POLL: Which feature would you like as an evolution of MPQ?

h4n1s
h4n1s Posts: 427 Mover and Shaker
edited September 2014 in MPQ General Discussion
There has been a lot of suggestions on how to further motivate existing MPQ population and most of them are buried in various forums. I am speaking of features which would make the game more attractive to those who are becoming bored with potentially repetitive chases for lotery-tokens, 3* covers, HP and ISO.

I tried to consolidate those most commonly discussed ideas and create a poll which would simply show what is on the top of the community wish list
Failed to load the poll.

Comments

  • Unknown
    edited September 2014
    1. I would like them to make the community progression unlocks more quantifiable. Eg: Who cares that some area node unlocks at 10 million points? What are these so called points? No one knows. It doesn't make a difference. Make it 10 million Villains BEAT UP! (or goons, henchmen, etc).

    2. Eg: This sort of copies mechanics from FB games like Castle Age, but it works.
    Have some epic community battle where you're fighting thousands of sentinels a few at a time, and you can't get to Mastermold until the community defeats a MILLION sentinels in battle, in various nodes. Then have a progressive boss battles, where new players can take on mini sentinels (first nodes), mid-tier can take on full-grown sentinels, and high-tier have short battles with Mastermold (final node), eg, let's say at 30K+ hit points and if you win the 'battle' it counts as a hit to Mastermold. At 50% health, change the node to be more fierce, with stronger support enemies, and at 20% health make the main Mastermold nigh unbeatable without serious matching skills. Have the player who deals the final hit get a special reward! (1000 HP! icon_mrgreen.gif)
  • wymtime
    wymtime Posts: 3,762 Chairperson of the Boards
    I would like a daily challenge. you start with 1/2 health and have to come back for the victory.
    Use only 2* characters to beat a 3* team.
    You are down to 1 character at full health and have to defeat 2 enemies at full health.

    I think for the daily challenge if you loose you don't have to use health packs as they are situational. They should also increase in difficulty each day like the crossword puzzles in the paper. Monday is trivial with a small reward while Sat might be deadly with a big reward. It might be a 3* cover, or 2500 ISO, or 100 HP. Sunday should be something fun where you can try out a fully coverd 3* character for a small reward.
  • Highdark
    Highdark Posts: 75 Match Maker
    As a step towards evolution, id like to suggest some quality of life changes for some of the older heroes/villains. Model 40 yellow rework so it becomes more appealing instead of less as you rank it. Third skill for most of the villains(rag, doom, loki) also with QoL(quality of life) changes. Such as dooms technopathic strike actually doing damage or costing less, or straight generating black ap(matching blue to change the the remaining blue to black for 9 is a little high), Rag godlike power to do some flat damage or target a column so it has at least some utility vs HA take 300 damage for 6!, Trickery on loki should cost maybe 12 flat and have it change countdown tiles to attack tiles, and attack tiles into loki countdown tiles!(have them deal damage or gen ap, make a fun ability more fun). Hulk SMASH should be ae or just better(com on its the hulk 14 red should be scary not YAY now he drains his green, totally outclassed by his female counterpart in that category) Grey suit red needs a rework 17 ap! for like 900 damage, sentry does 5k for 6 less to the team. Perhaps it gens ap but ends turn(kinda like a hood but 1 mo shot but always ends turn) Daredevil could maybe think about stopping goons instead of staring at them(i mean he is a super hero after all) Make his traps do 1/4 on your own match(not sure on the numbers on ambush but something reasonable) and on rank 5 they replace themselves on their own match. Captain muricas(both of em) yellows, for the low low price of 19 yellow you can take up too 1100 less damage which is high but in practical. Make him block an attack on an ally(like deadpool or colossus) or trigger the cooldowns on his own tiles,(now that would be worth a chunk of yellow ap)

    Just some quality of life changes, i mean they were good when they came out but with all the new and exciting heroes they could use some love.: )

    P.S.I tried to think up good skills without them being broken. I realize there is a tendency to want new changes to make heroes godlike
  • h4n1s
    h4n1s Posts: 427 Mover and Shaker
    wymtime wrote:
    I would like a daily challenge. you start with 1/2 health and have to come back for the victory.
    Use only 2* characters to beat a 3* team.
    You are down to 1 character at full health and have to defeat 2 enemies at full health.

    I think for the daily challenge if you loose you don't have to use health packs as they are situational. They should also increase in difficulty each day like the crossword puzzles in the paper. Monday is trivial with a small reward while Sat might be deadly with a big reward. It might be a 3* cover, or 2500 ISO, or 100 HP. Sunday should be something fun where you can try out a fully coverd 3* character for a small reward.

    a quick win for devs I suppose icon_exclaim.gif
  • A personally would love to have a pure PVE event. And by that I mean a full range of events/nodes where you fight against a series of different goons/henchmen not where you fight against computer Marvel characters, to me that just feels like another facet of PVP.

    You can have different set ups giving different challenges and difficulties but at all stages the only person ever making matches is the player. This could in turn lead to developing different strategies in board/tile placement.

    Of course they would need to fix that annoying factor of not knowing which goon the countdown tile belongs to first! icon_e_biggrin.gif
  • h4n1s
    h4n1s Posts: 427 Mover and Shaker
    My personal favorite are Achievements/challenges. I know it's maybe to brave to say it is a quick win to be implemented, because there must be certain logging feature in place which would enable triggering of some challenge achievement per user, but I certainly believe that as soon as the system is developed, it enables nearly endless possibilities to enhance the game and make it motivating for others.

