It's getting so hard to be positive about MPQ
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Change isn't always for the better. The old saying "If it's not broke".
I've never heard that believes too much game play was a negative towards the company.
If you didn't want to be so successful, you surely are helping yourselves by making these bonehead decisions for the worse.0 -
But seriously, are we going to run out of mods before IceIX gets around to promoting new ones?0
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I'd hate to sound positive, but a lot of the changes were things people asked for, or atleast weird (poor?) implementations of things people asked for.
True Healing - People thought OBW was way too strong for a 2*, and that the game was overcentralized toward healing (if you don't use OBW or pre-nerf Spidey, you couldn't really play for lengthy periods of time). Teams with healing were too strong relative to teams without healing. The solution people wanted was more choice in healing/support (healing would still be "too strong," but atleast now there's choice in which healing you want to bring). Their solution is True Healing. You could argue it's a solution noone wanted, but it's their solution to a problem that people actually had
Level Shift - Again, this is their solution to a problem that people actually had. People like immediate satisfaction, and for their rewards to be... well... rewarding. The way the game is structured, you're collecting covers you have no use for until several months from now. You win your first 3* covers, sweet I have rare covers that are completely unusable until I get 10-13 of them. They then just sit around being completely useless until you by luck win a whole bunch of them. This is their attempt at making 3*s more immediately meaningful. There are doubts whether or not Level Shift actually does this, but this is a solution to an actual problem people have.
Change after change to support "roster diversity". - The idea behind nerfing overpowered threats to promote diversity is good. You could argue they failed to do this. Overnerfing threats, or leaving overpowered threats untouched sucks, but the idea of change after change is not a bad one for an imbalanced game.
Almost every new character gets nerfed while being launched.
Delivery of the overpowered Sentry, which allows 2-turn kills
They nerf new characters because they believe them to be overpowered. This is a good thing. Complaining about out-of-the-box nerfs, then turning around and complaining about Sentry being OP is a bit contradictory. Sentry was an oversight on their part, but it really shows that pre-launch nerfs or shortly-after-launch nerfs to what they deem OP is a good thing and not something to be negative about (they just happened to miss an important overpowered threat, lol)
It's easy to rip apart my post with specific examples, and show how their solutions don't have the intended effect. I think their solutions are inelegant. I just wanted to point out that they're trying to address issues that people actually have with the game0 -
I'm going to have to agree with purinxa (except with having to hate being positive).
People complained both about obw and spidey but at the same time, nearly everyone got comfortable and accepted it as the norm.
The lack of alternatives is definitely an issue and I don't understand why it takes them so long to buff characters. That's really my only beef. When Thor and Wolvie were nerfed, there were many alternatives already available. Obw and Spidey don't have that same luxury.0 -
Uh, perma-sticky? Is that a thing? Are you allowed to sticky your own posts?0
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I'm getting progressively weary of MPQ and will probably be taking a break for season 4, or at the very least be taking it a lot easier.0
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purinxa wrote:I'd hate to sound positive, but a lot of the changes were things people asked for, or atleast weird (poor?) implementations of things people asked for.
True Healing - People thought OBW was way too strong for a 2*, and that the game was overcentralized toward healing (if you don't use OBW or pre-nerf Spidey, you couldn't really play for lengthy periods of time). Teams with healing were too strong relative to teams without healing. The solution people wanted was more choice in healing/support (healing would still be "too strong," but atleast now there's choice in which healing you want to bring). Their solution is True Healing. You could argue it's a solution noone wanted, but it's their solution to a problem that people actually had
Level Shift - Again, this is their solution to a problem that people actually had. People like immediate satisfaction, and for their rewards to be... well... rewarding. The way the game is structured, you're collecting covers you have no use for until several months from now. You win your first 3* covers, sweet I have rare covers that are completely unusable until I get 10-13 of them. They then just sit around being completely useless until you by luck win a whole bunch of them. This is their attempt at making 3*s more immediately meaningful. There are doubts whether or not Level Shift actually does this, but this is a solution to an actual problem people have.
Change after change to support "roster diversity". - The idea behind nerfing overpowered threats to promote diversity is good. You could argue they failed to do this. Overnerfing threats, or leaving overpowered threats untouched sucks, but the idea of change after change is not a bad one for an imbalanced game.
Almost every new character gets nerfed while being launched.
Delivery of the overpowered Sentry, which allows 2-turn kills
They nerf new characters because they believe them to be overpowered. This is a good thing. Complaining about out-of-the-box nerfs, then turning around and complaining about Sentry being OP is a bit contradictory. Sentry was an oversight on their part, but it really shows that pre-launch nerfs or shortly-after-launch nerfs to what they deem OP is a good thing and not something to be negative about (they just happened to miss an important overpowered threat, lol)
It's easy to rip apart my post with specific examples, and show how their solutions don't have the intended effect. I think their solutions are inelegant. I just wanted to point out that they're trying to address issues that people actually have with the game
I think you are absolutely right. They do things differently than player base would ideally like, but they are addressing their concerns. Gold characters are a good example of the compromise they are making between giving the players what they want and monetizing the game. The player base wanted a third color for Daken: and they got it, but it isn't exactly a hand out.0 -
Spoit wrote:But seriously, are we going to run out of mods before IceIX gets around to promoting new ones?
Kudos to Nonce for all the hard work.0 -
purinxa wrote:I'd hate to sound positive, but a lot of the changes were things people asked for, or atleast weird (poor?) implementations of things people asked for.
