Edit history:
- On Nov 7th: Added clarifications for #1/#3/#4, gave an example for #2/#3, crossed out #7, and penalty for retreating in #11.
- On Nov 16th: Added “grind when you want” variation (inserted #5) where the timers for all nodes start as soon as you hit the first node in the sub. Basically it’s the same current grind, but start whenever you want.
(Long-time lurker, first time poster here. Please try to be nice. :))
I’ve been playing MPQ for 983 days and I really, really love this game. But one thing that bothers me about PVE is that for competitive placement, you have to be able schedule real life around being free for about an hour around the slice start/end times. On top of that, you have to be able to do this consistently over 3-4 days. And tough luck if none of the 5 current slices work out for you.
Here’s my proposal for a “play when you want” PVE:
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Keep the same 5 slice times and 1000-player bracket sizes. You still compete against others in your slice+bracket for placement. But when you join, you don’t have to start fighting the battles right away for optimal placement (see #2 and #3 below).
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When you start a node for the first time the point value starts to tick down at a given rate. You then try to hit it the same number of times to get the green check for the node as fast as you can, all the while the point value keeps ticking down. For SCL10, this is 4 total times for regular nodes and 3 for wave nodes as it is now (and 6 and 4 for lower SCLs). And it scales up in difficulty as it does now. To be an “optimal” player, the goal is to hit the nodes as fast as you can, to minimize the ticking down of the points. This is no different than how PVE is now, which is all about speed and efficiency. Also, my proposal calls for increasing the rate with which the points values change with the timer (see #10 below).
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You can start a node at any time within the 24 hours of the sub. This is where it becomes “play when you want” and still get an “optimal” score. The available points only start to go down when you start a node. You can maximize your potential score without having to block out an hour around the start/end of subs.
For example, a player could:
- Join the 3rd time slice, which started 4 hours ago and the sub ends in 20 hours. Player can still get an optimal score with this.
- 2 hours later, player gets to the office and now has some free time during morning coffee break and decides to actually start the battles.
- Starts with the first easy node which starts at 100 points, and points drop 1 point every 10 seconds (this is a hypothetical rate just for illustration). This node needs 4 hits to fully clear.
- 1st hit takes 5 seconds. Player gets full 100 pts since it hasn’t dropped yet (T+5 seconds from start).
- 2nd hit takes another 5 seconds after the 1st is done. Points have dropped to 99 (T+10 seconds from start) so player gets 99.
- 3rd hit takes another 10 seconds (bad board). Player gets 98 pts (T+20 sec). Last hit takes 5 seconds. Player gets 98 pts (T+25 sec).
- Total score for easy node: 100+99+98+98 = 395 pts. It took player 25 seconds.
- Coffee break is over and player needs to get back to work. But another 2 hours later, has some free time during lunch break to take on some battles. Or they could do it during their bathroom break too after lunch. (Come on, who doesn’t do this? :D)
- Player decides to tackle 3E node which starts at 1000 points and points drop 1 point every 1 second.
- 1st hit takes 20 seconds. Player gets 980 pts (T+20 seconds from start).
- 2nd hit takes 30 seconds (it’s harder) after 1st is done. Player gets 950 pts (T+50 sec).
- 3rd hit takes 30 seconds (harder but all supports fire!). Player gets 920 pts (T+80 sec). 4th hit takes 60 seconds (harder and bad board). Player gets 860 pts (T+140 sec).
- Total score for 3E node: 980+950+920+840 = 3690. It took player 140 seconds during their bathroom break.

- Player can finish the rest of the nodes (e.g., on the toilet, during commute, after dinner) before the sub is done, at any time and still provide optimal points! And there are no more start/end clears. The 2nd/3rd/4th subs can be tackled any time during their 24 hours in the same way.
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The order in which you start the nodes don’t matter for optimal scoring. Who really enjoys working the spreadsheets anyway? If you want to save the CN or 5E node for last, you’re welcome to do so. However, #2 above means that when you start the loaner or easy nodes, you have to finish them right away to get maximum points.
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Alternative “grind when you want” variation: Instead of each node’s point timers starting on first hit (#3), we start all the timers and start the points ticking down for all nodes, as soon as the first node is hit in the sub. Your goal will be similar to the current PVE grind, where you want to clear the nodes as fast as you can, all in one go. In this variant, the order of nodes still matters; you want to do the highest scoring nodes first so they lose points faster. This preserves the rush and excitement of the current PVE system, but has the benefit of being able to start any time, and you only have to grind one time every sub (no start/end grind). Health packs will continue to be used at the same rate so devs preserve the extra income from that.

