raisinbman wrote: Sometimes you win at solitaire, sometimes you lose
Pylgrim wrote: You have all the odds at your favour (i.e. full control over the board, turn after turn) but a significant chance of being screwed by chance.
Dauthi wrote: When all else fails, and a bomb is about to hit, instead of giving up I find it fun to use a shake-up or mix-up ability and see what luck will deal me.
¯\(°_o)/¯ wrote: ¯\_(ツ)_/¯
Vhailorx wrote: Dauthi wrote: Pylgrim wrote: I have to say that I completely agree with this. If it weren't for the high bomb damage, I'd never, ever lose in that node. You have all the odds at your favour (i.e. full control over the board, turn after turn) but a significant chance of being screwed by chance. That makes you plan every single move as optimally as possible to minimise bad the impact of bad luck. Sometimes things seem dire and you have to gamble on a move that will bring new tiles into the board that hopefully will allow you to match away bombs, etc. It is exciting because the danger is real; it is, as vhailor says all or nothing but I think that's actually a positive as usually the rest of the MPQ experience are shades of gray (i.e. you win consistently but your heroes quickly accumulate damage across battles). As I see it, it is refreshingly different, exciting and rewarding of strategical thinking more than other events are. Agreed. It is exhilarating to snag a 4 match next to a bomb in hope it will drop a color you need next to it, or using your match 3 skills to maneuver 2 bombs in places where they can be double matched in one turn. When all else fails, and a bomb is about to hit, instead of giving up I find it fun to use a shake-up or mix-up ability and see what luck will deal me. I am on round 8 and have wiped a couple times now, but still had fun struggling to the last bomb drop. Board manipulation through player skill and character abilities have never been so relevant, so it's nice to see a new skill-set being put in the spotlight to succeed. You either find a way to match the bombs with them, or die trying. Do both of you think that your enjoyment of this event would be lessened if there were twice or thrice as many bombs that each did 1/2 or 1/3rd of the damage? Pylgrim obliquely addressed this suggestion saying that he would never lose if bomb damage were lower. But he didn't discuss the idea of lower damage AND more bombs. And what about you Dauthi?
Dauthi wrote: Pylgrim wrote: I have to say that I completely agree with this. If it weren't for the high bomb damage, I'd never, ever lose in that node. You have all the odds at your favour (i.e. full control over the board, turn after turn) but a significant chance of being screwed by chance. That makes you plan every single move as optimally as possible to minimise bad the impact of bad luck. Sometimes things seem dire and you have to gamble on a move that will bring new tiles into the board that hopefully will allow you to match away bombs, etc. It is exciting because the danger is real; it is, as vhailor says all or nothing but I think that's actually a positive as usually the rest of the MPQ experience are shades of gray (i.e. you win consistently but your heroes quickly accumulate damage across battles). As I see it, it is refreshingly different, exciting and rewarding of strategical thinking more than other events are. Agreed. It is exhilarating to snag a 4 match next to a bomb in hope it will drop a color you need next to it, or using your match 3 skills to maneuver 2 bombs in places where they can be double matched in one turn. When all else fails, and a bomb is about to hit, instead of giving up I find it fun to use a shake-up or mix-up ability and see what luck will deal me. I am on round 8 and have wiped a couple times now, but still had fun struggling to the last bomb drop. Board manipulation through player skill and character abilities have never been so relevant, so it's nice to see a new skill-set being put in the spotlight to succeed. You either find a way to match the bombs with them, or die trying.
Pylgrim wrote: I have to say that I completely agree with this. If it weren't for the high bomb damage, I'd never, ever lose in that node. You have all the odds at your favour (i.e. full control over the board, turn after turn) but a significant chance of being screwed by chance. That makes you plan every single move as optimally as possible to minimise bad the impact of bad luck. Sometimes things seem dire and you have to gamble on a move that will bring new tiles into the board that hopefully will allow you to match away bombs, etc. It is exciting because the danger is real; it is, as vhailor says all or nothing but I think that's actually a positive as usually the rest of the MPQ experience are shades of gray (i.e. you win consistently but your heroes quickly accumulate damage across battles). As I see it, it is refreshingly different, exciting and rewarding of strategical thinking more than other events are.