True Healing - People thought OBW was way too strong for a 2*, and that the game was overcentralized toward healing (if you don't use OBW or pre-nerf Spidey, you couldn't really play for lengthy periods of time). Teams with healing were too strong relative to teams without healing. The solution people wanted was more choice in healing/support (healing would still be "too strong," but atleast now there's choice in which healing you want to bring). Their solution is True Healing. You could argue it's a solution noone wanted, but it's their solution to a problem that people actually had
Level Shift - Again, this is their solution to a problem that people actually had. People like immediate satisfaction, and for their rewards to be... well... rewarding. The way the game is structured, you're collecting covers you have no use for until several months from now. You win your first 3* covers, sweet I have rare covers that are completely unusable until I get 10-13 of them. They then just sit around being completely useless until you by luck win a whole bunch of them. This is their attempt at making 3*s more immediately meaningful. There are doubts whether or not Level Shift actually does this, but this is a solution to an actual problem people have.
Change after change to support "roster diversity". - The idea behind nerfing overpowered threats to promote diversity is good. You could argue they failed to do this. Overnerfing threats, or leaving overpowered threats untouched sucks, but the idea of change after change is not a bad one for an imbalanced game.
Almost every new character gets nerfed while being launched.
Delivery of the overpowered Sentry, which allows 2-turn kills
They nerf new characters because they believe them to be overpowered. This is a good thing. Complaining about out-of-the-box nerfs, then turning around and complaining about Sentry being OP is a bit contradictory. Sentry was an oversight on their part, but it really shows that pre-launch nerfs or shortly-after-launch nerfs to what they deem OP is a good thing and not something to be negative about (they just happened to miss an important overpowered threat, lol)
It's easy to rip apart my post with specific examples, and show how their solutions don't have the intended effect. I think their solutions are inelegant. I just wanted to point out that they're trying to address issues that people actually have with the game
You're right, but what bothers me most is the hubris. The devs here seem to misinterpret their metrics and try to influence gameplay through negative conditioning, instead of making positive changes based on actual player feedback. We're told skipping isn't fun, so it needs to be taxed. Prologue healing isn't fun, so healing is essentially removed. We're told we like random chance, so guaranteed covers are taken off token packs. We're being told how to play, never asked how we want to play.
Maybe I'm just spoiled on the Marvel Heroes forums. The devs working on that game are constantly asking for player feedback and then actually implementing it, all while communicating daily with the player base. They're completely different games, but with a few similarities in regards to developmental needs. Marvel Heroes depends on players using a variety of heroes for the sake of generating revenue, same as MPQ. They achieved this by giving individual account-level bonuses for maxed out heroes, and by working to ensure that each of their 35 characters is fun and viable. MPQ is trying to create diverse rosters by making sure you can only spend a limited amount of time on your favourite characters. MH needs players to buy storage space for their heroes, much as MPQ needs us to buy roster slots. MH accomplishes this through a large variety of items, gear and collectables. MPQ does it by requiring specific characters and limiting rosters for events.
For all it's flaws, most people playing Marvel Heroes genuinely believe the developers have the game's and the players' best interests at heart, even as they look for new revenue streams. For all it's strengths, most MPQ players genuinely believe that changes to this game are blatant cash grabs.0 -
I'm mostly positive, and I've enjoyed the last few events.
The trigger was the mStorm nerf. For some reason, they decided to do a nerf on Storm, nearly doubling the cost of her red, and actually put this nerf into the release. Then they weakly tested it and decided it was bad, but forgot about it. That they would even think of nerfing another character right now boggles my mind.
It was a mistake, but it was a spectacular one.0 -
i like their recent changes but i'm getting super annoyed and disheartened by always getting matched up against players with all 141's (now 166).
D3, my highest character is 148 (which i only have one of), i should NOT be going against nothing but 166's!!!0 -
They say that the forum is just a small sampling of their player base, I'd love to see them turn on global chat and then record the results of the people talking to each other.
I would bet the forums wouldn't look so whiny anymore.0 -
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I agree with the OP. On the useless covers issue it'd be nice if they allowed 1 for 1 trades with other players only for covers of the same character but different colours.0
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Buffs still not here. Nerfs still showing up (though Daken's was taken away...not many think it will stay away).
Un-asked for, untested features (team-ups, alliance donated team-ups).
Very few moderators around, promised community discussion (moderator) still non-existent.
I'm sure there are tons more, interesting so few of these issues have been addressed, much less resolved. This was a great post by Nonce.0 -
2 months later and this thread still rings true.0
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I remember when you can sell your unwanted ***covers for HP,
...and the poor spidey Nerfed to death0 -
grimeon wrote:SnowcaTT wrote:Un-asked for, untested features (team-ups, alliance donated team-ups).
I wouldn't exactly call team-ups "un-asked for". People were complaining about environment unbalance for a long time. 1 star storm was considering OP despite being a one star just for her red ability.
And she got double whacked with the nerf bat. Once in her power costing 9 instead of 5. And once in the removal of Desert and Forest tiles. To this point in time, she had not gotten back anything positive.0 -
I remember this post. Now has +86 rep, with zero downvotes. It was this post that made D3 decide that I couldn't be a moderator, even though I was just basically summarizing all the official posts and unofficial changes.
So much is broken that players don't have the energy any more to pick up the torches and pitchforks that are laying on the ground, discarded by all the others that have given up on the game.
D3 has made many personal promises to me and to the players. What can I point to that they've done? The forum now has a favicon! I asked for them to do this, and many months later it was delivered.0
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