LXSandman wrote: You will find that at the upper levels of PVP there is no team you can't beat.... It's just a matter of wanting to beat them (aka can you beat them fast enough to be worth it). Crazy RNG cascades aside, there is really nothing difficult about the game.
What is difficult is actually surviving a shield hop. I think it's insane that you can play a match worth 30 points and lose 200. The problem with this game is that the "Difficult" parts of it are all bizarre design decisions.
babinro wrote: Generally speaking, I think one of the MAJOR failings in game design these days comes from a fear of providing the player options to customize their game experience. I think just about every game should be like Don't Starve, Civilization 5, or any EA Sports game. These games give players options to customize the game play rules and have tons of sliders for players to make the game mindlessly easy to practically impossible. That's my comment in general....these rules obviously can't apply to COMPETITIVE PVP games like MPQ because of obvious unfair reasons.
Magisse wrote: For me the difficulty problem is (and other people have brought up in different threads) that the same old things get more difficult *because* you get stronger. This doesn't make a lot of sense. ... Apart from the fact that it's enjoyable to see and obtain new characters, levelling & getting stronger can actually hurt your success rate because of the scaling. Look at the popular thread where someone's afraid to level their 4*'s because it'll put him up against more difficult opponents. Sadly he seems justified in this fear. So what's the point of making the 4* transition then? What needs to be done, is remove the scaling that paradoxically is a disincentive to bettering yourself. There should instead be progressive-difficulty areas of the game that you simply can't win at without better teams, and everyone should strive to improve their roster so that they can eventually reach these. Many people won't want to take the long way to get there and will pay, so the company gets the $$ they want while the player base gets rewarded for their efforts.
Magisse wrote: For me the difficulty problem is (and other people have brought up in different threads) that the same old things get more difficult *because* you get stronger. This doesn't make a lot of sense. It used to be (in the golden age of RPG gaming) that you'd always strive to level up your characters, get better gear, etc so that you could get stronger...so that you could move on and tackle a *new* more challenging part of the game for bigger rewards, than would in turn level you up, give you better gear, etc. It wasn't that the area of the game you already did suddenly scaled up along with you to the point that there was no reason to level up at all. I think this is the most frustrating thing for many players, and sadly it's not a problem unique to MPQ. Apart from the fact that it's enjoyable to see and obtain new characters, levelling & getting stronger can actually hurt your success rate because of the scaling. Look at the popular thread where someone's afraid to level their 4*'s because it'll put him up against more difficult opponents. Sadly he seems justified in this fear. So what's the point of making the 4* transition then? What needs to be done, is remove the scaling that paradoxically is a disincentive to bettering yourself. There should instead be progressive-difficulty areas of the game that you simply can't win at without better teams, and everyone should strive to improve their roster so that they can eventually reach these. Many people won't want to take the long way to get there and will pay, so the company gets the $$ they want while the player base gets rewarded for their efforts.
Drummerboycroy wrote: Magisse wrote: For me the difficulty problem is (and other people have brought up in different threads) that the same old things get more difficult *because* you get stronger. This doesn't make a lot of sense. It used to be (in the golden age of RPG gaming) that you'd always strive to level up your characters, get better gear, etc so that you could get stronger...so that you could move on and tackle a *new* more challenging part of the game for bigger rewards, than would in turn level you up, give you better gear, etc. It wasn't that the area of the game you already did suddenly scaled up along with you to the point that there was no reason to level up at all. I think this is the most frustrating thing for many players, and sadly it's not a problem unique to MPQ. Apart from the fact that it's enjoyable to see and obtain new characters, levelling & getting stronger can actually hurt your success rate because of the scaling. Look at the popular thread where someone's afraid to level their 4*'s because it'll put him up against more difficult opponents. Sadly he seems justified in this fear. So what's the point of making the 4* transition then? What needs to be done, is remove the scaling that paradoxically is a disincentive to bettering yourself. There should instead be progressive-difficulty areas of the game that you simply can't win at without better teams, and everyone should strive to improve their roster so that they can eventually reach these. Many people won't want to take the long way to get there and will pay, so the company gets the $$ they want while the player base gets rewarded for their efforts. You're far too kind. It doesn't "not make lot of sense," it's ridiculous on an almost other-worldly scale. For the record, the description you gave of the "golden age of RPG gaming" isn't reserved to some period way back in the day. The premise holds true for each and every one of well over 100 games on my phone at this very moment, as well as 100+ console games I currently own and play. It's not some old-fashioned notion, it's common sense. As you get better and stronger, things should get easier. DBC
Pylgrim wrote: Drummerboycroy wrote: Magisse wrote: For me the difficulty problem is (and other people have brought up in different threads) that the same old things get more difficult *because* you get stronger. This doesn't make a lot of sense. It used to be (in the golden age of RPG gaming) that you'd always strive to level up your characters, get better gear, etc so that you could get stronger...so that you could move on and tackle a *new* more challenging part of the game for bigger rewards, than would in turn level you up, give you better gear, etc. It wasn't that the area of the game you already did suddenly scaled up along with you to the point that there was no reason to level up at all. I think this is the most frustrating thing for many players, and sadly it's not a problem unique to MPQ. Apart from the fact that it's enjoyable to see and obtain new characters, levelling & getting stronger can actually hurt your success rate because of the scaling. Look at the popular thread where someone's afraid to level their 4*'s because it'll put him up against more difficult opponents. Sadly he seems justified in this fear. So what's the point of making the 4* transition then? What needs to be done, is remove the scaling that paradoxically is a disincentive to bettering yourself. There should instead be progressive-difficulty areas of the game that you simply can't win at without better teams, and everyone should strive to improve their roster so that they can eventually reach these. Many people won't want to take the long way to get there and will pay, so the company gets the $$ they want while the player base gets rewarded for their efforts. You're far too kind. It doesn't "not make lot of sense," it's ridiculous on an almost other-worldly scale. For the record, the description you gave of the "golden age of RPG gaming" isn't reserved to some period way back in the day. The premise holds true for each and every one of well over 100 games on my phone at this very moment, as well as 100+ console games I currently own and play. It's not some old-fashioned notion, it's common sense. As you get better and stronger, things should get easier. DBC Should them? So both the first boss that you attack with your 10-damage wooden stick, and the last boss that you face with your 999999+ damage megaultimate diamond sword should have 100 HP so you feel like your efforts throughout the game have made your battling easier? I don't know about you, but whenever the last boss fight is not the hardest fight in the game, or at least one of the three hardest, I feel very cheated.
