I've found myself looking forward to the new PVP system.
Comments
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Dormammu said:
But none of this addresses your question, which has to do with the recent trial of progression based on # of wins. My answer is: no, that doesn't excite me. Even if they lower the number of wins from the trial (as suggested by many above me) what's the difference? If it takes me 24 wins in the old system to get my progression prize or 24 wins in the new system, why would I care which method they use? I'm driving the same broken car, it's just a different color now.
I play PvP for the progression rewards. I try to get to 900, but if I get hit too often I just go for 825 and be done with it. Hell half the time I'm too afraid of "getting greedy" and aiming for 900 because, hey, I'm at 840 now...and if I chance it I might finish the fight with 760 and never get up to 840 again. Because that's happened frequently.
I don't really care about placement since the 4* rewards are only for the top 5 anyway. If I'm lucky I'll get three 3*s from top 25, otherwise I'll get two from top 50. Not particularly exciting.
Likewise in a season, I'm not playing to be the best in the season, I play to get that CP at the end of progression. If all of that changed to wins only, I'd enjoy myself a lot more since I don't have to sweat about shied strategy or getting screwed over on a high point fight when I gain 40 points and lose 104.
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I get what you're saying @Dragon_Nexus but at what point does PvP turn into PvE? It can be frustrating to lose points, but that's the point. That's the struggle of PvP. If progression is guaranteed isn't that basically PvE against 'user created teams' rather than goons and Dark Avengers?
If there is no fear of retaliation because players only play for progression, doesn't that take some of the thrill and meaning out of PvP events? Since that's already happening under the current system, it seems to me like a change just for change's sake and to make a broken system just a little more tolerable for everyone who isn't a 5-star player.
Larger changes are needed before I start getting excited about PvP again.4 -
Dormammu said:I get what you're saying @Dragon_Nexus but at what point does PvP turn into PvE? It can be frustrating to lose points, but that's the point. That's the struggle of PvP. If progression is guaranteed isn't that basically PvE against 'user created teams' rather than goons and Dark Avengers?
If there is no fear of retaliation because players only play for progression, doesn't that take some of the thrill and meaning out of PvP events? Since that's already happening under the current system, it seems to me like a change just for change's sake and to make a broken system just a little more tolerable for everyone who isn't a 5-star player.
Larger changes are needed before I start getting excited about PvP again.
That was one of the best things about the test, there were way more teams than a normal event. I also utilized different teams, because i was playing the game, instead of sitting behind a shield and spending my time (and money) on a different game. I certainly don't blame them for trying to increase engagement in pvp. I get that there is strategy, and all sorts of things that people with developed rosters enjoy, but if it was your company, and a lot of your customers avoided half of your product like the plague, wouldn't you try to change that?
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GrumpySmurf1002 said:Dragon_Nexus said:You are absolutely wrong about the PvE test. I can't recall all the details, but the first run had enemies gain much higher levels. Not to mention the refresh was different (I forget how) and they got rid of the three easy nodes, making all the nodes the same max difficulty, even the 2* node. So you ended up having a 2* loaner to fight level 350+ enemies.
They tweaked the current PvE system a lot before we got to what we have now.
They rolled out test 1. It was easier than normal, they fixed that bug, ran it otherwise unchanged for the new release, and now implemented a week ago. No other changes2 -
Just went from 634 in Starfall to 937 in 5 matches. 304/5=60.8 (did my math wrong 303/5=60.6) per match. How many wins were between the event token at 650 and the 4* at 900 in the win based system?
(No coordination, no communication, just have experimented with my float points, shield points, climb times, and hop times on my own)
Let's just call it Story+ too.......
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Milk Jugz said:Just went from 634 in Starfall to 937 in 5 matches. 304/5=60.8 per match. How many wins were between the event token at 650 and the 4* at 900 in the win based system?
(No coordination, no communication, just have experimented with my float points, shield points, climb times, and hop times on my own)
Let's just call it Story+ too.......
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Dragon_Nexus said:Milk Jugz said:Just went from 634 in Starfall to 937 in 5 matches. 304/5=60.8 per match. How many wins were between the event token at 650 and the 4* at 900 in the win based system?
(No coordination, no communication, just have experimented with my float points, shield points, climb times, and hop times on my own)
Let's just call it Story+ too.......
