Please comment on the decision to backload pve cp progression rewards.
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Comments
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Does this surprise you? It's classic Demiurge, give with one hand take with the other4
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The annoying part is how simple it would have been to just put an 8CP reward 20% beyond what the old max prog was and call it a day...
They had to go out of their way to do more work to make sure they stick it to people that could only do 4 clears. Literally extra work and the opportunity cost of fixing something to make sure people doing 4 clears get less... Just puzzling decision making that ends up ruining what could have been a refreshingly positive announcement...
As usual, if the motivator is to get people to pay more money much confusion can be avoided if they just come out and say it... I *think* everyone is aware that generating money is a legitimate goal here...
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fmftint said:Does this surprise you? It's classic Demiurge, give with one hand take with the other6
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yeah , I rarely have time to get full progression unless I am going for it to win a new 4* on the release PvE.
It sucks but for me but I guess it is good for a lot of people , "win some, lose some" should be the company motto
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fmftint said:Does this surprise you? It's classic Demiurge, give with one hand take with the other4
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Beer40 said:fmftint said:Does this surprise you? It's classic Demiurge, give with one hand take with the other2
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broll said:Beer40 said:fmftint said:Does this surprise you? It's classic Demiurge, give with one hand take with the other
Gotta give it to you, it looks a lot more sinister when viewed in conjunction with vaulting...1 -
MissChinch said:broll said:Beer40 said:fmftint said:Does this surprise you? It's classic Demiurge, give with one hand take with the other
Gotta give it to you, it looks a lot more sinister when viewed in conjunction with vaulting...0 -
broll said:Beer40 said:fmftint said:Does this surprise you? It's classic Demiurge, give with one hand take with the other
You think they care if less people champ the new 4*s as a result? Nope. New problem, new topic to keep people talking.
Not saying I'm right, but its a thought.
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They need to keep the old cp rewards and just put the newly added cp on the 5 clears Now i am likely to skip pve entirely if i am not interested in 4* cover rather than playing for 10 cp1
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It's a carrot to keep players playing and engaged in the game.
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Maybe so Ducky, but it had the opposite effect on me. I wanted to play an event with the new structure before judging, but having gone thru 2/3 of the Hunt, I can tell you I'll be playing LESS because of this change. Knowing that I have to play 5 clears of EVERY battle to get that large chunk of CP at the end will have me making the decision to not bother with many events at all. Stuff like simulator and such I'll probably play, because it's at least a bit more interesting, but events like this, where you're fighting an endless parade of the same 5 characters (out of a possible roster of over 100) are straight up boring, and since its now pretty much all or nothing, I'ma go with nothing far more often than all...
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There's a line between "constantly engaged" and "burned out" this game burns enough already.
I don't understand the need for constant engagement in this game anyway. If the game's revenue was ad-based then yes, you want people playing as much as possible. As it is, I don't understand how it matters. Yes, you want people to play, but why do you need them to play 2-3+ hours every day?
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udonomefoo said:There's a line between "constantly engaged" and "burned out" this game burns enough already.
I don't understand the need for constant engagement in this game anyway. If the game's revenue was ad-based then yes, you want people playing as much as possible. As it is, I don't understand how it matters. Yes, you want people to play, but why do you need them to play 2-3+ hours every day?
I suggested once upon a time that they should do this by giving out tokens for each sub, similar to the Strange Sights event after beating Kaecilius (that was before this event existed). If you collect the token for each sub, that can unlock a special store with just 1 reward and they can make it whatever they want, CP, LT, 4* cover, etc.). That way, they ensure that only people that started at the beginning and played each sub to its fullest (whatever that means...points progression or a node reward somewhere?) can receive this ultimate progression reward.
Back to the OP - this doesn't personally effect me, as I tend to hit most nodes 6 times for the xp, and when I don't I can make it up easily in later subs. I am surprised by the change though. I expected them to insert the extra 8 cp (or whatever the case may be for other CL), into an earlier progression value, or maybe even tack it on at the end. I didn't expect such a huge sum to be all the way at the end.1 -
The backloading of CP would have been more acceptable if the highest amount had been left at 15 at the end and merged one of the chunks of ISO with one or two other spots to make an opening for a 10 CP reward within the "4clears" zone. Casual players would still be annoyed at losing out on 7 CP, but would probably be more understanding, as the final reward should be the largest.
Then again, the largest reward in missions is at 4 clears. No! I don't mean that the 4 clear reward should be moved to 5 clears! I just mean, spread out the progress bar a little more please.
As a whole, I can appreciate players who do more than the minimum see some more rewards. I have a pretty heavy need for the ISO (naturally), so it's certainly welcome. I'll complete my Champions within my lifetime. I think.1 -
Ducky said:It's a carrot to keep players playing and engaged in the game.
Taking away the thing you could earn at 4 clears and moving it to the 5th clear is not a carrot, its an annoyance.5 -
Just sticking 8CP 20% further out from the old max would have gotten anyone interested in doing 5 clears for more rewards to do it...
They wanted to create more of a CP shortage for those that are OK with 4 clears but not 5 clears, I'm guessing the results they're interested in will show up in sales metrics not forum rants.
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I max clear, so I'm clearly biased, but I would guess that they make most of their money from the players who max clear. For those players, this is more CPs. For those players, this is a positive.
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Ducky said:It's a carrot to keep players playing and engaged in the game.
I fixed it for you. Obviously this isn't their intention, but this is going to be the result for anyone who felt 4 was too much. There will obviously be large amounts on either side who are either OK not getting top or go to 6 regardless, but those can't be the target audience for bumping engagement because they've already chosen to be it or not. Sure there will be some doing 4 who have to have the rewards and do more, but I don't think most of them will be happy about it.6 -
I wanted to add another comment - part of this change (I think) has to do with equalizing rewards between PvP and PvE. You can tell from how much they added to the week-long events that they want things to be roughly static as far as what is being rewarded. If you look at PvP you have 25 cp per event with 1 3* and 1 4* in progression (at cl7 and 8 at least) as the maximum possible rewards. There are 3 events per week, which comes out to 75 cp , 3 3* and 3 4* per week. The extra 8 cp per event for 3/4 day events makes there be 66 cp per week, which isn't quite to 75, but it's quite a bit closer than 50. In fact - add in the 2 per day in the node rewards and now you've got 80 which is actually more. As I mentioned before I was surprised it was backloaded, but it makes sense to a certain extent and I don't really mind it so much (no slaps in the face for me!)1
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