To Devs: Make S.H.I.E.L.D. training relevant.
Leaving the training environment the way it is just makes it stagnant and pointless.
Some of the later progression rewards are excellent but a person would have to grind it daily in order to make much headway.
Here are sine suggestions that I thought of for how the Training PvP could improve.
1) Add some weekly rewards that aren't based on ladder position. Maybe reward people that have climbed the most positions. Obviously with a system in place to detect if someone is tanking on purpose or simply make the rewards small enough that no one would bother spending time to exploit the system. A heroic token to the top 50 best ladder climbers - this would encourage new players and be a good introduction to the weekly PvP events.
2) Maybe reset the ladder on a monthly basis but the points you earned go into a ranking system based on what percentile you placed in your division compared to other divisions. Each month you're awarded a percentile based score that places you on a global leader board. Apart from being able to win rewards on a monthly basis you'd also win something at the end of the year based on your global score.
3) Introduce post-battle healing. This is S.H.I.E.L.D. TRAINING, it doesn't make sense to have people "downed" as severely as in main PvP or PvE events. If a hero is downed, bring them back much faster or event with 50% health after a 5 min wait. And if you win 5 in a row, restore the team to full health.
4) Maybe introduce "rivalries". Not sure how this should work, but if you have "randomly" faced someone X number of times both people are offered to establish a rivalry. Once rivalry is established the chance of facing this opponent is increased. If you beat that person you'll receive a bonus of some sort (A boost, a team heal, extra ISO). Once the rivalry becomes unbalance for example if I beat my rival 5 in a row or some other criteria, then the rivalry is dissolved. The idea being that rivalries stay competitive. Down the line it would be great if you could face your rival Live if both of you are online at the same time. (I'm sure you, The Devs, have had conversations and made decisions regarding True Live PvP and I don't expect to see it on a full scale, but perhaps this sort of smaller selected scale would be possible to implement. Or maybe you've already ruled it out all together which I can understand.)
It would be nice to see this area of the game evolve along with the rest of the game.
I'm liking most other things about the game at the moment, so Thank You.
Some of the later progression rewards are excellent but a person would have to grind it daily in order to make much headway.
Here are sine suggestions that I thought of for how the Training PvP could improve.
1) Add some weekly rewards that aren't based on ladder position. Maybe reward people that have climbed the most positions. Obviously with a system in place to detect if someone is tanking on purpose or simply make the rewards small enough that no one would bother spending time to exploit the system. A heroic token to the top 50 best ladder climbers - this would encourage new players and be a good introduction to the weekly PvP events.
2) Maybe reset the ladder on a monthly basis but the points you earned go into a ranking system based on what percentile you placed in your division compared to other divisions. Each month you're awarded a percentile based score that places you on a global leader board. Apart from being able to win rewards on a monthly basis you'd also win something at the end of the year based on your global score.
3) Introduce post-battle healing. This is S.H.I.E.L.D. TRAINING, it doesn't make sense to have people "downed" as severely as in main PvP or PvE events. If a hero is downed, bring them back much faster or event with 50% health after a 5 min wait. And if you win 5 in a row, restore the team to full health.
4) Maybe introduce "rivalries". Not sure how this should work, but if you have "randomly" faced someone X number of times both people are offered to establish a rivalry. Once rivalry is established the chance of facing this opponent is increased. If you beat that person you'll receive a bonus of some sort (A boost, a team heal, extra ISO). Once the rivalry becomes unbalance for example if I beat my rival 5 in a row or some other criteria, then the rivalry is dissolved. The idea being that rivalries stay competitive. Down the line it would be great if you could face your rival Live if both of you are online at the same time. (I'm sure you, The Devs, have had conversations and made decisions regarding True Live PvP and I don't expect to see it on a full scale, but perhaps this sort of smaller selected scale would be possible to implement. Or maybe you've already ruled it out all together which I can understand.)
It would be nice to see this area of the game evolve along with the rest of the game.
I'm liking most other things about the game at the moment, so Thank You.
0
Comments
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I think S.H.I.E.L.D Training should be set up like a simulator. It should have varying degrees of difficulty and random characters each time you play the node. So with 5 nodes, you would have Very Easy, Easy, Medium, Hard, Very Hard (environment could be taken into account for this too). Each team you fight would be randomly selected from a pool of characters but their levels would correspond to the difficulty of the node you picked. I think this would make S.H.I.E.L.D Training more relevant and fun since you could test your main team against a variety of teams or even try to find new combinations.
As for how rewards should work, I don't think they should exist in what I described. This should strictly be used for training and gaining ISO. If rewards should be required, then I'd say this should be run on a M-F schedule and reset points every week.
Nodes Example (numbers are purely made up):
Very Easy Node would have Lvl 1- 20 teams of any combination of 1*, 2*, 3*, or 4*.
