**First, I’m going to acknowledge that for those who play casually, some of what I’m about to say might sound silly.
And, in a way, it is. MPQ is a game, not real life. Those who know me will know that “Real life comes first” is something I’m fond of saying.
Having said that, MPQ is a game that many of us effectively pay to play, and the game’s existence is dependent on it being a game that delivers a positive player experience to those that are willing to pay to play it.
The MPQ player experience has, on the whole, deteriorated in the last 12 months, and this issue is an example of that. Allow me to explain…**
I think by now almost everybody who reads this forum will be aware that the current PVE event, Strange Sights, started with the 5* essential node missing.
This was, of course, initially confusing, but word of it quickly spread here and elsewhere and it didn’t require much player adaptation to not play a node that wasn’t there.
True, it made getting full progression rewards marginally harder for some players but many of them would be able to adapt, and there was an obvious and a fair way of dealing with the issue: by issuing some player compensation.
It wasn’t an ideal situation but it was the same situation for everybody: the playing field was a little smaller but it was still a level playing field for everyone.
For some strange reason (no pun intended) someone in the dev team decided that the best way to resolve things was to reintroduce the 5E node, and to reintroduce it in the current active sub-event.
Words cannot adequately express how foolish that was.
It might have been well intended but this move has taken what was a fair event and turned it into an unfair one, because those who noticed that the 5* essential node was back and acted on it now have a massive advantage over those who haven’t noticed it at all.
And the sooner someone noticed and acted on it, the more of an advantage they had.
Someone who was on course to finish top in the event might now not even finish in the top 50 or even the top 100, purely because this node was introduced at a random point.
And it’s not just individuals that this effects, it also effects alliances. An alliance made of players who play the later slices now has a significant advantage over an alliance made of players who play the earlier slices.
There are multiple ways that this missing node could have been “fixed”. Here are just some that I can think of:
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Leaving things as they are; giving some player compensation later.
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Reintroducing the node for the final sub-event only, which hasn’t started yet, and leaving its points value as normal.
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Reintroducing the node for the final sub-event only, which hasn’t started yet, and (for this one time only) increasing its points value.
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Reintroducing the node at a random point during the current sub-event.
(Those are four possible approaches that I thought of in just 30 seconds; you can probably think of others.)
Of those four approaches, three are fair to everybody and keep the event a level playing field.
One isn’t fair, and distorts the entire event.
Why the devs chose that one unfair approach is a mystery to me.
I hope that such an issue never occurs again but if it does I hope that the devs think about the consequences of their “fix” — and perhaps even discuss it with us — before they “fix” it.
**Apologies if this all sounds like a rant but I care about the long-term health of this game, and I see players, some of whom I consider friends, drifting away from this game and this community because of mistakes like this one, and that concerns me.
If you care about this game then it should concern you as well.**
PS, this missing node shouldn’t even have happened. It was missing from Strange Sights was last run for players on Steam who were already playing with the new Unity engine and for Unity beta testers on other platforms. It was reported as an issue then; it should’ve been addressed before Strange Sights was run again.
Edited at 14:22 PST / 22:22 BST to correct “disadvantage” to “advantage”. Mea culpa.

