Patch Notes Discussion - R62 (Live, 10/10/14)
Comments
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Although boosts dropping again benefits me (I play a lot but I buy very little boosts) this seems like a totally missed opportunity to clean up a mechanism that leads to the crazy shield hopping tactics in PvP and rampant scaling in PvE. Oh well. At least now I don't have to pay for most of my boosts to deal with the level 250+ stuff that is likely caused by the boosts in the first place.0
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Phantron wrote:Although boosts dropping again benefits me (I play a lot but I buy very little boosts) this seems like a totally missed opportunity to clean up a mechanism that leads to the crazy shield hopping tactics in PvP and rampant scaling in PvE. Oh well. At least now I don't have to pay for most of my boosts to deal with the level 250+ stuff that is likely caused by the boosts in the first place.
For a long time I've wanted boosts to only be available as drops earned from play. Allowing players to pay for boosts makes the game pay to win. Same with shields. I'd love it if each pvp allowed for only 24 hours worth of shields in set increments. You could do 8 3 hour shields that would still allow you to hop if needed, 3 8 hour shields if you want to sleep, or 1 24 hour if you're going out for the day, or any combination of those 3 that would add to 24 hours. It would be entirely up to you as to how you'd use them. I'd love it even more if that was given upon entering each pvp and not able to be purchased. It would be healthy for the game but not for income so it'll likely never happen.0 -
Xeonic-Ice wrote:Phantron wrote:Although boosts dropping again benefits me (I play a lot but I buy very little boosts) this seems like a totally missed opportunity to clean up a mechanism that leads to the crazy shield hopping tactics in PvP and rampant scaling in PvE. Oh well. At least now I don't have to pay for most of my boosts to deal with the level 250+ stuff that is likely caused by the boosts in the first place.
For a long time I've wanted boosts to only be available as drops earned from play. Allowing players to pay for boosts makes the game pay to win. Same with shields. I'd love it if each pvp allowed for only 24 hours worth of shields in set increments. You could do 8 3 hour shields that would still allow you to hop if needed, 3 8 hour shields if you want to sleep, or 1 24 hour if you're going out for the day, or any combination of those 3 that would add to 24 hours. It would be entirely up to you as to how you'd use them. I'd love it even more if that was given upon entering each pvp and not able to be purchased. It would be healthy for the game but not for income so it'll likely never happen.
Because of things like MMR/community scaling all gains/losses tend to be self correcting. In PvP you'd have higher scores now that boosts drop again but then so does everyone else so it doesn't really solve anything. Likewise in PvE you only need boosts because either everyone was using them to drive up the community scaling, or that you had some kind of unreasonable initial scaling. In the former case boosts do nothing and the latter case this is a fundamental flaw with the system and shouldn't be counting on boosts to address them. Obviously things can't possibly be worse if you didn't buy boosts now that they drop again but this isn't solving the problem any. In PvP the net result is everyone's score will be a bit higher with more available boosts, and in PvE all your enemies will be a bit higher in level due to scaling.0 -
Please if the Dev can add a feature where we can trade in our duplicate 3* covers for more than just 500 iso. While one of the answers were it is there for people to respec, it really saddens me when I keep getting the same 3* cover (after already maxed) over and over again. It should be exciting when we pull a gold from tokens knowing there is high value despite those that have already reach max covers.
please allow us to use it in some way better than what it is now.
Say you can upgrade any 3* characters with two unused 3* covers instead of spending 1250 hp. That would be a huge quality of life boost that makes everyone happy. It will also allow everyone who is storing up massive tokens to feel they are useful once again0 -
silverrex wrote:Please if the Dev can add a feature where we can trade in our duplicate 3* covers for more than just 500 iso. While one of the answers were it is there for people to respec, it really saddens me when I keep getting the same 3* cover (after already maxed) over and over again. It should be exciting when we pull a gold from tokens knowing there is high value despite those that have already reach max covers.
please allow us to use it in some way better than what it is now.
Say you can upgrade any 3* characters with two unused 3* covers instead of spending 1250 hp. That would be a huge quality of life boost that makes everyone happy. It will also allow everyone who is storing up massive tokens to feel they are useful once again0 -
An update is available to download for Android. I am downloading now.0
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Downloaded and installed. Another big load for the first post-update run of the program. Again, not cool.0
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On Android ...
