SCL10 Mission Changes
Comments
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bluewolf said:HoundofShadow said:Thanks for the confirmation. So, it's 3+3 and players save between 5-15 mins per day, depending on their roster strengths.
Top players can clear within ~20 mins, and those with the right 5* with level slightly higher than 450 (460-480?) can clear it in ~30 mins. Some cleared SCL 10 in 1.5 hours. It's quite a big difference.
I mean I guess it depends on the player but I think it'll still be like 40 minutes for a fast 460 player at minimum. Depends on the event, I guess.
I mean - this. The top players aren't going anywhere anyway and this QOL change for them is not really the intended target. The stated intention is getting people into SCL10 and I don't really see how this is going to achieve that.
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The rockett said:Some feed back:
Have been a SL10 player since it started. I think I am a higher end player for pve. Here is what my findings are
Sub1:
Clear took 19 mins. (About 5 mins shorter)Grind took 32 mins (same as before)Sub 2:
Clear: 21 mins (about 5 mins shorter)
what I can say is that this saves very little time with the rewards that were lost. Also, now that SL10 is worth more points than 9, that means that this will put even more pressure on the top end allys and player. You will HAVE to play in 10 or you cannot be in a T10 ally. There is no way possible to carry lower points. This will burn people out now.So far I can fully say that this is NOT a good change. While less time on clear is fine, there is not less time in grind, the amount of pressure this will put onto the commanders that run T10 ally’s, the pressure this will put on people to move up to SL10 even if they don’t want to or cannot handle this killer C nodes will not be good for the long term of the game. This will turn players off to moving up and not sure what we will do then. I hope the Dev team will go back to the drawing board quickly on this (like they did with Win V1 PVP).Example:Scl9: 100 x (4 + 1 + 2/3 + 1/3) = 600Scl10: 150 x (2 + 1 + 2/3 + 1/3) = 600
This would even out the scoring between 9 and 10, and reduce time required for 10 more significantly. (As I understand it, that was the intention of this change.) And with only 2 hits required to start a node’s timer, clears will take about half the time as before, so there won’t as much of a point penalty for playing optimally in scl10 vs. scl9 as there was before this change.3 -
I don't think the increased points will pull more 5* players out of SCL 8 & 9 into SCL 10. Any extra points they gain from initial 3 clears they'll lose in not being able to do all 3 grinds. Not to mention the extra time and loss of placement rewards. This will be a difficult balance for the top alliances.0
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Here copied from the OP is the stated intention: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.
So what the Devs really need to know is why aren't people playing SCL10? Is it too hard? Does it take too long? Are the prizes not relevant to their rosters? Are they fearful of losing placement or not being able to keep up with Allliance point scoring requirements?I find it a bit strange that none of these questions were asked before the changes were made? Obviously this forum contains a lot of high end 5* players but it also contains a lot of mid-level and low-level 5* players who appear to be the target of this - they could play scl10 but don't. Why not? What can we do to lure them in? Is saving 10 minutes per day a good enough incentive?
Maybe I am just crazy, I don't have a diploma in Marvel Puzzle Quest after all but just asking the question in tandem with proposing the change might have been a good idea.
Hopefully at least this thread is being read and the feedback taken into account (I sense a J Jonah Jameson gif incoming)
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DAZ0273 said:Here copied from the OP is the stated intention: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.
So what the Devs really need to know is why aren't people playing SCL10? Is it too hard? Does it take too long? Are the prizes not relevant to their rosters? Are they fearful of losing placement or not being able to keep up with Allliance point scoring requirements?I find it a bit strange that none of these questions were asked before the changes were made? Obviously this forum contains a lot of high end 5* players but it also contains a lot of mid-level and low-level 5* players who appear to be the target of this - they could play scl10 but don't. Why not? What can we do to lure them in? Is saving 10 minutes per day a good enough incentive?
Maybe I am just crazy, I don't have a diploma in Marvel Puzzle Quest after all but just asking the question in tandem with proposing the change might have been a good idea.
Hopefully at least this thread is being read and the feedback taken into account (I sense a J Jonah Jameson gif incoming)
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I played today scl10 s1, with a roster of 5* ranging from 450 to 467.