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I am with the OP, I really enjoyed the pvp test and waiting for another one. I no longer do pvp beyond the 575 mark, too frustrating and unrewarding. I understand that u have to get attacked and lose points but those points you lose are really out of proportions most of the time.0
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Dragon_Nexus said:Milk Jugz said:Just went from 634 in Starfall to 937 in 5 matches. 304/5=60.8 per match. How many wins were between the event token at 650 and the 4* at 900 in the win based system?
(No coordination, no communication, just have experimented with my float points, shield points, climb times, and hop times on my own)
Let's just call it Story+ too.......
I mean, they have what, 30k health tops?3 -
It blows my mind that non pvp players want the pvp system changed. When you ask them how they play, they almost never use shields, expect to make a straight run to 900 (for this example) and have very few 4*. I mean, what do you except? So this system should be changed just for you?
The pve system scaling for 5* was insane. That's why a lot of people were asking for this change and why soft cappers were not happy. They kept their rosters low, specifically 5*, so they could win every event.
The pvp system is not perfect, but to go to total win count and remove the CPs from progression will not be good. This will hurt current 4* players that do go for 1200 and get it every event. I am not say there can't be tweaks, but if total win is the only thing that matters, then the non pvp players will spend less on shields than they do now, if they even spend on shields.
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Dormammu said:I get what you're saying @Dragon_Nexus but at what point does PvP turn into PvE? It can be frustrating to lose points, but that's the point. That's the struggle of PvP. If progression is guaranteed isn't that basically PvE against 'user created teams' rather than goons and Dark Avengers?
If there is no fear of retaliation because players only play for progression, doesn't that take some of the thrill and meaning out of PvP events? Since that's already happening under the current system, it seems to me like a change just for change's sake and to make a broken system just a little more tolerable for everyone who isn't a 5-star player.
Larger changes are needed before I start getting excited about PvP again.
Before getting most 3* champed I couldn't even get to 575. That's the thrill? Sure I'm looking forward to having most 4* champs, so I can eventually think about reaching 900 points, but it will take me like what? Another year or so? So that puts me at 2,5 years of getiing clubbed by vet rosters, before I can actually enjoy PvP?
PvP is unbelieveably broken in MPQ and the only people defending it are those who heavily benefit from it.4 -
PvP is unbelieveably broken in MPQ and the only people defending it are those who heavily benefit from it.
I can't argue. I said as much earlier in this thread. I don't play much PvP and I don't benefit from it. But grinding out more matches for progression prizes is not what I want out of PvP and isn't going to invest me in it. I grind enough in PvE.
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The rockett said:It blows my mind that non pvp players want the pvp system changed. When you ask them how they play, they almost never use shields, expect to make a straight run to 900 (for this example) and have very few 4*. I mean, what do you except? So this system should be changed just for you?
The pve system scaling for 5* was insane. That's why a lot of people were asking for this change and why soft cappers were not happy. They kept their rosters low, specifically 5*, so they could win every event.
The pvp system is not perfect, but to go to total win count and remove the CPs from progression will not be good. This will hurt current 4* players that do go for 1200 and get it every event. I am not say there can't be tweaks, but if total win is the only thing that matters, then the non pvp players will spend less on shields than they do now, if they even spend on shields.
There are plenty of people that would like to see changes to pvp, and they have plenty of reasons to give. There are also plenty of players, pvp and non pvp, who say they liked the test, and agree that 40 wins and removing the cp to just placement was wrong.
If they would tweak the system, i don't know, by maybe running another test, maybe they find a fix to pvp, like they did with pve. Tweak the win count and score so they both matter. Definitely keep cp in progression. Make defensive wins count. All sorts of good suggestions have been made.
As it stands, a lot of people say they barely play pvp, or avoid it altogether. The devs see this as a problem, and i can see why.5 -
If you want to tie the PvP rewards to wins instead of score, then fine. My biggest problem is taking the 15 CP reward and tying it to placement instead of progression. That makes no sense at all. That's taking the 15 CP away from 5* players and 5* transitioners and moving it to random people in CL7 and CL6, where 99.9% of those players weren't even coming close to 1200 points before. Heck, I used to play s5 in CL8 and top 10 there wasn't even 1200 for most events. I really don't get the reasoning behind that decision.