The What's New area there still lists R61, and gives no details on R62.0 -
Just downloaded the iOS update. New icon has Beast, Spidey, Thoress, Hulk. Have to say I preferred the art of the last one.0
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+20% match damage boost to all colors now cost HP, oops, guess you forgot to put that in the patch notes.0
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Phantron wrote:They always cost HP. You probably just never used them after boosts stopped dropping. I did so that I wouldn't have to worry about accidentally buying more.
Well, nevermind then, guess I just recently used them all up... Took a long time0 -
I miss the Exit button! Now it's a bit hidden.0
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Liking the update so far.0
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Some of the things I've noticed.
1. The "hint" move comes up faster and more obviously.
2. Team-ups have an info button and can be trashed as they are received, though it's a small button.
3. Iggy is more prominent on the start-up. What the heck is Iggy?
4. Options button moved to main screen instead of loading screen. It has a FAQ.
5. Devil Dino in packs. I'll write him up.0 -
Hmm, looks like they also fixed the Android bug and the game now clears out of the memory on the first swipe from the switch apps screen.0
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Added to Character Compendium and the discussion page.
[anchor=devildino4]Devil Dinosaur (Gigantic Reptile)[/anchor]
4 Star Rarity (Legendary) Discussion link. Wiki link
At Max Level: HP: 19180 Tile damage: 11/73/9/64/82/10
Devil Dinosaur grabs the target in his fierce jaws, dealing 301 damage.
Level Upgrades
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Level 2: 421 damage.
Level 3: 542 damage.
Level 4: 783 damage.
Level 5: 1264 damage.
Devil Dinosaur snatches the enemy in his massive teeth, dealing 301 damage.
Level Upgrades
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Level 2: 421 damage.
Level 3: 542 damage.
Level 4: 783 damage.
Level 5: 1264 damage.
Devil Dinosaur waves his foreshortened forearms ferociously, moving one Black tile to the top left of the board.
Level Upgrades
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Level 2: Also moves one Red tile.
Level 3: Also moves one Green tile.
Level 4: Also moves one Yellow tile.
Level 5: Also moves a Purple and a Blue tile.
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Nonce Equitaur 2 wrote:3. Iggy is more prominent on the start-up. What the heck is Iggy?
It's what they use to create the UI. http://www.radgametools.com/iggy.htm0 -
Downloading the Patch now on iOS (iPad)0
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Nonce Equitaur 2 wrote:Some of the things I've noticed.
1. The "hint" move comes up faster and more obviously.
2. Team-ups have an info button and can be trashed as they are received, though it's a small button.
3. Iggy is more prominent on the start-up. What the heck is Iggy?
4. Options button moved to main screen instead of loading screen. It has a FAQ.
5. Devil Dino in packs. I'll write him up.
Additionally, for the PC version:- Title screen is completely removed.
- Exit button is only reachable through the settings menu.
It is placed together with the previously existing 'credits' button but is positioned out of alignment to the point that it gives off the impression that it was tossed in there as an afterthought after someone belatedly realized that removing the title screen also removed the only normal means with which to close the application. - Next to the credits button is now an otherwise unlabeled '?' button, which contrary to its normal meaning is not an FAQ or help button but a 'contact support' button. This button pops up a browser window to a website that in turn pops up the user's default registered e-mail program. (No, I am not making this up.)
(Whoever is responsible for these UI changes needs his or her decision making authority over the UI revoked and needs to attend a few classes on proper UX modeling and common UI expectations.)jojeda654 wrote:Nonce Equitaur 2 wrote:3. Iggy is more prominent on the start-up. What the heck is Iggy?
It's what they use to create the UI. http://www.radgametools.com/iggy.htmIggy's homepage wrote:This means that your programmers won't have to spend time writing or maintaining a custom UI solution. UI artists can get right to work using a fully-featured authoring tool like Adobe Flash CS5, and because things they do in Flash will work in Iggy, they don't have to ask programmers for new UI features.
Another nice advantage to using Flash is that there are thousands of artists and tons of pre-written content that can now be used with your game UI.
Well that explains a lot: the game's terrible performance, it's penchant for hogging resources, and the limited cardboard cutout player graphics.
Smells like it's not just the UI that is being rendered with Iggy here...0
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