The first half took me 40 minutes, down from around 60 usually.
The second half took me 70 minutes as usual.
I still need to play around 2 hours each day in scl10.
Playing scl9 takes me 25 minutes + 25 minutes = 50 minutes of total play time a day.
I believe that only progression players benefit from this fix.
Since I play for placement this fix barely changed my play time.
If the designers wish to fix scl10 play time for placement players then they should shorten the second half as well somehow.
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@DAZ0273
I still have about 15 ranks to go before I can play SCL10, so this is theoretical for me.
As far as SCL10 PvE is concerned, the massive health pools and enemy levels leave me to think that I will at the very least need a close to max champed Grocket to even consider playing there. Most reports on the forum are people using Hulkoye and the ilk. While I may be able to get some traction on my 5* roster during Anniversary, most of my pulls as of recent have been just to roster 5s.
So between not having any 5s that are really online, trying to stay at 4* champ levels for PvP and 4* dilution slowing my progress on meta 4s, SCL9 is really my far off target. I’m thinking maybe I would check 10 out if I had Hulkoye & 5HE, but wouldn’t have my hopes up for a good time.0 -
MrPlow said:I don't think the increased points will pull more 5* players out of SCL 8 & 9 into SCL 10. Any extra points they gain from initial 3 clears they'll lose in not being able to do all 3 grinds. Not to mention the extra time and loss of placement rewards. This will be a difficult balance for the top alliances.0
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It seems like players playing for placements aren't pleased with the change. However, for progression only players, it could be better now since you don't need to play Challenge Nodes to get full progression. I think their strategy is to make small changes first, then observe the change for a few months, before making changes again. If they go with 3+2 immediately and then switch back to 3+3 again, then we'll know what the reactions will be again.0
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The rockett said:HoundofShadow said:Thanks for the confirmation. So, it's 3+3 and players save between 5-15 mins per day, depending on their roster strengths.
Top players can clear within ~20 mins, and those with the right 5* with level slightly higher than 450 (460-480?) can clear it in ~30 mins. Some cleared SCL 10 in 1.5 hours. It's quite a big difference.So this point doesn’t get lost, Losing a pass on clears is almost nothing to a lot of people cause you still have to deal with the 3 clears on grind.
It is a good change rockett. grinding is better with this change in place (even after accounting for the loss of iso/4* shards). that's good, all other things being equal. it's just not a sufficient change to make CL10 anything less than a slog because, as you correctly point out, the real slog is the 3x closing grind which is unchanged.
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Michael1957 said:MrPlow said:I don't think the increased points will pull more 5* players out of SCL 8 & 9 into SCL 10. Any extra points they gain from initial 3 clears they'll lose in not being able to do all 3 grinds. Not to mention the extra time and loss of placement rewards. This will be a difficult balance for the top alliances.
note that FFW is not (through 2 subs) the most challenging cl10 event. When simulator or cosmic chaos cycle back around, you should go in expecting a different level of difficulty.
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HoundofShadow said:It seems like players playing for placements aren't pleased with the change. However, for progression only players, it could be better now because you don't need to play Challenge Nodes to get full progression. I think their strategy is to make small changes first, then observe the change for a few months, before making changes again. If they go with 3+2 immediately and then switch back to 3+3 again, then we'll know what the reactions will be again.If you only want to hit progression, you have NEVER had to play a Challenge node if you played all the other nodes 4X + one more at any time after that. Or if you hit a node 4x, let it recharge and hit it 2-3 times more later and skipped the 5th clear on others. The point is the points in 10 were originally (and still are) assigned based on clearing 4+1 on the 9 nodes with the CN being "extra" points. In 7-9 the 5E is also Extra in terms of points needed for progression only.
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The fact that the node rewards drop off after 4 clears (which would also be the same as the progression requirement, plus the fact that a (rare) dev comment on Discord said they have a goal of only needing 2 clears after the opening 3, tells me that their goal is 3+2 but they cannot implement it yet.
In the other SCLs, you have 6 node rewards and then one last clear for points only before they drop to 0. This implies further their goal would be, in general, only having one last clear for points only. So 3+2 in 10, where the first 4 clears have node rewards and the last clear would be points only (instead of two clears for points only, which is the situation for FFW).
