Since there’s no Known Issue sticky or something to that degree, in order to save people having to thread through multiple pages (some 20+) I’ve decided to do some copy pasting of recent IceIX and Demiurge_Will comments. I have not put in any of IceIX’s closing thread comments or any of his humorous comments as I’m trying to conserve space to relevant information regarding mechanics that I feel many people would want to know.
Demiurge_Will’s Recent Comments
Re: Simulator Basics
Postby Demiurge_Will » Tue Feb 11, 2014 3:36 pm
NorthernPolarity wrote:Hey IceIX, what was the design reasoning behind the levels scaling cumulatively as opposed to on a per node basis? A lot of the forumers (myself included) were requesting static scaling so that only each individual node scales, and I was curious as to why you guys were doing this scaling across the board.
Also, does this level scaling persist across different subevents?
Persisting across subevents - yes.
Scaling missions individually doesn’t do enough to satisfy the design goals of this feature: making our events maximally interesting for the widest possible subset of players and reducing grind. We couldn’t do rewards like the 5000 Iso-8 challenge mission reward in this event in a system like that. It would either be too trivial for top-end players to get or they would be the only people that had any hope of getting it.
IceIX’s Recent Comments
Re: Official “Please funbalance Spidey within X hours” threa
Postby IceIX » Tue Feb 11, 2014 1:00 pm
You’re not going to be seeing a change in Spidey in the next couple hours. Likely not until R48, if not later. He’s on the list, yes. But we’re not whacking away at that list at the moment.
Re: Official “Please funbalance Spidey within X hours” threa
Postby IceIX » Tue Feb 11, 2014 3:20 pm
No, not within the next 3 days either. It’s still sitting in the approval pipelines which aren’t likely (but it’s always possible) to clear by Friday. Even if R48 were to hit then, we still wouldn’t be making any changes to Spider-Man at R48 start (assuming R48 doesn’t break him). We’ll be making a posting on any character changes once they’re ready to go out and before they actually do so.
Re: Simulator Basics
Postby IceIX » Tue Feb 11, 2014 12:57 pm
walkyourpath wrote:Levels scaling some, but only a small gradient (Thugs in first easy node began at 25, are now at 30). Not sure if scaling is per node or cumulative yet.
Cumulative. Although with a much better gradient and something that we looked up called a “ceiling”. Progression rewards were tuned to be more in line with what harder core players are capable of earning. We went a bit too far last time around on them. Although there were people that got them all, it wasn’t as many as we would have liked.
Re: Simulator Basics
Postby IceIX » Tue Feb 11, 2014 1:07 pm
SirKopath wrote:Ceiling. Does this mean that some missions will cap out at lower levels and others will cap out at higher? No more first mission level 230s?
It’s technically possible but very unlikely. ::Waits for incoming Challenge Accepted meme .jpg::
Re: Massive increased rate in 2* with Standard Tokens?
Postby IceIX » Tue Feb 11, 2014 3:03 pm
Hadn’t seen any changes checked in for this and just looked at the numbers, everything is in line with normal. RNG Gods doing the opposite of what people are seeing in the Boost droprate thread.