Progression Reward Changes in Versus Tournaments (7/20/17)
Comments
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Fwiw it takes twice as long to get the 4* cover now from a pure time perspective. Took me 20 wins to hit 900 on the nose.
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delita007 said:Fwiw it takes twice as long to get the 4* cover now from a pure time perspective. Took me 20 wins to hit 900 on the nose.2
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I really enjoyed this test. I tried to break it up into about 13 fights each of the 3 days. Today was the final day and I spent most of the day unshielded around 850 points and only was attacked once. I was able to easily climb up to 1064 points which never would have happened with the artificial wall in place that is the current system. Making progression only about wins and score only relevant to placement can't come soon enough for me.
I hope they come up with something for the final command points that will make the end game players happier. I don't think it will affect me any time soon but I'd hate a great change for me to turn into a bad change for them.0 -
I'm conflicted on the final result.
In the previous system, I'd reach 800 and then everything would be hell. If I was lucky I'd break far enough into 800 that I could shield at 80 hours, let everything die down, then break my shield and push to 900 with 3 hours to go, then shield again.
Most of the time after 850 you'd lose as many or more points than you gained.
But...this time, while it took a lot more fights to get to the 4* cover, I didn't get hit nearly as much. In fact, I finished with 1078 points before shielding. I broke 900 at about 34 wins, so the ratio is a little off I guess, but as said by someone else it's a lot less stressful desperately trying to win and getting frustrated because gosh darn it that last AP colour I need just won't drop and I'm on the clock!!!
It's not a bad first test. It needs some adjustments to the win scale and I think it would benefit from having a reward with every win rather than every 4 wins. It just *feels* better. I don't care if you shrink the 2500ISO after 4 wins to 625ISO per win, it would feel better to win lots of little prizes than grind up to a single big one.
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Pretty much every reward, I got with significantly more points than I normally would have. Additionally, the only reason I was able to play as much as I did was because (this is important) WE HAVE NO PVE EVENT RIGHT NOW.2
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DarthDeVo said:delita007 said:Fwiw it takes twice as long to get the 4* cover now from a pure time perspective. Took me 20 wins to hit 900 on the nose.
Delita007's game experience was that it took twice as long to get the same reward. You found your game experience better. So who's in the right?
Seems like PvP is a zero sum game now with an "us vs them" on both sides of the discussion. We'll have to see which player base gets screwed over. I can tell ya if I lose the 15cp every PvP that I was getting before I won't take it any day and especially not twice on Sunday!0 -
delita007 said:Fwiw it takes twice as long to get the 4* cover now from a pure time perspective. Took me 20 wins to hit 900 on the nose.
I wonder how many of the people who love this new system were actually spending anything at all on shields in the old system. I spent a lot less HP (total of 0) this event for much less CP while doing twice as many fights. I can't imagine that the bean counters want a system where more 4* covers are being given out and less $$$ is being spent for shields.2 -
Ha I ended up doing the same thing and ended in second place as well. The fights become more about skipping to find easier teams than skipping to find more points. I wanted to get to 40 to see how long it took so I could give an informed opinion, and that opinion is I will definitely not play to 40 wins again. If this gets implemented I'll join in the end like always, push past 16 wins for the cp, and hope to shield out in the top ten. It will be unfortunate to punt on the 4* cover every event, but hopefully I can make top ten enough to get the extra cp and have it basically come out as a wash.
I always enjoyed PvP cause I felt like it was the only thing in the game that rewarded properly for the time you put in. For 60-90 minutes every third day I could get a 4*, some iso, some cp, some HP, and a few lottery ticket tokens. I won't be doubling or tripling my time spent in the game even if they tripled the prizes. It may be for others but its not for me.
PS I loved scl scaling in PvE exactly because it cut my PvE time in half. I'd happily trade my PvP prizes for getting scl scaling made permanent and then we could all put down our phones and do other stuff like normal people. Hooray!3 -
acescracked said:
Seems like PvP is a zero sum game now with an "us vs them" on both sides of the discussion. We'll have to see which player base gets screwed over. I can tell ya if I lose the 15cp every PvP that I was getting before I won't take it any day and especially not twice on Sunday!
How has it not been "us vs. them" before? Pick any one of the threads concerning this topic over the past few days. It's not hard to find scores of posts on either side: some people saying in the old system the best they could do was 575 or so. Anything beyond that, they get constantly beaten down and lose more points than they gain. Contrast that with others who say they climb to 1200 in one shot, 15-20 matches in 60-90 minutes, implying that it's the easiest thing in the world to do. Us vs. them, just the same.
I know I've stated it elsewhere, but maybe not in this thread, so I want to clearly state that I think they do need to find a more acceptable solution for the final CP other than T10. I do sympathize with players who will lose out on that and if they want their high-end, top-tier players to remain engaged, they really should find a better solution.
But this actual format, where progression can't be taken away? Fantastic. No more wanting to ram my fist through my phone's screen because while at 880 and winning a match worth 25 points, I come out to see my total is 760, and I've lost 140 points while playing one match.3 -
I don't know if this would be possible to implement, but maybe a mixed system between wins and points could be made. For example, if you win 40 matches, you get the 4*; if you get to 900 points through 23 matches, you still get the 4* and you have the possibility to climb further to 1200 points for the 15 cp. Those with weaker roosters would play more matches worth less and earn a good cover that helps them progress, meanwhile those with stronger roosters have more targets and can get the same rewards as before. It wouldn't impact hp spending, since most of those who previously dropped out at 575 or 900 were still building roosters and weren't using hp on shields; those that aim for max progression would still use them.
