 35~45 minutes of play per day. whenever i try 10 it's more like 45~50 mins clears and 55~1:05 grind (at best, since i only go there with a good champed essential 5*), so that's 1:40+ per day - more than double. this change will bring it to ~1:30+, not a huge difference.
i can't place in scl10, that's reserved for the people who invested more than me in this game and have 500s or 550s, as it should be.
so to get me to scl10, i'd need time spent to be reduced to the 1:00~1:15 range, and the (scl10 progression + t100 placement) rewards to be about 20~50% better than the (scl8/9 progression + t5/10 placement) rewards, to reflect the extra time invested.
personally, i think you need to add to that reduction of clear missions a reduction of grind missions to 2, and make the challenge node a 1-time clear for points and the rest just for rewards.
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What about wave nodes? Are the points reduced after the first clear or after the second as before?0
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bowla33 said:3 and 3 doesn't seem like major reduction in time.
But it's an improvement0 -
With my tinfoil hat firmly in place, consider this: is it just coincidence that this change is happening when fight for wakanda is running - where people are less familiar with the points - and strange sights - where ranking is much more difficult to judge during the event? Also, if you wanted to try and measure how much of an effect this has, why introduce it on the event with the least (non-zero) comparative data points? The second question alone makes this seem pretty fishy to me.1
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HoundofShadow said:Instead of clearing 7 times, it's 6 times now. It's easily 10-15 minutes per day for competitive players. 10 minutes in total for 3 day pve seem to be an underestimation. However, it will vary depending on roster strength.
The close is unchanged and it is the close that is the main problem as you are x3 on full difficulty nodes.1 -
Moved the 4-Star Cover reward from T6 to T15
I will never be playing SCL 10 again. I used to play it when I was short of time and clear the easy nodes quickly so I can pick up the 4 star cover. Now it will be much quicker for me to get the same reward for playing SCL 7 and I will also get a better placement rewards. I don't care about 5 star shards, I put all my Iso towards 4 stars.3 -
I'm struggling to see the incentive myself and moving the 4* cover seems to me to be the opposite of encouraging more players to try and "punch up". I'm guessing too many players are just playing to that cover and then not bothering to play more. I admit that was my plan this event on my second ever visit to SCL10 but I ended up doing as much as I could manage including some clears of the 5E with my very weak Banner. But it seems clear that my plan was rumbled and the Devs have moved to foil a repeat! Sorry forum!Can't see much incentive to try again though unless it is one of my high covered 5* featured. With 90 gazillion 4* characters in game, it seems truly weird that the Devs would fret over having a fairly low hanging fruit but they have the data I guess.But if the changes helps out the existing SCL10 dudes and dudesses then cool.0
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Here is the thing. They took the 4th hit off the clear not the grind. What they said is they took the increase that you would see on the 4 clears and mad the same increase on 3. So we will still, as of right now, have to do a 3/3 if you play at the top end while taking the rewards from 6 to 4. 1 less clear, which is 10 per sub, but that is off the clear not grind. As a SL10 top end player, this will save me about 5 mins if that. So I like this step in the right direction, just wish it was then 3/2 clear/grind that they were thinking of. Or as other people said, make the C node a full 650 char level fight from the beginning and spread the rest of the points out throughout the sub. That would be a big difference.6
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bluewolf said: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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The rockett said:Here is the thing. They took the 4th hit off the clear not the grind. What they said is they took the increase that you would see on the 4 clears and mad the same increase on 3. So we will still, as of right now, have to do a 3/3 if you play at the top end while taking the rewards from 6 to 4. 1 less clear, which is 10 per sub, but that is off the clear not grind. As a SL10 top end player, this will save me about 5 mins if that. So I like this step in the right direction, just wish it was then 3/2 clear/grind that they were thinking of. Or as other people said, make the C node a full 650 char level fight from the beginning and spread the rest of the points out throughout the sub. That would be a big difference.
This is a very small step toward a much needed time relief to CL10.
For prog-only players I‘m still not sure I understand - will they get enough points by 3x clear (instead of 4x) to reach prog? In that case, the players not pushing for placement are taking a real benefit, and it seems those are the indented audience of D3.2 -
Pongie said:bluewolf said: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?
As long as the initial node points are adjusted up accordingly from SCL9 values, then you should still hit progression with the 3 initials plus 1 more hit whenever you want.supergarv said:The rockett said:Here is the thing. They took the 4th hit off the clear not the grind. What they said is they took the increase that you would see on the 4 clears and mad the same increase on 3. So we will still, as of right now, have to do a 3/3 if you play at the top end while taking the rewards from 6 to 4. 1 less clear, which is 10 per sub, but that is off the clear not grind. As a SL10 top end player, this will save me about 5 mins if that. So I like this step in the right direction, just wish it was then 3/2 clear/grind that they were thinking of. Or as other people said, make the C node a full 650 char level fight from the beginning and spread the rest of the points out throughout the sub. That would be a big difference.
