Team-Up Feature Discussion
Comments
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CoolB76 wrote:My list of teams up consists of mainly murderous aim and control shift. Both of which cost 17+ap to use and I'm not playing the game right? Heck I add 3 team ups every battle just so I can hope to use them and get some new ones but most of the time I am unable to collect enough TU tiles before the end of the match. Meanwhile the CPU now seems to be focused on nothing buy TU tiles. I rarely make it through a match now where the opponent doesn't use at least 1 team up.
This. I was going to write a post about current experience with teamups, but no need. That says almost everything about my current experience.
If I take team-up points, I have a small chance of getting a **** ability off, meanwhile the CPU player grabs all their power colors when TUA points aren't available resulting in taking several damage nukes. If I take my main damage AP as I would pre-Teamup, they collect all the TUA points resulting in taking several damage nukes. Its become a lose/lose situation for rosters that are composed of ~9 viable *playable* 2* characters.0 -
CoolB76 wrote:My list of teams up consists of mainly murderous aim and control shift. Both of which cost 17+ap to use and I'm not playing the game right? Heck I add 3 team ups every battle just so I can hope to use them and get some new ones but most of the time I am unable to collect enough TU tiles before the end of the match. Meanwhile the CPU now seems to be focused on nothing buy TU tiles. I rarely make it through a match now where the opponent doesn't use at least 1 team up.
I'm not having the problem of my opponents using TU's in every match, but I (and I'm sure mostly everyone else) am running into the problem of not ever being able to use my team-ups. I feel like I'm spending all of my time trying to ditch the bad TU's that I forget to use the actually useful ones. A delete/replacement option when you could receive a new team-up is a change that needs to happen, otherwise the system feels very broken to me.0 -
Jkells wrote:I'm not having the problem of my opponents using TU's in every match, but I (and I'm sure mostly everyone else) am running into the problem of not ever being able to use my team-ups. I feel like I'm spending all of my time trying to ditch the bad TU's that I forget to use the actually useful ones. A delete/replacement option when you could receive a new team-up is a change that needs to happen, otherwise the system feels very broken to me.
That is supposed to be on the agenda for the next patch/update. We'll see tho, the ares sunder bug was on the agenda for, like, 3 patches. heh.
Same here on that point too. It's why I mentioned 'a small chance to use a **** ability', because 19 AP to get off Murderous Aim might as well be 100 in most matches. It's really not worth wiping a group just to get off a TU ability... *sigh* I think I have 6 of those alone from the last pve. In retrospect I wish I'd farmed a bunch of low level abilities before continuing with the pve. Then it would be viable to unload one in any given match if I was sure the one replacing it would be better.0 -
Jkells wrote:CoolB76 wrote:I'm not having the problem of my opponents using TU's in every match, but I (and I'm sure mostly everyone else) am running into the problem of not ever being able to use my team-ups. I feel like I'm spending all of my time trying to ditch the bad TU's that I forget to use the actually useful ones. A delete/replacement option when you could receive a new team-up is a change that needs to happen, otherwise the system feels very broken to me.
Agreed, a delete button would add a lot. Also auto-reselecting from match to match... it's not like you have to use it even if it bring it into a match.0 -
You people are killing me asking for 'delete' right off the bat. Aim higher! We want a SELL button! Then we can be happy when they just give us delete.0
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You get Team-Ups from literally every single battle that isn't solely against minions. A sell button would be too high an increase in overall ISO compared to previous gameplay to be balanced. Mostly I'm just looking for an option to delete one old team-up whenever you'd be given a new one but don't have room.0
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squirrel1120 wrote:CoolB76 wrote:My list of teams up consists of mainly murderous aim and control shift. Both of which cost 17+ap to use and I'm not playing the game right? Heck I add 3 team ups every battle just so I can hope to use them and get some new ones but most of the time I am unable to collect enough TU tiles before the end of the match. Meanwhile the CPU now seems to be focused on nothing buy TU tiles. I rarely make it through a match now where the opponent doesn't use at least 1 team up.
This. I was going to write a post about current experience with teamups, but no need. That says almost everything about my current experience.
If I take team-up points, I have a small chance of getting a **** ability off, meanwhile the CPU player grabs all their power colors when TUA points aren't available resulting in taking several damage nukes. If I take my main damage AP as I would pre-Teamup, they collect all the TUA points resulting in taking several damage nukes. Its become a lose/lose situation for rosters that are composed of ~9 viable *playable* 2* characters.
A thousand times, this... I can't tell you how many victories I've had snatched from me by the AI nuking me with 3 TUs at the most opportune times while I'm barely ever close to collecting the needed AP to use one TU.
