Infinity Season *Updated (9/19/17)
Comments
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Alterationartist said:I honestly can't see what people are having a problem with. The wins only affect progression, not placement. Progression has never been required, which I mentioned before, being physically unable to progress past the 575 point progression tier, so with it not being required, hard PvPers can still work their point placements, and lesser players still stand to gain by just winning, and not seething with hate for the game, its community, the matchmaking, the whales, etc.
Proof
https://imgur.com/a/shEKo
What 5 hours of sleep looks like just getting 600 points at rank 6, and going to bed for not even a full night.
New players join into the game, and see these big prizes listed at 1200 points and think 'Oh I just have to win this many battles and I can get...' only to get halfway there, leave for a while,. and get shunted back to a third of the way there.
PvPers lose nothing to this, and casual players (reminder that this is a mobile game, you're not exactly getting Dark Souls caliber gamers here) can gain at their own pace and their own level of play. It prevents someone who is actively playing with moment to moment health regeneration from being punished for not playing a game the "right way" (amend a hundred extra air quotes to that).
Speaking of, I fail to see how 40 wins is a grind compared to the old progression. Just to get to 1000 tiny globe icons is about 20-30 wins at minimum, not counting being attacked during your climbs, and it sucks spending HP on shields to keep it there for your next climb or Health packs to extend that climb, when there's so many better things to spend it on.
If people are so worried about the progression rewards, maybe they'd feel better if the placement rewards were improved to give their strategic play more meaning and something bigger to strive for without focusing on how 'this many wins equals this 4-star'. Clearance levels were made specifically to help players on different levels with different specific roster needs, and that still comes into play here. More players might be likely to shift their clearance level to get more of a specific 3* or 4* from progression rewards, and participate in more PvP events than they would normally if they're not having to dither with their point totals and shield buying for a maybe possible sorta kinda chance at getting a cover they want from PvP.
Yes, veteran players might have an issue with this, but this change isn't FOR the veteran players. It's to remove the barrier to entry for any new or returning players so people can have FUN with the game in all of its stages and at ALL points in their individual progression. If people are quick to make complaint about fighting 40 people with Champed 5*s, there still exist thousands of players who haven't even reached THAT point, and are struggling to do so because of an unintuitive progression system that gives these supposed teams complete agency over those weaker than them by way of burning the progression points of their peers. Yes, they can win their top spots, but to also stifle those weaker players from breaking out of their niche, except by way of pure luck of the draw from their tokens, is only fun to the sadistic.
Also, while you are correct this change is not for veteran players what you fail to take into account is that it affects veteran players negatively. So even if it's not for them, it still affects them and not for the better.
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Milk Jugz said:I've hit 900 in over 20 straight events and could do it in 20 or less wins, even with taking a few hits. To now have to put in DOUBLE effort for the SAME tinykitty rewards absolutely makes it a grind. This is pure madness. I, personally, don't want to see any change. But, if change has to be made the best solution is an either/or system. Example, the 4* cover is earned by winning 40 matches OR getting 900 points. Anything less is a slap in the face to some part of the player base.
Needs of the many. D3 isn't a charity appealing to you and the group of people with your exact situation. They're a business, and a business needs masses.
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Alterationartist said:
Speaking of, I fail to see how 40 wins is a grind compared to the old progression. Just to get to 1000 tiny globe icons is about 20-30 wins at minimum, not counting being attacked during your climbs, and it sucks spending HP on shields to keep it there for your next climb or Health packs to extend that climb, when there's so many better things to spend it on.
It's funny to me that you are all so quick to pass off our issues with this system as a product of our roster being developed to where it is, yet fail to realize that you're all going to eventually get to the same point we are with consistent roster development. If it helps one portion of the player base, yet screws another, IT'S NOT A GOOD IDEA.6 -
Alterationartist said:Milk Jugz said:I've hit 900 in over 20 straight events and could do it in 20 or less wins, even with taking a few hits. To now have to put in DOUBLE effort for the SAME tinykitty rewards absolutely makes it a grind. This is pure madness. I, personally, don't want to see any change. But, if change has to be made the best solution is an either/or system. Example, the 4* cover is earned by winning 40 matches OR getting 900 points. Anything less is a slap in the face to some part of the player base.
Needs of the many. D3 isn't a charity appealing to you and the group of people with your exact situation. They're a business, and a business needs masses.
Also, as pointed out in previous discussions, Versus progression rewards have never been guaranteed rewards. You need to have a roster that can get to them to even have a chance in the first place. That is how a Versus event should work. You shouldn't be able to get that cover with a roster of 2*s!!!
I'm not asking D3 to be a charity to appeal to me. THE PEOPLE THAT CAN'T GET THE COVER WITHOUT WIN BASED PROGRESSION ARE THE ONES ASKING FOR CHARITY!!!!!!!!!
