So Boss Rush 2.0, was it tested?
Comments
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Brigby said:Hi Everyone. While I don't have the specific details as to testing procedures, I do know that the QA team has in fact tested this event prior to including it in the daily patch update.0
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Brigby said:Hi Everyone. While I don't have the specific details as to testing procedures, I do know that the QA team has in fact tested this event prior to including it in the daily patch update.1
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ProtoformX said:Brigby said:Hi Everyone. While I don't have the specific details as to testing procedures, I do know that the QA team has in fact tested this event prior to including it in the daily patch update.
You've already made up your mind about Demiurge's performance, anyway. So please just consider yourself the first to complain about this event and move on. Continuing this exchange with Brigby isn't going to change anything.
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Ducky said:Brigby said:Hi Everyone. While I don't have the specific details as to testing procedures, I do know that the QA team has in fact tested this event prior to including it in the daily patch update.2
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I'm just going to assume first run is horrible and will be much much better the second time around. That's usually how it works with these boss events. Open to being pleasantly surprised1
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Optimism: Infinity Gauntlet was fun and not broken in the first run. Civil War was fine in the first run too.2
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Brigby said:Hi Everyone. The developers have been well aware of the concerns of "Boss Rush 1.0" during the development of The Sinister Six event. Two big concerns from Boss Rush were AP build-up transferring over to the next boss, and enemy difficulty levels, so the team made sure they tackled those two issues this time around:
- The Sinister Six event will clear AP after each wave is defeated, preventing the next boss from using any of the AP the previous wave had collected.
- Enemies have had their difficulty levels tuned, particularly in the upper levels.
Another quote from Brigby said it was tested. Well, my guess is that the developers test their own material. Any good developer would. But that's where QA comes in. A second (or more) set of eyes and a different thought process is needed to thoroughly test.
The "hopefully" part of this comment doesn't give me great hope that its been seen by enough different people. I hopefully am wrong.0 -
Brigby said:Hi Everyone. The developers have been well aware of the concerns of "Boss Rush 1.0" during the development of The Sinister Six event. Two big concerns from Boss Rush were AP build-up transferring over to the next boss, and enemy difficulty levels, so the team made sure they tackled those two issues this time around:
- The Sinister Six event will clear AP after each wave is defeated, preventing the next boss from using any of the AP the previous wave had collected.
- Enemies have had their difficulty levels tuned, particularly in the upper levels.
- Sandman can be beaten, though I do worry that beating him in round 8 will require lucky board generation.
- Venom's invisibility is fast enough that you can't just deny purple. You have to heavily rely on tile-altering powers. I like the strategic puzzle element there, although I can understand if people with limited rosters felt otherwise.
- Vulture manages to take-off and land without melting the source code. Fighting him reminds me a lot of Tyrano in Chrono Trigger - you had a limited number of turns to deal your Final Kick damage, before he hit your party with his fire breath.
- Most importantly to me, Ock's reactor token was susceptible to targeted tile destruction. I don't know if that was a conscious decision on the part of the dev team, but I'm glad to see that vulnerability (it makes sense that Widow or Bucky would just shoot the friggin reactor)
Overall, I really like the approach, continuing their design trends from Kaecilius. It's put real value in board shake and manipulation abilities. I happen to like that, although I know some people will think it slows the game down.3 -
I thought it was a fun event. It really put the puzzle in puzzle quest. There are multiple avenues and combinations that can win vs. each boss, and the reset between rounds made it far more fair.
Great work!3 -
This event is actually a bit too easy. We're not even to the 2nd refresh yet and have round 8 with less than 2 millions points to go. You shouldn't be able to beat a boss event in less than a day, that's how you lose engagement in the future.3
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I would love to see a system like clearance level for future alliance events. Your alliance picks how hardcore it wants to be at the start and difficulty/prizes scales accordingly. Personally I love this difficulty level for my more casual alliance. Going in I thought we would be lucky to get 2 Carols and now we might go all the way if we work hard all weekend and for a smaller more causal alliance that feels AWESOME. But I have been in hardcore ones before and I can understand how finishing in one day could be really bad. I would love it if both groups could have obtainable shinnies and enjoyable multi day events. Obviously a very hard needle to thread though.0
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Ducky said:This event is actually a bit too easy. We're not even to the 2nd refresh yet and have round 8 with less than 2 millions points to go. You shouldn't be able to beat a boss event in less than a day, that's how you lose engagement in the future.
It's the players who want to participate on the last day but are scaled out because of Side Node Hell that I'd be most worried about.3
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