MPQ Conspiracy Theories
Comments
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Well everyone knows that the computer knows what color tiles are going to drop off the top of the screen, right? That is how it gets so many cascades.2
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If I need one green match RIGHT THERE to let me chomp on my last opponent(s) to heal Bl4de on the way out of the match, grabbing it will set off a cascade that will take out my opponents on that turn.2
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Oh yeah, the computer really knows how to **** ya! Especially in pvp. Now I know I don't have the most powerful team yet as I'm just starting my 4* run, but I'll be damned if the computer doesn't almost always get the Cascades/ colors they need and constantly block the ones I'm after.1
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Every aspect of this game is designed to hinder your progress in the hopes you spend real money,
Anyone who tries to tell you different is either employed by d3 or benefiting in some way.
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Latest, imo, is that elites have been severally nerfed to provide more 2s than 3s. Just like the 2 pvp secret nerf, I think people were pulling way too many 3s from Elites and BH along with it.
Lately, 1 out of ten pulls have been 3 stars and BH rates have dropped dramatically because of that.
Probably confirmation bias but makes a good conspiracy theory.3 -
In the next "Original" story line will be used to create a 2 week event! In this 1* Venom, 2* Bullseye, 2* Daken, 1* Yelena and 2* Moonstone fall into a cloning machine and Hammered again and again by unending waves of the same foes over and over...
or did we do that already?1 -
The game uses the altitude measurement from the GPS to determine when I'm sitting on the can. Because that's when I get pooped on the most.3
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yesterday I would have agreed with you, then last night I had 4 elites and 3 of them gave me 3*, and one bonus. I think the game knows when you are doubting the percentages, and throws you a bone.5
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I do feel like 3* and BH from Elites have slowed a little, but I opened about 33 tokens from the Homecoming store chasing 5pidey, and got 5 4* BH. Then a few days later, I got another 4* BH from pulling a Coulson cover from 3* Blade's PvP token store. Six 4* BH covers in the span of a week, when my TOTAL since the system began up to that point was seven. I know it's RNG, but it does seem to rubber band at times.0
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After performing incredible tile-matching gymnastics to line up a match next turn to eliminate a powerful enemy countdown tile right before it fires, the AI will pull out a pocket Hood Intimidation team-up.3
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Here's one for you kooks! **I say that in jest, fyi! Obviously, I'm wearing a tin-foil hat too if I'm here posting. >=]
I noticed that when you, the player, have special tiles on the board. Incoming tiles will drop in such a way to remove them. This pattern is so consistent that I can now accurately predict the color and exact placement of incoming tiles, I'd guesstimate somewhere in the neighborhood of, about 30% of the time (give-or-take +/-5%).
That might not seem like a lot, but when you consider the amount of matches played and the number of incoming board drops--that's a lot, if you play DDQ, PvE, & PvP. PvE, for progression alone, means a minimum of 36 matches daily and depending on the events, where they have those extra single-match nodes with essential characters, more than that, coupled with whatever PvP and DDQ, you're talking a minimum of 42+ matches daily.
For example, with the recent PvP event with Thanos...I found it particularly rare that a Thanos (green countdown tile for massive team dmg) would ever expire naturally, without being removed first. I think the only times I was able to get it to fire was by artificially intervening, using Carol's yellow to trigger it in advance of its natural time. It happened enough that I would imagine it's a common experience for many and would be a testament unto itself, but who knows--maybe it was just my RNG lot.
I play with a lot of special-tile characters, favoring a roster of Carol Danvers/Medusa/Beast. So there are always a couple tiles, especially buffed ones that are the main impetus for the efficacy of that team dynamic, you don't want to see removed from the board but more often than not, they inevitably are. But with Carol's yellow and Beast (max blue only being a 1-turn countdown), timing the combination of countdown's expiring to trigger carol's max-yellow passive, will often mean the opponent team won't even have enough time to deal with the devastating effect before they're wiped. But that's more the exception than the norm so the usual experience is having the good tiles removed, probably about 65% of the time I'd guess.
