Progression Reward Changes in Versus Tournaments (7/20/17)
Comments
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From the explanations I've read in this thread, the people who were getting to 1200 are mainly just people who exploit the Line app and coordinated attacks in specific slices. That's not whales vs. vets.
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Borstock said:From the explanations I've read in this thread, the people who were getting to 1200 are mainly just people who exploit the Line app and coordinated attacks in specific slices. That's not whales vs. vets.2
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I don't see it as an attempt to directly punish anyone, but it definitely makes life harder for segments of the player base. It is probably an attempt to make PvP more accessible to a lot more people knowing some will be unhappy, and the point of a test is to see what happens. This addresses the most common complaint about PvP, so i take it at face value that the devs are trying.2
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I haven't played PvP competitive for a long time because I don't like the current system. However, I can say this change is terrible because it makes players play considerably more than they currently would have to. In addition, less players will get the CP rewards contrary to what the devs said as I know many players get to 1200 and then let their points fall. It simply follows the pattern of the devs saying....hey....you need to spend a few more hours playing this match 3 game to get the rewards you used to. Saw it in PvE and now it is coming to PvP......0
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Considering that 9.3 seconds after I hit 625 points, I get deluged by 29 attackers taking me down 60+ points each, yeah I'd say it takes more than 40 wins to get to 900 points. More than 400 even.0
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derrickn said:Considering that 9.3 seconds after I hit 625 points, I get deluged by 29 attackers taking me down 60+ points each, yeah I'd say it takes more than 40 wins to get to 900 points. More than 400 even.
You give zero information on your roster, play commitment, how much you've spent, how long you've played. Etc.
It seems like the forum believes any roster, any level of player should hit 900. This isn't pve where if you just participate you win.
Why can't there be a play mode that takes a level of roster depth to succeed. I don't want to play Bejeweled blitz.
Isn't it boring to play a game that's setup where there is zero failure?
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In the current event, it took me 15 wins to get to 900. With the new system, I would not even have the 10 cp yet.6
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it's a test. in the off-season. they're trying it and then re-evaluating. play it. give feedback. see how they change it...
i applaud the attempt anyways.
can we focus some dev effort on new game modes maybe??3 -
sh81 said:Ebolamonkey84 said:In the current event, it took me 15 wins to get to 900. With the new system, I would not even have the 10 cp yet.
It's terrible for everyone doing 1200+ now.
Let's just agree on that.
Except for the mean cyberbullies in s2.0 -
Borstock said:From the explanations I've read in this thread, the people who were getting to 1200 are mainly just people who exploit the Line app and coordinated attacks in specific slices. That's not whales vs. vets.
Imho you're talking about different problems that this test won't fix. Your mmr will still be broken, most high end alliances will still coordinate and shield check and pvp will still remain a constant uphill battle no matter how much you improve.
This will improve your chances at the 900 points progression but should you ever join the 5star ranks where all that matters is CP and Legendaries this will do nothing for you and everything against you4 -
Well, yesterday I had a straight climb from 0 to 950 points in Daredevil-PVP. I didn´t really count my wins but I guess I´ve won around 15 or 16 battles. In the new system I would have only gotten round to the 10 CP which means that I would have missed half of the progression rewards. Sorry but that´s ridiculous and by no means fairer than the old system!3
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sh81 said:
For those above? Honestly Im not sure where it leaves you. Clean up in PVE as if it were DDQ to mitigate what you lose in PVP progression?
Level 400 enemies in CL8, if/when they roll out the new PVE model, is not DDQ.
That's where I play.
Yes, it will be a lot easier than the 451s I'm facing now, but that's mostly because those extra 50 levels scale up INSANELY.
Level 400 will still be a challenge for anyone not rocking 480s+ - those are the guys who will take placement from me in CL8.
I'm already "cleaning up" in PVE since I'm t10 even with my scaling in cl8, so losing 15 CP for 1200 is a net loss.
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sh81 said:When the test happened numerous 5* players were coming and saying it took less than 30 minutes to do their clears. They played mostly Thanos+2 and cruised through without even trying.
