SymmeTrey wrote: I agree that 7 day events deserve to be re-looked at relative to awards. Here is my biggest problem with 7 day events:You get 4-5 days into a 7 day event and get burnt out or have an emergency arise. So, you end up feeling tremendous pressure to keep finding ways to play because of the "all or nothing" aspect of the end rewards and all the time/effort you have invested. Players feeling "pushed" to play or otherwise playing when they don't really want to play is the surest way to burn those players out and make them want to quit. Missing a couple of days of play at the end of a 7 day event and falling to 2* cover land after 5 days of Top 10/50 play sucks. I think rewards should be more incremental throughout these long events so that, for some example, if a player plays the first 3 days of the event at a high level, the player can perhaps earn one of the end covers, either through progression or sub rewards. For a match-3 game that really seems to want to reach a larger, more mainstream, more casual market, I think players really need the ability to drop in and out of events and earn a worthwhile reward in a much shorter timeframe than 7 days. There is also the practical problem with 7 day events that they are nearly twice as long as the 3/4 day events but offer the same rewards as those events, meaning the rewards are effectively 50% for the length of the event.
theHappyDance wrote: I liked the Tacos, the Gauntlet, and Ultron - events you could effectively play on your own time, and not have to deal with the artificial frustrations the game imposes on you most of the time. I wish they'd do more to shift over to that style of gameplay.
rixmith wrote: I really like that the subs are all just 24 hours. They don't get boring, and when doing my final clear before the end of them, there are still rewards to be gotten on the nodes. Overall I think this is a good direction.
Malcrof wrote: MPQ needs some tweaking, lowering of costs etc.. but as far as mobile games go, i still think it is one of the best out there.
"Malcrof wrote: For once, i am not having any issues with hood at all. I think super OBW is the reason, he is going down extremely fast right now. Getaway plan is the one i can't seem to do.. all characters are level 190+, the highest i have that i can use is 150 (not evening thinking of bringing IW lvl 160 with 1 and nothing else into that mess). I even tried my DPD team, OBW, Thor, Marvel.. daken gets a blue off with a couple tiles out, and its over.. any suggestions?
theHappyDance wrote: Well my honest impression is that this game suffers, and has always suffered, from a glaring design flaw. Namely that the vast majority of the gaming community would rather less scaling, and no competitive element, with a design focus on personal progression instead of having to worry about placement and timing when you play to maximize your score in comparison to other players. Maybe these are the outstanding gripes of a predominantly single-player focused vet, but my impression is that they're pretty common to the player base. I like that they're putting effort into improving the game, but they need to do a lot more to make rewards obtainable without treating this game like a job. If they gave out rewards from token pulls in the same quantity to people who play the game somewhat regularly as they do to people who don't at all (note: this isn't an endorsement for nerfing the increased pull rates for super-casuals), the game would be a lot more fun. These most recent PvP's and the current Heroic, I just keep asking myself "where's the fun?". It's just a colossal chore (see what I did there? ) and Health Pack / time drain. And yeah, goons feeding AP to AP stealers to instantly fire off powers that 1/2 the health of your strongest chars - yeah, that will never be "fun". ("Our metrics show gamers enjoy odds that are patently stacked against them in token pulls and in matches against the AI"). I liked the Tacos, the Gauntlet, and Ultron - events you could effectively play on your own time, and not have to deal with the artificial frustrations the game imposes on you most of the time. I wish they'd do more to shift over to that style of gameplay.
ShadowX1984 wrote: rixmith wrote: I really like that the subs are all just 24 hours. They don't get boring, and when doing my final clear before the end of them, there are still rewards to be gotten on the nodes. Overall I think this is a good direction. This. And the fact that there are no 12-hour increments means that I can run all my final grinds in the evening without ever having to worry about a sub starting or finishing in the middle of the workday. That was one of the things that really killed me.