It’s no secret that PVE events, especially those introducing new characters, are incredibly broken. Long event times, short node refreshes, poor end times for subs and events. It’s angered even the best of player, burned out many more, and made every PVE a grind at best and an angering and demoralizing experience at the worst.
Enter The Gauntlet. This is the PVE the vocal player base has been asking for. No placement rewards for individuals or alliances. No node refreshes. A PVE where all rewards are progression based, all nodes only provide points once, and players can play on their own schedule without having to worry about losing out or letting their alliance down. The response to this event was overly positive and nearly everyone had a lot of fun with it. So why can’t all PVE’s be like The Gauntlet? The answer is they can.
All that needs to be done is some minor tweaks to the current PVEs and we could do away with everything that makes PVE soul crushing grinds. Here’s the short list of the three changes needed to make all PVEs better:
Progression stye reward structure: No individual rewards; all rewards come from nodes and progression
End grinding: The Gauntlet style nodes, but with no random 20 ISO rewards.
End player exclusion: Provide a base level, single cover, essential character for the essential nodes that require them.
So how do these translate to the events?
Progression Style Reward Structure
Let’s just toss the current reward structure for individual players and move to a mainly progression based reward structure like what we had in The Gauntlet. Make the final progression reward the ![]()
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cover, and make the rest of the rewards a combination of the individual and progression rewards that we get now. So for the current PVE (Dark Avengers: Heroic) it would look something like this:
140,000: ![]()
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(placement)
130,000: 500 ![]()
(placement)
120,000: ![]()
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(placement)
100,000: 1000 ![]()
(placement)
90,000: ![]()
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(progression)
80,000: 500 ![]()
(progression)
70,000: Event ![]()
(progression)
60,000: 1000 ![]()
(progression)
50,000: ![]()
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:ares ![]()
(placement)
40,000: 500 ![]()
(placement)
30,000: ![]()
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(progression)
20,000: 500 ![]()
(progression)
15,000: ![]()
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(progression)
12,500: 250 ![]()
(progression)
10,000: Event ![]()
(progression)
8,000: 250 ![]()
(progression)
7,000: ![]()
![]()
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(progression)
6,000: 250 ![]()
(progression)
5,000: Standard ![]()
(placement)
4,000: 25 ![]()
(placement)
3,500: Stockpile (all) (progression)
3,000: ![]()
(progression)
2,500: Standard ![]()
(placement)
2,000: 250 ![]()
(placement)
1,600: Power Boost (all) (progression)
1,200: 100 ![]()
(progression)
800: Standard ![]()
(placement)
400: 250 ![]()
(placement)
200: Standard ![]()
(progression)
The only rewards missing from here are ![]()
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, ![]()
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, 500 ![]()
, and 75 ![]()
. These four rewards can serve as the four rewards for the final node of the event. The node would be really hard to beat meaning the top players will still be able to get the covers and the players still developing their rosters/skills will be scaled out.
For alliance rewards there are two easy options.
- Make them event completion based: If two alliances have the same number of nodes completed, then fall back to number of rewards earned. If there is still a tie, fall back to first alliance to reach that point. This is by far the best option as the reward structure wouldn’t need to be changed.
- Create alliance progression rewards: This would be easy to do as well, but the lack of variety in the alliance reward structure would make this boring. This could be made more exciting by taking some of the rewards from the individual progression and adding them here, but that may not sit well with all players.
End Grinding
This is simple. Just like The Gauntlet make each node worth a fixed number of points the first time it is defeated. After that, the node gives no further points, but will give up to 3 more rewards. Also removing the random 20 ![]()
reward for successive completions of a node would be a big step towards less grinding on the players’ part. This also means no rubber-banding which also means no need to grind constantly to win only to have someone come out of nowhere in the last hours to win it all. Everyone has a fair chance to make the points needed to get the progression rewards.
End Player Exclusion
This is another simple one. For essential nodes that require a featured character, provide everyone the option of using a single cover version of that character like what is done in feature character PVP events. This will make all players feel included and still give the players with better developed rosters an advantage.
Scaling can be used to control how far players can make it through the event thus limiting the top rewards to the players with the most developed rosters. This is nothing different from how events work now and is a fair way to reward everyone appropriately based on their “skill level”. Overall I think a move to PVE events that use this format would be highly beneficial for the players and developers. It would kill a lot of the complaints that players have now about PVE and increase engagement in the events. Revenue would still be generated by players with less developed rosters purchasing consumables and covers to get an edge and progress farther, much like they do now, and with increased engagement it could even generate more revenue than current PVE events.