Phumade said: mega ghost said: But if you don't want to commit to a complete overhaul, why not at least take a smaller step in the right direction. I'd prefer it if the PvE nodes became survival nodes. Keep the current scaling system for difficulty, but instead of making us have the same exact fight 6+ times for each node, and at the exact right times, why not give us one shot at it where we're faced with let's say four to six waves, each wave sees an increase in difficulty (even if the enemies are identical, but that's another conversation), and getting to the end gives us maximum points. That sounds like Boss Rush. I know the real issue was tuning the scaling for that event. But every Boss event has reinforced this lesson to the devs. Players want an easy to complete event. They will accept many different versions of tie-breaking and scoring, but the community WILL NOT accept an event that can't be completed by at least 50% of the whole population..
mega ghost said: But if you don't want to commit to a complete overhaul, why not at least take a smaller step in the right direction. I'd prefer it if the PvE nodes became survival nodes. Keep the current scaling system for difficulty, but instead of making us have the same exact fight 6+ times for each node, and at the exact right times, why not give us one shot at it where we're faced with let's say four to six waves, each wave sees an increase in difficulty (even if the enemies are identical, but that's another conversation), and getting to the end gives us maximum points.
mega ghost said: Issues with rewards aside, I've always hated the system for PvE placement. Anything that requires timed grinding is by default no longer fun, and it's certainly not challenging or strategic gameplay. I've always wanted a system that rewards performance (see here) and encouraged diverse play based on different goals.But if you don't want to commit to a complete overhaul, why not at least take a smaller step in the right direction. I'd prefer it if the PvE nodes became survival nodes. Keep the current scaling system for difficulty, but instead of making us have the same exact fight 6+ times for each node, and at the exact right times, why not give us one shot at it where we're faced with let's say four to six waves, each wave sees an increase in difficulty (even if the enemies are identical, but that's another conversation), and getting to the end gives us maximum points. You get halfway through, and you only get points for the waves you've cleared. After the first play-through points are no longer awarded, perhaps it becomes a single-wave match, but there are still ISO or CP or token awards, that way those interested can still collect resources.And we wouldn't have to worry about tie-breakers if more than one person could exist in a placement slot. Have twenty people tied for first? Great, they all get the first place award! The awards / rewards are digital, they don't need to be treated like finite objects.Brigby As a somewhat newer player, how would you feel about this?
mega ghost said: My above idea would also shift the balance of power a bit. Some characters would still be best for PvP, and some would become that much more valuable for PvE. Characters that have high AP costs and are slow to start get crowded out of single-wave conflicts, but in a survival node they might really shine when they're ready to go by the second or third wave.
aesthetocyst said:And it's pretty simple. In concept.Just multiply all the node values (and the progressions too ofc) by 10.No other changes needed.Do that and you can keep small min points on whatever nodes. They can still break ties and encourage neurotic play, without being lucrative enough to enable anyone to outgrind the point refresh.Also, a 10x faster point refresh would make ties even less likely than they already are. They do happen now, divide that frequency by 10. And it would make PVE more fun by upping everyone's score! Same effort, 10x more points! Basically the pinball scoring effect. 24,000pt wave nodes! Wheeeeee!
fmftint said: aside from the finite point test, ties are exceedingly rare, and even in that test first to max points won. the tie breaker excuse is just that, an excuse
mega ghost said: Issues with rewards aside, I've always hated the system for PvE placement. Anything that requires timed grinding is by default no longer fun, and it's certainly not challenging or strategic gameplay.