babinro wrote: johnaaron33 wrote: Considering that by the time you get to 16 Roster Slots, that all of the prologue free HP is already earned, and that daily resupply doesn't drop nearly enough HP for new users, I have no choice but to be in an alliance (which is fine, I like people... well... most people) to earn HP. So my alt acct is in a top 500 Alliance. That nets 25HP per event. My brackets are with other people of my same roster strength, so I have a good chance at top 50 which nets me another 50HP. So at 75HP per event, I would need to place top 50 in 7 events to purchase 3 Roster Slots. Meanwhile, if I do place top 50 in all 7 events, that is 7 ADDITIONAL covers that I need Roster Slots for. And the price goes up from there I am sure. And in the time it takes to win 7 events, how many of the covers that I was trying to recruit have expired? So the system they set up creates a wall for new players. Either pay up real world money to recruit your heros, or delete/sell off the hero's you have already recruited to recruit the new ones you want more. If the Devs TRULY want roster diversity, and that is their intention for the game, in the words of BrotherBoy (Sordid Lives): "It ain't a workin!" In the first 14 days of game play, you get A LOT of characters thrown at you. Way more characters than you can possible afford to open Roster Slots for, only using the HP gained through the Prologue (Story Mode for newbies) and through daily resupply. This seems to represent the core part of the thread and I'm left to wonder about the solution. The game rotates through cover rewards so it's completely unreasonable to just hand out 50+ roster slots dirt cheap for free to play players to keep up with. Doing so would devastate D3's main revenue structure. The only real 'fix' that comes to mind now would be to have a continuous set a noob bracket pvp's that run along side the vet brackets. What makes noob brackets unique is that they will only ever feature and rotate throughout the same 5 *** rewards forever. This enables a new player to focus their attention on certain *** stars while building up hp through events to buy roster slots for inevitable unique ***'s earned through tokens. They'll still have to sell randomly attained covers but at least the stress of trying to keep up with 50+ is now reduced substantially. The 5 chosen *** characters would have to cover all colours without really being the dominant choice for that type of character since you want to entice players to expand their roster. At the same time you need these characters to be decent enough to help the player move on. With that in mind I'd recommend the following: - Lcap (staple character, useful for all modes of play, iconic and natural transitioner from ** tier) - The Punisher (typically considered an ideal well rounded character, gives player access to strike tiles) - Mystique (decent introduction to AP steal and colour changing while providing a very strong single target burst damage skill) - Beast (active blue damager, introduction to AoE, introduction to healing) - Doctor Doom (iconic villain, active purple damager, introduction to attack tiles)
johnaaron33 wrote: Considering that by the time you get to 16 Roster Slots, that all of the prologue free HP is already earned, and that daily resupply doesn't drop nearly enough HP for new users, I have no choice but to be in an alliance (which is fine, I like people... well... most people) to earn HP. So my alt acct is in a top 500 Alliance. That nets 25HP per event. My brackets are with other people of my same roster strength, so I have a good chance at top 50 which nets me another 50HP. So at 75HP per event, I would need to place top 50 in 7 events to purchase 3 Roster Slots. Meanwhile, if I do place top 50 in all 7 events, that is 7 ADDITIONAL covers that I need Roster Slots for. And the price goes up from there I am sure. And in the time it takes to win 7 events, how many of the covers that I was trying to recruit have expired? So the system they set up creates a wall for new players. Either pay up real world money to recruit your heros, or delete/sell off the hero's you have already recruited to recruit the new ones you want more. If the Devs TRULY want roster diversity, and that is their intention for the game, in the words of BrotherBoy (Sordid Lives): "It ain't a workin!" In the first 14 days of game play, you get A LOT of characters thrown at you. Way more characters than you can possible afford to open Roster Slots for, only using the HP gained through the Prologue (Story Mode for newbies) and through daily resupply.