Dauthi wrote: Vhailorx wrote: Dauthi wrote: Pylgrim wrote: I have to say that I completely agree with this. If it weren't for the high bomb damage, I'd never, ever lose in that node. You have all the odds at your favour (i.e. full control over the board, turn after turn) but a significant chance of being screwed by chance. That makes you plan every single move as optimally as possible to minimise bad the impact of bad luck. Sometimes things seem dire and you have to gamble on a move that will bring new tiles into the board that hopefully will allow you to match away bombs, etc. It is exciting because the danger is real; it is, as vhailor says all or nothing but I think that's actually a positive as usually the rest of the MPQ experience are shades of gray (i.e. you win consistently but your heroes quickly accumulate damage across battles). As I see it, it is refreshingly different, exciting and rewarding of strategical thinking more than other events are. Agreed. It is exhilarating to snag a 4 match next to a bomb in hope it will drop a color you need next to it, or using your match 3 skills to maneuver 2 bombs in places where they can be double matched in one turn. When all else fails, and a bomb is about to hit, instead of giving up I find it fun to use a shake-up or mix-up ability and see what luck will deal me. I am on round 8 and have wiped a couple times now, but still had fun struggling to the last bomb drop. Board manipulation through player skill and character abilities have never been so relevant, so it's nice to see a new skill-set being put in the spotlight to succeed. You either find a way to match the bombs with them, or die trying. Do both of you think that your enjoyment of this event would be lessened if there were twice or thrice as many bombs that each did 1/2 or 1/3rd of the damage? Pylgrim obliquely addressed this suggestion saying that he would never lose if bomb damage were lower. But he didn't discuss the idea of lower damage AND more bombs. And what about you Dauthi? I think less bombs that do more damage forces you to plan/maneuver more yourself. It also has the effect of bad luck being really bad (wipe), and good luck being really good (unscathed), unfortunately. If there were lots of bombs for less damage, shake-up abilities from characters would be a lot more efficient (X-Force for instance). I'm not sure if the threat would be as sincere if it was spread out. It would certainly be easier though.
Dauthi wrote: I think less bombs that do more damage forces you to plan/maneuver more yourself. It also has the effect of bad luck being really bad (wipe), and good luck being really good (unscathed), unfortunately. If there were lots of bombs for less damage, shake-up abilities from characters would be a lot more efficient (X-Force for instance). I'm not sure if the threat would be as sincere if it was spread out. It would certainly be easier though.
Nivrax wrote: I'm using Cap/IM40 with 2 yellow/GSBW. Boosting 2 r/y. Once it gets going, nothing can stop them, apart from those lovely cascades from top. Still doesn't mean tinykitty as I've had boards that doesn't allow me to get any colour I need to start anything. I've had one where I struggled for >10 turns and was never offered single yellow match, let alone two, that wouldn't make bomb fall 3 tiles down. And yes, I do know how to manipulate board to set up better colours/match4-5s etc. Can't do that if game offers you one-two viable moves. And when I lose on Solitaire, I don't need to wait 2 hours for health packs or win a Sapper before being able to redo.
atomzed wrote: I like to add that even when losing you are still gaining points. So it is different from the usual pve when if you lose, you gain zero points. In Ultron, when you lose you still make progress. (Though the frustration and agony experienced still remains)
raisinbman wrote: atomzed wrote: I like to add that even when losing you are still gaining points. So it is different from the usual pve when if you lose, you gain zero points. In Ultron, when you lose you still make progress. (Though the frustration and agony experienced still remains) I'd like to see this implemeneted somehow in non-ultron environments(and I guess non survival mode) - almost won but Juggernaut just took 500 ap and crit 60 times? You get points/prizes for trying! Got attacked 500 times since you're unshielded and just went down 600 points? Your point value is heavily reduced for the next hour! fighting an INSANE/DEADLY node? Well, we don't expect u to beat it, so here's points/prizes for trying!
MarvelMan wrote: raisinbman wrote: atomzed wrote: I like to add that even when losing you are still gaining points. So it is different from the usual pve when if you lose, you gain zero points. In Ultron, when you lose you still make progress. (Though the frustration and agony experienced still remains) I'd like to see this implemeneted somehow in non-ultron environments(and I guess non survival mode) - almost won but Juggernaut just took 500 ap and crit 60 times? You get points/prizes for trying! Got attacked 500 times since you're unshielded and just went down 600 points? Your point value is heavily reduced for the next hour! fighting an INSANE/DEADLY node? Well, we don't expect u to beat it, so here's points/prizes for trying! But only if you get to retry the node to obtain the remaining points. Getting locked out of the node/points, as it is with Ultron, could/would break the competitive aspect of the game in so many ways.
raisinbman wrote: <snip>that's fair. I mean, 99% of the game is so draconian in either YOU WIN or YOU LOSE . If there was a middle ground we could do fun stuff like "Juggernaut is on a rampaging thru the city, how much damage can you deal before you have to retreat?"