I don't think they ever intended it to be 100% cleared for all rewards. That was just forum speculation. An alliance having to make a choice on what to target sounds like exactly what they intended.
I'm fine with that, it's the no-room-for-error on the top end that aggravates me a little.
Oh well, lesson learned. We'll settle for 7/8 LTs and remember this for next time.
yeah... the no room for error on the top end means that any alliance that is playing nice with some newer (only been playing for a year or so) players is actively getting screwed because of those players.
as I said, my alliance has no issues in general clearing the alliance events so we haven't minded in the past bringing a few newer players with us.
I might have to reevaluate that going forward if carrying newer players is going to be a liability and lock the long term players out of rewards
Maybe I misunderstand this, but you can get around 156k I think if all 10 players hit the deadly node and get max points. Max rewards is 142k. So I do feel like you have some room for error. About 90% of a player worth of an error I think.
It all re playable right now. Once your done to green checkmarks you can still replay the node for the rest of the sub for 0 points. This is something I do appreciate when it comes down to testing out different teams.
so for late joiners, the way to get the 2 LTs per day alliance rewards is to have 10 people do deadly- left and the other 10 people do deadly- right?
Edit - got a better look at the alliance rewards differences between levels
It also means everyone has to have 5* Thanos.
It doesn't mean that at all. To get all the rewards it takes 9.06 clears on one side and 9.27 on the other side. 10 players doing a full clear on each side gets you: Wakanda 153200/142000 (Remainder 11200) Savage Lands - 156800/142000 (Remainder 14800)
The 5* E is only worth 2000 points Based on these numbers you could still clear 100% even if not a single person in your alliance had 5* Thanos rostered.
You sure about that math? 10x 2000 points on both sides is more than your remainder...
Yeah good call, so 3 people could not have him in Savage Lands and 5 in Wakanda. Still you definitely don't need everyone to have him, it's closer to half or less having to have him.
In case someone thinks about it, you maybe should edit your original post...
I think optimum rewards are reached by sending 6 players to each deadly node, 6 players to a hard node and the last 2 to a hard node. It looks like those 2 LT tokens come at the expense of forfeiting the hard node rewards. In the deadly nodes, the second to last reward is at 77,000 pts. That's only a little more than half points for max rewards.
In case you want to really take this approach, i recommand to list all rewards you’ll receive and share here if you are correct.
I think optimum rewards are reached by sending 6 players to each deadly node, 6 players to a hard node and the last 2 to a hard node. It looks like those 2 LT tokens come at the expense of forfeiting the hard node rewards. In the deadly nodes, the second to last reward is at 77,000 pts. That's only a little more than half points for max rewards.
This is absolutely NOT the correct way to play. 6 people in deadly can achieve the exact same rewards as 5 people, so you are wasting a person. If you want to forego the LT and maximize CP, you could do 6/6/4/4 (hard/hard/deadly/deadly). That'll yield 60 cp, which is the most you could possibly get.
I think optimum rewards are reached by sending 6 players to each deadly node, 6 players to a hard node and the last 2 to a hard node. It looks like those 2 LT tokens come at the expense of forfeiting the hard node rewards. In the deadly nodes, the second to last reward is at 77,000 pts. That's only a little more than half points for max rewards.
In case you want to really take this approach, i recommand to list all rewards you’ll receive and share here if you are correct.
Here is the reward breakdown for 6 players per deadly node, 6 players in a hard node and 2 players in the other hard node. *Assuming everyone gets maximum points in their respective node*. 9k Iso, 2x Elite Token, 300 HP, 40 CP, 12.6k Red Iso (For the Deadly Nodes) 4k Iso, 2x Elite Token, 150 HP, 3x Anniversary Token, 5.4k Red Iso, 10 CP (For the Hard Nodes)
The breakdown for 10 players per deadly node is: 15k Iso, 2x Elite Token, 300 HP, 20 CP, 12.6k Red Iso, 2x LL Token
If you split up 6/6/4/4 then you're basically sacrificing 2 LTs for 20 CP, which is a loss, of course. Since getting both LTs is a stretch for most alliances, you could split up 0/4/6/10. I'm hoping that node points increase during the event so that it's possible to get all rewards on the last day.
If you split up 6/6/4/4 then you're basically sacrificing 2 LTs for 20 CP, which is a loss, of course. Since getting both LTs is a stretch for most alliances, you could split up 0/4/6/10. I'm hoping that node points increase during the event so that it's possible to get all rewards on the last day.