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I really thought this was an amazing idea. I don't ever go for placement and it took away the massive amounts of stress PVP always seems to cause, it was more casual.
It was absolutely perfect. Sad to see it's not permanent.2 -
BlackWidower said:I really thought this was an amazing idea. I don't ever go for placement and it took away the massive amounts of stress PVP always seems to cause, it was more casual.
It was absolutely perfect. Sad to see it's not permanent.
But I guess if you never came close to that reward before, it doesn't add that stress. To you they are adding something, for everyone that can hit 1200 they are (potentially) taking away the best reward.
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this type of progression is very good, I hope in the future to see it in a season2
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I think the win based progression is an ok idea but numbers really need to be adjusted.
I started early(instead of my usual last 24h start) and started with winfinite to get some easy retals(otherwise make just gives me 450+ teams). After 1 day I switched to A team and slowly climbed as usual, I floated on purpose higher than usual to get some interesting retals.
I am now almost at 1200 with 33 wins. I really do not see myself getting to 40 wins without being pounded in the process.
As it is for me it is either progression or placement but both seems unlikely2 -
Daiches said:BlackWidower said:I really thought this was an amazing idea. I don't ever go for placement and it took away the massive amounts of stress PVP always seems to cause, it was more casual.
It was absolutely perfect. Sad to see it's not permanent.
But I guess if you never came close to that reward before, it doesn't add that stress. To you they are adding something, for everyone that can hit 1200 they are (potentially) taking away the best reward.
So, yes, you're right, you would have to get top ten placement in order to get those additional 15 CP and while getting 1200 would be difficult, placement is REALLY hard.
It would be great if you could choose, which type you wanted, or added the extra CP onto SCL 9 or something. Dunno, man. This just works for me personally - like people who complain about grinding in PVE, well, I wish they had MORE progression rewards so I could grind further and feel like I got something out of it.0 -
killerkoala said:Dragon_Nexus said:Starfury said:mpqr7 said:
The thrill of progression points was that if you chose the right challenging team, you could get 75 points, so you could progress quickly, winning a new prize every other match. But here, you are forced to wait 4 wins no matter what, before receiving a prize. And each match is harder and more tedious than the next.
Before, you had a choice: Go for easy targets for 20 points each or go for the harder targets for 60 points. Now the choice is obvious.
Like beating someone worth 60 points could be worth 3 wins while a 20 pointer is worth 1?
I'm just thinking out loud really. This sort of idea would need further thinking out I guess.
if they changed it to +2 wins for any fight over 40 points it would be better.
Edit:
Example I fight up to 565 without getting hit, my progression and placement totals are both 565, but I'm out of health packs so I stop playing. I come back 4-6 hours later to find I had -145 in defensive loses and +30 in defensive wins. Now my placement score is 450, but my progression score is still 565.1 -
acescracked said:DarthDeVo said:delita007 said:Fwiw it takes twice as long to get the 4* cover now from a pure time perspective. Took me 20 wins to hit 900 on the nose.
Delita007's game experience was that it took twice as long to get the same reward. You found your game experience better. So who's in the right?
Seems like PvP is a zero sum game now with an "us vs them" on both sides of the discussion. We'll have to see which player base gets screwed over. I can tell ya if I lose the 15cp every PvP that I was getting before I won't take it any day and especially not twice on Sunday!4 -
revskip said:delita007 said:Fwiw it takes twice as long to get the 4* cover now from a pure time perspective. Took me 20 wins to hit 900 on the nose.
I wonder how many of the people who love this new system were actually spending anything at all on shields in the old system. I spent a lot less HP (total of 0) this event for much less CP while doing twice as many fights. I can't imagine that the bean counters want a system where more 4* covers are being given out and less $$$ is being spent for shields.0 -
With this test and comments I am seeing 2 things. #1 players who clawed and sctartched and stressed about getting 900 points loved the test since they never worried about placement. 40 wins might have been a lot but doable.
#2 5* players had to play significantly more and a lot of players dropped down in CL to get the CP. I personally dropped down to CL6 scored 1300+ points and scored top 5.
#3 How people played definatly changed. It went from finding the most points to finding the easiest target. As a 5* player I ran seed teams and put out a low level 3* team so a lot of people would hit me and I could then attack the retaliations with my 4*. Then I left a 4* team out to get more retaliations. Finally I climbed with my 5* to get to 1300.
going forward the dev's really need to add the CP back to progression and set it up as an either or system. Either you get X number of wins or score X number of points so you can achieve progression either way. The reason being is this CL are set up so you should go to the highest CL, and in this test you have encouraged high shield rank players to drop down to lower CL to take placement way from those players. This test is also encouraging bigger rosters to find ways to find weaker teams and exploit retaliations. If they really wanted this they would not have changed MMR to while back.
overall this can be a good change for players who struggle to get the 900 points, but they should not be encouraging players to go to lower CL. Make progression X number of points or X number of wins, but don't move rewards to placement. Encourage players to go to the highest CL not the lowest possible to get the rewards they want.9 -
I'm at 1083 points with just over 3 hours to go... but only 28 wins.
Apparently I'm the type of player D3 is trying to eliminate from earning CP in PvP.
I don't have time for another grind-fest - especially not while an Alliance event is going on. There's only so many health packs.
If this change goes live, I guess I retire from my T100 PvP alliance and do DDP and casual Story-mode.
Disappointing.2
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