How would you improve MPQ?
So we all have our different opinions about the game and what we want, let's put it altogether so if the devs want some inspiration for improving the game they can find it all in one place.
Something I'd like to see is a bit more control on defense, such as if we could choose what Team Up we could use, perhaps have it so the TU last for a certain amount of attacks before you need to replace it or you get random TUs again.
I think there needs to be a change or just outright removal of old mechanics that haven't gone anywhere, i.e web tiles, and force bubbles. Both concepts have not gone anywhere for a while, and they don't really play well with many other charecters.
So what kind of feature or mechanic do you think would improve the game?
Something I'd like to see is a bit more control on defense, such as if we could choose what Team Up we could use, perhaps have it so the TU last for a certain amount of attacks before you need to replace it or you get random TUs again.
I think there needs to be a change or just outright removal of old mechanics that haven't gone anywhere, i.e web tiles, and force bubbles. Both concepts have not gone anywhere for a while, and they don't really play well with many other charecters.
So what kind of feature or mechanic do you think would improve the game?
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Change PvP so it's not all about how many battles you can win in 90 seconds before re-shielding.0
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I would do an history mode like in Puzzle Quest 2 (with maps, items, quests etc.).0
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separate group of players in different fight group with different level of rewards
remove PVP points lost > encourage challenge ! It is suck to searching low team to challenge0 -
One of my thoughts is to remove the point loss on PVP defense. I'll try to explain my logic behind this.
The main reason I want this to happen, is because we have so little control over our defense teams. It's a 90% chance that the one attacking will win as there is a human factor to be considered VS the AI. So, we are basically losing points because the AI did not use the cards the same as we would use them.
I also play some other card games and when I play in the arena I don't lose any points. Sure my cards are there for the attackers, but I don't get penalized for losing. The attacker gets to choose his prey, so it is not really something you can control. The only thing you hope for when you defend is some lucky cascades for your team to fuel their skills.
If the point loss is taken away, players will go at even higher scores than what they are right now. Most importantly shields will be not needed any more (And this is a good source of money for D3). However, there will be a point in PVP where the very high points people will not find worthy opponents for points. So automatically we will have a ceiling at a certain range.
Also removing defense point loss will make progression rewards ridiculously easy to reach. This can be fixed by having more progression rewards at higher points.
By making this change, we make sure that player's time is not just thrown away overnight by random attackers. You get to keep your points and aim for higher at the next push. This will also make sure that people that play more will get more points. So time played vs rewards will be fair and it will not all be decided at the very last hour.
PVE on the other hand, needs to be more about beating nodes until you get to the last node where a "boss" waits for you. There is no need to have an event rotate every 3-7 days. Just keep the main story, add more drops to the nodes (More ISO, chances for HP, 2 star covers can be re-claimed). This way people can go back and grind PVE nodes for some extra loot to boost their roster.
This way, you can work on adding new stories that will bring new rewards and add new characters. PVE does not need to have rotating events with ranks. The node rewards is all you are aiming for. You beat some AI for the chance to get a price from the X total this node gets you. Prices can be vary from node to node.
There can also be wandering "bosses" or villains in our case in PVE. While you farm nodes, they randomly pop up for some extra loot for you. The more you beat them, the more they become harder and the more the loot increases. They can have a reset timer of 1 week or 2 so that everyone can beat them without them becoming unbeatable.
And please, do not counter my suggestion with the "D3 will not make enough money if this is done" argument. I am just expressing how I would enjoy the game more. I am not saying that D3 should do what I say in my post.0 -
Smaller brackets like the Thoress LRs!0
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First, I would remove the +20ISO reward from PVE. That blows. Second, I would like to see more PVE events to be more linear and progressive like the Gauntlet. Seems like half the events offer scattered nodes here and there. Its chaotic and confusing and doesnt allow for proper flow of any storyline.0
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let you pick the color of the cover for a big end of PvE reward or Season reward.0
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PVE should be the focus and PVP should be minimized. To counter loss of revenue from this, roll out specific PVE events that can only be bought into with HP costs. People could grind eventually to get to these nodes/subs/whatever, but many would just buy a quick burst of HP to get into the latest thing.
If PVP is going to continue to be the focus, it needs to be dramatically changed. Because as of right now, it's epic in how un-fun it is.
