Event End Times Feedback Request - Hulk 'Smash Hit'
Comments
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I think being able to choose the end times is great. Obviously this first attempt was really buggy combined with other issues from the R65 update, so who's to say what the actual cause of the lower scores is. I don't know if you can blame the end times for the lower scoring when any of these could be contributing:
1. Sharding due to time slicing
2. Many people weren't earning points for the first few matches so the event had a slow start in general
3. Android client issues preventing those players from playing
4. Hulk featured character - slow and annoying to play matches against boosted Hulks
5. Broken chat - not getting pushed by alliance mates to score higher0 -
i think having so many different end times is making it significantly harder to find unshielded opponents worth anything, once sentrybombing is gone, i have no idea how people will be able to safely unshield at all, it. i think i spent more iso skipping oppenenents worth <10 points more than any other pvp0
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Colognoisseur wrote:I am sure your percentage is not far off the mark. honestly this is the trade-off a player has to make. If you want to play for the long game season award then you need to be in the most populated time shard which will probably be shard 4 which was the normal one for so many. The trade is to have it end at a time other than that with smaller percentages lets say even distribution of 12.5% across the other four shards. Less competition for placing and less opportunity to post a high score. You'll finish at the top of the leaderboard easily with less hields spent but you will spend more iso skipping around.
The purpose of this test is to see if players would rather have convenience, event ends when it works for each player; or scoring highly.
The devs need feedback from everyone on which is more important for them.
Absolutely right Colognoisseur. As the first attempt we needed to understand how it operates, but apart from the obvious early bugs it seems to work as expected and provides choice as you say. Whether we needed split times for PvP at all is another question - PvE seems the much bigger issue here.
Some players seem to think they are entitled to 30+ point targets, to hit progression awards with a couple of shields and not pay skip tax. That seems to be missing the point that some people have to climb first and provide the high points and they already have the experience that others are complainimg about. It's like blaming the game if there are no high xmen points for example - when that's down to the players (as a whole) not the game!0 -
mikeydollar7 wrote:
Absolutely right Colognoisseur. As the first attempt we needed to understand how it operates, but apart from the obvious early bugs it seems to work as expected and provides choice as you say. Whether we needed split times for PvP at all is another question - PvE seems the much bigger issue here.
Some players seem to think they are entitled to 30+ point targets, to hit progression awards with a couple of shields and not pay skip tax. That seems to be missing the point that some people have to climb first and provide the high points and they already have the experience that others are complainimg about. It's like blaming the game if there are no high xmen points for example - when that's down to the players (as a whole) not the game!
I think the concern is that the score impact isn't spread evenly across the time slices. I am having no trouble finding high scoring opponents, and am confident if I wanted to push I could hit 1300 - I am in the old end time. It's something the developers should take a hard look at - what kind of differences are there in the point spreads across the slices? Is it driven by players from top alliances all picking the same end time, or is it proportional to the number of players?
If it is a problem, and I suspect it is, can implementation changes fix it - either by matching players across all time slices, or cutting down to maybe 3 end times so they all have a larger player pool? Personally, I don't mind if they test this stuff in the season - I don't want to wait for months to have this done right because they only give themselves one week to test new ideas.
Even with the problems, I hope chooseable end times stay. I can live with my bracket having a lower score if I choose an odd end time, but if they can find a way to reduce that effect then it's even better.0 -
I am really, really liking the end time choice option. I certainly hope that the whining in this thread doesn't put them off persisting with it.
For anyone complaining they still don't have a 'perfect' end time, surely with this many options there's at least one that you could shield 3 hours before the end of? How perfect was waking up in the middle of the night?
Also not sure how people have been bracketed to find it hard to score points - admittedly, I'm finding more 22 - 27 pointers now (with one 45!), than 28 - 33, but I also haven't hit a 166 wall yet, so... trade off? Who knows. Having said that though, I can see why people might be frustrated with absurdly low point nodes (less than 10, say). Not sure the skip tax is viable with this system.
The system may not be perfect yet, but geez - it's the first run at it. Cut them some slack. People have been complaining about end times for months. And months. And months. Don't complain so much now that they say 'hell with it, we tried, back to the old way'.
I for one surely prefer playing a few extra nodes, than getting up at 3 in the morning for a final push/rush.0 -
I didn't have any issues that I noticed. My end time was 7 pm today because I liked the idea of not having to play all evening long. As for bracketing I think I did better this time than my last PVP game. I'm quite happy with my ranking.0
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Is there a way to show which members of your alliance have finished and which are still active?