Totally agree, just giving another option for alliances with less than 10 people who can do deadly so they can still maximize rewards. Only change I would make to your split is 0/6/4/10 since 4 people in deadly would mean you get the 10 cp from both hard and the partially cleared deadly. To recap the following seems to me like the optimal approach based on your alliance strength:
(hard/hard/deadly/deadly) 0/0/10/10 if your whole alliance can clear deadly 0/6/4/10 if you have 14 ppl who can clear deadly 6/6/4/4 if you only have 8 that can clear deadly
I honestly wasn't expecting to be able to clear all the nodes, so I don't mind that we have to prioritize what we want. I just wish there was more wiggle room in terms of what's needed. Needing 10 people to hit each deadly node means that there's very little room for error and can be a source of stress / tension for an alliance. Dropping that number down to 9 (or less) really would help. Otherwise, this event is a ton of fun and not having to deal with timers is great.
Having looked at all the numbers, seeing confusion and some gripes from myself and others, i do have to wholeheartedly welcome an alliance event with no timers. I cannot stress how nice that is.
Very satisfied with the new event, bigger rewards and opportunities for more rewards.
I agree that there's not a big margin for error on Deadly, but there still some margin, since you don't need 10 x full prog to reach, you just need everyone to contribute a little at least. Worst case you lose the LT for that day, but you it doesn't ruin your whole plan like Civil War or other bigger multi-day events.
I agree that there's not a big margin for error on Deadly, but there still some margin, since you don't need 10 x full prog to reach, you just need everyone to contribute a little at least. Worst case you lose the LT for that day, but you it doesn't ruin your whole plan like Civil War or other bigger multi-day events.
Yeah, it's not a huge deal. Just would be nice to have in case someone joins the wrong node or someone happens to go MIA.
As an alliance leader of a casual boss-event focused alliance, this has been a **** nightmare.
I spent way too long this morning trying to split up my alliance and communicate the plans to them given the limitations of alliance chat. All that was before before doing my ACTUAL job, the one that pays me money, only to find out I cheated us out of most rewards by trying to cover too much.
Next I get to do the math to figure out how much to lower expectations for everyone involved, and get the word out on how we're going to mitigate our inability to clear everything. Cool, I guess the rest of my life can wait while I do that and all my event clears.
From my humble perspective, an event like this shouldn't be dropped without more details in advance, especially when alliance chat is as bad as it is. Civil War was hard enough as it is -- I have to jump in every hour or so and make sure there's a message on the current page telling people what boss we are currently on. Also, I have to re-launch the game to make sure new comments aren't hidden. If I could just post an alliance MOTD it would be a huge improvement.
All that said, I like having 24 hours to clear the subnodes. That part is nice.
I’m still a little lost on this and have read pages of posts...
does the progression reset at the end of 24 hours???
I have a mixed alliance - newbies and longer players who are completing 4*s and slowly moving to 5*
so the non personal scaling is great!!
With players from time zones all over the world it’s been hard to coordinate the nodes - it started at 3am in Australia so some players had dived in and made poor choices
(hard/hard/deadly/deadly) 0/0/10/10 if your whole alliance can clear deadly 0/6/4/10 if you have 14 ppl who can clear deadly 6/6/4/4 if you only have 8 that can clear deadly
This is the best advice I've heard on this discussion so far.
I'm hoping the node points scale up each day, so maybe tomorrow it will only take 8 players to clear Deadly.
BUT I WISH WE HAD BETTER COMMUNICATION ABOUT ALL OF THIS.........BEFORE THE EVENT
Also, it may not be the most effective design to be like, "Hey, protect all these places!" when it's not mathematically possible to do that while still getting all the rewards. Sure, you can protect all the places, so long as you're cool with only getting a fraction of the rewards.
I like the event, I __LOVE__ the fact that it is 'off the clock' ... BUT....
... but this part of the communication is the issue (in my mind)... "Doctor Strange has tasked you and your Alliance with protecting six locations of great mystical importance". COOL!, let's divide up into these 6 locations and 'save the day'. It is a great start to the story (one of the reasons I like MPQ over other match 3 is the comic/story base)
I think it was OK to let us guess at how to divy up our teams, that is part of the fun of a new event & part of the fun of the story. But if your gonna give me the story of protecting 6 locations, you should make it reward protecting 6 locations.
Really not a fan of the way the story does not really match with the rewards. If the alliance wants to make a 'full progression', they basically have to decide between protecting 2 or 3 or 4 locations (depending on your alliance strength). And the lack of 'wiggle room' sucks .. you really need all 20 'on deck' and making all clears.
Two Deadly (10 - 10) One Deadly (10) , One Hard (6) , One Normal (4) Two Hard (6 - 6) , Two Normal (4 - 4)
Not all my alliance has reported in yet, but another thing I found odd was the point difference between sub-chapters. Or maybe better put, the fact that there IS a difference, but very minor...
