Trying to flesh out this idea before posting in Suggestions. Yeah, I know it’s long. I’d like to have a more defined shorter version to post as the actual suggestion.
Background: I am reaching serious burnout, and realized today that I am utterly bored with playing. Partly I haven’t given up yet because I just became a co-commander for my alliance (which is not contributing to the burnout) and I don’t want to turn around and drop the game, and partly because I’ve enjoyed the game for so long I’m just not ready to give it up yet.
The serious factors contributing to my burnout are twofold that are the same ones I see over and over again here:
• Time slots for PVE (which is what I primarily like to play) don’t work with my schedule.
• Amount of time needed to play in one chunk in order to be competitive is prohibitive and feeling tied to the timers (which are better but still an issue).
and a third
OMG I am so tired of playing the same nodes over and over and over and over again. Both the number of repetitions for the node, and the storylines. This game seriously needs some more variety. Part of my initial enjoyment of the game was reading the dialogue and feeling like I was contributing myself to the fight, participating in a storyline myself. Now we all just hit the skip button because A) we’ve seen it before - and recently, and B) we need to hurry up and get through the node to get the timers started. Even playing with new characters or newly champed characters is not enough to make that fun and interesting anymore.
I have no suggestions about the third other than urging the devs as strongly as possible to put more focus on developing some additional storylines.
1 & 2 however, these are my initial thoughts:
1) For placement purposes, instead of tracking how long it takes someone to reach an overall score compared to others, track how long it takes them to finish a node and use that as the comparative score. So if Player A can’t get to the node until 2 hours later than Player B, but finishes it in less time when they do ranks higher for that node. Cumulative score across all nodes determines the winner. All points count towards progression, as time now exclusively determines placement. Would need to put in a limiter that prevents from clearing fewer nodes but having a faster average time for only clearing those.
What I’m thinking this will do:
• Allow players to play on their own schedule within a slice
• Give players more flexibility in not needing to complete everything at one time.
2) Split the nodes into 3 groups, to run every 8 hours. 1st group is released when the slice opens. 2nd group is released 8 hours later, 3rd is released 8 hours after that. Each group is worth full points when it opens, and fewer points if you don’t complete them before the next set opens. Kill refresh timers in terms of them coming back to full strength. No points grinding, no additional points available before refresh/next set of nodes.
That can run either as:
• The full set of nodes, number of replays available by refresh block (I think this is technically the easiest way to convert the current system). Clears are 2, 2, and 1.
• Nodes are grouped by Set A, the trivial nodes. Set B, the harder nodes. Set C, the essential nodes. Clears are 4, 2, and 2.
• Node are grouped by a trivial node, a harder node, and an essential for each set. Clears are 2, 2, and 1. (This would be my preference, but it would be harder to convert current assets to.)
What I’m thinking this will do:
• Break up the repetition of the same nodes over and over again with the storylines we have. Because even an 8 hour break between smaller clear sets will relieve some of what has become tedium. I can hate playing against the dark avengers a lot less if I only have to play against them 2x in a row instead of 4.
• Maintain elements of optimal play and the need to strategically plan your slice, etc. for when you can play within your schedule.
• Prevent the glazed over eyes of final clears to followed immediately by opening clears.
If 8 hours is too tied to the clock, maybe it’s 2 12 hour blocks with 2 and 2 clears or 3 and 2.
3) Either make the 5 star essential solely for additional rewards within the node (remove points that would apply towards progression/placement entirely) or change essential characters based on SCL. So that 8 & 9 require 3, 4, and 5 stars but no 2 stars.
Thoughts?