They further said on Discord it was not as easy as they were hoping to set up the 2 hits going to 0 points, so I assume the game isn't cooperating with wha they want to do. To me, the most likely reason is difficulty in terms of setting up nodes in one specific SCL to drop the points 50% after full points where all other nodes and SCLs drop them 33%.7 -
Vhailorx said:Michael1957 said:MrPlow said:I don't think the increased points will pull more 5* players out of SCL 8 & 9 into SCL 10. Any extra points they gain from initial 3 clears they'll lose in not being able to do all 3 grinds. Not to mention the extra time and loss of placement rewards. This will be a difficult balance for the top alliances.
note that FFW is not (through 2 subs) the most challenging cl10 event. When simulator or cosmis chaos cycle back around, you should go in expecting a different level of difficulty.0 -
So, their original plan is 3+2 but due to technical difficulty, they can't implement it. In that case, players have to wait until they can figure out the solution.0
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HoundofShadow said:So, their original plan is 3+2 but due to technical difficulty, they can't implement it. In that case, players have to wait until they can figure out the solution.1
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so far, I'm happy with the time reduction. I'm a progression-only player.
Yeah, it's only an "easy" clear... but its something.
Also, I don't count clears -- I kinda zone-out when I do my grind (mostly). Instead, ... I LOOK FOR THE TIMER. So, to whoever mentioned looking for the timer to appear? Yeah, you win. That's what I do. Because counting them would probably eventually put me to sleep after counting clears for 10 different nodes a day. Yuck.
I'm just gonna keep up this timer-appear-clear thing like I used to do, and hope it takes me to full-progression like it (usually) used to do. If it works, great... if its off by a couple points, no biggy -- I'll re-hit a node or two. If its off BIG time, well... I'll have to reassess my strategy then (and post my disappointment here).1 -
I dont have okoye nor I will ever have her, so 10 minutes saved is a bit optimistical for me.
For to be on the final rank, the final health pool I needed to clear before and now not, it took me 40 m at the very least.
40 m less for me is well worth the resources lost.
On the other hand, I dont think this game is ruled by competitive alliances. In fact I think they would be the opposite.
And finally there is another perspective not commented yet: there are great and funny 5* char out there and maybe devs want to players to grind for them.
I have to say its a more than great goal.0 -
Bad said:I dont have okoye nor I will ever have her, so 10 minutes saved is a bit optimistical for me.
For to be on the final rank, the final health pool I needed to clear before and now not, it took me 40 m at the very least.
40 m less for me is well worth the resources lost.
On the other hand, I dont think this game is ruled by competitive alliances. In fact I think they would be the opposite.
And finally there is another perspective not commented yet: there are great and funny 5* char out there and maybe devs want to players to grind for them.
I have to say its a more than great goal.
Look, 5s are definitely a lot more accessible via rewards but dilution is a major problem even now. And they remain the ultimate carrot for players. But you simply can't "grind" for them other than finishing some off when they are missing a cover or two, unless you are on a 13 year plan or something.The only way to really progress towards Classic 5s are to hoard for a store and/or target them. Both of which to me represent significant devotion of limited resources and I wouldn't advise most players to chase random "fun" 5s this way. But everyone has their own approach, I guess.0 -
I never said classics. All people know they are obsolete.
I mean LL. Those are the ones that move the game right now, better notice this.
And on scl10 is posible to barely champ each new 5*, shargeting them or not.0 -
Bad said:I never said classics. All people know they are obsolete.
I mean LL. Those are the ones that move the game right now, better notice this.
And on scl10 is posible to barely champ each new 5*, shargeting them or not.
It is possible (probable?) that shards mean that a larger number of players can actually have a champed 5 this way vs random pull results resulting in bad builds under the old system.
So I guess we can "grind" for new 5s better than before, but it's largely a wash as far as most players' outcomes. And you need to spend more time in the game and it feels relentless/exhausting with the release schedule now.
I do agree that they are in general doing a better job with 5* characters over the past year or so. I am not super impressed with all of them (Sinister and Killmonger aren't as good) but I like most of them a lot.1
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