Team-Up Feedback and Changes
Comments
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Spoit wrote:No, what people are suggesting is splitting the pool, with heroic tokens working for EitherPylgrim wrote:Everyone who has suggested the different categories of tokens have also suggested that you get to pick which.
I know that Will asked for suggestions in PM, so this is probably not the place to discuss it, but you know they're not going to give you a better chance of getting what you want, right? They already took away the guaranteed cover, why would they give you more of a chance to get what you want? That lessens the chance of you just buying the cover with HP. At least my suggestion lessens the chance of getting a 2 star cover as the number of 3 star covers increases. Would I love to have a 10% chance of getting a Sentry cover because he's in a separate category? Of course! Will that ever happen? Hell no. The highest chance you've got for a 3 star cover is 6%, and that's if you buy a 10 or 42 pack of the current PvP. Do you think they would really eat into their profits of you buying a 10/42 pack? Don't be that naive.0 -
People prefer boosts compared to teamup because taking 2-8 extra turns before the other guy has a chance of even moving is a significantly bigger advantage than most teamups will ever do.
But if boosts are too 'cheaty' then why is it okay to buy them instead of having them drop?0 -
Phantron wrote:People prefer boosts compared to teamup because taking 2-8 extra turns before the other guy has a chance of even moving is a significantly bigger advantage than most teamups will ever do.
But if boosts are too 'cheaty' then why is it okay to buy them instead of having them drop?
Also0 -
Spoit wrote:Phantron wrote:People prefer boosts compared to teamup because taking 2-8 extra turns before the other guy has a chance of even moving is a significantly bigger advantage than most teamups will ever do.
But if boosts are too 'cheaty' then why is it okay to buy them instead of having them drop?
Also
Just because shield hopping making money doesn't mean it is always in the interest of the developer to do so. You can have a new mechanism like 'spend X HP and get X more PvP rating' and that'll probably make some extra money too, but the backlash against can easily cost you more money overall. To be fair I don't think D3 has figured out what other sustained money making mechanism for top end players so maybe boosts/shields is the best they got.0 -
Phantron wrote:Spoit wrote:Phantron wrote:People prefer boosts compared to teamup because taking 2-8 extra turns before the other guy has a chance of even moving is a significantly bigger advantage than most teamups will ever do.
But if boosts are too 'cheaty' then why is it okay to buy them instead of having them drop?
Also
Just because shield hopping making money doesn't mean it is always in the interest of the developer to do so. You can have a new mechanism like 'spend X HP and get X more PvP rating' and that'll probably make some extra money too, but the backlash against can easily cost you more money overall. To be fair I don't think D3 has figured out what other sustained money making mechanism for top end players so maybe boosts/shields is the best they got.
Edit: It still bugs me how IM40 has been mislabeled since the start since that is his model 42 armor.0 -
Demiurge_Will wrote:What would be great to know now is: is the disappointment here mostly about the fact that this was dropped from the patch notes on Team-Ups, or would most of you rather be getting occasional boost drops in place of Team-Ups? (Not 1-for-1: several Team-Up drops are equivalent to one boost drop.)0
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nearly every team has either supernova or world rupture0
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I'm a bit surprised to see no criticism of the change in game play introduced by TU's that you now need to go through menus to look up the enemy TU(s) each game or risk a random ability that might cause you severe headaches of lost health packs and/or a lost game.
As you progress though MPQ and play more you become familiar with all the character and goon abilities. If you're uncertain about a particular character or would treat them differently based on their covers then you go through the taps to look up their abilities.
Having to go through multiple menu taps each match to find the random enemy TU's adds nothing to the game, even less then prologue healing did. It should be clear on the match game screen at a minimum whose character(s) TU's the enemy has available to use. Even If that means you have to drill into the TU to check which ability the TU has--comparable to checking abilities of the enemy characters you aren't familiar with.
Whether that option is available before starting a match is a separate debate. It should be easily viewable after the match has begun.0 -
I was almost done killing the hardest node and then the computer used supernova, and the next turn demolition.
