How in the world are people hitting 2000 points in this PVP
I'm at 900 points and every single match that I see is worth 8-12 points. I've seen other players get to 2000 points. How is that even possible? There is no way to shield hop that high and winning matches for hours on end is going to end up losing you points, not earning them. It's like there are players that sit there shielded and have other players intentionally lose to them a few hundred times. I know there is some wall that you break through where you start seeing the higher end players and you can get matched against them, but who knows when that will happen. It's a completely flawed system when none of the players know how it works. How can we plan a strategy without any information to work with? At this point, I've spent 1000 ISO trying to find a match worth more than 12 points. I've giving up on this event and not playing it anymore. It feels like I will be doing this a lot.
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You need to set up a three hour shield. While shielded, go through the available players every ten minutes until you find some worth points. Get three lined up, and when you're ready, Attack.
High points players are usually shielded, so you can't find them. You have to luck into them when they break shields to raise their score.
This pvp is unusually hard because the groups are small, but conversely, you get attacked less.0 -
Two words: Win trading.0
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Poeple who are hitting 2k are in the same shard hopping with each other. If you dont get a shard where high tier players hop, youre out of luck.0
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At least you have those 8 to 12 points. When I started, I had nothing but seed teams, over and over. And when you finally get up to 3 and 400 points, seed teams are only worth 4 or 5 points. Then, when I finally started seeing actual teams, they were all level 200+ Hulk, a 166, and a 200+ Xforce.
Personally, I don't care for this little end times set up. Event end times is something that needs to be addressed, but not like this.0 -
JCTthe3rd81 wrote:At least you have those 8 to 12 points. When I started, I had nothing but seed teams, over and over. And when you finally get up to 3 and 400 points, seed teams are only worth 4 or 5 points. Then, when I finally started seeing actual teams, they were all level 200+ Hulk, a 166, and a 200+ Xforce.
Personally, I don't care for this little end times set up. Event end times is something that needs to be addressed, but not like this.
Week 1: PVPs end as they typically do. 1am EST Sunday, 1pm EST Wednesday, 1am EST Friday.
Week 2: PVPs end at those same times, but in England's time zone.
Week 3: PVPs end at those same times, but in...I don't know...Japan's time zone. Whoever else plays this game.
It wouldn't be perfect.
But it would beat the **** out of people not even getting matches worth more than 3 points because they only have 1/5th the targets they normally do.0 -
There's almost no limit to the point you can hit in a coordinated group, and coordination isn't necessary but it makes it easier. Let's say you got A, B, C, and D all at 1500 points and shielded. A started out having B, C, and D queued but B, C, D doesn't have anyone worthwhile queued and currently cannot find anybody because nobody else is in the 1500 range.
What should happen is A informed B, C, and D that he's about to unshield. He does his Sentry bomb of 3 games. B, C, and D uses this time to queue A up because he's unshielded but does not attack him. After A is done then B, C, and D now has A queued up and A is shielded. Then B unshields and hit A and again informed A, C, and D of his intention so A, C, and D can queue him up. In this case since we assumed they got nobody else worth anything queued B is done after one fight, while A now has B queued, and C and D has A & B queued. Then C breaks shields and hit A&B while the rest queues him up, and now at this point D will have A, B, and C all queued and this cycle can be repeated indefinitely as long as all the participants have HP to spend.
Of course you don't even need coordination if you just constantly look for players to hit, but that'd be costly to skip for no reason hoping someone would be unshielded at any given time, though if enough players are at a high point, it's usually not an unreasonable risk to spend the iso on skips.0 -
Phantron wrote:There's almost no limit to the point you can hit in a coordinated group, and coordination isn't necessary but it makes it easier. Let's say you got A, B, C, and D all at 1500 points and shielded. A started out having B, C, and D queued but B, C, D doesn't have anyone worthwhile queued and currently cannot find anybody because nobody else is in the 1500 range.
What should happen is A informed B, C, and D that he's about to unshield. He does his Sentry bomb of 3 games. B, C, and D uses this time to queue A up because he's unshielded but does not attack him. After A is done then B, C, and D now has A queued up and A is shielded. Then B unshields and hit A and again informed A, C, and D of his intention so A, C, and D can queue him up. In this case since we assumed they got nobody else worth anything queued B is done after one fight, while A now has B queued, and C and D has A & B queued. Then C breaks shields and hit A&B while the rest queues him up, and now at this point D will have A, B, and C all queued and this cycle can be repeated indefinitely as long as all the participants have HP to spend.
Of course you don't even need coordination if you just constantly look for players to hit, but that'd be costly to skip for no reason hoping someone would be unshielded at any given time, though if enough players are at a high point, it's usually not an unreasonable risk to spend the iso on skips.
Props to the players able to pull this off. I hate this whole system though.
I need an X-Force to shield hop and I only need to shield hop to get X-Force covers.0
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