Going on with the PVE thing...and this is very general and I've mentioned it quite a few times before...give us something to QUEST for. This game is stagnating pretty quick. New characters are not the way to combat this because, surprise, there's only so much new characters to do to shake up the board and game mechanics. Closest we've come is Colossus with his Fastball Special and Thoress with charged tiles (which will eventually become ubiquitous and, ya know, boring).
What we need is more story. More reason to invest. Why am I leveling my heroes up? To be better at PVP? Some might do that. But for me, I want to get my heroes better and stronger so I can SAVE THE DAMN WORLD, because they're HEROES.0 -
Concurrent and mutually exclusive PVPs for poorer and rewards and stronger rewards would be something interesting to try. With the slowing of the 2*-3* transition, letting transitioners select a PVP that awards older 3* covers, while letting 3* veterans select a PVP that awards new 3* covers and 4* covers, could be a solution. That would make alliance scoring messy, though.
Also, raising the probability of getting a meaningful reward from repeating a PVE node would be nice, and/or raising the PVE base reward of 20 Iso to match the current PVP node reward average of 100 Iso, and/or making the PVE base Iso reward scale with enemy level scaling.0 -
Okin107 wrote:If the point loss is taken away, players will go at even higher scores than what they are right now. Most importantly shields will be not needed any more (And this is a good source of money for D3). However, there will be a point in PVP where the very high points people will not find worthy opponents for points. So automatically we will have a ceiling at a certain range.
By the way, D3 makes very little money off of shields.Okin107 wrote:By making this change, we make sure that player's time is not just thrown away overnight by random attackers. You get to keep your points and aim for higher at the next push. This will also make sure that people that play more will get more points. So time played vs rewards will be fair and it will not all be decided at the very last hour.0 -
I would like to see the rewards for grinding a node reflect the difficulty of the node. Have a sliding scale so that the new guy grinding a node gets something 3-4x as valuable to him as the guy with a developed roster. Maybe have the reward based on 0.2 times the combined level of the opponents. That would give the guy grinding a 3x 395 node ~240 iso...which isnt much but a world better than 20 iso. If that is too much (240 iso vs 2k for a level compared to 20 iso when it costs 100 for level doesnt seem off) they could tweak the multiplier.
They could also then add boosts that double the multiplier, or have events where its doubled.0 -
Bracket players based on roster and not time joined. If the technology is advanced enough to determine "optimal" opponent scaling based on my team, it should also be able to group those of us with similar rosters together. I shouldn't be competing for a top spot with a player that has 10 maxed 3* covers, and similarly, a player with maybe 2 maxed 2* covers shouldn't be competing with me for top rewards. Offer better rewards for higher brackets to incentivize the transition and keep players from becoming complacent.
The biggest problem I see in the forums and my own thinking is a defeatist, "Well, I'm never going to place #1 anyway, so why not just try for this more attainable 'lesser' prize." This is a HORRIBLE mentality for a fanbase, because eventually they're just going to get tired of trying. Think of it like level progression in online fighting games: When you first start, you're low level, no matter how much you've played or how good you are. The more you play, the more you "level" your team, and eventually get to the point where you progress to the next rank and can compete against stronger teams for better rewards. Lather, rinse, repeat until you have an "end game" roster that can compete for the biggest, best rewards with other similarly high-level players.0 -
Fievel wrote:The biggest problem I see in the forums and my own thinking is a defeatist, "Well, I'm never going to place #1 anyway, so why not just try for this more attainable 'lesser' prize." This is a HORRIBLE mentality for a fanbase, because eventually they're just going to get tired of trying.
If they all got tired of trying, there wouldn't be people with good rosters. There are people who try and try and don't give up until they get to where they want to be, regardless of difficulty. And then there are people who don't want to work hard enough and give up.0 -
I would find a way for players to be able to trade covers. I have only been playing for a couple of months, and cannot find a way to get covers that i need without plunking down a bunch of cash for character packs. I completely understand the need to fund the game, but having a trading function would help the vets who get covers that they have no need for and will help us newbies be able to cash in on some of the level 3 and 4 covers that we have no use for.
