Mpq has tried brainwashing players for years. They want to believe that the best rewards are arbitrarily finite. They want us to believe that if we spend a sane amount of time (which is better to avoid burnout) that somehow we are less deserving of progressing in the game than someone who has the free time and/or lack of responsibilities spend countless hours devoted to the game each day.
This design is implicitly an insult to the playerbase. The design says the game is more important than your work/school schedule, your friends/family, sleep schedule, etc.
You can see some players have been bought into the lie. People argue that players are not forced to go all out, they’re not forced to play to rank high. That is utter nonsense. People play games to progress, to win. One cannot deny the game is currently set up so you can only get enough iso to make moderate progress if you play all out.
That is not the only joke at the players’ expense. We have nearly 100 characters in the game. Characters that took literally weeks to cover and level each one, and that was before the placement rewards stopped reflecting the meta. And for all that hard work including getting those roster slots, players realistically cannot use most of those Characters the way the pvp and pve systems are set up.
Here’s the truth. Pve should be pve. It is not a novel concept. If players want to play pvp, there are 3 each week not counting lr’s. Playing a reasonable amount of time should not mean you are not worthy of obtaining top rewards in pve. More covers cannot destroy the game because there is already a check in place to prevent it–limited iso.
The current pve system is like saying someone who only has 30 minutes to eat a meal at a cafe deserves a worse sandwich than someone who camps out there all day.
TL; DR: Either mpq should be designed so that players who play and support the game a reasonable amount are rewarded. The main playerbase should not be penalized for not wanting to spend an unreasonable amount of time each day.
There is no point arguing with Polares about pve. He refuses to understand that the difficulty in getting to top ten is determined by how hard the other people in your bracket are willing to work. It turns out that if a system is grindable, then there are at least 20/1000 mpq players who will go nuts for placement rewards (or some weird version of pride? I have no idea what motivates the grinders. Maybe boredom). If you need evidence of that, check out PvP where people are routinely doubling max progression because they’ve figured out a reliable way to grind.
So as someone isn’t afflicted with “win at all costs because I have infinite mpq time and energy,” I agree with a lot of the people in the thread. I liked almost everything about the eots system, but I wasn’t shooting for top ten. But I felt like I could get some rewards and get out more enjoyably than normal. I do think some adjustments to the progression would be helpful. I might have played more than a clear or two (or 7 on cp nodes, naturally) if the progression rewards hadn’t seemed so out of reach.