Training grounds is boring.
Comments
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EDHdad said:Another way I think D3 could monetize this game is if they let people reset Story Mode. There's tons of gems and runes lying around in Story Mode, at least the first time you do it. They could probably charge something like $20 to $30 to reset Story Mode, or maybe $10 to reset just Origins, Zendikar or Heroic Encounters. Heck, they could convert some of the events from the newer sets into Story Mode and charge $10 for that as well.
Of course, yadda yadda new Story Mode levels, yadda yadda get the players to design then for you, yadda yadda get the other players to test them and rank them for you so you don't have to design them yourselves, etc, etc.
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The biggest problem is also that QB was a sizeable piece of content to play in between events. Whereas training grounds are pointless after 4 games.
The result is that on days where no relevant events are happening, or in between rounds of events, there is nothing left to do in the game. Previously you could spend the downtime doing QBs, now there is absolutely no content to di, besides grinding mindless heroic story mode for runes. Newsflash: those are the same decks each time, making it incredibly boring.
If you spend, on average 2 hours a day to complete events, that is 22 hours of content that they decided to simply delete from the game.
Hell, today we have PW arena where you can only compete in 1 node unless you have two very specific walkers. That means a full day of zero content and zero reason to log into the game.
That is SUICIDE! Not giving people a reason to log in and play is the first step towards them quitting, and it baffles me that they decided to simply delete the biggest piece of content in the entire game and effectively replace it with NOTHING!
Guessing someone in the dev team actuly wants the game to fail, or at least don't want people playing it4 -
I completely agree with Thuran. The game is starting to feel dead. It is an illusion to believe that people would grind the stale content of story mode or continue playing after the 4th ribbon on training grounds and think "wow, such a great game". The lack of interesting stuff to do plus the lack of interesting prizes to get is killing the fun for many of us.1
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UweTellkampf said:I completely agree with Thuran. The game is starting to feel dead. It is an illusion to believe that people would grind the stale content of story mode or continue playing after the 4th ribbon on training grounds and think "wow, such a great game". The lack of interesting stuff to do plus the lack of interesting prizes to get is killing the fun for many of us.
Yet this is what is now expected, that low level players should be exiled to said stale content. It's for their own good, right? So they can learn how to get better in the most boring and unproductive way imaginable.
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They should expand training grounds. Spread out the rewards, so it takes more than one ribbon to win the next one. Maybe two ribbons each for the first three rewards, then three ribbons each for the next three, then four ribbons, etc. Then there is incentive to keep playing it, and the rewards get tougher to obtain. And progress the reward value slowly, so that it takes playing many matches to start getting decent rewards. This way, players can build up some rune points like it was in quick battle, and also get other rewards. I think they should have maybe a 1 jewel reward after 5 ribbons, then 5 crystals after 10 ribbons, then a basic booster pack after 15 ribbons, then 2 jewels after 20 ribbons, then 10 crystals after 25 ribbons, etc, with rune points in between. That would keep players interested in it, and make it hard to get better rewards in one day without playing it a lot like QB used to be.2
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Isn't that pretty much exactly what all the other pure progression PvE events already do?2
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