Deadly - Savage Land = 15,680 Deadly - Wakanda = 15,320
Hard - Kamar-Taj = 15,320 Hard - Sokovia = 15,260
Normal - Greenwich = 15,680 (Same as the higher deadly? Why wouldn't this be 15,260) Normal - Kun-Lun = 15,680
Why the different point values between the two Subs in a given level? And if your gonna make them different, why would you not make it enough of a difference to have some kind of effect (like only needing 9 players instead of 10 )
EDIT: And with these numbers, the ones that finish normal end up higher ranked then those that did "hard" or "Wakanda" ???
Another point of improvement might be when location is locked in and when counter is set to +1.
I think that should be at same time, so not 2 players both join as “10th”, but that isnt how it is now. Seemed like my location got locked at moment i finished node in main. Counter stayed at 9 though and only once i had hit 1 node in sub screen, the counter went to 10.
Seems to me when the counter would +1 right away, when location gets locked in, more incidents could be avoided..
Comments
9k Iso, 2x Elite Token, 300 HP, 40 CP, 12.6k Red Iso (For the Deadly Nodes)
4k Iso, 2x Elite Token, 150 HP, 3x Anniversary Token, 5.4k Red Iso, 10 CP (For the Hard Nodes)
The breakdown for 10 players per deadly node is:
15k Iso, 2x Elite Token, 300 HP, 20 CP, 12.6k Red Iso, 2x LL Token
I think that's the most optimal....
(hard/hard/deadly/deadly)
0/0/10/10 if your whole alliance can clear deadly
0/6/4/10 if you have 14 ppl who can clear deadly
6/6/4/4 if you only have 8 that can clear deadly
I agree that there's not a big margin for error on Deadly, but there still some margin, since you don't need 10 x full prog to reach, you just need everyone to contribute a little at least. Worst case you lose the LT for that day, but you it doesn't ruin your whole plan like Civil War or other bigger multi-day events.
I spent way too long this morning trying to split up my alliance and communicate the plans to them given the limitations of alliance chat. All that was before before doing my ACTUAL job, the one that pays me money, only to find out I cheated us out of most rewards by trying to cover too much.
Next I get to do the math to figure out how much to lower expectations for everyone involved, and get the word out on how we're going to mitigate our inability to clear everything. Cool, I guess the rest of my life can wait while I do that and all my event clears.
From my humble perspective, an event like this shouldn't be dropped without more details in advance, especially when alliance chat is as bad as it is. Civil War was hard enough as it is -- I have to jump in every hour or so and make sure there's a message on the current page telling people what boss we are currently on. Also, I have to re-launch the game to make sure new comments aren't hidden. If I could just post an alliance MOTD it would be a huge improvement.
All that said, I like having 24 hours to clear the subnodes. That part is nice.
does the progression reset at the end of 24 hours???
I have a mixed alliance - newbies and longer players who are completing 4*s and slowly moving to 5*
so the non personal scaling is great!!
With players from time zones all over the world it’s been hard to coordinate the nodes - it started at 3am in Australia so some players had dived in and made poor choices
... but this part of the communication is the issue (in my mind)... "Doctor Strange has tasked you and your Alliance with protecting six locations of great mystical importance". COOL!, let's divide up into these 6 locations and 'save the day'. It is a great start to the story (one of the reasons I like MPQ over other match 3 is the comic/story base)
I think it was OK to let us guess at how to divy up our teams, that is part of the fun of a new event & part of the fun of the story. But if your gonna give me the story of protecting 6 locations, you should make it reward protecting 6 locations.
Really not a fan of the way the story does not really match with the rewards. If the alliance wants to make a 'full progression', they basically have to decide between protecting 2 or 3 or 4 locations (depending on your alliance strength). And the lack of 'wiggle room' sucks .. you really need all 20 'on deck' and making all clears.
Two Deadly (10 - 10)
One Deadly (10) , One Hard (6) , One Normal (4)
Two Hard (6 - 6) , Two Normal (4 - 4)
Deadly - Savage Land = 15,680
Deadly - Wakanda = 15,320
Hard - Kamar-Taj = 15,320
Hard - Sokovia = 15,260
Normal - Greenwich = 15,680 (Same as the higher deadly? Why wouldn't this be 15,260)
Normal - Kun-Lun = 15,680
Why the different point values between the two Subs in a given level? And if your gonna make them different, why would you not make it enough of a difference to have some kind of effect (like only needing 9 players instead of 10 )
EDIT: And with these numbers, the ones that finish normal end up higher ranked then those that did "hard" or "Wakanda" ???
I think that should be at same time, so not 2 players both join as “10th”, but that isnt how it is now. Seemed like my location got locked at moment i finished node in main. Counter stayed at 9 though and only once i had hit 1 node in sub screen, the counter went to 10.
Seems to me when the counter would +1 right away, when location gets locked in, more incidents could be avoided..
(hope its clear what i mean to say...)