This is a very small step toward a much needed time relief to CL10.
For prog-only players I‘m still not sure I understand - will they get enough points by 3x clear (instead of 4x) to reach prog? In that case, the players not pushing for placement are taking a real benefit, and it seems those are the indented audience of D3.
I realize they may not be that concerned about the overall scores in PVE and what qualifies for a Top Alliance- worthy score, but making the final 2 hits on a node (past the 4 node rewards) points-only clears could have an interesting effect on how points shake out. As in, what points will people chase or not? How will they compare to lower SCL optimal points? Etc.2 -
bluewolf said:As far as making SCL10 more appealing, the biggest bang for the buck is going to be making progression easier to hit. In general in MPQ, hitting progression is usually equal to a T100 score, at least. Green checks are T50, grinding past that and you are contending for T20 and up. This will vary by bracket.
I realize they may not be that concerned about the overall scores in PVE and what qualifies for a Top Alliance- worthy score, but making the final 2 hits on a node (past the 4 node rewards) points-only clears could have an interesting effect on how points shake out. As in, what points will people chase or not? How will they compare to lower SCL optimal points? Etc.3 -
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.
While there are times I understand the tradeoff (give us shards, take away HP and CP) - even if I don't always like it - this one feels just like there is some Suit somewhere who DEMANDS that any player benefit be accompanied by a loss of some sort.
By the time a player can consistently clear progression + in SCL10, it is very likely they are not terribly concerned about the general state of most of the 4s in their roster. Taking away 50 shards? It makes almost no difference to players. And! As I have pointed out before, the more characters in the game, the less any generic reward is worth to you.
For a new 4 nowadays, you get approx 5-6 runs with them as a Latest Essential. So the biggest impact here is on those new 4s (who cares if every 2 1/2 years you get 50 less shards for a Classic 4 in PVE?). So that means 250-300 fewer shards. But personally I end up with recent 4's well over L300 and it won't bother me one bit if I don't get those 250-300 shards. This does nothing for the devs as far as spurring player spending, IMO.
It just feels petty. Why not just give us a benefit without making it feel like it costs us something? Just be glad you have a game that is running well after 7 years and be grateful you have passionate players who have been sticking with it long enough to qualify for SCL10. Just give us a little. The time suck of 10 is/was a major turnoff to many players (I have plenty in my alliance that could easily play in 10 and don't consider it worth their time) and IMO they have a perception problem that would better addressed as a straight player benefit.
I have been looking forward to saved teams but now I'm worried there will be some tradeoff like taking all the CP out of 2* champ rewards or something.11 -
The tradeoff for the supposed Saved Team has already been implemented: fewer support of different screensize.
Saved Team is a UI change, and it's not something that affects the time/effort to rewards ratio. So, I won't be worried about reward nerf due to UI change. There are definitely many other features added (like bonus hero, shards, CP etc) after 2014, but I think the principle behind managing the economy wouldn't deviate too much.Marvel Puzzle Quest’s economy is pretty similar to the standard dual-currency free to play games. The two currencies in Marvel Puzzle Quest are:- Iso-8, which is essential XP that levels up characters. The currency scales a bit as players progress, but we attempt to peg this at a constant inflow per minute played. It’s a classic soft currency.
- Hero Points, which are our hard currency. But unlike most free-to-play games, we’re pretty liberal in giving them out. We aim to regulate the inflow of these into the economy by engagement — regular daily play.
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supergarv said:For prog-only players I‘m still not sure I understand - will they get enough points by 3x clear (instead of 4x) to reach prog?0
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Just my luck I’m finally eligible for SCL 10 as of today and they go ahead and change it because they noticed that .1
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Here is a crazy idea......
What if they made the reduction to time and nodes first and left the reward structure the same, then accumulated all the data to justify the reward structure change later on.
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I would like to once again thank the devs for providing this information to us.
I have yet to unlock SCL10, but this concerns me as (judging from the response here) I expect to see even more tier 5 players in SCL7-9. It’s already hard enough to get T10 placement & with more vets punching down, meaningful placement may become all but impossible for younger rosters. I fully expect T50 in all events to be reserved for vets & whales until there is a good enough reason for players to punch in their proper weight classes.
Please fix this.2
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