I am not amused.0 -
mouser wrote:I'm a bit surprised to see no criticism of the change in game play introduced by TU's that you now need to go through menus to look up the enemy TU(s) each game or risk a random ability that might cause you severe headaches of lost health packs and/or a lost game.
As you progress though MPQ and play more you become familiar with all the character and goon abilities. If you're uncertain about a particular character or would treat them differently based on their covers then you go through the taps to look up their abilities.
Having to go through multiple menu taps each match to find the random enemy TU's adds nothing to the game, even less then prologue healing did. It should be clear on the match game screen at a minimum whose character(s) TU's the enemy has available to use. Even If that means you have to drill into the TU to check which ability the TU has--comparable to checking abilities of the enemy characters you aren't familiar with.
Whether that option is available before starting a match is a separate debate. It should be easily viewable after the match has begun.
There's really not much reason to prepare for TUs precisely because they can be anything from Armored Assault to Supernova. In the Hulk event it wouldn't really do you any good to know they have 3 charges of Supernova or World Rupture loaded because there isn't anything you can do to stop it to begin with. You can't even deny it effectively because it's one of the AI's favorite color and I usually don't even have any TUs loaded which makes matching those tiles the equivalent of skipping your turn.0 -
ark123 wrote:I was almost done killing the hardest node and then the computer used supernova, and the next turn demolition.
I am not amused.
Juggernaut + 2 goons? I got hit with a Supernova that node, too. Pissed me off because I had just downed Juggernaut, then that comes out of nowhere and wipes out almost everyone on the team. Hulk pulled it out, though -- he only had 44 health left, but he finished the job.0 -
mags1587 wrote:ark123 wrote:I was almost done killing the hardest node and then the computer used supernova, and the next turn demolition.
I am not amused.
Juggernaut + 2 goons? I got hit with a Supernova that node, too. Pissed me off because I had just downed Juggernaut, then that comes out of nowhere and wipes out almost everyone on the team. Hulk pulled it out, though -- he only had 44 health left, but he finished the job.0 -
Phantron wrote:mouser wrote:I'm a bit surprised to see no criticism of the change in game play introduced by TU's that you now need to go through menus to look up the enemy TU(s) each game or risk a random ability that might cause you severe headaches of lost health packs and/or a lost game.
As you progress though MPQ and play more you become familiar with all the character and goon abilities. If you're uncertain about a particular character or would treat them differently based on their covers then you go through the taps to look up their abilities.
Having to go through multiple menu taps each match to find the random enemy TU's adds nothing to the game, even less then prologue healing did. It should be clear on the match game screen at a minimum whose character(s) TU's the enemy has available to use. Even If that means you have to drill into the TU to check which ability the TU has--comparable to checking abilities of the enemy characters you aren't familiar with.
Whether that option is available before starting a match is a separate debate. It should be easily viewable after the match has begun.
There's really not much reason to prepare for TUs precisely because they can be anything from Armored Assault to Supernova. In the Hulk event it wouldn't really do you any good to know they have 3 charges of Supernova or World Rupture loaded because there isn't anything you can do to stop it to begin with. You can't even deny it effectively because it's one of the AI's favorite color and I usually don't even have any TUs loaded which makes matching those tiles the equivalent of skipping your turn.
Sorry if it wasn't clear in my post but I was speaking more to knowing which TU's the AI had after starting a match, not necessarily planning beforehand to put together a team to counter.
If I play against Juggs I know a head butt is coming if he gets 6 red and will deny it and/or put my appropriate character out in front before he hits. I don't have to click through menus every match to find out that Juggs has 6red and 6green abilities--I learned that long ago.
Even if I know all the opponent characters when starting a match, I now don't know if a head butt is coming after the AI matches 6 team up points unless I click through the menus to find out which TU powers they have. And I need to do that every match--even though I know Juggs and the other character abilities already--or risk being randomly surprised by an AI TU.