From an alliance point of view it would be really useful to know during events.0 -
DuckyV wrote:Two of my alliance mates picked the same time slice, but ~1 day apart and they got into the same bracket. Working as intended?
I picked the same time slice 8 hours later and STILL got put into the same bracket as they did. How the hell? Devs need to take away the gentle nudge! Or rather a push off a cliff is more like it!!0 -
Lystrata wrote:I am really, really liking the end time choice option. I certainly hope that the whining in this thread doesn't put them off persisting with it.
For anyone complaining they still don't have a 'perfect' end time, surely with this many options there's at least one that you could shield 3 hours before the end of? How perfect was waking up in the middle of the night?
Also not sure how people have been bracketed to find it hard to score points - admittedly, I'm finding more 22 - 27 pointers now (with one 45!), than 28 - 33, but I also haven't hit a 166 wall yet, so... trade off? Who knows. Having said that though, I can see why people might be frustrated with absurdly low point nodes (less than 10, say). Not sure the skip tax is viable with this system.
The system may not be perfect yet, but geez - it's the first run at it. Cut them some slack. People have been complaining about end times for months. And months. And months. Don't complain so much now that they say 'hell with it, we tried, back to the old way'.
I for one surely prefer playing a few extra nodes, than getting up at 3 in the morning for a final push/rush.0 -
The sharding needs some serious work. I'm seeing too many of the same people over and over again.
For example, there is a guy named Kamity who probably wonders what he did to piss me off because he keeps coming back up with an easy to beat lineup (lazycap, punisher, loaner GSBW) in Hollowpoint Kiss.0 -
gobstopper wrote:Correct me if I'm wrong but I believe most of the end time complaining was in regards to PvE not PvP.
Sorry, but I'm really not sure what your point is? People have been complaining about PvE end times too, sure. And they're now doing something about it. As is my understanding, they'll be trialling end times in an upcoming PvE as well. My point of 'they're trying to fix the problem, cut them some slack' remains as is whether you put a PvP or PvE label in front of it.0 -
i like the new feature. more flexibility is good, and i'm sure players in other time zones are happy0
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As far as additional feedback, it would be nice during these tests to have a little more feedback from the other side of the server.
What are the devs seeing early on?
What are your early concerns?
What were your goals beyond "hey, this is a new feature?"0 -
I hate that it automatically starts me in a bracket .
I could only find 12 to 22 point targets
Had to skip alot nd some times it was just the same ones over nd over ..could barely get 600 points by the time I hit 500 I already hit the 166 wall tried skipping could only see x force nd hood nd sentrys not fun not fun at all0 -
Very subjective feedback but here it is...
Lots of battles, lower scores per battle but I really enjoyed the ability to choose end time. Saturday 4 pm is just about perfect for me (that's the old time for anyone keeping score) that choice alone made it worth while. I didn't need to waste time tanking and after a raft of 26th place finishes last season, back in top 25. So that's a big thumbs up from me. Thanks again for trying something new0 -
dont know why but 166 wall appear earlier than before...once i hit 400...i m surrounded normally about 500 +0
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My little bit of feedback.
Thrilled that I was finally able to get a 3* cover. Was good to be able to pick an end time. Much much lower points total overall - even after skipping a few random enemies, the continuous low points was a bit meh (and it did affect my usual modest progression rewards) but as a refresh of a model, this wasn't my priority in this round.
Overall though, this is a good thing to be trying, I hope it sticks around in some manner.0 -
For now I chose my end time for Hulk PvP and for the ongoing GSBW PvP. I think I'll need to test this new feature over several successive PvP to assess accurately how it affects my game experience in terms of overall difficulty, target finding, final score, ranking etc...
But as an early feedback, I'm very positive
First, I'm an EU player, I sometimes complained in the past about ending time problem, so I want to say clearly that I appreciate that the devs proposed a feature to deal with this issue
As stated by some players in this thread, I guess this feature creates a trade-off between convenience and high-scoring.
I'm a semi-hardcore player (I mean I play quite a lot but don't aim for top scores), I never tried shield hopping towards high scores therefore I like the 'convenience' option. Less stress, more sleep and less shield therefore HP saving.
We'll see for the long-term impact...0 -
Jimilinho wrote:Is there a way to show which members of your alliance have finished and which are still active?
From an alliance point of view it would be really useful to know during events.
I concur, this would be a big help.0
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