3 levels on PVP: easy - medium - hard
Lampo
Posts: 121 Tile Toppler
Whenever we play a PVP there are always 3 other players we can choose, but the choice itself has no sense.
What is the meaning of having 3 choices if they are more or less the same?
Why not dividing the three choices in EASY - MEDIUM - HARD? Or "few points - medium points - lotta points"?
So, if I want to scale fast, Ill go for the hard level, against a player stronger than me (let's say >55 points); if I wanna float, I'll go for the medium level, against a player more or less my strenght (35-50 points); if I badly need those few points to reach the prize before the 5 minutes left end, I'll go for the easy level, against a player I'll beat quickly (<30 points).
What is the meaning of having 3 choices if they are more or less the same?
Why not dividing the three choices in EASY - MEDIUM - HARD? Or "few points - medium points - lotta points"?
So, if I want to scale fast, Ill go for the hard level, against a player stronger than me (let's say >55 points); if I wanna float, I'll go for the medium level, against a player more or less my strenght (35-50 points); if I badly need those few points to reach the prize before the 5 minutes left end, I'll go for the easy level, against a player I'll beat quickly (<30 points).
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Comments
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The three slots allow you to queue up three opponents while you are shielded that you want to attack when you make a shield hop. People use it to line up three opponents they think they can beat quickly before making themselves vulnerable, clear them ASAP, and get back to shields. While the overall design of the shielding PvP system could be greatly improved, and is worthy of its own thread for suggestions, it would be very detrimental to some players to alter how the nodes behaved without first addressing the other issues tied to the concept of shielding.0
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firethorne wrote:The three slots allow you to queue up three opponents while you are shielded that you want to attack when you make a shield hop. People use it to line up three opponents they think they can beat quickly before making themselves vulnerable, clear them ASAP, and get back to shields. While the overall design of the shielding PvP system could be greatly improved, and is worthy of its own thread for suggestions, it would be very detrimental to some players to alter how the nodes behaved without first addressing the other issues tied to the concept of shielding.0
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Lampo wrote:Well, I never used a shield, that's why I was not aware of this strategy... that, anyway, allows you to line up/beat only 3 players. Not much.
Which is the nature of shield hops. You don't want to be out for too long, lest you start getting hit by ten people during a single match. Like I said, I'm not defending that this upper level PvP is a good system. I'm just saying that removing the function of lining up matches while shielded would make it much worse.0 -
For my MMR I have 3 PvP difficulty levels.
<575 points: easy
575-900 points: medium
>900: hard.0 -
firethorne wrote:Lampo wrote:Well, I never used a shield, that's why I was not aware of this strategy... that, anyway, allows you to line up/beat only 3 players. Not much.
Which is the nature of shield hops. You don't want to be out for too long, lest you start getting hit by ten people during a single match. Like I said, I'm not defending that this upper level PvP is a good system. I'm just saying that removing the function of lining up matches while shielded would make it much worse.
Well, enemies would be "lined" annyway: easy/few points ones here, medium/good points ones there, and hard/many points ones there.
Unless you are searching for people with weak teams that give lots of points...0
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