Quick Battle limits
Upstartes
Posts: 98
One aspect of the current quick battle system is that the primary path to victory is grinding: just playing as many games as you can. This seems problematic for a few reasons, most notable that it penalizes certain deck styles (i.e. control-decks that lock down and then kill more slowly) and that it favors lower-level planeswalkers over high-level planeswalkers (because at lower levels, your opponent has fewer hitpoints to cut through).
Assuming that these issues are not operating as intended, I would propose the following solution: partially restrict how many quick battles can be played at one time.
This type of thing is not uncommon in other games; many games have some kind of resource that must be spent each time you play. When you run out of that resource, you have to wait for that resource to regenerate, which is just a function of time passing.
For this game, I would propose that such a system only apply to the quick battles. When players hit their limit, they can still play story/heroic battles. However, I would also propose that this resource regenerate faster for higher-leveled planeswalkers. This gives incentive to level-up your planeswalkers, and further eliminates the advantage of intentionally keeping your planeswalker at a low-level so you can grind up the leaderboard.
In other games, this system is monetized, allowing you to also buy more of this resource if you want to play more. I hesitate to suggest this for this game, as it then produces a system where if you spend more money, you have an advantage. However, in paper M:tG, this is already the case. Plus, I'm not sure if the current monitization scheme for the game is really viable long-term, and since I like the game, I'm willing to accept something like this to keep it going.
Just an idea I thought I would throw out there. I suspect many won't agree with it, and that's fine. I'm just stirring the pot.
Assuming that these issues are not operating as intended, I would propose the following solution: partially restrict how many quick battles can be played at one time.
This type of thing is not uncommon in other games; many games have some kind of resource that must be spent each time you play. When you run out of that resource, you have to wait for that resource to regenerate, which is just a function of time passing.
For this game, I would propose that such a system only apply to the quick battles. When players hit their limit, they can still play story/heroic battles. However, I would also propose that this resource regenerate faster for higher-leveled planeswalkers. This gives incentive to level-up your planeswalkers, and further eliminates the advantage of intentionally keeping your planeswalker at a low-level so you can grind up the leaderboard.
In other games, this system is monetized, allowing you to also buy more of this resource if you want to play more. I hesitate to suggest this for this game, as it then produces a system where if you spend more money, you have an advantage. However, in paper M:tG, this is already the case. Plus, I'm not sure if the current monitization scheme for the game is really viable long-term, and since I like the game, I'm willing to accept something like this to keep it going.
Just an idea I thought I would throw out there. I suspect many won't agree with it, and that's fine. I'm just stirring the pot.
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Comments
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While the idea is valid it does not fulfill the purpose that much. Ppl that can dedicate more time to the game would just wait for the resource to fill up and play again...
That is unless it would be implemented with a big pool(maximum amount) and slow recharge. But such a solution would highly reduce the amount of battles you can play during the day if you want/can afford to.
I still think a better solution still is to fix 2 point wrong in the current system:
- quality of overall performance not contributing to the rank(quantity only)
- matchmaking system currently based on level(should be based on rank).0 -
Morphis wrote:While the idea is valid it does not fulfill the purpose that much. Ppl that can dedicate more time to the game would just wait for the resource to fill up and play again...
That is unless it would be implemented with a big pool(maximum amount) and slow recharge. But such a solution would highly reduce the amount of battles you can play during the day if you want/can afford to.
I still think a better solution still is to fix 2 point wrong in the current system:
- quality of overall performance not contributing to the rank(quantity only)
- matchmaking system currently based on level(should be based on rank).
Are suggesting that beating a higher-level PW should yield more Rewards? Not based upon level disparity, but strictly the level of the opponent? That would definitely encourage leveling of PWs.0 -
kore wrote:Morphis wrote:While the idea is valid it does not fulfill the purpose that much. Ppl that can dedicate more time to the game would just wait for the resource to fill up and play again...
That is unless it would be implemented with a big pool(maximum amount) and slow recharge. But such a solution would highly reduce the amount of battles you can play during the day if you want/can afford to.
I still think a better solution still is to fix 2 point wrong in the current system:
- quality of overall performance not contributing to the rank(quantity only)
- matchmaking system currently based on level(should be based on rank).
Are suggesting that beating a higher-level PW should yield more Rewards? Not based upon level disparity, but strictly the level of the opponent? That would definitely encourage leveling of PWs.
That by itself should fix the low lvl pwalker advantage...
Since your pwalker lvl would no longer be taken in account to choose the opponent, the only advantage I can think of in not leveling would be lower loyalty skill cost.
That in my opinion is greatly balanced by the lower hp/mana gain.0 -
I would like to see 2 things
1) Make match making based off rank. When you play quickplay, it draws a random opponent from within 20 ranks, plus or minus, from your rank. If you were 50th, you would play anyone from 70th to 30th. If you were 1st, you would have to play one of the top 20 opponents. For variety, it would select one of the 3 highest level walkers they have, unless 4 or all 5 walkers were the same. Then it would just randomly select anyone. This would prevent low level players from being able to sprint through events, and would give incentive to level walkers
2) Create a new type of event to run simultaneously with the other event.
The current event is a "who plays the most"
For the new one, give players a hard limit of say 20 matches per day. Rankings are based off of win/loss percentage. To encourage playing, give 1 point for each percent rounded of win/loss percentage (100 possible points), and give 2 or 3 points for each match played. This means someone who played all 20 matches with an 80 percent win/loss percentage would have 120 - 140 points, as opposed to someone who played 5 matches and won them all (would have 110 - 115).
Also, to account for ties, make it the 1st person to a point total the winner instead of the last. Currently, if I hit 100 first, and then someone hit 100 right after me, I would be a rank lower than that person
And of course, they would have to fix crashes first
Another idea to promote variety, make these events planeswalker specific, or only give 2 walker choices so that we aren't all using Jace to achieve a near 100 percent win/loss percentage every time.0 -
The current system is "who plays the most". A performance based ranking system sounds good, but with the game in the state it's currently in that could instead by described as "who crashes the least" (both because of frequent crashes but more so because no-one ever loses against the AI). While that might be better for people with less spare time (like me), it's still just as lame on the whole.
A cap on games played is equivalent to one of the above, because either it's a limiting cap and everyone reaches the maximum amount of games played in which case it's effectively performance based, or it's not limiting enough in which case it's the same as it is now with maybe just some added annoyance for frequent players.
Technically the game already has a cap on play time with the health/potion/regeneration system, it's just solidly in the "not limiting enough" camp.
I think the only thing that might be truly competitive would be facing progressively more difficult opponents as you increase in ranking. They've shown with the planeswalker challenges that it's possible to create non-trivial battles if you give the AI enough of a head start. Maybe they'd have to abandon the idea of playing against human-crafted decks to make it work is all.0
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