I know the cascades are definitely nerfed for players and even then most of the time when I do get a cascade it occurs in DDQ or the early nodes of PvE where it's not even meaningful because the enemy team is usually wiped by match dmg before you can even accumulate enough AP to even fire an ability.
I think it's kind of shady that the pattern is restricted (for the most part) to that part of the game when it's more meaningful for the player to get them in PvP or the hard nodes of PvE. GOD forbid the devs let a dog have its day in the sun tho.
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The only way to use Thanos green power is against NPCs who don't make matches or if you also have Goblin to refortify it after every turn. Otherwise the power description changes to "Dump 12 green tiles to no real effect".0
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smkspy said:Latest, imo, is that elites have been severally nerfed to provide more 2s than 3s. Just like the 2 pvp secret nerf, I think people were pulling way too many 3s from Elites and BH along with it.
Lately, 1 out of ten pulls have been 3 stars and BH rates have dropped dramatically because of that.
Probably confirmation bias but makes a good conspiracyDapptastic said:Here's one for you kooks! **I say that in jest, fyi! Obviously, I'm wearing a tin-foil hat too if I'm here posting. >=]
I noticed that when you, the player, have special tiles on the board. Incoming tiles will drop in such a way to remove them. This pattern is so consistent that I can now accurately predict the color and exact placement of incoming tiles, I'd guesstimate somewhere in the neighborhood of, about 30% of the time (give-or-take +/-5%).
That might not seem like a lot, but when you consider the amount of matches played and the number of incoming board drops--that's a lot, if you play DDQ, PvE, & PvP. PvE, for progression alone, means a minimum of 36 matches daily and depending on the events, where they have those extra single-match nodes with essential characters, more than that, coupled with whatever PvP and DDQ, you're talking a minimum of 42+ matches daily.
For example, with the recent PvP event with Thanos...I found it particularly rare that a Thanos (green countdown tile for massive team dmg) would ever expire naturally, without being removed first. I think the only times I was able to get it to fire was by artificially intervening, using Carol's yellow to trigger it in advance of its natural time. It happened enough that I would imagine it's a common experience for many and would be a testament unto itself, but who knows--maybe it was just my RNG lot.
I play with a lot of special-tile characters, favoring a roster of Carol Danvers/Medusa/Beast. So there are always a couple tiles, especially buffed ones that are the main impetus for the efficacy of that team dynamic, you don't want to see removed from the board but more often than not, they inevitably are. But with Carol's yellow and Beast (max blue only being a 1-turn countdown), timing the combination of countdown's expiring to trigger carol's max-yellow passive, will often mean the opponent team won't even have enough time to deal with the devastating effect before they're wiped. But that's more the exception than the norm so the usual experience is having the good tiles removed, probably about 65% of the time I'd guess.
I know the cascades are definitely nerfed for players and even then most of the time when I do get a cascade it occurs in DDQ or the early nodes of PvE where it's not even meaningful because the enemy team is usually wiped by match dmg before you can even accumulate enough AP to even fire an ability.
I think it's kind of shady that the pattern is restricted (for the most part) to that part of the game when it's more meaningful for the player to get them in PvP or the hard nodes of PvE. GOD forbid the devs let a dog have its day in the sun tho.
What's also fun is when the computer uses Scarlet and they fire AA their countdown tiles pop up in the corner far away from where I can match them. Same goes for any heroes/villians with this kind of attack. DareDevil drives me nuts as well with his ambush red tiles. It never fails, there can be a huge cluster of reds on one side of the board but, oh how about that, let's put the trap on the lone red tile in the bottom left hand corner so nobody will match it! GRRR!0 -
tph_james said:When loki and Jean grey as the opponents, board will always start with some match-4 or match 5.