I think a slightly more strategic way than having a delete option to cure the problem of choosing and then not using your TUs and consequentially losing out on new ones earned would be that your selected TUs disappear after your match, regardless of whether you use them. We should DEFINITELY have an option to sell them, even if for only 10-20 ISO. That's just tossing us dedicated players a bone, I believe... But of the useful powers that we each will hoard for free, if we select any for a match and don't use them, we lose them. This way, we can choose to either heavily focus on using that elite power effectively, simply trying to integrate it organically or not caring much and ending up losing it totally.0 -
We aren't given the option to sell boosts so why should this be any different? Demiurge wants to encourage us to actually use the feature, not sell off all of our TUs for iso. You guys should also know that you can't simply just add a ton of free iso to the game: Demiurge has a clear set amount of iso that they want to throw into the economy, and any increases in iso is going to be taken away elsewhere, so even if this feature was implemented, they'll just take it away from some other facet of the game, making the entire addition useless. This suggestion just doesn't seem very well thought out.0
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NorthernPolarity wrote:We aren't given the option to sell boosts so why should this be any different? Demiurge wants to encourage us to actually use the feature, not sell off all of our TUs for iso. You guys should also know that you can't simply just add a ton of free iso to the game: Demiurge has a clear set amount of iso that they want to throw into the economy, and any increases in iso is going to be taken away elsewhere, so even if this feature was implemented, they'll just take it away from some other facet of the game, making the entire addition useless. This suggestion just doesn't seem very well thought out.
Why not? the only difference i can see it making is that people who play the game enough to be landed with a full inventory of team-ups would be able to sell them for some ISo and maybe level a hero once or twice a week. Are you seriously saying that if every player got an extra level for one or two heroes a week that would have such an impact on Demiurge's bottom line it would break the game? I just cant believe that to be honest.
Oh, and boosts are a different thing entirely cause none of them are useless and none are impossible to use. If they were we should be able to sell them too.0 -
Ben Grimm wrote:I'm pretty much ignoring team-ups until we get a delete feature. I'm only occasionally equipping them at all, only in particularly tough or important matches, and usually not using them then. They're just a defensive hazard for me currently.
I am pretty much the same, most of my matches are won (or lost) without me using a single Team Up esp as most of the team ups are too low a level to make it worth it worth collecting TUAP specifically for or they cost too much to be able to use anyway. Powers like Murderous Aim, Control Shift, Sentinel of Liberty, Ultra-freon beam and the like are hardly ever used in a normal match when you are matching colours so I will never be able to use them in a match using TUAP which only builds up incidentally to the proper matches which I imagine most people will still concenrate on.
I have to say I do love the idea behind this and it could be alot of fun, it just highlights how ridiculous the cost is for some of these powers.0 -
I like the idea of Team Ups but the implementation has been pure garbage. Again it is as if they were put into the game by someone that doesn't play the game.
The fact that the AI has every single power at their disposal while we are stuck with Murderous Aim and Control Shift is a joke. It's near impossible to use those.
Seeing the inventory full alert is annoying as well. Why not have the option to throw away useless team ups like the ones mentioned above?
Or since its a gimmick at this point, just go further with it, let's turn it into a pick a card type of game where you pick between one of three face down teamups.0 -
The PACman wrote:NorthernPolarity wrote:We aren't given the option to sell boosts so why should this be any different? Demiurge wants to encourage us to actually use the feature, not sell off all of our TUs for iso. You guys should also know that you can't simply just add a ton of free iso to the game: Demiurge has a clear set amount of iso that they want to throw into the economy, and any increases in iso is going to be taken away elsewhere, so even if this feature was implemented, they'll just take it away from some other facet of the game, making the entire addition useless. This suggestion just doesn't seem very well thought out.
Why not? the only difference i can see it making is that people who play the game enough to be landed with a full inventory of team-ups would be able to sell them for some ISo and maybe level a hero once or twice a week. Are you seriously saying that if every player got an extra level for one or two heroes a week that would have such an impact on Demiurge's bottom line it would break the game? I just cant believe that to be honest.
Oh, and boosts are a different thing entirely cause none of them are useless and none are impossible to use. If they were we should be able to sell them too.
Im saying that theres just no compelling reason why they should be sold for iso. Sure, its not going to affect their bottom line right this moment, but the "a little more isnt going to hurt" mentally is just going to snowball, and if they do this a couple more times for new features and soon demiurge would be giving away a lot more iso than they intended. I would much rather them give away more iso for more substantial things like pve mission rewards (the 2.5k iso in deadpool felt pretty rewarding, for instance) than adding a marginal sell value to the boosts that the playerbase probably wouldnt appreciate as much.0 -
I'll toss a new issue on to the pile: the desirable team-ups are too hard to obtain, leading to a situation where the player does not want to expend a team-up because it will be too hard to re-attain the expended team-up.
-- Currently, if a player wants a specific team-up, the player has to hope for the RNG to grant the right power as a team-up at the end of the match.
This process can require many replays of a match in an attempt to obtain the correct power. Consequentially, this results in discouraging the player from spending the acquired team-up because re-obtaining the expended power is too much of a hassle every single time a player wants to use a team-up.
There needs to be some sort of system where the player can pick what team-up he/she will obtain from a match, if the devs truly want the players to use team-ups every match. Obtaining desirable team-ups needs to be as easy as expending them, otherwise players will hang onto them as Final Fantasy Megalixers and never use them.0 -
Lyrian wrote:I'll toss a new issue on to the pile: the desirable team-ups are too hard to obtain, leading to a situation where the player does not want to expend a team-up because it will be too hard to re-attain the expended team-up.