    So I sat down and wrote some list of achievements/challenges for devs inspiration.

    Trivial challenges ( star.png reward - tiny ISO amount or 1* token for completion):
    Use [character name] in a PvP fight and win.
    Use [specific ability] 3 times during single fight.
    End a fight with 10 unused [tile color] AP.
    Absorb 500 damage using protect tiles in a single fight.
    Deal 750 damage using strike tiles in a single fight.
    Deal 750 damage using attack tiles in a single fight.

    Medium challenges ( star.pngstar.png reward - small ISO/HP amount, boost, or 2* token for completion):
    Use [specific ability] in a fight to down single opponent.
    Use [specific character 1] and [specific character 2] in a single fight and win.
    Use [specific ability1] and [specific ability2] in a single fight.
    End a fight with 10 unused [tile color1] and 5 unused [tile color2] AP.
    Use [specific TU] in a fight and win.
    Form a cascade with 3 or more matches in a single round.
    Steal 10 [tile color] in a single fight.
    Destroy 15 tiles using [specific ability] in a single fight.
    Absorb 750 damage using protect tiles in a single fight.
    Deal 1000 damage using strike tiles in a single fight.
    Deal 1000 damage using attack tiles in a single fight.

    Hard challenges ( star.pngstar.pngstar.png reward - big amount of ISO/HP, strong boost, 3* cover or 3 2* tokens):
    Use [specific AoE ability] to down 2 opponents in a single round.
    Deal 6000 damage in a single round.
    End a fight with 5 unused APs of all colors (excluding TU AP).
    Form a cascade with 5 or more matches in a single round.
    Steal 10 [tile color1], 10 [tile color2] and 10 [tile color3] APs in a single fight.
    Absorb 1500 damage using protect tiles in a single fight.
    Deal 2000 damage using strike tiles in a single fight.
    Deal 2000 damage using attack tiles in a single fight.

    Expert challenges (3 x star.pngstar.pngstar.png reward - see hard challenges)
    Use [specific AoE ability] to down 3 opponents in a single round within first 10 rounds of the fight.
    Deal 11000 damage in a single round.
    End a fight with 10 unused APs of all colors (including TU AP).
    Steal 10 APs in all colors (excluding TU AP) in a single fight.
    Win 3 PvP fights in a row without losing more than 20% of hitpoints in total.
    Deal 2000 damage using strike tiles and 2000 damage using attack tiles in a single fight.
    Use [specific ability1], [specific ability2], [specific ability3] and [specific ability4] in a single fight.

    Progression achievements - cumulative (in brackets levels - Beginner/Junior/Senior/Expert):
    Win [10/50/200/1000] PvP fights.
    Down [10/50/200/1000] goons.
    Down [10/50/200/1000] heroes.
    Down [10/50/200/1000] villains.
    Win [10/50/200/1000] fights using [specific character].
    Deal [1000/10000/100000/1000000] damage.
    Absorb [1000/10000/100000/1000000] damage using protect tiles.
    Collect [10/20/40/50] characters.
    Max [10/20/40/50] characters.
    Beat [specific character] [10/20/50/100] times.

    And that's far from complete list, a bit of invention and you could come up with a checklist like hell icon_e_smile.gif
  • Live PVP. Nuff said.
  • how can you not want a raid boss event where you have your entire alliance's sole mission is to take down a 100k hp Thanos within an allocated time frame. Rewards will be given out as a team as well as individual achievement such as most dmg dealt, last kill, best cascade/combo etc. Once boss is down, entire alliance wins a handsome reward. Once an alliance decides to enter the event, all 20 player roster will be locked to prevent team swapping and abuse in repeated rewards.
  • Have The Void be a raid boss event and no one can use their Sentries. I'd be down for that.

    I voted for cosmetic skins, though - it'd be fun to get some more visual diversity going on in the game, although I guess they do that with the different "covers" (OBW vs. GSBW, etc.)

    Please no to the items - just one more time/money suck.
  • Nellyson
    Nellyson Posts: 354 Mover and Shaker
    I really like the boss raid events. That's a really cool idea that uses alliances a little better than for just rewards. It would make them a real factor into the game. My idea is that you are required to use a specific set of 20 characters. Each member of the alliance obviously can only use one of those characters. The problem comes with implementation and alliance sizes. But if this is manageable, it would be an awesome event for alliances.....I'm bringing icon_spiderman.png cause he's the ****. I don't care what anyone else says! hahaha
  • I second the Boss Raid event. It would be a very nice addition to the PVE side of the game. It will also help new members and small alliances get some rewards according to their participation level. Generally, any new mode that does not have rankings in it would be welcomed. However, if you can win also alliance rewards in a PVE event without the rankings that would be double the fun.
  • y2fitzy
    y2fitzy Posts: 255 Mover and Shaker
    I've always enjoyed Raids in trading card games, so I'd be up for that, definitely. There is an element of grinding to raids though.

    Huge fan on the achievements idea as well
  • h4n1s
    h4n1s Posts: 427 Mover and Shaker
    To summarize:

    At the moment on top of the community wish list reside Achievement/challenges feature (my personal favorite); closely followed by More advanced prologue missions and then the top 3 is closed by Alliance raids/quests.

    Any chance Hi-Fi or IceIX can take this to their D3/Deimurge 'daily huddle' meeting?