Can confirm
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chitown021 said:smkspy said:Latest, imo, is that elites have been severally nerfed to provide more 2s than 3s. Just like the 2 pvp secret nerf, I think people were pulling way too many 3s from Elites and BH along with it.
Lately, 1 out of ten pulls have been 3 stars and BH rates have dropped dramatically because of that.
Probably confirmation bias but makes a good conspiracyDapptastic said:Here's one for you kooks! **I say that in jest, fyi! Obviously, I'm wearing a tin-foil hat too if I'm here posting. >=]
I noticed that when you, the player, have special tiles on the board. Incoming tiles will drop in such a way to remove them. This pattern is so consistent that I can now accurately predict the color and exact placement of incoming tiles, I'd guesstimate somewhere in the neighborhood of, about 30% of the time (give-or-take +/-5%).
That might not seem like a lot, but when you consider the amount of matches played and the number of incoming board drops--that's a lot, if you play DDQ, PvE, & PvP. PvE, for progression alone, means a minimum of 36 matches daily and depending on the events, where they have those extra single-match nodes with essential characters, more than that, coupled with whatever PvP and DDQ, you're talking a minimum of 42+ matches daily.
For example, with the recent PvP event with Thanos...I found it particularly rare that a Thanos (green countdown tile for massive team dmg) would ever expire naturally, without being removed first. I think the only times I was able to get it to fire was by artificially intervening, using Carol's yellow to trigger it in advance of its natural time. It happened enough that I would imagine it's a common experience for many and would be a testament unto itself, but who knows--maybe it was just my RNG lot.
I play with a lot of special-tile characters, favoring a roster of Carol Danvers/Medusa/Beast. So there are always a couple tiles, especially buffed ones that are the main impetus for the efficacy of that team dynamic, you don't want to see removed from the board but more often than not, they inevitably are. But with Carol's yellow and Beast (max blue only being a 1-turn countdown), timing the combination of countdown's expiring to trigger carol's max-yellow passive, will often mean the opponent team won't even have enough time to deal with the devastating effect before they're wiped. But that's more the exception than the norm so the usual experience is having the good tiles removed, probably about 65% of the time I'd guess.
I know the cascades are definitely nerfed for players and even then most of the time when I do get a cascade it occurs in DDQ or the early nodes of PvE where it's not even meaningful because the enemy team is usually wiped by match dmg before you can even accumulate enough AP to even fire an ability.
I think it's kind of shady that the pattern is restricted (for the most part) to that part of the game when it's more meaningful for the player to get them in PvP or the hard nodes of PvE. GOD forbid the devs let a dog have its day in the sun tho.
What's also fun is when the computer uses Scarlet and they fire AA their countdown tiles pop up in the corner far away from where I can match them. Same goes for any heroes/villians with this kind of attack. DareDevil drives me nuts as well with his ambush red tiles. It never fails, there can be a huge cluster of reds on one side of the board but, oh how about that, let's put the trap on the lone red tile in the bottom left hand corner so nobody will match it! GRRR!
I think the R-N-G aspect of the dev code is very suspect. I think it is quite bold to peddle the notion that tile drops are "random" when they clearly aren't.
I think it would be great if the tile drops were truly random like they were in year-1 of the game, I mean it was entirely possible for a turn-1 cascade to destroy your entire team or vice versa. They didn't have the diminishing match-damage effect we have now. And cascades routinely went beyond 3 consecutive matches for or against you...genuine representation of randomness.
This is a conspiracy theory unto itself, but I don't think it's a theory--we should call a spade a spade, and nobody is fooled by the patterns embedded in the 1s-and-0s of the developer code to defeat player abilities so handily but not return the same courtesy.
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Dapptastic said:chitown021 said:smkspy said:Latest, imo, is that elites have been severally nerfed to provide more 2s than 3s. Just like the 2 pvp secret nerf, I think people were pulling way too many 3s from Elites and BH along with it.
