How's Your Luck Today?
Comments
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babar3355 wrote:venomAA wrote:You are only looking this from a gamer point of view, and that is unrealistic. Its a F2P game, meaning you aren't required to bought anything to actually play the game. Yet it does have to make money, beyond just making enough money to pay for continuously development it needs to actually gain money to the ones that invested in making the game.
Such kind of games cant reward skillful players totally cause once the players got the hang of the game it would stop making money, you have to "cheat" them by using the luck factor, specially in gem matching games. This is true in all F2P, since its the only way to get money thru all the lifetime of the game.
Add to that, F2P games are supposed to be cheap to game, not meaning that their quality is equal to cheap, but the production value should be cheap and the development time should be fast. You cant just make games that overly sophisticated. the AI cant be that good.
If you want a game that rewards 100% skill, you can always buy a game. Since the income of those now come from DLD content.
The only things that this game need to fix ASAP are cheaters, and they actually banned some of those a few days ago. And the damn bugs, i have no problem with loosing to luck, but loosing to bugs is no fun.
I am having hard time understanding how you can't comprehend the concept, so I guess I will try one more time.
I want there to be an element of luck.
I want the challenges to be difficult.
I want the challenges to be diverse and interesting.
The challenges should be able to be accomplished if you are not facing an opponent.
No idea how this has anything to do with making money when they restrict the prize pool anyway...
Sigh...cause is not that hard to get gold to buy multiple BB and rewards in this game.. For example..Saved a month worth of gold and free packs (around 40). Opened them all and bought 2 BB i got, 3 new mythics, 5 new rares. 3 Of this cards are actually playable cards. Money i spent...0. D3Go needs to cheat a lil bit by making some challenges luck based to make new players want to spent money to catch up with old players faster. In fact..aside from the win the game with x life and the win the game in 6 rounds i almost never missed a bonus goal in this last event. And i only missed the x life goal cause i was lazy. If they made it more skill based the game would be a breeze and almost nobody would expend money. The game is not hard to be honest. And i have tried several configuration of cards, Dredge, ramp, revival, combo, control, aggro-control. aggro-combo. Heck some of those decks just run a rare and heavy removal. Without the heavy luck factor D3Go would be making less money than now.
Im an old player and i get the frustration of new players, f2p games are like this. Im playing the FF Heroes game and it took me a lot of grinding and 4 months to have decent characters with 0 money. If had spend money i would probably had gotten there faster but that is the model of F2P games so i cant complain.0 -
Astralwind wrote:Players can get to choose to take up to 2 handicaps before entering the fight.
Challenge 1: Start the game with 30% hp.
Challenge 2: Opponent starts the game with 20 mana gain for the first round.
Challenge 3: Opponent starts the game with a random creature from opponent's deck in play.
Challenge 4: Start the game with no card.
Challenge 5: Opponent starts the game with 4 cards.
Challenge 6: Opponent starts the game with 1 random support from opponent's deck in play.
Challenge 7: Opponent starts with 300% hp.
Challenge 8: Opponent's mana gain from gems is doubled.
Challenge 9: Your mana gain from gems is halved.
Challenge 10: Opponent starts with a support with 2 shields with the ability: "Whenever your opponent draws a card, this support deals 4 damage to the planewalker".
And the list goes on and on.
I really like that idea. To add onto that, what if there was a catch where once you select 2 of those challenges for one fight, they are no longer available for any other fights. This way you need to plan out which challenges you want to incorporate against certain opponents.0 -
Brigby wrote:Astralwind wrote:Players can get to choose to take up to 2 handicaps before entering the fight.
Challenge 1: Start the game with 30% hp.
Challenge 2: Opponent starts the game with 20 mana gain for the first round.
Challenge 3: Opponent starts the game with a random creature from opponent's deck in play.
Challenge 4: Start the game with no card.
Challenge 5: Opponent starts the game with 4 cards.
Challenge 6: Opponent starts the game with 1 random support from opponent's deck in play.
Challenge 7: Opponent starts with 300% hp.
Challenge 8: Opponent's mana gain from gems is doubled.
Challenge 9: Your mana gain from gems is halved.
Challenge 10: Opponent starts with a support with 2 shields with the ability: "Whenever your opponent draws a card, this support deals 4 damage to the planewalker".
And the list goes on and on.