So if you want to make it so 40 wins gets you the 15 CP and 30 wins gets you the 4* cover, then my guess is that the vast majority of people would be on board with that. Drop the number of wins even further, and almost everyone would be OK with switching over.8 -
Dragon_Nexus said:Speaking purely for myself, I've been unable to consistently hit 900 points in PvP for a long time.
I play PvP for the progression rewards. I try to get to 900, but if I get hit too often I just go for 825 and be done with it. Hell half the time I'm too afraid of "getting greedy" and aiming for 900 because, hey, I'm at 840 now...and if I chance it I might finish the fight with 760 and never get up to 840 again. Because that's happened frequently.
I don't really care about placement since the 4* rewards are only for the top 5 anyway. If I'm lucky I'll get three 3*s from top 25, otherwise I'll get two from top 50. Not particularly exciting.
Likewise in a season, I'm not playing to be the best in the season, I play to get that CP at the end of progression. If all of that changed to wins only, I'd enjoy myself a lot more since I don't have to sweat about shied strategy or getting screwed over on a high point fight when I gain 40 points and lose 104.
I've adopted the following approach to PvP. Since my preference is a wide roster I'm currently focusing most of my effort chasing the covers I need for my dwindling number of non-champed 4* characters. So here's my current process:- Is the 900 progression cover one I need? If yes then really try for 900, if no then continue.
- Is the placement 4* something I really need? If yes try to snipe the bracket (only have about 40% success rate)
- If the answer to both was no, just play PvP casually and be happy with at least 575.
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The rockett said:It blows my mind that non pvp players want the pvp system changed. When you ask them how they play, they almost never use shields, expect to make a straight run to 900 (for this example) and have very few 4*. I mean, what do you except? So this system should be changed just for you?
The pve system scaling for 5* was insane. That's why a lot of people were asking for this change and why soft cappers were not happy. They kept their rosters low, specifically 5*, so they could win every event.
The pvp system is not perfect, but to go to total win count and remove the CPs from progression will not be good. This will hurt current 4* players that do go for 1200 and get it every event. I am not say there can't be tweaks, but if total win is the only thing that matters, then the non pvp players will spend less on shields than they do now, if they even spend on shields.
So what, PvP should only work for 4*+ roosters and everyone else can forget about it? Well that blows my mind, how selfish you are.1 -
Alsmir said:The rockett said:It blows my mind that non pvp players want the pvp system changed. When you ask them how they play, they almost never use shields, expect to make a straight run to 900 (for this example) and have very few 4*. I mean, what do you except? So this system should be changed just for you?
The pve system scaling for 5* was insane. That's why a lot of people were asking for this change and why soft cappers were not happy. They kept their rosters low, specifically 5*, so they could win every event.
The pvp system is not perfect, but to go to total win count and remove the CPs from progression will not be good. This will hurt current 4* players that do go for 1200 and get it every event. I am not say there can't be tweaks, but if total win is the only thing that matters, then the non pvp players will spend less on shields than they do now, if they even spend on shields.
So what, PvP should only work for 4*+ roosters and everyone else can forget about it? Well that blows my mind, how selfish you are.
This isn't Story mode, it's Versus. When your roster is to the point of contention you'll earn those rewards.4 -
To keep my theme going. Started Ravager Clan late, s1. 3 matches have 180 points already. Been floating there for a few hours. After I'm done here with work I'll climb up to ~600, shield for awhile. Then finish my climb to 900+ between 12 and 24 hr left. Seriously easy and way less work than the win based system.
EDIT: 12 wins @ 583. 48.5 average. Shielded here for the time being. That total includes 2 wipes, I think I lost 12 points. Still easier than win based, I should be at the 4* cover before 20 wins. Still no outside coordination.2 -
OK, my last post. Finished in Ravager Clan and shielded out. Sitting on 924 points after 20 wins. No other wipes but the 2 I mentioned in previous post. That's an average of 46.2 points per win (I didn't do the math including the 2 wipes, just the wins). For the first 12 wins I played at my leisure and used an 8 hr shield (And probably didn't have to, just wanted the retals to bounce off it). Finished the last 8 when I had time well after the shield expired. Ending on a 24 hr.
The win based system would just turn Versus into another grind. Quite literally double the effort, if the 4* stands at 40, for the same rewards.
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I don't care about placement, so I really liked the test and hope that system comes back soon.1
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