Fight against repetativeness
keitterman
Posts: 127 Tile Toppler
So I've been playing MPQ for awhile now, and it's super repetitive. I know it's hard to combat that with a match-3 game, but I think we all know we're only doing this because we're addicted to collecting ****.
Anyway, here's some thoughts I've had towards making the game less repetitive.
PVE
First off, I feel forced to play each pin 4-6 times a day. That's not great. I've got 11 covers on a 420 Black Bolt, which makes it go faster, but really, that just exposes the grind-y-ness of it. To combat this, I think a player should be able to adjust a pin's level to complete it multiple times at once.
Example: if a pin starts at 50 and goes up by 15 each clear, so 50, 65, 80, 95, 110, 125, maybe allow a player to play it at current level + 25 per increase, so you could clear it once at 50 + (25 * 5) = 175 for six clears all at once.
This lets me feel accomplished for having higher level champs that let me clear a pin all at once. on higher level pins, maybe increase it at 30-50 per increase, letting me get to a point where failure might actually occur? Does anyone even fail at PvE content once they've championed a 4* or so?
Additionally, you need a boss encounter on each event. It could be lame, like a beefed up old-man Logan, but it shouldn't be hard to come up with some type of boss for each event such that clearing the daily board gives you a shot at him. If done correctly, the boss encounter could be what separates 1st place from 50th place, instead of the terrible "Who cleared the board first" system that is currently in use.
PVP
Ok the pvp system appears to exist primarily to sell shields? If that's the goal, you're probably doing it right. FYI though, fighting your way to 1200+ just to get knocked down to 500 by the end, well, that sucks. I play Pvp to do just that. 1st place isn't even on my horizon, I just get the point rewards and walk away.
Obviously the game is slanted for the active player to win. The AI makes terrible decisions, and appears to completely ignore any strategy given by the team comp excluding complete luck, or niche combinations that force it to play correctly.
I'd suggest giving players some mundane controls over how their AI should operate:
step one - compose team
step two - prioritize abilities (which would also prioritize color captures)
step three - prioritize actions (match4+, match away enemy tiles, etc.)
Now people might consider their options when fighting seemingly silly teams when the player may have setup a pretty good AI
anyway, I'm still playing this game pretty often, and I'm sure those ideas aren't perfect, but this game is just the same thing each and every day no matter how many characters you release. You've gotta change it up, and requiring an hour a day to clear pve content isn't fun, and the PvP just feels terrible to participate in.
Anyway, here's some thoughts I've had towards making the game less repetitive.
PVE
First off, I feel forced to play each pin 4-6 times a day. That's not great. I've got 11 covers on a 420 Black Bolt, which makes it go faster, but really, that just exposes the grind-y-ness of it. To combat this, I think a player should be able to adjust a pin's level to complete it multiple times at once.
Example: if a pin starts at 50 and goes up by 15 each clear, so 50, 65, 80, 95, 110, 125, maybe allow a player to play it at current level + 25 per increase, so you could clear it once at 50 + (25 * 5) = 175 for six clears all at once.
This lets me feel accomplished for having higher level champs that let me clear a pin all at once. on higher level pins, maybe increase it at 30-50 per increase, letting me get to a point where failure might actually occur? Does anyone even fail at PvE content once they've championed a 4* or so?
Additionally, you need a boss encounter on each event. It could be lame, like a beefed up old-man Logan, but it shouldn't be hard to come up with some type of boss for each event such that clearing the daily board gives you a shot at him. If done correctly, the boss encounter could be what separates 1st place from 50th place, instead of the terrible "Who cleared the board first" system that is currently in use.
PVP
Ok the pvp system appears to exist primarily to sell shields? If that's the goal, you're probably doing it right. FYI though, fighting your way to 1200+ just to get knocked down to 500 by the end, well, that sucks. I play Pvp to do just that. 1st place isn't even on my horizon, I just get the point rewards and walk away.
Obviously the game is slanted for the active player to win. The AI makes terrible decisions, and appears to completely ignore any strategy given by the team comp excluding complete luck, or niche combinations that force it to play correctly.
I'd suggest giving players some mundane controls over how their AI should operate:
step one - compose team
step two - prioritize abilities (which would also prioritize color captures)
step three - prioritize actions (match4+, match away enemy tiles, etc.)
Now people might consider their options when fighting seemingly silly teams when the player may have setup a pretty good AI
anyway, I'm still playing this game pretty often, and I'm sure those ideas aren't perfect, but this game is just the same thing each and every day no matter how many characters you release. You've gotta change it up, and requiring an hour a day to clear pve content isn't fun, and the PvP just feels terrible to participate in.
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