Let players set scaling for bonus ISO
Nonce Equitaur 2
Posts: 2,269 Chairperson of the Boards
Most players don't like the scaling, mainly since there is no incentive to like it. Playing against a level 30 opponent team is more fun than playing against a level 230, mainly because the play options are vastly more limited. Goofing around is fine a weaker opponent. An overwhelming opponent with instakill has to be handled very carefully.
So -- player-controlled scaling. For all events, a player can adjust levels from 0 to +200, in increments of 10. Whatever their scaling choice is, they get that much more ISO per event.
So, if I had my scaling set to +50, the opponents would all have 50 levels added, but I'd get +50 ISO for beating them.
If I had scaling set to +200, then I'd get 200 extra iso. If the enemy team is normally level 70, I'd need to beat a level 270 team.
So -- player-controlled scaling. For all events, a player can adjust levels from 0 to +200, in increments of 10. Whatever their scaling choice is, they get that much more ISO per event.
So, if I had my scaling set to +50, the opponents would all have 50 levels added, but I'd get +50 ISO for beating them.
If I had scaling set to +200, then I'd get 200 extra iso. If the enemy team is normally level 70, I'd need to beat a level 270 team.
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Comments
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A good suggestion. Something needs to be done about the scaling, lvl230 teams can be fun to play against, but a whole tournament of slamming my head against a lvl230 wall just isn't fun.0
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tbh I'd just turn scaling down to 0 and hump that first place spot0
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They could just flatly apply the scaling modifier you enjoy to all of the points you earn for the event. Lower and higher tier players enjoy the same mission rewards, but to be truly competitive you have to be in serious danger with real opponents.0
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Moon 17 wrote:They could just flatly apply the scaling modifier you enjoy to all of the points you earn for the event. Lower and higher tier players enjoy the same mission rewards, but to be truly competitive you have to be in serious danger with real opponents.
A low level team truly challenging match might take 2 minutes, whereas a high level truly challenging match takes 10 minutes. The way the healing works now, the low level team will be fully healed within an hour, whereas the high level team might require 12 hours.
There is no experimenting when going up against a lvl 230 Juggs, Daken, Ares team. You have to use a Spiderman stunblock strategy and hope that blue tiles don't get rare, a Magneto blue-farming technique and hope that blue tiles don't get rare, or one of the following teams, using a variety of strategies. Black Panther needs to be added.
Patch + OBW + Hood
Patch + Loki + (Thor/BWGS/Doom/Hood/OBW)
MN Mags + OBW + (Wolvie/Punisher/Daken)
MN Mags + OBW + C.Storm
MN Mags + Hood + Punisher
MN Mags + Hood + C Storm
Hulk + BWGS + Thor
C.Storm + BWGS + Punisher
C.Storm + OBW + IM40
But players shouldn't be forced to use a specialized team with a specialized strategy for a ten minute match with an uncertain outcome for no tangible reward.0 -
Plenty of players like scaling. Your proposed alternative here is to turn every event into a grind where your position and points scored are solely based on time spent because you are no longer limited by your ability to beat opponents.
This moves the likely winners from people who have spent money on the game and their rosters to people who have more free time and are less likely to be paying.
And the reward for beating the big 3 230s is event points. ISO is a secondary concern that people get incredibly worked up about. Why not make your system event point based, so if you choose the lowest setting you get one fifth of the event points for winning?0
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