MPQ2
yogi_
Posts: 1,236 Chairperson of the Boards
Your ideas.
Go.
Go.
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Comments
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Fix MPQ1.
Done.0 -
Paintsville wrote:Fix MPQ1.
Done.0 -
$10 game, offline only, all pve/puzzleQUESTy.0
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Make it like more RPG like Puzzle Quest 1.
Have a world map where you have to physically travel between nodes and fight enemies who get in your way. Have different areas, which require travelling to get to.
Have enemies drop loot like materials in addition to iso (gold).
Have crafting, eg make team-ups/boosts craftable.
Have more unlockable quest lines, eg kind of like in prologue. (It is called QUEST after all)
Have different environments with different environmental features. Eg, perhaps they fight in a laser grid where every 5 turns, a 5 turn countdown is generated for each team, which if unmatched does damage to the entire team. If matched, they dodge the lasers.
Have the ability to affect the world which affects matches. Eg, perhaps you are fighting Electro, but if you've gone to a power plant area and deactivated it, Electro is weaker and easier to beat.
Have specific challenges which are more mental challenges. Eg, you could have 8 web tiles placed randomly on the board, and the challenge would be to destroy all 8 web tiles in 12 moves.
Have timed epic boss fights where the community/alliance fights together, and has to win so many round against a challenging boss. When the boss is defeated, reward players based on their performance.0 -
Keep the covers and ISO but make it like puzzle quest 20
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Story mode like Mortal Kombat 9 where you play with every character for several missions and it's all connected with story.0
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1) Casual/Practice/Custom mode
2) Puzzle Quests
3) Themed expansions (GoTG, X-men, Spider-verse, etc...)
4) More synergy among specific characters and abilities, which could be easily countered by other abilities. MPQ has some synergy, but almost entirely by accident. When synergy does appear (like with strike tiles and low-cost abilities) then the nerf hammer comes out. Synergy balanced by hard counters makes for good strategic play, which is why it is a hallmark of CCGs and RTS games.
The recent Joe Fletcher interview with Marvel.com read like the MPQ team thinks that complementation (making rainbow teams) is the same thing as synergy.0 -
Release new material (Chars, PVE, PVP) that will make impact into the game as a whole rather than just repeat everything every month. Releasing a new character every two weeks in old PVEs brings nothing, literally nothing, new to the game.0
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IMO, MPQ2 would be a bad idea for at least a couple more years. However, MPQ 1.5 would work.
New game for advanced players to move into, but leave the original game for players that are new or the ones that enjoy it like it is. There is so much more that can be done in the current game that making a new one doesn't seem like a good idea. Also, after all the time/money players put into this one, I doubt they would want to give it all up and start over. Unless there was some kind of trade in system. Like a way to take a character from your MPQ roster and trade it for free levels/powers in MPQ2.0 -
Subscription system which enables to play without the medpacks. The characters heal just like in the AI mode. No need to wait.0
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Improve MPQ1, and continue updating.
thats all that new games are anyways, but with a shiny new badge and name0 -
ITEMS! so customizable characters ie each character has a character screen with different item slots and skill trees etc
add block gems like Puzzle fighter 2, i.e. 3 x 3 blocks become mad big single gems that need to be detonated
Player level instead of scaling0
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