Spudgutter said: That's the most infuriating thing about this whole issue, and game in general. Whenever they make a change, it takes two days or less for the announcement thread come up with half a dozen good ideas that would address the issue much better. But for whatever reason, we never hear WHY they don't implement something. They wonder why the forum gets rabid sometimes, it's the mushroom principle. Stop keeping us in the dark and fed excrement. How hard would it be to just come in, reply to a comment or two, and say "Oh, that's not feasible with the code," or "We thought of that too, but want to try this first."
Stick said: Defensive wins did count, I'm pretty sure.
Spudgutter said: Rod5 said: One point that seems to be misunderstood is around shield hopping and being hit several times during one fight...as soon as you're not shielded, people can see your team and fight your team.The longer you're unshielded, the more people are likely to hit you. If you get hit several times in one fight, it's because you've been out long enough for people to see and hit you. They didn't see and hit you in one fight - they saw you earlier and have taken untill that fight to hit. You learn how long you can stay out at whatever score, and tailor your hops accordingly. If you're in 4* world, at 900 it is not very long in whichever slice. Which actually plays into the argument FOR progression based pvp. People have made the complaint forever about pve for the same reason; for optimal play, you have to play a certain amount, at a certain time. What some people are saying here is that they want to play a game when they want to play it, not around some weird and sometimes unknown play schedule. Why does someone, who is lucky enough to play at that schedule, get rewarded, while a fan of the game and marvel universe, who plays at every opportunity they can in their busy life, gets less? If you were the business, wouldn't you try to do something that accommodates both?
Rod5 said: One point that seems to be misunderstood is around shield hopping and being hit several times during one fight...as soon as you're not shielded, people can see your team and fight your team.The longer you're unshielded, the more people are likely to hit you. If you get hit several times in one fight, it's because you've been out long enough for people to see and hit you. They didn't see and hit you in one fight - they saw you earlier and have taken untill that fight to hit. You learn how long you can stay out at whatever score, and tailor your hops accordingly. If you're in 4* world, at 900 it is not very long in whichever slice.
Daredevil217 said: I absolutely loved it. I think my favorite events are the Gauntlet (sans rewards being tinykitty) and SHIELD Sim. Reason being you get to try out different team combos and put thought into your matches. BOTH PVP and PVE as constructed are about speed speed speed. Use your best/fastest characters, refuel with healthpacks, rinse and repeat. I was using new teams, seeing new teams and having a blast thinking about different in-game strategies rather than "I'd better win this in less than a minute or else I'll come out -200 points". And "I'd better play only my best characters lest I come out to -200 points".Loved playing at my own pace. And had no problem reaching 40 as I was actually enjoying the game rather than playing for speed. Thanks for the test. Please implement this going forward!I really liked that you kept the points as well so the competitors can still compete and play their game but progression is still available to everyone (as it should be).
Rod5 said: Daredevil217 said: I absolutely loved it. I think my favorite events are the Gauntlet (sans rewards being tinykitty) and SHIELD Sim. Reason being you get to try out different team combos and put thought into your matches. BOTH PVP and PVE as constructed are about speed speed speed. Use your best/fastest characters, refuel with healthpacks, rinse and repeat. I was using new teams, seeing new teams and having a blast thinking about different in-game strategies rather than "I'd better win this in less than a minute or else I'll come out -200 points". And "I'd better play only my best characters lest I come out to -200 points".Loved playing at my own pace. And had no problem reaching 40 as I was actually enjoying the game rather than playing for speed. Thanks for the test. Please implement this going forward!I really liked that you kept the points as well so the competitors can still compete and play their game but progression is still available to everyone (as it should be). This would be resolved by PvE removing placement, the natural next step after aligning enemies lvls to CL. Then you can play at your own pace to your heart's content.PvP is meant to be that way, otherwise it's just glorified PvE. Come and play if you like, if you don't then don't. Simple.
Stick said: The whole "that's PvP, get used to it" argument is so weak and old. While PvP and PvE operate differently, the rewards from both are useful in both, 100% interchangeably. Covers are always useful. ISO is always useful. CPs are always useful, etc. While some people might focus on one over the other, it behooves all players to do as much of everything as possible; the more things you do, the more rewards you can get, and thus the more things you can do. I've said it before, I'll say it again, there has to be some sort of compromise. The top players will remain on top while everyone else scrambles to get what rewards they can. It stands to reason that the people with the most resources will get the best rewards the majority of the time. The part that doesn't make sense is those people just beneath the constant top10 or whatever amount it is who usually have to put in MORE effort to get to where they end up. It's incredibly frustrating. Then you have the people on the top of the pile saying how easy it is to get where they are. Sure, the system works fine as is FOR YOU, but for the rest of us banging our heads against the wall, not so much. I do think the people who have things figured out, and have the resources to get to the top should stay there, but the tl;dr is that people need better rewards for their effort, however that plays out.
Borstock said: That system is more complicated that you seem to think it is.
Dotproduct said: Borstock said: That system is more complicated that you seem to think it is. Explain?If the system tells you when you select your characters "This match is worth X points" people will think a lot harder about what they are selecting than just picking their best team all the time (or they could, but just get 1 point).
Borstock said: Stick said: Defensive wins did count, I'm pretty sure. I was confused by this because I don't think that they did, but next to the score at the end of a win was a "+1". So maybe they built the system with the option to turn that on.
DyingLegend said: Progression was better. Just played a game. I had 875. Finished with 41 points but lost 200 during game. I threw my phone....... Pvp is the freaking worst and I truly needed that red agent venom card (2/5/5). Now I'm done playing for the night because I will never get to 900 this time around. I quit
revskip said: DyingLegend said: Progression was better. Just played a game. I had 875. Finished with 41 points but lost 200 during game. I threw my phone....... Pvp is the freaking worst and I truly needed that red agent venom card (2/5/5). Now I'm done playing for the night because I will never get to 900 this time around. I quit Were you at 875 and shielded? Because that shouldn't have been enough time to lose that many points?Or did you climb to 875 and then try for one more fight? That sounds like you would have suddenly been a pretty tasty q along with being out for a while so the point loss makes more sense. When you are past 800 points you need to be shielding and trying no more than 2 or 3 fights at time. You are available to too many rosters to not get hit unless you are rocking two champed 5*s. You have to understand that at that point it is a resource management exercise. You are trading 75 or 150 HP for a 4* cover. Sames goes for hitting 1200. You are then trading 600-900 HP for 15CP and a 4* cover.
Spudgutter said: When i get home, if i want to play video games on PC or console, i fire it up and play. Maybe for 30 minutes, maybe for two hours. Either way, it's on my schedule. We are just looking for some flexibility in that regards. This is a mobile game (mostly, apologies to steam users). If i am in line at the bank, is it so wrong to want to play this game for 5 minutes? If i am on my lunch break, why can't i get in a couple matches? The examples are endless.Again, I, and others, get that it is not the current model. But if you are going to respond to me, answer me this first: if they put the cp back into progression, and make the win counts reasonable, would you still be against it?