So there has been a ton of raging about the X-Force nerf ( I like to mentally add a babyrage picture to the beginning and end of each post, it makes it a lot funner!
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), and while I don’t necessarily agree with the people on the forums about the change being as bad as it actually is, that isn’t what this topic is for, so I’d appreciate it if you guys left the raging to other threads. The real issue is that regardless of how bad the nerf is, the core problem is that the PvP grind will take longer as a result.
Time and time again, people complain about the nerfs, about the health pack conspiracy, the grind, so on and so forth which results in the veterans being screwed over, and this really stems from one sole thing: Average match length going up. The best characters in the game (also the fastest) are constantly getting nerfed, and now we’re seeing things like general health of all the characters going up. Now, there are definitely some good things about this happening. Longer matches means that more strategies are viable, and that players have more in game decisions and feel more engaged, but there are some definite downsides to this as well, which seem to be the root of most of the veteran’s problems:
- Health pack consumption goes up.
Longer fights = more damage taken. More damage taken = more health packs used. More health packs used = less time to play before you need to regen packs = less fun.
- Average time to do well in a PvP goes up for veterans.
Pretty obvious. Before you could stomp with xor in the last 90 minutes and push from 0 to 1000 easily. Nowadays with LadyThor and X-Force nerfed, pushes are more drawn out. Matches take longer for a veteran, so overall time spent in a PvP should go up considered.
I think that these two points are really the things that are getting to people. I hear a ton of complaining about these changes making the game unfun, and that’s rooted not from the core gameplay itself, but from the fact that the amount of time that they have to spend in each PvP is going up considerably. These character nerfs might change the game to be more balanced, encourage diversity, and make the core gameplay better, but what people are getting fixated on is that instead of having to spend 1.5 hours per PvP, they now have to spend 2.5 hours getting the same score, with more spaced out pushes due to running out of health packs. And this isn’t really a problem with the character changes themselves right? It comes inherently with the PvP / PvE systems that Demiurge has implemented. You’re basically on this character treadmill, and in order to do well in PvP, you HAVE to grind up however many points per PvP every 2.5 days and spend a lot of your time doing it. Veterans are expecting to spend 1.5 hours per this per PvP and to be able to do it all in one run, but this is becoming less and less true as the game becomes more balanced. The core gameplay opens up a lot more from these changes, but time commitments increase as well and players feel like they’re suffering as a result.
How do we fix this? I’m not going to propose anything like “make the game pure PvE”, or “get rid of shields”: things that are unrealistic and will probably be way too risky for the devs to try out. Instead, there are two simple fixes that would make the experience similar to how it was before:
- Lower the equilibrium score in PvP and the progressions accordingly so that the average time spent in a PvP is the same as it was before.
Equilbrium score is the score that you can stay at unshielded for long periods of time without being attacked and losing heavy amounts of points (500-600 for 3-4* rosters typically). This point basically determines how high points can go, and is how long you have to play the PvP for. PvPs are two phases: phase 1 is pushing to this score, and then phase 2 is hopping from this to as high as possible. Lowering this score would mean that people need to play less in order to reach it, and thus would decrease the average amount of time spent during a PvP. Of course this would mean that progressions become harder to reach, so progressions need to be lowered as well to compensate. So instead of it being 500-600, lets make it so that it’s 400-500 instead, making the amount of matches youd have to play per pvp lowered by 4-5.
Someone with a strong math background should probably help me out, but I think that the MMR change that they did earlier was actually the opposite of this: We’re reducing the amount of points that you lose in a Versus loss by 20%.
This is great for progression awards, but since there are more points in the system, this means that equilibrium score goes UP, so you need more points to do well in a PvP. If anything, they should be INCREASING the amount of points you lose per match, and driving down the equilibrium score so that everyone earns less points (AND LOWERING PROGRESSIONS ALONGSIDE IT).
Here’s an example of how this would work:
Currently: equilibrium score is at 500 points. Joe plays 10 50 point matches to hit this score, and then hops 10 times at 50 points a match to hit 1k.
New system: equilibrium score is at 400 points. Joe players 8 50 points matches to hit this score, and then hops 10 times at 50 points a match to hit 900 points.
What is the net result? Nothing changes except final points across the board are lowered by 100, meaning Joe plays 2 less PvP matches overall. He has 100 less points, but since everyone else has 100 less points, he’s still relatively at the same placement tier. The only problem is that its harder to get progressions, but just lower the progressions and its fine.
- Increase the number of health packs given to a player.
Instead of it being 5 packs with one every 30 minutes, lower it to something like 8 health packs with one every 15 minutes. People complain about using more health packs, and the amount of health packs used by a player should be similar to how it was before these nerfs. More health packs lowers the constant fear of wiping, and punishes the player less when they mess up.
Of course, the only way to know for sure if my assumptions are true is to look at the data from before compared to now. If time spent in a PvP is indeed longer and health pack usage is going up considerable, then adding these changes should go a long way in keeping the veteran players happy.