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Milk Jugz said:
So this is of detriment to you because you can reach 900 points to get a 4* in an event. And not even really so much of a detriment since you're not LOSING the ability to get that reward. But what of those many who, try as they might, cannot get to 900 points even WITH 40 wins, 50 wins, 100 wins, or more? Are they to be forced to permanently suffer without anything to show for it, just because you have to win more matches to get the same thing you always do? Why not propose less wins, like 30-ish, instead of saying no change or a compromised change be made?
Plenty of people, including myself, called for less wins to the 4* cover after the first test. This second test shows us where all that got us.
Needs of the many. D3 isn't a charity appealing to you and the group of people with your exact situation. They're a business, and a business needs masses.
Also, as pointed out in previous discussions, Versus progression rewards have never been guaranteed rewards. You need to have a roster that can get to them to even have a chance in the first place. That is how a Versus event should work. You shouldn't be able to get that cover with a roster of 2*s!!!
I'm not asking D3 to be a charity to appeal to me. THE PEOPLE THAT CAN'T GET THE COVER WITHOUT WIN BASED PROGRESSION ARE THE ONES ASKING FOR CHARITY!!!!!!!!!
Speaking on my point, this is supposed to bring and keep more players into the game, and marketing the old system using your words can only be viewed as a method of actively discouraging players.
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there should be a hybrid system as someone said where progression could be based on wins or progression points. i like playing for a couple hours in pvp at one time not over 2.5 days, so getting 40 wins unless i want to buy like 3k in health packs, which is what devs want people to do.
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BoyWonder1914 said:Alterationartist said:
Speaking of, I fail to see how 40 wins is a grind compared to the old progression. Just to get to 1000 tiny globe icons is about 20-30 wins at minimum, not counting being attacked during your climbs, and it sucks spending HP on shields to keep it there for your next climb or Health packs to extend that climb, when there's so many better things to spend it on.
It's funny to me that you are all so quick to pass off our issues with this system as a product of our roster being developed to where it is, yet fail to realize that you're all going to eventually get to the same point we are with consistent roster development. If it helps one portion of the player base, yet screws another, IT'S NOT A GOOD IDEA.Milk Jugz said:Alterationartist said:............
Also, while you are correct this change is not for veteran players what you fail to take into account is that it affects veteran players negatively. So even if it's not for them, it still affects them and not for the better.
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Alterationartist said:Milk Jugz said:
So this is of detriment to you because you can reach 900 points to get a 4* in an event. And not even really so much of a detriment since you're not LOSING the ability to get that reward. But what of those many who, try as they might, cannot get to 900 points even WITH 40 wins, 50 wins, 100 wins, or more? Are they to be forced to permanently suffer without anything to show for it, just because you have to win more matches to get the same thing you always do? Why not propose less wins, like 30-ish, instead of saying no change or a compromised change be made?
Plenty of people, including myself, called for less wins to the 4* cover after the first test. This second test shows us where all that got us.
Needs of the many. D3 isn't a charity appealing to you and the group of people with your exact situation. They're a business, and a business needs masses.
Also, as pointed out in previous discussions, Versus progression rewards have never been guaranteed rewards. You need to have a roster that can get to them to even have a chance in the first place. That is how a Versus event should work. You shouldn't be able to get that cover with a roster of 2*s!!!
I'm not asking D3 to be a charity to appeal to me. THE PEOPLE THAT CAN'T GET THE COVER WITHOUT WIN BASED PROGRESSION ARE THE ONES ASKING FOR CHARITY!!!!!!!!!
Speaking on my point, this is supposed to bring and keep more players into the game, and marketing the old system using your words can only be viewed as a method of actively discouraging players.
Think, carrot on a stick to persuade you to keep playing and building. Stop asking for charity!!!
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BoyWonder1914 said:Alterationartist said:
Speaking of, I fail to see how 40 wins is a grind compared to the old progression. Just to get to 1000 tiny globe icons is about 20-30 wins at minimum, not counting being attacked during your climbs, and it sucks spending HP on shields to keep it there for your next climb or Health packs to extend that climb, when there's so many better things to spend it on.
It's funny to me that you are all so quick to pass off our issues with this system as a product of our roster being developed to where it is, yet fail to realize that you're all going to eventually get to the same point we are with consistent roster development. If it helps one portion of the player base, yet screws another, IT'S NOT A GOOD IDEA.
Would it be better to
a. not make a change, benefit no one, and keep the game in its current state with no method of improving the player experience put in place.
or
b. Make a change that benefits more players than it hinders, and focus on how to improve the situation for those hindered by the change in a later update.
