Newcomers / Veterans reward structure
Comments
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arktos1971 wrote:Would it be hard to adapt the reward structure to the type of player you are ?
What's the use of opening hundreds of 1* and 2* tokens when you've been playing for more than, let's say 100 days ?
Please can we get an answer to this question, the veterans need answers.
The reward structure IS adapted to the type of player you are: casuals get 1*s and 2*s, while veterans who can actually place highly in tournaments get 3* covers.
The problem is that the existing rewards aren't really that exciting for veterans: hp and iso and covers have all been seen before, and are generally extremely boring. The only thing that would interest us is something that has never been given out before. I was actually thinking about this earlier today with some shield people: some interesting ideas for things given out to the top players could involve things like new skins, a one time +1 to all match damage boost on a character that lasts forever, so on and so forth. Honestly even something like an elite tournament where the winner gets a new skin would be a huge leap in appeasing us. The skin doesn't even have to be that fancy: literally a straight up palate swap of hulk from green to red would probably do wonders in giving us something interesting to fight for.0 -
I was thinking of this today too, there should be 1*, 2*, 3* & 4* tokens, and you can trade say 20 of the lesser one for the higher one. If you are 1 * you can compete for 1 or 2 star tokens and start saving to transition to the next level etc.
There should also be skeleton tokens that can unlock any cover. Seriously first in Lightning round should be this. not the guaranteed Yelena it is atm. Or first in any event should be a skeleton token.
Trade Iso for HP or visa versa0 -
I was thinking of something :
A character that is being built according to your game involvement.
Though it's not perfect, here is the idea :
You choose your 5* character (a choice in a list of 5/6).
You do not level him with Iso, but with the number of matches you play overall. You can get covers when playing limited edition tournament. No money involved.
The character can be only played in dedicated tournaments. It is so powerful it would break the metagame.
Once you've reached the maximum level, you can build another one.
It would be something like that.
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To go back to the initial question :
Shield SIM could have a different reward structure, in the lower levels...
Or they could release more 1* and 2* characters, but not released in a PvE. Lazy characters would do. It would always be better than getting the same tokens that many guys don't even bother to open and stockpile.0 -
arktos1971 wrote:A character that is being built according to your game involvement.
OMG imagine how good a system would be where the more you used a character the more you leveled them up! Everyone has to go through this carrying process of carrying a low team member to get levels in the character.0 -
homeinvasion wrote:arktos1971 wrote:A character that is being built according to your game involvement.
OMG imagine how good a system would be where the more you used a character the more you leveled them up! Everyone has to go through this carrying process of carrying a low team member to get levels in the character.
That's a bit the same system of League of Legends and the likes.0 -
arktos1971 wrote:homeinvasion wrote:arktos1971 wrote:A character that is being built according to your game involvement.
OMG imagine how good a system would be where the more you used a character the more you leveled them up! Everyone has to go through this carrying process of carrying a low team member to get levels in the character.
That's a bit the same system of League of Legends and the likes.
huh? in League of Legends you unlock a character and have full access to them, I am talking more like an RPG model where you level someone up.0 -
I had a great post written, but I timed out, so here is the speedy version:
-- When I started in Oct/Nov 2013, we had three attempts to win one game, with the enemy team being weakened from the last encounters. This led me to take bigger risks and being willing to "punch above my weight class."
-- It also led me to focus on color synergy and ability teamwork.
-- I didn't fear losing. If I beat a tougher opponent on my first set, that was a bonus.
-- When I started, 3* characters (GSBW, IM40, Doom) were less versatile and more complimentary. Punisher was the first 3* that felt like a "standalone" character.
-- Their covers were much harder to get and costlier to upgrade than 2*, and I could get HP from selling 3* covers.
-- Therefore, I sold a lot of 3* characters to finance roster slots for 2* characters.
-- I preferred to win 2* covers, because that would upgrade my roster, unless I needed more HP.
-- I was content to place in top 50-100 in events. If I got better than top 25, it was Oprah's Favorite Things.
If I had to start again, I wouldn't be able to play for free. Without HP from 3* covers and with mandatory bundled roster slots, I'd have to either dig out my wallet or uninstall. I think I'd probably uninstall, because I'm new to this F2P world.0
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