PVP Suggestion
tldr; Make brackets by Iso spent, not time. No point losses for getting beaten.
Rubberbanding is stupid. People with better covers who play "better" and more often should win. Period. Seeing five level 15 covers at the top of every PVP and PVE bracket should surely be counterintuitive. That said, I'm of the mentality that if you can't be constructive or useful, shut up.
So here's my idea for how to fix PVP.
1) Change the bracket building system.
Instead of making it time-entry based, fix brackets at the beginning of the event by placing players with similar total Iso expenditures together. You can filter people out after X amount of time inactive. Iso is a good tracker of how much time and effort people put into the game, and is a more accurate indicator of their playing level than their MMR which is so very easily manipulated. More powerful players have used more Iso to boost their more powerful cards. This will give players with 1-2 maxed cards an advantage that they should have because of a selective playstyle. As time goes on and they earn more Iso, unless they strategize more and explore newer options, they'll be outclassed. New players will go up against new players. Dedicated new players will top their brackets and get better faster, at which point they'll face harder, more active opponents. Middle tier players won't go up against maxed 3* players they have no hope against. At least not in the brackets. That gives EVERYONE a chance at rewards. Not just low tier players rubberbanding. Not just high tier players dominating.
2) Change the event point system.
Brackets should be built the same way as in the above PVP. Good players have to beat good players to get good covers. Mediocre players have to beat mediocre players to get good covers to help them become good players. One of the biggest problems this game has is it has no way of ensuring the MOST DEDICATED players are getting rewards instead of the lucky ones or the new ones or the ones who can work the system. If someone plays 24/7, they should be #1. If someone pays, they should get more covers to let them have better powers and be more versatile, and they can more easily be #1. If someone buys Iso (do people do that?) it should be to strengthen their cards which lets them participate at a higher level, which should make them face higher level, more experienced opponents.
Also, take away point losses. Does that mean the grinders will win? Yeah. But no. Grinding alone won't help you gain points. Think of how point gain would go if everyone was constantly shielded, like in the 300 HP tourney. Players who can beat anybody will get points steadily giving them higher rankings. Players who have to be selective will either have to skip (costing them Iso), fight hard and wait to heal, or lose. If you have to skip constantly, you won't waste the Iso. You'll lose intentionally and try again. Meanwhile, the players with the strong covers are still fighting and gaining points. Middle tier players can't beat them and get the +35 points. Other high tier players can, which lets them move up faster. The key is RATES of point gain. Top players will advance slowly because they'll have hard fights against other hard players to gain good amounts of points, or lots of fights against weaker players to crawl their way up. Middle players will advance even more slowly because they'll have to be very selective about who they face, and they'll plateau more quickly. Weaker players will give up because players get too hard. BUT THEY STILL GET A REWARD. People would be okay with not playing an event for 48 full hours if they could get the rewards they're realistically aiming for.
Progression rewards are the key. Progression rewards are for giving players hope they can get better. They can reach the next tier. They can get to 700 (or 2500 or something if points can't be lost) for that 2* cover that would help take them to the next level. Maxed 3* players can get that 4* that keeps getting taken from them by a new player who shot past them because they were only facing level 5 covers.
Placement rewards will also better reflect how well you're doing compared to other people at your caliber. People with similar covers, similar level covers, etc. They may have a lot more/better covers because of luck or paying. I guess you'll just have to take your 2/3* reward card (if you play a lot with brackets like this, the odds of top 10 are good) and improve that way.
Having started with everyone else and gotten to where I have something like 20 3* covers now without paying, this is how I got all my covers. But looking at the leaders now in PVE and PVP, I can't help but call ****. Something is very wrong, and the new ability to look at rosters is what's showing everyone. Beforehand we were just all mad when we got yanked out of top at the last minute. Now that we can see it was by a guy who's played for four days who you could beat in three turns with one cover, it's unbearable.
Thanks for reading!
Rubberbanding is stupid. People with better covers who play "better" and more often should win. Period. Seeing five level 15 covers at the top of every PVP and PVE bracket should surely be counterintuitive. That said, I'm of the mentality that if you can't be constructive or useful, shut up.
So here's my idea for how to fix PVP.
1) Change the bracket building system.
Instead of making it time-entry based, fix brackets at the beginning of the event by placing players with similar total Iso expenditures together. You can filter people out after X amount of time inactive. Iso is a good tracker of how much time and effort people put into the game, and is a more accurate indicator of their playing level than their MMR which is so very easily manipulated. More powerful players have used more Iso to boost their more powerful cards. This will give players with 1-2 maxed cards an advantage that they should have because of a selective playstyle. As time goes on and they earn more Iso, unless they strategize more and explore newer options, they'll be outclassed. New players will go up against new players. Dedicated new players will top their brackets and get better faster, at which point they'll face harder, more active opponents. Middle tier players won't go up against maxed 3* players they have no hope against. At least not in the brackets. That gives EVERYONE a chance at rewards. Not just low tier players rubberbanding. Not just high tier players dominating.
2) Change the event point system.
Brackets should be built the same way as in the above PVP. Good players have to beat good players to get good covers. Mediocre players have to beat mediocre players to get good covers to help them become good players. One of the biggest problems this game has is it has no way of ensuring the MOST DEDICATED players are getting rewards instead of the lucky ones or the new ones or the ones who can work the system. If someone plays 24/7, they should be #1. If someone pays, they should get more covers to let them have better powers and be more versatile, and they can more easily be #1. If someone buys Iso (do people do that?) it should be to strengthen their cards which lets them participate at a higher level, which should make them face higher level, more experienced opponents.
Also, take away point losses. Does that mean the grinders will win? Yeah. But no. Grinding alone won't help you gain points. Think of how point gain would go if everyone was constantly shielded, like in the 300 HP tourney. Players who can beat anybody will get points steadily giving them higher rankings. Players who have to be selective will either have to skip (costing them Iso), fight hard and wait to heal, or lose. If you have to skip constantly, you won't waste the Iso. You'll lose intentionally and try again. Meanwhile, the players with the strong covers are still fighting and gaining points. Middle tier players can't beat them and get the +35 points. Other high tier players can, which lets them move up faster. The key is RATES of point gain. Top players will advance slowly because they'll have hard fights against other hard players to gain good amounts of points, or lots of fights against weaker players to crawl their way up. Middle players will advance even more slowly because they'll have to be very selective about who they face, and they'll plateau more quickly. Weaker players will give up because players get too hard. BUT THEY STILL GET A REWARD. People would be okay with not playing an event for 48 full hours if they could get the rewards they're realistically aiming for.
Progression rewards are the key. Progression rewards are for giving players hope they can get better. They can reach the next tier. They can get to 700 (or 2500 or something if points can't be lost) for that 2* cover that would help take them to the next level. Maxed 3* players can get that 4* that keeps getting taken from them by a new player who shot past them because they were only facing level 5 covers.
Placement rewards will also better reflect how well you're doing compared to other people at your caliber. People with similar covers, similar level covers, etc. They may have a lot more/better covers because of luck or paying. I guess you'll just have to take your 2/3* reward card (if you play a lot with brackets like this, the odds of top 10 are good) and improve that way.
Having started with everyone else and gotten to where I have something like 20 3* covers now without paying, this is how I got all my covers. But looking at the leaders now in PVE and PVP, I can't help but call ****. Something is very wrong, and the new ability to look at rosters is what's showing everyone. Beforehand we were just all mad when we got yanked out of top at the last minute. Now that we can see it was by a guy who's played for four days who you could beat in three turns with one cover, it's unbearable.
Thanks for reading!
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