Lerysh wrote: I would love to call it purple, and I know it's supposed to be purple, but it's not purple. Pink: :
fmftint wrote: :purpleflag: Lerysh wrote: udonomefoo wrote: My favorite part of the video was hearing them both refer to purple as purple. Now everyone can stop calling it pink! (I know you won't) I would love to call it purple, and I know it's supposed to be purple, but it's not purple. Purple: Pink:
Lerysh wrote: udonomefoo wrote: My favorite part of the video was hearing them both refer to purple as purple. Now everyone can stop calling it pink! (I know you won't) I would love to call it purple, and I know it's supposed to be purple, but it's not purple. Purple: Pink:
udonomefoo wrote: My favorite part of the video was hearing them both refer to purple as purple. Now everyone can stop calling it pink! (I know you won't)
babinro wrote: Roster Slots - 1000 hp cap This is simply AMAZING! I get that there will be pushback on the choice to cap it at 1000 rather than say 500 hp but the fact of the matter is that 1000 hp is completely achievable and reasonable by a top 50 pvp/pve player. This doesn't even take into account the potential bonus HP through DDQ either. I understand that people will hit the wall of too many characters and not enough roster slots but it's super comforting to know that someone can now play free-to play forever while keeping up with character releases if they are patient enough. Possible solution to people newer players hitting the roster slot cap spoilered below: babinro wrote: johnaaron33 wrote: Considering that by the time you get to 16 Roster Slots, that all of the prologue free HP is already earned, and that daily resupply doesn't drop nearly enough HP for new users, I have no choice but to be in an alliance (which is fine, I like people... well... most people) to earn HP. So my alt acct is in a top 500 Alliance. That nets 25HP per event. My brackets are with other people of my same roster strength, so I have a good chance at top 50 which nets me another 50HP. So at 75HP per event, I would need to place top 50 in 7 events to purchase 3 Roster Slots. Meanwhile, if I do place top 50 in all 7 events, that is 7 ADDITIONAL covers that I need Roster Slots for. And the price goes up from there I am sure. And in the time it takes to win 7 events, how many of the covers that I was trying to recruit have expired? So the system they set up creates a wall for new players. Either pay up real world money to recruit your heros, or delete/sell off the hero's you have already recruited to recruit the new ones you want more. If the Devs TRULY want roster diversity, and that is their intention for the game, in the words of BrotherBoy (Sordid Lives): "It ain't a workin!" In the first 14 days of game play, you get A LOT of characters thrown at you. Way more characters than you can possible afford to open Roster Slots for, only using the HP gained through the Prologue (Story Mode for newbies) and through daily resupply. This seems to represent the core part of the thread and I'm left to wonder about the solution. The game rotates through cover rewards so it's completely unreasonable to just hand out 50+ roster slots dirt cheap for free to play players to keep up with. Doing so would devastate D3's main revenue structure. The only real 'fix' that comes to mind now would be to have a continuous set a noob bracket pvp's that run along side the vet brackets. What makes noob brackets unique is that they will only ever feature and rotate throughout the same 5 *** rewards forever. This enables a new player to focus their attention on certain *** stars while building up hp through events to buy roster slots for inevitable unique ***'s earned through tokens. They'll still have to sell randomly attained covers but at least the stress of trying to keep up with 50+ is now reduced substantially. The 5 chosen *** characters would have to cover all colours without really being the dominant choice for that type of character since you want to entice players to expand their roster. At the same time you need these characters to be decent enough to help the player move on. With that in mind I'd recommend the following: - Lcap (staple character, useful for all modes of play, iconic and natural transitioner from ** tier) - The Punisher (typically considered an ideal well rounded character, gives player access to strike tiles) - Mystique (decent introduction to AP steal and colour changing while providing a very strong single target burst damage skill) - Beast (active blue damager, introduction to AoE, introduction to healing) - Doctor Doom (iconic villain, active purple damager, introduction to attack tiles) 4* Transition plan - Vault The PvP MMR change has been the best improvement to transitioning for me. This other stuff with tokens, the gauntlet and now the vault is all gravy. I'm curious to see how big this vault is mind you...is this something that will empty monthly, weekly, quarterly? This time frame will make all the difference on how useful it is as a tool to provide more 4*'s. I suspect that the Shield Sim 2400 progression reward will remain but now be a 4* cover as well. Don't disappoint me on that one devs Health pack change - Maximum Change from 5-10 regen rate remaining unchanged I expect to be in the minority with this opinion but I do NOT like this pack increase at all. Why? Simply put...the health pack system has always been the games most effective way of telling players when to just 'stop'. The vast majority of the player base does not casually go around buying bundles of 5 more health packs. Instead they stop playing. This is true for competitive pve and pvp. So what does increasing packs to 10 give us? More play time which means more competition, more grinding pve nodes, more time investment in a game that already demands soo much of it out of the players. This change substantially increases the chance of player burnout especially within PvE. In PvP the change should be less drastic as the top end measuring stick is created through shield hops and not sustained playing through all the defensive hits. We'll likely see an even bigger cluster of players reaching 800-1000 point ranges and it gives a whole new set of players a viable option to late join events and succeed. I can't actually say any of the pvp impact will be particularly helpful or harmful for the game one way or another but the PvE side of things look dreadful. Combine this healthpack increase with removal of community scaling and the pve grind we have now will be a drop in the bucket compared to what's to come. Hopefully I'm wrong about this but it's how I see things right now.
