Why does D3/Demiurge want longer matches??
Comments
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Longer matches only really benefit casual players, they log in, do 2 fights, use a couple of health packs, then log in a few hours later..
it does make my wife angrier when i am in the bathroom longer than before...0 -
Because their playtesters think that's more fun
Because scores got too high
Because health packs0 -
My sense of it was it comes down to their desire to promote broader use of multiple characters, rather than one or two really tough characters that everyone had maxed. There were characters that were not being used because they were "too fragile"... not enough hit points to stay in the fight to use their powers, etc. They didn't want to nerf damage-dealing abilities so they bumped up life across the board to keep those characters alive longer. Longer fights weren't the goal, just a side effect of that process.0
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ShadowX1984 wrote:My sense of it was it comes down to their desire to promote broader use of multiple characters, rather than one or two really tough characters that everyone had maxed. There were characters that were not being used because they were "too fragile"... not enough hit points to stay in the fight to use their powers, etc. They didn't want to nerf damage-dealing abilities so they bumped up life across the board to keep those characters alive longer. Longer fights weren't the goal, just a side effect of that process.
The trouble is, with the way PVP works, we're probably never going to see seriously diverse rosters, because it's too risky to have a roster that stands out as being easier than the rest of the pack. Even if defense doesn't usually get you much, it's incredibly important because that's where most people lose most of the points they lose. Right now, defensive losses encourage, if not mandate, safe, risk-free, conformist play. If they got rid of defensive losses, people could actually open up their rosters.
I don't think the devs realize how much they've done to discourage any kind of risk-taking in PVP. It's designed to encourage everyone to use the same team.0 -
Ben Grimm wrote:ShadowX1984 wrote:My sense of it was it comes down to their desire to promote broader use of multiple characters, rather than one or two really tough characters that everyone had maxed. There were characters that were not being used because they were "too fragile"... not enough hit points to stay in the fight to use their powers, etc. They didn't want to nerf damage-dealing abilities so they bumped up life across the board to keep those characters alive longer. Longer fights weren't the goal, just a side effect of that process.
The trouble is, with the way PVP works, we're probably never going to see seriously diverse rosters, because it's too risky to have a roster that stands out as being easier than the rest of the pack. Even if defense doesn't usually get you much, it's incredibly important because that's where most people lose most of the points they lose. Right now, defensive losses encourage, if not mandate, safe, risk-free, conformist play. If they got rid of defensive losses, people could actually open up their rosters.
I don't think the devs realize how much they've done to discourage any kind of risk-taking in PVP. It's designed to encourage everyone to use the same team.
Yeah, but the "same team" at least changes from week to week now. It used to be the same team through every event, all season long.
I agree with your premise though, from an MMR standpoint. When it was old MMR, I'd use different teams - I really enjoyed the climb to 300, where I'd be running She-Hulk/Captain marvel/required, fun strange teams. With the new MMR you are always against the best, so you better come with your best or expect a retaliation. Before buffed I ran LT/Hood as soon as I got out of seed teams, and never changed out. Now I run whichever two of the highest covered/leveled boosted characters I have from start of week to end of week, and never change out.
Shoot - when seed teams open I'm running my covered but not maxed team just on the off-hand chance that folks see me early, so I don't get interrupted in those first 200 points by folks thrilled to see any character that is below level 120.
To OP: Longer matches, $$$0 -
I would think that it's because a tactical battle is inherently more satisfying and rewarding than a wave of endless squashes.
Matching 2x black into SS and follow up 1 or 2 other skills on turn 3 was fun but not even remotely engaging as a player. There was practically zero tension or relevance to what was happening on the other end of the board. Taking 5-15 extra free turns by turn 3 with patchneto was the same.
It got to the point of asking yourself why you were playing this game on 'very easy' difficulty every single day?0 -
babinro wrote:I would think that it's because a tactical battle is inherently more satisfying and rewarding than a wave of endless squashes.
Matching 2x black into SS and follow up 1 or 2 other skills on turn 3 was fun but not even remotely engaging as a player. There was practically zero tension or relevance to what was happening on the other end of the board. Taking 5-15 extra free turns by turn 3 with patchneto was the same.
It got to the point of asking yourself why you were playing this game on 'very easy' difficulty every single day?
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SnowcaTT wrote:Ben Grimm wrote:ShadowX1984 wrote:My sense of it was it comes down to their desire to promote broader use of multiple characters, rather than one or two really tough characters that everyone had maxed. There were characters that were not being used because they were "too fragile"... not enough hit points to stay in the fight to use their powers, etc. They didn't want to nerf damage-dealing abilities so they bumped up life across the board to keep those characters alive longer. Longer fights weren't the goal, just a side effect of that process.
The trouble is, with the way PVP works, we're probably never going to see seriously diverse rosters, because it's too risky to have a roster that stands out as being easier than the rest of the pack. Even if defense doesn't usually get you much, it's incredibly important because that's where most people lose most of the points they lose. Right now, defensive losses encourage, if not mandate, safe, risk-free, conformist play. If they got rid of defensive losses, people could actually open up their rosters.
I don't think the devs realize how much they've done to discourage any kind of risk-taking in PVP. It's designed to encourage everyone to use the same team.
Yeah, but the "same team" at least changes from week to week now. It used to be the same team through every event, all season long.
I agree with your premise though, from an MMR standpoint. When it was old MMR, I'd use different teams - I really enjoyed the climb to 300, where I'd be running She-Hulk/Captain marvel/required, fun strange teams. With the new MMR you are always against the best, so you better come with your best or expect a retaliation. Before buffed I ran LT/Hood as soon as I got out of seed teams, and never changed out. Now I run whichever two of the highest covered/leveled boosted characters I have from start of week to end of week, and never change out.
Shoot - when seed teams open I'm running my covered but not maxed team just on the off-hand chance that folks see me early, so I don't get interrupted in those first 200 points by folks thrilled to see any character that is below level 120.
To OP: Longer matches, $$$
As for the OP's question, I will give D3 the benefit and say that they want me to live a healthier life and play this game less. Technically, you do not have to use any health packs. Once you burn through your roster of viable teams, just stop playing and wait for the refresh. Thanks D3?0
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