-- Currently, if a player wants a specific team-up, the player has to hope for the RNG to grant the right power as a team-up at the end of the match.
This process can require many replays of a match in an attempt to obtain the correct power. Consequentially, this results in discouraging the player from spending the acquired team-up because re-obtaining the expended power is too much of a hassle every single time a player wants to use a team-up.
There needs to be some sort of system where the player can pick what team-up he/she will obtain from a match, if the devs truly want the players to use team-ups every match. Obtaining desirable team-ups needs to be as easy as expending them, otherwise players will hang onto them as Final Fantasy Megalixers and never use them.
The only easy way i see of fixing this problem is to just make the teamups you get completely random. The idea would be that you bring in a "level 100 random team up", which is just a random level 100 ability that can be anything. You wouldnt need to hoard specific team ups this way, and it would incentivize you to fight higher level dudes for higher level random teamups. Actually, it might be cool if we could have 10 team up slots for thhis purpose and 10 slots for the way team ups are now: that way we get 10 random teamups that we always want to use, and 10 slots that we can hoard as megaelixirs.0 -
The PACman wrote:
Why not? the only difference i can see it making is that people who play the game enough to be landed with a full inventory of team-ups would be able to sell them for some ISo and maybe level a hero once or twice a week. Are you seriously saying that if every player got an extra level for one or two heroes a week that would have such an impact on Demiurge's bottom line it would break the game? I just cant believe that to be honest.
Oh, and boosts are a different thing entirely cause none of them are useless and none are impossible to use. If they were we should be able to sell them too.
If TUs could be sold for ISO, you know that there is a large segment of the player base that would farm the Prologue for easy to obtain TUs. Since you out level them so severely, you can kill the villains quickly and easily, over and over. At 30 to 40 seconds a pop, and including the 20 ISO for just completing the mission, you could make 3,000 to 4,000 ISO an hour grinding the nodes.
That just isn't going happen. I would like for it to. But it won't.0 -
I am not going to read the entire topic, so this could have already been mentioned, but I was wondering if others have been receiving less TU AP sometimes? It happens too often for me and today I noticed it usually happens when I make TU match as the result of a cascade (meaning the TU match is the 2nd, 3rd, ... match during a cascade). When that happens I only receive 1 AP instead of the 3-4 I should.0
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Yep, I saw the answer here or in another thread.
It seems that the general rule is that matches due to cascades (so matches after the first) brought a decreased amount of AP and that this rule apply for basic tiles and TU ones.
Not sure about the numbers, I think it's 75% of the AP for the 2nd match
Actually I discovered this rule recently through the forum and this never striked me in game!0 -
Narkon wrote:I am not going to read the entire topic, so this could have already been mentioned, but I was wondering if others have been receiving less TU AP sometimes? It happens too often for me and today I noticed it usually happens when I make TU match as the result of a cascade (meaning the TU match is the 2nd, 3rd, ... match during a cascade). When that happens I only receive 1 AP instead of the 3-4 I should.0
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orionpeace wrote:The PACman wrote:
Why not? the only difference i can see it making is that people who play the game enough to be landed with a full inventory of team-ups would be able to sell them for some ISo and maybe level a hero once or twice a week. Are you seriously saying that if every player got an extra level for one or two heroes a week that would have such an impact on Demiurge's bottom line it would break the game? I just cant believe that to be honest.
Oh, and boosts are a different thing entirely cause none of them are useless and none are impossible to use. If they were we should be able to sell them too.
If TUs could be sold for ISO, you know that there is a large segment of the player base that would farm the Prologue for easy to obtain TUs. Since you out level them so severely, you can kill the villains quickly and easily, over and over. At 30 to 40 seconds a pop, and including the 20 ISO for just completing the mission, you could make 3,000 to 4,000 ISO an hour grinding the nodes.
That just isn't going happen. I would like for it to. But it won't.
Hmmm yeah, okay. I didn't consider that possibility. But would it really be a large enough problem, I mean Prologue healing wasnt undertaken by any more than a minority because to be frank it was a pain in the **** to do. You could realistically farm covers and sell them but nobody thinks that is a problem, after a couple of hours intense play i quite often have enough covers to sell to make a few thousand ISO and the team-ups don't have to sell for as much as a cover. I just feel that if they are gonna give me something i dont want then i should be able to basically exchange it for something I do want like an unwanted gift.
The problem wouldn't be so bad if same powers stacked in the same slot like boosts do. I currently have two Peacemakers for example, both with 5 covers but at different levels, now if these stacked together and you could choose which one to take then the 20 slots wouldn't be quite so bad. It would still fill up far too quick in the end though.I realise that a delete button is the far more realistic solution and i will be happy with that, but I would prefer to actually get something back from throwing them away.0 -
locked wrote:TUAP is subject to cascade penalty; while normal AP doesn't diminish in amount but only damage, TUAP behaves like old EAP in that regard and you get less TUAP with each cascade (75% less every time or so).0
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