Lately, 1 out of ten pulls have been 3 stars and BH rates have dropped dramatically because of that.
Probably confirmation bias but makes a good conspiracyDapptastic said:Here's one for you kooks! **I say that in jest, fyi! Obviously, I'm wearing a tin-foil hat too if I'm here posting. >=]
I noticed that when you, the player, have special tiles on the board. Incoming tiles will drop in such a way to remove them. This pattern is so consistent that I can now accurately predict the color and exact placement of incoming tiles, I'd guesstimate somewhere in the neighborhood of, about 30% of the time (give-or-take +/-5%).
That might not seem like a lot, but when you consider the amount of matches played and the number of incoming board drops--that's a lot, if you play DDQ, PvE, & PvP. PvE, for progression alone, means a minimum of 36 matches daily and depending on the events, where they have those extra single-match nodes with essential characters, more than that, coupled with whatever PvP and DDQ, you're talking a minimum of 42+ matches daily.
For example, with the recent PvP event with Thanos...I found it particularly rare that a Thanos (green countdown tile for massive team dmg) would ever expire naturally, without being removed first. I think the only times I was able to get it to fire was by artificially intervening, using Carol's yellow to trigger it in advance of its natural time. It happened enough that I would imagine it's a common experience for many and would be a testament unto itself, but who knows--maybe it was just my RNG lot.
I play with a lot of special-tile characters, favoring a roster of Carol Danvers/Medusa/Beast. So there are always a couple tiles, especially buffed ones that are the main impetus for the efficacy of that team dynamic, you don't want to see removed from the board but more often than not, they inevitably are. But with Carol's yellow and Beast (max blue only being a 1-turn countdown), timing the combination of countdown's expiring to trigger carol's max-yellow passive, will often mean the opponent team won't even have enough time to deal with the devastating effect before they're wiped. But that's more the exception than the norm so the usual experience is having the good tiles removed, probably about 65% of the time I'd guess.
I know the cascades are definitely nerfed for players and even then most of the time when I do get a cascade it occurs in DDQ or the early nodes of PvE where it's not even meaningful because the enemy team is usually wiped by match dmg before you can even accumulate enough AP to even fire an ability.
I think it's kind of shady that the pattern is restricted (for the most part) to that part of the game when it's more meaningful for the player to get them in PvP or the hard nodes of PvE. GOD forbid the devs let a dog have its day in the sun tho.
What's also fun is when the computer uses Scarlet and they fire AA their countdown tiles pop up in the corner far away from where I can match them. Same goes for any heroes/villians with this kind of attack. DareDevil drives me nuts as well with his ambush red tiles. It never fails, there can be a huge cluster of reds on one side of the board but, oh how about that, let's put the trap on the lone red tile in the bottom left hand corner so nobody will match it! GRRR!
I think the R-N-G aspect of the dev code is very suspect. I think it is quite bold to peddle the notion that tile drops are "random" when they clearly aren't.
I think it would be great if the tile drops were truly random like they were in year-1 of the game, I mean it was entirely possible for a turn-1 cascade to destroy your entire team or vice versa. They didn't have the diminishing match-damage effect we have now. And cascades routinely went beyond 3 consecutive matches for or against you...genuine representation of randomness.
This is a conspiracy theory unto itself, but I don't think it's a theory--we should call a spade a spade, and nobody is fooled by the patterns embedded in the 1s-and-0s of the developer code to defeat player abilities so handily but not return the same courtesy.
This was on my mind, because this afternoon, I got hit by one of those where the enemy team cascades into 3 Match-5s in a row, but then the very next Turn, I got 3 Match-5s in a row. It does happen both ways.
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This thread was buried by MPQ to stop it's proliferation.... I searched so long for it that I forgot the original theory.........
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If you find a really successful team and keep using them as your go-to team, you will start getting really bad board setups for them repeatedly.2
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