Drummerboycroy wrote: Pylgrim wrote: Drummerboycroy wrote: Magisse wrote: For me the difficulty problem is (and other people have brought up in different threads) that the same old things get more difficult *because* you get stronger. This doesn't make a lot of sense. It used to be (in the golden age of RPG gaming) that you'd always strive to level up your characters, get better gear, etc so that you could get stronger...so that you could move on and tackle a *new* more challenging part of the game for bigger rewards, than would in turn level you up, give you better gear, etc. It wasn't that the area of the game you already did suddenly scaled up along with you to the point that there was no reason to level up at all. I think this is the most frustrating thing for many players, and sadly it's not a problem unique to MPQ. Apart from the fact that it's enjoyable to see and obtain new characters, levelling & getting stronger can actually hurt your success rate because of the scaling. Look at the popular thread where someone's afraid to level their 4*'s because it'll put him up against more difficult opponents. Sadly he seems justified in this fear. So what's the point of making the 4* transition then? What needs to be done, is remove the scaling that paradoxically is a disincentive to bettering yourself. There should instead be progressive-difficulty areas of the game that you simply can't win at without better teams, and everyone should strive to improve their roster so that they can eventually reach these. Many people won't want to take the long way to get there and will pay, so the company gets the $$ they want while the player base gets rewarded for their efforts. You're far too kind. It doesn't "not make lot of sense," it's ridiculous on an almost other-worldly scale. For the record, the description you gave of the "golden age of RPG gaming" isn't reserved to some period way back in the day. The premise holds true for each and every one of well over 100 games on my phone at this very moment, as well as 100+ console games I currently own and play. It's not some old-fashioned notion, it's common sense. As you get better and stronger, things should get easier. DBC Should them? So both the first boss that you attack with your 10-damage wooden stick, and the last boss that you face with your 999999+ damage megaultimate diamond sword should have 100 HP so you feel like your efforts throughout the game have made your battling easier? I don't know about you, but whenever the last boss fight is not the hardest fight in the game, or at least one of the three hardest, I feel very cheated. Here's the problem though, you're not fighting a "first boss" or a "last boss," you're fighting THE EXACT SAME CHARACTERS, and they get stronger EVERY SINGLE TIME you get stronger. I realize that on some level this isn't exactly rocket science, and yet these days this forum apparently largely serves as a place where people complain about the obvious, while others find ways to rationalize why it's OK. I don't mean any disrespect, and I frankly don't know why I still bother, except perhaps to give all my Line, Group Me, and Facebook buds who once played MPQ new reasons to laugh at me for refusing to move on, but I guess I keep hoping common sense will someday rule. They did it with DDQ and Ant-Man, so I know they have the ability to build compelling and satisfying games, I just wish they had more desire... but then, they're apparently making money, and money rules all. DBC
Magisse wrote: Sorry, maybe I wasn't clear. That last game boss should definitely be the biggest challenge, but if you go back to areas you've already done (which this game is) they shouldn't feel like you're still hitting with your wooden stick. Especially since your rewards are decided by how well you do compared to other people who still *are* using wooden sticks.
Pylgrim wrote: Strictly following your parallel, "going back to previous areas" would be comparable in MPQ to playing the prologue again, or more relevantly, DDQ. But as I said above, the RPG metaphor can only be applied so much to the type of game MPQ is.
LXSandman wrote: Difficulty is a challenging concept to get correct. How do you set the difficulty at a sufficient level that new players starting can get an enjoyable experience, but at the same time veterans are not bored to the point where there is no challenge - aka they leave.
Heartburn wrote: Pylgrim wrote: Strictly following your parallel, "going back to previous areas" would be comparable in MPQ to playing the prologue again, or more relevantly, DDQ. But as I said above, the RPG metaphor can only be applied so much to the type of game MPQ is. not quite. the prologue would be the tutorial like stage in the very beginning. this game is event based. in his analogy it would be if you played the hulk event again you would do generally better cause the enemies are easier now that your team is stronger and more diverse. which may happen but may not be true as now the enemies are stronger too. best test would be a static (no levels changing) gauntlet type of event. but we don't even have that. like you pointed out it is hard to compare apples to oranges. but it makes no sense that low level and high level players participate in the same event and fight over the same rewards that mainly only the lower level guy really needs to progress further with the game in a significant way as the 3 silver tokens are still progression but in an insignificant way. we need to offer a challenge or cosmic level option for more developed rosters a place to go fight for rewards they need like 4*s or extra HP and ISO.
raisinbman wrote: Any game I design would be accessible so kids/old people/disabled folks could play it with ease.