Someone is likely going to immediately suggest a c option to the tune of 'trying to devise a super extra special edit that benefits everyone and hinders no one', but the hard truth of the matter is that ideal solutions like that do not fall from the sky. And even solutions that seem ideal at first, can develop cracks that form into new issues down the line, which inevitably turns them into a b solution anyway.
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Alterationartist said:Milk Jugz said:
So this is of detriment to you because you can reach 900 points to get a 4* in an event. And not even really so much of a detriment since you're not LOSING the ability to get that reward. But what of those many who, try as they might, cannot get to 900 points even WITH 40 wins, 50 wins, 100 wins, or more? Are they to be forced to permanently suffer without anything to show for it, just because you have to win more matches to get the same thing you always do? Why not propose less wins, like 30-ish, instead of saying no change or a compromised change be made?
Plenty of people, including myself, called for less wins to the 4* cover after the first test. This second test shows us where all that got us.
Needs of the many. D3 isn't a charity appealing to you and the group of people with your exact situation. They're a business, and a business needs masses.
Also, as pointed out in previous discussions, Versus progression rewards have never been guaranteed rewards. You need to have a roster that can get to them to even have a chance in the first place. That is how a Versus event should work. You shouldn't be able to get that cover with a roster of 2*s!!!
I'm not asking D3 to be a charity to appeal to me. THE PEOPLE THAT CAN'T GET THE COVER WITHOUT WIN BASED PROGRESSION ARE THE ONES ASKING FOR CHARITY!!!!!!!!!
Speaking on my point, this is supposed to bring and keep more players into the game, and marketing the old system using your words can only be viewed as a method of actively discouraging players.
I'm not saying pvp didn't need fixing. It has needed it for years. But i said it then, and i repeat it now: it shouldn't come at the detriment of anyone, if possible. And it is completely possible.
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for me, i joined PVP like 8 hours ago, playing easily every now and then, i play few matches, till now i got 31 wins.
so far i like it.
P.S. I don't know how it will effect my placement tho, before i usually join PVP in the last 2 hours (and usually end up with T25), now i doubt it.
but still to compare, before i was not able to get 4* cover, 3* cover, 2500 iso (to be more accurate 1750 iso), 50HP, and event token, for me this is better than T25.
and whatever placement i get now is a bonus.0 -
Alterationartist said:BoyWonder1914 said:Alterationartist said:
Speaking of, I fail to see how 40 wins is a grind compared to the old progression. Just to get to 1000 tiny globe icons is about 20-30 wins at minimum, not counting being attacked during your climbs, and it sucks spending HP on shields to keep it there for your next climb or Health packs to extend that climb, when there's so many better things to spend it on.
It's funny to me that you are all so quick to pass off our issues with this system as a product of our roster being developed to where it is, yet fail to realize that you're all going to eventually get to the same point we are with consistent roster development. If it helps one portion of the player base, yet screws another, IT'S NOT A GOOD IDEA.
Would it be better to
a. not make a change, benefit no one, and keep the game in its current state with no method of improving the player experience put in place.
or
b. Make a change that benefits more players than it hinders, and focus on how to improve the situation for those hindered by the change in a later update.
Someone is likely going to immediately suggest a c option to the tune of 'trying to devise a super extra special edit that benefits everyone and hinders no one', but the hard truth of the matter is that ideal solutions like that do not fall from the sky. And even solutions that seem ideal at first, can develop cracks that form into new issues down the line, which inevitably turns them into a b solution anyway.
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I'm surprised that many people don't seem to be bothered with the following facts:
- The CP is now removed from the progression. That is like one-third of the rewards is now exclusive only the 1% of the players.
- The super-high bar of wins for rewards. Many people have pointed out at the end of the last test that 24 wins is what it takes to hit 900 from hitting 38 pts target, which is from hitting a target at the same level with you. And in reality, you can find targets worth way more than 37 pts, so that should balance out pts loss already. There is no need to compensate anything on top of that 24 wins.
- There are many other solution that don't have negative impacts, but yet the devs choose to test this awful idea for a second time. (wins/pts-hybrid, pts for progression never decrease, etc.)
- If improving roster is not necessary to get better rewards, what is the point to improve roster ? I can just stay with a babyroster. (Not that I ever intentionally softcapped my roster anyway.)
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Alterationartist said:BoyWonder1914 said:Alterationartist said:
Speaking of, I fail to see how 40 wins is a grind compared to the old progression. Just to get to 1000 tiny globe icons is about 20-30 wins at minimum, not counting being attacked during your climbs, and it sucks spending HP on shields to keep it there for your next climb or Health packs to extend that climb, when there's so many better things to spend it on.
It's funny to me that you are all so quick to pass off our issues with this system as a product of our roster being developed to where it is, yet fail to realize that you're all going to eventually get to the same point we are with consistent roster development. If it helps one portion of the player base, yet screws another, IT'S NOT A GOOD IDEA.
