Dax317 said: Tappers are just adjusting tactics to have a fighting chance when out matched by superior rosters that have no business playing on any cl other than 8.
TheDobot said: Without grinding after the final play, it takes almost 2 hours to do a final clear and the 2 hours for the first clears of the next subs. That is 4 hours, of needed investment at a time, choosen by the game too, that one has to play a day.
Kevmcg said: My understanding is that there needs to be tie breakers. That is why the "hardest" nodes still maintain 1-3 points. Just reinforcing what is mentioned above - the point scale increase suggestion is the best way to make "tapping" a losing strategy. Increasing node point scaling by a factor of 30 would make it close to break even. Tapping can get 3 points per minute. The PVE Events also have to make sure that no node worth under 500 points ever allows for a constant 1 point value. My experience is that tapping is most rampant for new releases (as expected) and on the final sub when one of the nodes has a small value and the regen. cost to tap is at its lowest.I'll also add that this is a byproduct of CL based opponents that are too easy (in my opinion) and the ability to use teams such as Big Thanos with 2 of our 100+ roster deadweight, or using Dr. Strange against goons. Tappers can use those teams to win in a few matches without taking their eyes off the Football game they are watching.
Dax317 said: ... I define a whale as anyone playing outside their Clearance Level..
Dax317 said: ... Tappers are just adjusting tactics to have a fighting chance when out matched by superior rosters that have no business playing on any cl other than 8. Until they open 9 and 10 and restrict any from playing more than than one cl below their level then whales need to stop their tinykitty about lesser rosters adjusting tactics to have a fighting chance...
Lucifier said:getting rid of brackets altogether, would do so much good for the game. I can not agree with that (or at least till we know what the new system looks like) because:as we know there are 5 time slices per each Clearance level, so for CL8, there are 5 time slices, and lets assume each slice have 5 brackets (could be more):5 x 5 = 25 different groups of placement rewards, that mean only for CL8:end of event rewards:25 players will get the 1st placement rewards100 players will get the 2-5 placement rewards125 players will get the 6-10 placement rewards250 players will get he 11-20 placement rewards750 players will get the 21-50 placement rewardsand so on.....................same idea apply to the event daily rewardssame idea apply to the alliance daily/end of event rewardssame idea apply to others CL level like 7,6, ................putting all players in one bracket (even tho there are 5 time slices) will decrease the number of player that can get the high placement rewards (which i do not think that will encourage players to play more).
JRYUART said: How's this? Make it so that anyone that taps beyond a specific low threshold can no longer see the leaderboard. The idea is that it de-incentivizes them to blindly tap not knowing how much progress they have made against another tapper with the risk being that it just wasn't enough. Why risk tapping and wasting irl time if you can't be sure your effort will pan out in the end? May not directly fix it but it would certainly make it way more risky.
DarthDeVo said: JRYUART said: How's this? Make it so that anyone that taps beyond a specific low threshold can no longer see the leaderboard. The idea is that it de-incentivizes them to blindly tap not knowing how much progress they have made against another tapper with the risk being that it just wasn't enough. Why risk tapping and wasting irl time if you can't be sure your effort will pan out in the end? May not directly fix it but it would certainly make it way more risky. I'm not sure that would work. If they're willing to do it when they can see the board, if anything it would probably drive them to be even more obsessive if they couldn't see it. With no idea if they're ahead or not, they'll likely keep tapping, just to be sure or on the safe side
Kishida said: DarthDeVo said: JRYUART said: How's this? Make it so that anyone that taps beyond a specific low threshold can no longer see the leaderboard. The idea is that it de-incentivizes them to blindly tap not knowing how much progress they have made against another tapper with the risk being that it just wasn't enough. Why risk tapping and wasting irl time if you can't be sure your effort will pan out in the end? May not directly fix it but it would certainly make it way more risky. I'm not sure that would work. If they're willing to do it when they can see the board, if anything it would probably drive them to be even more obsessive if they couldn't see it. With no idea if they're ahead or not, they'll likely keep tapping, just to be sure or on the safe side Also, how could you prevent somebody from asking for accurate scoreboard updates on Line?
Wonko33 said: Maybe he's just OCD and wants them all to be down to 0, either way he deserves first place
acescracked said: Dax317 said: ... I define a whale as anyone playing outside their Clearance Level.. That's probably the strangest definition I've ever read.
Dax317 said: ... Tappers are just adjusting tactics to have a fighting chance when out matched by superior rosters that have no business playing on any cl other than 8. Until they open 9 and 10 and restrict any from playing more than than one cl below their level then whales need to stop their tinykitty about lesser rosters adjusting tactics to have a fighting chance... And this is blind rage resulting in misunderstanding of what the OP is referring to.It's not the "lesser" rosters doing the tapping since they can't clear the 3 point hard node 1000 times. It's the "whale" rosters that can abuse the tapping of the 3 point hard node.
Lucifier said: @jamesh good idea, and an easy way to think about a solution for taping issue, simple just let points go down to 0 (not to 3).as for bracket issue (some could be easy or less competitive some could be more) also there is an easy solution (as someone here mentioned it before), for example in a certain time slice, usually will be like 6 brackets (each with max is 1000, of course the first 5 will be full, and the last one depends on how many players has joined it).instead of above (6 brackets), from beginning of the event, the game (internally) open 12 brackets, and when players join the bracket it will be distributed to these 12 brackets, by the end of event each bracket will have like 500 or 600 players, and i don't think the rewards beyond 500 is worth anything, or anyone is playing even with 4 clears, i doubt will end beyond top 500.