Best example is that I received a Black Panther cover that i could not redeem because I had no room and it wouldn't make sense for me to sell off one of my other characters (i can't continue to pour money into the game to get more spots), but REALLY need a lv2 Blue Magneto cover to max him out and let me get up to lv 94, or the fact that i have maxed out OBW and keep getting her covers and can do nothing other than just sell them back for a pittance.0 -
Fievel wrote:Bracket players based on roster and not time joined. If the technology is advanced enough to determine "optimal" opponent scaling based on my team, it should also be able to group those of us with similar rosters together. I shouldn't be competing for a top spot with a player that has 10 maxed 3* covers, and similarly, a player with maybe 2 maxed 2* covers shouldn't be competing with me for top rewards. Offer better rewards for higher brackets to incentivize the transition and keep players from becoming complacent.
Why shouldnt you be competing with people with better rosters for the top spot? The problem here is that everyone is competing for the same prizes so you are making it MUCH harder on certain people. How is that fair?
I think what you are getting at is that people at the 2* -> 3* transition should be able to make progress, even if its slow. A better way to address that is to re-evaluate the reward tiers to make sure that people who need 3*s are actually able to get them. Maybe devs even needs to look at where the MMR tiers are. If 600 points is where you hit 3x 166s, but isnt high enough to win one or two 3* rewards, then THAT may need tweaking.
TLDR: Lumping "vets" together is NOT the answer. Look elsewhere.0 -
raek13 wrote:Fievel wrote:The biggest problem I see in the forums and my own thinking is a defeatist, "Well, I'm never going to place #1 anyway, so why not just try for this more attainable 'lesser' prize." This is a HORRIBLE mentality for a fanbase, because eventually they're just going to get tired of trying.
If they all got tired of trying, there wouldn't be people with good rosters. There are people who try and try and don't give up until they get to where they want to be, regardless of difficulty. And then there are people who don't want to work hard enough and give up.
The trick is to get the people who don't want to work hard and give up to keep playing. You don't WANT them to give up. The carrot and the stick doesn't work if the carrot is a mile away and the stick is 2 feet from your back-side.MarvelMan wrote:I think what you are getting at is that people at the 2* -> 3* transition should be able to make progress, even if its slow. A better way to address that is to re-evaluate the reward tiers to make sure that people who need 3*s are actually able to get them. Maybe devs even needs to look at where the MMR tiers are. If 600 points is where you hit 3x 166s, but isnt high enough to win one or two 3* rewards, then THAT may need tweaking.
I don't think the answer is making it easier to get rewards. The challenge should still be present. I'm not saying you must have people with similar rosters battling against each other. I'm just saying you shouldn't bracket them with the "vets" and the whales. That guy with the 10 maxed 3* can still go on PVP and whoop my ****, I just won't be in the same bracket as him. I will be competing with 100 other people who will likely top out around below 8-900, thus giving me and everyone else a fighting chance to receive the top prize. I'll be honest, 3 more months of competing for Top 100 doesn't sound appealing to me AT ALL. I want to feel like I'm making progress. I want to compete for the top prize. But I, and people in a similar position as me, are hamstrung by the current bracket configurations. There's just no way to compete. We're forced to resort to timing, prayer and voodoo dolls in the hopes that we get put into a "casual" bracket where the top 100 doesn't exceed 1300 points.0 -
I would like more story added to the Prologue. We have too many timed events. Hell, make all the old timed Dark Reign story line into re playable whenever you want. I would actually like to do that story line and actually understand how all the events tie into each other.0
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Deleted previous post because I was wrong. But to improve game play.... I'd make featured 3* characters "guaranteed" in 10/42 packs again. And then I'd add Proffessor X as a playable character.0
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JCTthe3rd81 wrote:Not so much a "game mechanic", but to improve MPQ I would do something that they do not. I would actually care about my customers and treat them fairly.
I think they DO care about customers, and are doing their best to treat them fairly.
99% of their customers don't come to this forum and rarely, if ever, spend money. They have to cater to that base as well as us.0 -
- Remove iso to level up your characters, leveling up could be done by playing with that character, it would promote CHAR diversity in pvp and would prevent the richer guys out there from having a totaly leveled up CHAR the next day that an event as ended.
- Also Team ups, on/off choice, I personnaly hate team ups. Team ups makes the game less strategic.
- Story type pve, like original puzzle quest, wouldn`t even mind paying for those...
- Diversify prizes in LR and PVP, always the same thing, would be nice to see variety there. So much you could do here.
- coins would give us a choice of covers instead of one, especially gold tokens would give us ex: 3 cover as a choice instead of one and having an event that you could pick the cover you need.
- MPQ CASINO, why not. gamble your iso, etc
- reduce cascading tiles a bit.0
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