Medium Node would have Lvl 70-100 teams of any combination of 1*, 2*, 3*, or 4*.
Very Hard Node would have Lvl 170-230 teams of any combination of 1*, 2*, 3*, or 4*.0 -
I'm actually wading through shield training and agree with points discussed. Right now it feels like a tournament with no end with the exception of the high level progression rewards. Not sure if it's bracketed like tournaments but the number one in mine is only around 1500 with a cap at training of around 2500.0
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Mondo wrote:I think S.H.I.E.L.D Training should be set up like a simulator. It should have varying degrees of difficulty and random characters each time you play the node. So with 5 nodes, you would have Very Easy, Easy, Medium, Hard, Very Hard (environment could be taken into account for this too). Each team you fight would be randomly selected from a pool of characters but their levels would correspond to the difficulty of the node you picked. I think this would make S.H.I.E.L.D Training more relevant and fun since you could test your main team against a variety of teams or even try to find new combinations.
As for how rewards should work, I don't think they should exist in what I described. This should strictly be used for training and gaining ISO. If rewards should be required, then I'd say this should be run on a M-F schedule and reset points every week.
Nodes Example (numbers are purely made up):
Very Easy Node would have Lvl 1- 20 teams of any combination of 1*, 2*, 3*, or 4*.
Medium Node would have Lvl 70-100 teams of any combination of 1*, 2*, 3*, or 4*.
Very Hard Node would have Lvl 170-230 teams of any combination of 1*, 2*, 3*, or 4*.
I like this idea as well. As long as the Iso rewards were a little bit more generous than 70/140 because then you'll obviously just chose PvP over Training due to better rewards. It would also be cool if the nodes scrabbled the teams you face. It would allow you to learn what teams the AI plays well as and you'd have to strategize your own team more (unless you have a killer team that beats everything).0 -
One of the simplest (though therefore less exciting) fixes I could think of for SHIELD training would be to remove the point loss from attacks by other players, turning it into a straight climb up to the big progression awards. The awards could be moved further apart (though I think maybe they're okay as is), and/or added to at the top once a lot of people get that far.0
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Dayraven wrote:One of the simplest (though therefore less exciting) fixes I could think of for SHIELD training would be to remove the point loss from attacks by other players, turning it into a straight climb up to the big progression awards. The awards could be moved further apart (though I think maybe they're okay as is), and/or added to at the top once a lot of people get that far.0
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Moon 17 wrote:Dayraven wrote:One of the simplest (though therefore less exciting) fixes I could think of for SHIELD training would be to remove the point loss from attacks by other players, turning it into a straight climb up to the big progression awards. The awards could be moved further apart (though I think maybe they're okay as is), and/or added to at the top once a lot of people get that far.
This is exactly what it needs as the 'ranking' is completely meaningless anyway and serves no purpose. I mentioned this in another thread weeks ago but nobody really listens to us do they?0 -
Dayraven wrote:One of the simplest (though therefore less exciting) fixes I could think of for SHIELD training would be to remove the point loss from attacks by other players, turning it into a straight climb up to the big progression awards. The awards could be moved further apart (though I think maybe they're okay as is), and/or added to at the top once a lot of people get that far.
Oh, god please!!!
Seriously, I'm getting sick of hopping into Shield training, making some progress towards ... that 1200 point Classic Hawkeye?!?! TINY KITTY!!!
Every day I play I keep getting knocked down further. I've been high enough to get the 1100 point Hawkeye, only to over the past two days been knocked down to only 822 points?!
One day I dream of collecting that Blue Classic Spider-Man at 2600, but with me falling faster than I can climb, how can I?0 -
Dayraven wrote:One of the simplest (though therefore less exciting) fixes I could think of for SHIELD training would be to remove the point loss from attacks by other players, turning it into a straight climb up to the big progression awards. The awards could be moved further apart (though I think maybe they're okay as is), and/or added to at the top once a lot of people get that far.
+1!0 -
SteveS wrote:Dayraven wrote:One of the simplest (though therefore less exciting) fixes I could think of for SHIELD training would be to remove the point loss from attacks by other players, turning it into a straight climb up to the big progression awards. The awards could be moved further apart (though I think maybe they're okay as is), and/or added to at the top once a lot of people get that far.
+1!
+20 -
Dayraven wrote:One of the simplest (though therefore less exciting) fixes I could think of for SHIELD training would be to remove the point loss from attacks by other players, turning it into a straight climb up to the big progression awards. The awards could be moved further apart (though I think maybe they're okay as is), and/or added to at the top once a lot of people get that far.
You could also add some new(er) heroes at higher progression rewards. But the above suggestion would NEED to happen first. He high-end rewards are already unachievable.0
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