These same players where ones also saying they didnt even bother with PVE because it was far to much work, but "put this test live now because we love it!".
While my clears went from 1h 30m to about 1h 30m.
Those players are not me.
I'll clear in 35 minutes because I'm not using my Thanos to consume health packs in PVE.
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I've only read through a couple pages of comments, but this does seem like it will flip certain play styles.
as someone who is on the 3* to 4* transition, I join pvp in the last few hours, hoping to get in after a flip, play to 575, and than judge if it's worth to continue on or just shield for top 20/50. This is SC8, it I have been doing this since SC6/7 since with my roster I get destroyed by champed 4 star teams. There was no reason to join events early.
now I can join at the start and play normally. Maybe even get the extra covers that I need. On the other hand, of you are one of the vets complaining of the uselessness of 4* covers and crying at the loss of cp, then you would likely gain from swapping playstyles. Don't play the 40 matches. Join slices right at the end and rush for t10. It would likely be less time that you currently play at the moment anyway.
the ones truely hurt by this are those who want both the covers and the cp AND were accomplishing this already. Only D3 knows the numbers on if this will help more people than it hurts.
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@Brigby
What I'd love to see after this test is some stats. A simple table that shows by event for the last 3 events of the season and for Devine Hero's by shield clearance level and slice;
How many people got 1200 and finished within t10 for the event
How many people finished t10 without getting 1200
How many people got 1200 and did not finish within t10
What I'm certain this will show is that this change is highly beneficial for lower shield clearance levels and probably 1 or 2 slices at the higher shield clearance levels but at shield clearance level 7 & 8 there will be a not insignificant number of player for whom this change is disastrous.
That should also make reasonably obvious the solution - reduce the CP award from the proposed 15 to t10 so say 5 for all shield clearance levels and for shield clearance levels 7 & 8 (maybe 6 if the data supports it) bring back the 1200 equivalent progression CP to 15.
It's fairly obvious with the statements about the absence of SCl 9 & 10 yet that you are struggling to retain players at the higher end of the game as it is - I'm convinced the data will show this will only make it worse and hopefully then some common sense will prevail.
To be honest I'd assume/hope this is data that has already been looked at but statements on discord about the change suggest not and that its one persons pet project with little understanding of gameplay at the higher levels of the game - but then again we are your beta testers so maybe it would be worth listening to what we say
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sh81 said:Bowgentle said:sh81 said:Ebolamonkey84 said:In the current event, it took me 15 wins to get to 900. With the new system, I would not even have the 10 cp yet.
It's terrible for everyone doing 1200+ now.
Let's just agree on that.
Except for the mean cyberbullies in s2.
I think in general, this is better for the majority - those hitting 1200+ must surely be a minority?
So if its for the greater good, its for the best, but of course thats not to say I dont sympathise with those that lose out.4 -
The overall idea is good, but 40 victories are way too much for the 4* cover. Even if you only managed to play 38-point fights (the minimum not to take an overall loss from retaliation) you'd only need 24 wins to get 900 points, but since from 0-400 points you usually get 55+ point battles, it comes to less than 20. 40 is twice as many, which, bears mentioning, means twice as much time playing an already time-consuming game. I understand that the number cannot be exactly equivalent because now the chance to be impeded by defeats/attacks is gone, but twice is definitely way too much. Surely, if MPQ were one of those ad-based games I'd see why they want us to spend more time playing, but since it is not, there's no point to make us play more for the same rewards.
I encourage people to play the event but let go this once of that 4* cover. We need to send a strong message that we don't want to spend more time playing the same event for the same rewards. Since this is only a test, this is our opportunity to show them that they need to do better.0 -
A few "interesting" comments from devs:
How dare we to optimize our play time! We should all be ashamed! Grind 8+ hours or die!6 -
_M4ru_ said:A few "interesting" comments from devs:
How dare we to optimize our play time! We should all be ashamed! Grind 8+ hours or die!
Option 1
Play more for less rewards
Option 2
Play less for less rewards (stop playing)
I'll take option 22
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