One of my biggest complaints about MPQ for years now is the illogical PVE placement rewards system. It’s a system that hands out finite rewards that veterans need to new players who typically don’t. There have been promises it would be fixed with testing, though I haven’t seen much change in the testing.
Their PVP is a system that makes sense. Generally the top players get the top prizes, so those with greater rosters are receiving prizes they need to progress steadily. However, with PVE, all players are playing for the top prizes. If the prizes were infinite, meaning anyone could earn them like progression, this wouldn’t matter, which is why a lot of players would like to see this change.
I’ve made the comparison before, but I will make it again because it highlights the flawed structure for what it is. Picture any MMORPG where you grind to reach a maximum level, becoming a veteran player. Once you reach this peak, you do raids/dungeons for better equipment so your progression can continue. If it were like D3s reward system, level 1 characters could compete in these raids/dungeons too, earning prizes they may need in the distant future, rather than now like veterans. To make matters worse, these level 1 characters would actually be taking the prizes the veterans need, since the prizes would be finite because only a small percentage can receive them.
I recently had a new friend start playing, and he gets frustrated when he gets a 4* or 5* thrown at him. He is trying to build his 3* roster, so he doesn’t have the HP to make a spot for these characters. You could say it’s a monetary scheme that wants him to purchase HP, but such a scheme would only serve to harm players initial reactions to the game. So I watch as he sells 4/5*s that would accelerate my progress but were handed to him instead.
I quit PVE a bit ago, but would gladly rejoin if D3 can make a veteran roster more relevant there. It seems backwards that veterans put so much work into the game, then can get beaten by a new player who gets prizes that veterans (generally) need to progress (this is especially damaging to those trying to transition to 4*). It’s a system that is hindering all players progression by creating a lot of waste.