My point is that having to drill through menus to find out which random abilities the enemy AI has each match is not fun and does not contribute to my enjoyment of the game.0 -
mouser wrote:
Sorry if it wasn't clear in my post but I was speaking more to knowing which TU's the AI had after starting a match, not necessarily planning beforehand to put together a team to counter.
If I play against Juggs I know a head butt is coming if he gets 6 red and will deny it and/or put my appropriate character out in front before he hits. I don't have to click through menus every match to find out that Juggs has 6red and 6green abilities--I learned that long ago.
Even if I know all the opponent characters when starting a match, I now don't know if a head butt is coming after the AI matches 6 team up points unless I click through the menus to find out which TU powers they have. And I need to do that every match--even though I know Juggs and the other character abilities already--or risk being randomly surprised by an AI TU.
My point is that having to drill through menus to find out which random abilities the enemy AI has each match is not fun and does not contribute to my enjoyment of the game.
Even when you know what abilities they are, since all TUs share the same pool you cannot predict when they'll use the two lower cost abilities. I just had a game where I thought it was in the bag and then the AI pulled a Berserker Rage out of nowhere. I guess if I looked at their TUs I could have tried to put someone else in front, except I don't know when the AI will use their Berserker Rage if it's not their most expensive ability. If the AI has something like Supernova there's literally nothing you can to do stop it. I'm not saying this is fair. I'm saying that the AI has such a huge advantage here that I stopped caring about it, and most of the time knowing what TUs they have doesn't help you due to the random-use nature of TUs, so I don't waste time worrying about it. From a game design point of view of course that should be changed, but until it is, I just assume it's a sign to 'bend over' when I see "Supernova" on the screen.0 -
I've seen a few cases of countdown tiles created from TU abilities that will continue to work normally even if all remaining enemies are stunned. is this normal?0
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hoppythewonderbunny wrote:I've seen a few cases of countdown tiles created from TU abilities that will continue to work normally even if all remaining enemies are stunned. is this normal?
Yes, because it is possible for the CDs created by the TU ability to belong to nobody. I've seen CDs persist after everyone on the team was downed.0 -
OnesOwnGrief wrote:This is why so many other games release cosmetic items. Maybe its time get our own. Costume graphics for characters that cost money?
There are all kinds of other niceties they could add too. We have alliances, how about some kind of headquarters building? Buy different rooms, some minor bonuses here and there, maybe some storage for extra boosts/TUs, trophy room, mini-games, and that's just off the top of my head. People would buy these things. Niceties like trophies/achievements and daily challenges are featured in almost every kind of game these day, but we get none of that here. And maybe if they were making money is other places they could stop jerking us around with these ridiculous tokens and shorting us rewards in little ways every chance they get.0 -
I know it is a bugs and all and it is getting fix but how come the AI have a TU ability the belong to some one on their team every time.
The frequency of this happening is ridiculous. I just got a fix where the AI had 2 lv5 Magnetic project tile TU and a lvl 166 CMag in their team. Got destroy when he use 2 MP in one turn, once with normal AP second time with TUAP, result in a massive cascade and rage of the black panther in the next turn.0 -
Thugpatrol wrote:OnesOwnGrief wrote:This is why so many other games release cosmetic items. Maybe its time get our own. Costume graphics for characters that cost money?
There are all kinds of other niceties they could add too. We have alliances, how about some kind of headquarters building? Buy different rooms, some minor bonuses here and there, maybe some storage for extra boosts/TUs, trophy room, mini-games, and that's just off the top of my head. People would buy these things. Niceties like trophies/achievements and daily challenges are featured in almost every kind of game these day, but we get none of that here. And maybe if they were making money is other places they could stop jerking us around with these ridiculous tokens and shorting us rewards in little ways every chance they get.0 -
OnesOwnGrief wrote:Thugpatrol wrote:Alternate costumes could even come with some very minor bonuses. A couple percentage points of bonus damage or healing rate here or there isn't going to tip any balance scales, but it might make someone feel a little better spending money for something that otherwise would be purely cosmetic.0
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