johnaaron33 wrote: Lerysh wrote: I would love to call it purple, and I know it's supposed to be purple, but it's not purple. Pink: : If it was this color on my phone, I might be able to call it purple. On my phone it is PINK. LOL
slidecage wrote: moving health packs from 5 to 10 makes me worry big time, So they are tossing away one of their cash cows (forcing people to buy Health packs) if less people buy heath packs now (dont see why you would even now them now at 10) going to be interesting tosee it change but just dont know how people see these changes are good
slidecage wrote: fmftint wrote: Overall, good stuff I still think 1k/roster slot is too high but at least we know they wont go higher. No tweaks to PVP scoring/progression, good news 4*s coming to Deadpool Daily, great health pack inventory increased to 10, thank you Retooled progression rewards in Shield Sim, great But why would you assume turning off community scaling will ,Go horribly,? should been lower to 700 for SLOTS how many are paying 1000+ 4 star coming to deadpool who cares . people who are happy about this.> THINK ABOUT IT it mean more 4 stars meaning more SLOTS NEEDED health packs from 5 to 10 another Very bad idea . i would rather seen health packs CAPPED AT 5 but you could put health packs away like BOOST ups and up your own health packs. Giving 10 health packs every 5 hours will mean MAJOR GRINING NEEDED retooled sim points... HELLO 7000 10 packs you ask how could turning off scaling go wrong.. whoever pays the most wins Someone with 20 max out 3 stars vs someone with 10 max 2 stars.. the 2 stars will never win again sadly sounds like a last chance effort to save the game my speakers on my pc are blown so can not hear anything,,, Nothing starts till when next season? or do any chances happen in the coming week
fmftint wrote: Overall, good stuff I still think 1k/roster slot is too high but at least we know they wont go higher. No tweaks to PVP scoring/progression, good news 4*s coming to Deadpool Daily, great health pack inventory increased to 10, thank you Retooled progression rewards in Shield Sim, great But why would you assume turning off community scaling will ,Go horribly,?
DFiPL wrote: I'm hearing impaired, so I struggled with the video, but most of what I got out of it seemed like good news.
Pylgrim wrote: Great stuff overall. 1k for roster slots is pricey but I know I am getting that much HP just by playing the game between character releases, with enough left for shields and stuff. More importantly, this is just the first piece of the puzzle, they hinted that there will be ways of earning roster slots. !
Dauthi wrote: Pylgrim wrote: Great stuff overall. 1k for roster slots is pricey but I know I am getting that much HP just by playing the game between character releases, with enough left for shields and stuff. More importantly, this is just the first piece of the puzzle, they hinted that there will be ways of earning roster slots. ! I see a lot of posts like this, but don't you feel that winning HP should be a prize, not a wage to keep playing? If you aren't spending the HP on new covers, then it isn't really a prize. It's more like a fee to play the game paid for by playing the game. I think this is a good example of D3 being too stingy with handing out prizes, they need to loosen up if they want to get players to stick around.