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Once you get the green check (and all the rewards), that’s it, you’re done with that node! You’ve scored all the points you can, and you can’t get any more points or rewards. The node can remain open, you can still hit it but you won’t get any rewards or points; it’ll just be for practice or for trying out team combos. This can be the “simulator” mode some have been asking for!
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Alternatively, to make PVE more casual, the score timer can be paused when you’re not in a battle (pausing in the middle of the battle won’t pause the timer). This way, if life interrupts you in between hits, you’re not penalized for it.(Edit on Nov 7th: I’ve come to think this isn’t a great idea. Devs will want players to use health packs between battles if needed.) -
To help more casual players be able to get max progression rewards, there will be a minimum score (score timer stops at that point) that can be awarded for each of the hits so that one can get all progression rewards by getting most of the hits.
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Ideally, we’d have no more 48 hour subs (goodbye, Florida! :p) but if it’s simpler for devs to keep them, they can reset the points after 24 hours and add 1 or more hits to clear (at any point within the 2nd 24-hour period).
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To minimize dev work, keep the same graph for each sub (i.e., the order in which nodes are unlocked) and the rewards for each node can be kept the same now. The initial point values may have to be adjusted but can be done so proportionally so that theoretical max points for a node will be the same. That way, devs don’t have to overhaul the rewards structure.
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This play structure will result in more players trying to “go optimal” for placement, and therefore, a higher probability of ties. Ties will be resolved as they are now (first to a score wins a tiebreaker), so there’s still a little incentive to go as soon as the slice opens/bracket flips. But we can try to minimize ties (and also the aforementioned incentive) by spreading out the scores. Some mechanisms for this can be:
- A faster ticking points timer. Right now for SCL10, points recharge at a rate of (FullPts/48) every hour. For a node worth 1440 pts, that’s 1 point every 2 minutes. Let’s increase that timer rate by 60x so you get 1 point drop every 2 seconds for that 1440 point node. (See #8 above; there will still be a minimum point value so players can get full progression even with all hits at minimum points.) Might need a much higher rate for the easy/low point nodes (maybe it doesn’t matter; these are basically 1-match-battles for high level teams).
A penalty of some % (maybe 5%) of full points for retreating or losing the battle. This makes players think twice about retreating if the RNG for the +AP supports doesn’t favor them. Didn’t get the black AP for your Apoc? Tough luck. >:) Just make sure you bring the right team to the node! Easier now since you’re not rushing.(Edit on Nov 7th: It was pointed out to me that this might be too punishing. I don’t think it’s necessary anymore; just retreating or losing he battle is enough of a penalty with the time wasted.)
Why this proposal? It’s pretty obvious; it’s going to be a real quality-of-life improvement, more so than changes that make each fight go faster (e.g., less banners, game speed multiplier) but those are welcome too. We shouldn’t have to structure our lives around arbitrary time slices to play PVE competitively. PVP at least has shields to let you play when you can (to some extent).
Who should like this proposal? Anyone who has a real life.
Players with strong rosters who otherwise couldn’t play because of the punishing requirements of “optimal” PVE. These players are likely to have been playing for a long time whose demands in real life may have grown over that time. Also, for devs, this isn’t as big an overhaul as some suggestions I’ve seen, like increasing the number of slices or having “dynamic” slices.
What are the other benefits?
- Right now people just use a default “A” teams that works for most nodes because switching teams between nodes wastes a precious few seconds. There will be more variety in teams you could use if you can take the time to figure out what team will work best for you for that node. But I do acknowledge that for top rosters, most of the time it’ll likely revolve around Okoye anyway.
- As mentioned in #6 above, once you clear the node and do all the hits, you can use the node for practicing and get better with it in the future.
- PVE will be much “flatter” at the top both for individual and alliance placement. I personally stand to lose with my own proposal. I don’t have a particularly strong roster (highest is Mighty Thor at 468, my Okoye is 450) so I’ll lose out. But I’ll gladly trade higher placement for not having to stress about blocking out an hour of my time. And it’ll be fascinating to not always see the same names at the top of the leaderboard.

Thanks for reading! Feedback is definitely welcome. ![]()