Here are the most popular suggestions and a few I came up with for PVE balance. I don’t know programming or viability, I don’t know economies for the devs. The sole purpose is to see what we actually want, which may help the devs to know if they can implement it.
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Gauntlet style events – a set amount of nodes need to be cleared to get the reward
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Have no rubber banding at all, 3 clears of a node is = to 3 clears of a node; no matter when you do it (allowing for cool downs etc)
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3 Nodes with different start and end times – 8 hours between, enter one and it locks the others, classed as separate events they have no impact on each other.
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Rolling End Times- PVE the same as it is now, but each event ends 4 hours later than the last, not great but probably fair for everyone 2/6 games, not bad 2/6 games and terribad 2/6 games.
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Surprise end times
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What about something like “Galactus Attacks” – one massive end boss appears with some unknown number of health like 10 Billion. The entire community battles this one boss. You can attack it as many times as you want, but you don’t know how much damage you are doing to it. You basically keep attacking till your whole team is dead. Join again with your next team and keep beating on the wall of HP. At a certain point Galactus dies. The person that cast the killing blow gets a special reward and then final rankings are based off how much damage you did.
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Roster bracketing
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Sliding end times – everyone has a 24 hour window to start, then has 72 hours to complete
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No subs- What about instead of three sub events where one person scoops all three covers how about three separate short 1 day events with a different color reward for each? You could still have rubber banding but it would be nowhere near as devastating?
Please feel free to leave suggestions for other avenues below, YOU may have the answer we all want!