I really like that idea. To add onto that, what if there was a catch where once you select 2 of those challenges for one fight, they are no longer available for any other fights. This way you need to plan out which challenges you want to incorporate against certain opponents.
These are all amazing ideas... If only the developers would listen to them. It's been suggested before and I'll suggest it again but the devs should really have a specific time in work hours that they spend up here on the forums.0 -
THEMAGICkMAN wrote:Brigby wrote:Astralwind wrote:Players can get to choose to take up to 2 handicaps before entering the fight.
Challenge 1: Start the game with 30% hp.
Challenge 2: Opponent starts the game with 20 mana gain for the first round.
Challenge 3: Opponent starts the game with a random creature from opponent's deck in play.
Challenge 4: Start the game with no card.
Challenge 5: Opponent starts the game with 4 cards.
Challenge 6: Opponent starts the game with 1 random support from opponent's deck in play.
Challenge 7: Opponent starts with 300% hp.
Challenge 8: Opponent's mana gain from gems is doubled.
Challenge 9: Your mana gain from gems is halved.
Challenge 10: Opponent starts with a support with 2 shields with the ability: "Whenever your opponent draws a card, this support deals 4 damage to the planewalker".
And the list goes on and on.
I really like that idea. To add onto that, what if there was a catch where once you select 2 of those challenges for one fight, they are no longer available for any other fights. This way you need to plan out which challenges you want to incorporate against certain opponents.
These are all amazing ideas... If only the developers would listen to them. It's been suggested before and I'll suggest it again but the devs should really have a specific time in work hours that they spend up here on the forums.
1000000000000 times this would be amazing with some feedback from the developers.0 -
THEMAGICkMAN wrote:These are all amazing ideas... If only the developers would listen to them. It's been suggested before and I'll suggest it again but the devs should really have a specific time in work hours that they spend up here on the forums.
For instance, let's say hypothetically they see an idea they want to develop and implement. I'm sure they would love to say "Hey. Great idea! We're going to develop that and put it in the game." The problem with that is should they run into any roadblocks, and are unable to develop it anymore, then now the community is guaranteed to be disappointed. Maybe it's because of technical limitations that a project is cancelled, or perhaps prioritization shifts cause it to be delayed a few months.
This is why a lot of the times you'll see them responding with "PR Speak" that provides merely enough detail to reassure everyone a topic is being addressed. This is not because they're purposefully trying to be evasive. It's just that in development a lot of things can change, and they can change quite rapidly, so developers want to be 100% sure their answer won't need to be different a week, a month, a year down the road.
The silver lining though is that when the developers are finally able to publicly speak about a new feature or update in detail, then there's almost a guaranteed chance that it will be implemented.
Well...unless this appears. (Such an annoying card)
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I appreciate hearing things like this. It's nice to know that suggestions are not being outright ignored, which is what it seems like if there isn't a lot of feedback coming back to us.
Even if there is someone to say "hey that's a good idea, but here is why we can't implement that at the moment..." that's way better than not hearing anything, because then the community can brainstorm ideas on how to overcome the obstacles together. It becomes a nice collaboration between the players and developers.0 -
Brigby wrote:THEMAGICkMAN wrote:These are all amazing ideas... If only the developers would listen to them. It's been suggested before and I'll suggest it again but the devs should really have a specific time in work hours that they spend up here on the forums.
For instance, let's say hypothetically they see an idea they want to develop and implement. I'm sure they would love to say "Hey. Great idea! We're going to develop that and put it in the game." The problem with that is should they run into any roadblocks, and are unable to develop it anymore, then now the community is guaranteed to be disappointed. Maybe it's because of technical limitations that a project is cancelled, or perhaps prioritization shifts cause it to be delayed a few months.
This is why a lot of the times you'll see them responding with "PR Speak" that provides merely enough detail to reassure everyone a topic is being addressed. This is not because they're purposefully trying to be evasive. It's just that in development a lot of things can change, and they can change quite rapidly, so developers want to be 100% sure their answer won't need to be different a week, a month, a year down the road.
The silver lining though is that when the developers are finally able to publicly speak about a new feature or update in detail, then there's almost a guaranteed chance that it will be implemented.
Well...unless this appears. (Such an annoying card)
thats reassuring, thanks for shedding some light onto this. although i personally would like to know whats being considered, and if the idea is discarded id like to know why. probably too big of an ask, but at least i know our ideas are being considered, if only for so long0
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