A few events back, we made some changes to SCL10 to help bring down the overall time pressure that players were experiencing at that level compared to lower SCLs. Recently, we made part of another change intended to help with this. This change overall is intended to reduce the amount of required replays for missions by *increasing* the point decay rate. This means that for most missions, points would decay in 2 plays instead of 3, meaning that they recharge over 36 hours instead of 24. This wouldn't normally have been directly visible on a standard 1 day sub since this decay rate is over 24 hours, but the recently run "Deadpool vs. MPQ" uses 2 day subs. A big comment was that this is confusing, since players are used to seeing a 24 hour timer until the points are a full value again.
Agreed. This is confusing.
So, we’re planning another change. We’re working to push it Live as quickly as possible, but unfortunately, this change touches a surprising number of places in the game. What this means is that SCL10 players will continue to see the current behavior until we can get a client side fix in, which will take until around mid-to late September to make sure we hit all the areas the change affects. Our current plan is to have the finalized update in place for the September 20th event, currently planned to be Fight For Wakanda. The points will still decrease by 50% in most missions, but after one instance of points decrease the points will return to full in 24 hours. This change also means that a refresh to full points from 0 points for those missions will take 48 hours. This meets our original goal of reducing requirements for overplays by players and making SCL10 less time intensive overall.
So, in effect:
Old behavior (and current in SCL1-9)
3 overplays on each node till full points decay, 72 hour recharge for all points
Current behavior (SCL10 only)
2 overplays on each node till full points decay, 72 hour recharge for all points
Planned behavior (SCL10 only)
2 overplays on each node till full points decay, 48 hour recharge for all points
broll said: I was really enjoying 3 clears at start, 1 at the end and done. Will that still be enough for max progression?Is 4 clears enough for max progression with this change?
wymtime said: Thanks for the communication and making CL10 less time consuming. Overall this makes a great QOL adjustment.
broll said: I was really enjoying 3 clears at start, 1 at the end and done. Will that still be enough for max progression?How was this “ part of another change intended to help with“ a change “ to help bring down the overall time pressure that players were experiencing at that level compared to lower SCLs.“. How does increasing the point decay delay take pressure off? This is putting more pressure back on. Is 4 clears enough for max progression with this change? If the real goal is to lower the point discrepancy created by the SCL10 change, wouldn’t a simpler solution that still meets with the reduce pressure goal just be to hard cap the point gain by having nodes go to a hard 0 at the desired cutoff?It’s always sad to see great features instantly nerfed and solutions being far too convoluted, but such is MPQ...
Colognoisseur said:All of this is happening because the seemingly simple change of grind in cl10 from 3 hits to two hits caused so much programming headache it’s going to take 3 weeks to fix.
abmoraz said:3. New-NEW way: 3 passes (2 for waves), 2 passes just before reset. Difficulty seems even higher, but the removal of 1 wave offsets the time spent).