PvE is obsolete, tedious, and boring. Why does nothing ever get changed?
Nothing much has changed in 6 years. Do SOMETHING to make this anachronism enjoyable. Over and over and over, the same runs through the same mazes. Stale.
I'm bored with half the game.
Comments
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I'll take tedious, obsolete and boring over Quandary any day, thank you.
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From what I recall they are still figuring out the backend of how pve events work. The first few times they tried they messed up royally so that's why it's been put on the backburner while they update other things first.
You're not the only one who feels like this and the devs agree too, just that it takes time to implement change. Regardless I encourage you to bring it up in this month's Q&A. Doesn't hurt to poke them on the subject once in awhile.
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Then don’t play if it’s boring. Simple as that.
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So are you arguing for different stories that you eventually skip past after 1-2 runs?
Or making them more puzzle/difficulty based? They already give us puzzle gauntlet monthly and Shield Training with scaled enemies.
Bosses mostly remove placement and turn pve into just logging in to do some matches with scaling difficulty. There are timers but just to make sure you play throughout the day if you want to hit progression etc.
While I understand that after 6 years (I recently came back after being gone for 3, having played for 5 until then) the events get extremely repetitive feeling, most players do not stick it out for 6 years running.
IMO the variation in events is better than ever.
Every new “normal” pve is kind of nice but also requires a lot of dev time that offers no revenue generation.
It helps to remember the devs have their own metrics, which certainly include engagement so if you’re hoping for less play being required for similar rewards you’re going to be disappointed.
Anyway some constructive ideas/sugestions would be helpful here.
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I'm not sure can say PvE is obsolete when it is the primary method for delivering new release characters.
Yes we are certainly due some new ones in rotation and the Devs have acknowledged this and it is in their plans but I don't see much changing in terms of the format after 10 years.
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Personally, I'd love to just see different characters swapped in. I don't care about the story, because I usually try to finish as quickly as possible. But do we really need to fight a level 650 Muscle Thug Thug team for the billionth time?
Themed nodes would be fun. We could have an all SHIELD node, an all Venom node, all Carnage node, all Iron node... Things like that. I have no idea how the coding works, but it seems to me it should be easy to just swap characters.
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Would definitely like to see new PVEs, just to mix stuff up a bit.
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I wouldn't mind the reptitiveness of the pve events so much if the grind wasn't 40+ matches a day (or more below cl10).
So in lieu of revamping the pve system entirely (which I have no doubt would be hard) I would accept just cutting the grind down by one or two hits.
I don't love the current choices for someone who wants max prog in pve: "play casual and lose 1-1.25 hours a day or play for speed and still require 30-40 mins"
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It's not the grind for me, it's the opponent characters. Maybe we can start a new timeline where the Dark Avengers have some different members. Bench Juggernaut and Bullseye in favor of Rhino and Scorpion or something. Anything.
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@Heartbreaksoup said:
It's not the grind for me, it's the opponent characters. Maybe we can start a new timeline where the Dark Avengers have some different members. Bench Juggernaut and Bullseye in favor of Rhino and Scorpion or something. Anything.That's a great idea, though I seem to remember a comment about swapping characters out being very difficult with the current back end. I guess it's one of those things that will get easier with the engineering changes in the middle of next year.
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I'd love to see some of the stronger characters in regular fights, not just the challenge nodes. Most of the PvE enemies are way too easy, and way too boring.
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@entrailbucket said:
I'd love to see some of the stronger characters in regular fights, not just the challenge nodes. Most of the PvE enemies are way too easy, and way too boring.Simulator used to be that.
But after they said how much of a Herculean task it was to put Omega into the nodes in his release PVE, and how much work Quandary was... I'm not getting my hopes up.
Makes you wonder how Demi managed to give us all those PVEs.1 -
I feel like Demi were getting good when they did Operation Spider Silk which is a pretty groovy PvE. I hope we can get some more things like in the future and less like The Hunt!
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In the meantime, I'd like if they dusted off more of the older pve's that stopped running for whatever reason. I'm aware events like Enemy of the State and Iso-8 Brotherhood aren't new per se, but they might be new to a lot of players. Those two events were new to me when they ran earlier this year, and I've been playing for 3 years.
Imo, pvp is much more repetitive. I face the same twosome plus the required in nearly every battle, float at 500 then climb to 1200+(sometimes 50 wins), hop to 11th and look up at the same ten names.
But it is what it is right now. I'm still gonna play everything thrown at me, pvp especially as I enjoy that the most. But new or even new per se events is always welcome.
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Less goons (by a lot) please, no more Dark Avengers ever, incorporate Chasm and Thor and Colossus and Scarlet Witch and others who might actually kill you, create fights that require thought and team changes to succeed.
Maybe revisit heroics, OR how about rotating character debuffs -- your Okoye is -100 levels for a week, how will you handle that?
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Debuffs is an interesting idea.
I guess it might hit some narrow rosters uncomfortably hard.
I'd like some new mechanics that affect scoring and require some different team building - bad Vulture has dropped a civilian out of the sky, fire a flight or web power before their repeater tile hits the bottom row to gain 300 points, lose 1000 if you destroy it. Something to make a difference to the end score that doesn't rely on coordinating externally and treating the game like a chore or a job.
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@DrClever said:
Debuffs is an interesting idea.I guess it might hit some narrow rosters uncomfortably hard.
I'd like some new mechanics that affect scoring and require some different team building - bad Vulture has dropped a civilian out of the sky, fire a flight or web power before their repeater tile hits the bottom row to gain 300 points, lose 1000 if you destroy it. Something to make a difference to the end score that doesn't rely on coordinating externally and treating the game like a chore or a job.
There's no coordination in PVE.
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Sorry, I was under the impression that some alliances told their members when to play.
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@DrClever said:
Sorry, I was under the impression that some alliances told their members when to play.There's no coordination, BUT PvE does have a single, optimal way to play, that's been documented and laid out for everyone. Someone spent tons and tons of time working out the way to do it and the competitive players are all following that one path.
It would be really fun if it changed all the time, though. Like, if they messed with point values or regeneration rates, or all the different events had different optimal paths that could change on every run.
You'd give all the strategy folks a lot of opportunities to work things out, and they'd have an actual advantage over others who didn't want to math everything out and were just following a guide.
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The premise of the Evergreen pvp could work as a type of pve too. Only characters with X color power can be used.
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