Would it be better to
a. not make a change, benefit no one, and keep the game in its current state with no method of improving the player experience put in place.
or
b. Make a change that benefits more players than it hinders, and focus on how to improve the situation for those hindered by the change in a later update.
Someone is likely going to immediately suggest a c option to the tune of 'trying to devise a super extra special edit that benefits everyone and hinders no one', but the hard truth of the matter is that ideal solutions like that do not fall from the sky. And even solutions that seem ideal at first, can develop cracks that form into new issues down the line, which inevitably turns them into a b solution anyway.
3 -
Milk Jugz said:Alterationartist said:BoyWonder1914 said:Alterationartist said:
Speaking of, I fail to see how 40 wins is a grind compared to the old progression. Just to get to 1000 tiny globe icons is about 20-30 wins at minimum, not counting being attacked during your climbs, and it sucks spending HP on shields to keep it there for your next climb or Health packs to extend that climb, when there's so many better things to spend it on.
It's funny to me that you are all so quick to pass off our issues with this system as a product of our roster being developed to where it is, yet fail to realize that you're all going to eventually get to the same point we are with consistent roster development. If it helps one portion of the player base, yet screws another, IT'S NOT A GOOD IDEA.
Would it be better to
a. not make a change, benefit no one, and keep the game in its current state with no method of improving the player experience put in place.
or
b. Make a change that benefits more players than it hinders, and focus on how to improve the situation for those hindered by the change in a later update.
Someone is likely going to immediately suggest a c option to the tune of 'trying to devise a super extra special edit that benefits everyone and hinders no one', but the hard truth of the matter is that ideal solutions like that do not fall from the sky. And even solutions that seem ideal at first, can develop cracks that form into new issues down the line, which inevitably turns them into a b solution anyway.
Not common sense. Something like this requires way more thinking than just saying it
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Another C option is to separate current points and points earned.
Current points is exactly what we have now.
Points earned would be for progression rewards and not go down with losses. Nobody loses.
If someone can get to 900 points in 18 matches against 50 point opponents, great.
If soneone else is willing to grind out 900 points in 36 matches against 25 point opponents, great.5 -
PvP is the one area of this game where finesse is required. Building your roster, learning your float points, learning when to climb and how to use shields are all important aspects.
This test replaces it all with a brute force approach that does nothing to reward building your roster and hands rewards to anyone who can bring themselves to slog through 40 matches.
That said, slogging through 40 matches deserves a reward.
I'm all for improving engagement in PvP by people who feel excluded now, but this isn't the way to do it.
I'm a fairly recent convert to PvP, previously playing to around 6-700 and then quitting because what was the point? Then I hit 800 a couple of times, then 900. Now I hit 900 in every event and can hit 1200 if I have the time and inclination. That's all happened in the space of less than three seasons. I would argue that the path to getting 900 is there, if you're just willing to work for it. Could it be a less frustrating experience? Of course it could. But turning PvP into a rebranded PvE does a disservice both to vets and to players with lesser rosters.4 -
Alterationartist said:Milk Jugz said:Alterationartist said:BoyWonder1914 said:Alterationartist said:
Speaking of, I fail to see how 40 wins is a grind compared to the old progression. Just to get to 1000 tiny globe icons is about 20-30 wins at minimum, not counting being attacked during your climbs, and it sucks spending HP on shields to keep it there for your next climb or Health packs to extend that climb, when there's so many better things to spend it on.
It's funny to me that you are all so quick to pass off our issues with this system as a product of our roster being developed to where it is, yet fail to realize that you're all going to eventually get to the same point we are with consistent roster development. If it helps one portion of the player base, yet screws another, IT'S NOT A GOOD IDEA.
Would it be better to
a. not make a change, benefit no one, and keep the game in its current state with no method of improving the player experience put in place.
or
b. Make a change that benefits more players than it hinders, and focus on how to improve the situation for those hindered by the change in a later update.
Someone is likely going to immediately suggest a c option to the tune of 'trying to devise a super extra special edit that benefits everyone and hinders no one', but the hard truth of the matter is that ideal solutions like that do not fall from the sky. And even solutions that seem ideal at first, can develop cracks that form into new issues down the line, which inevitably turns them into a b solution anyway.
Not common sense. Something like this requires way more thinking than just saying it
As far as if it caused problems, maybe they should do one of those things where they check for bugs? What are those called again? Oh yeah, a TEST!3 -
I member trying for a peggy yellow one pvp, pre-champ. I got all the way to like 800 something and then for hours, no matter how many battles I fought, could never hit 900. It was the most self-defeating experience I ever had playing this game and it almost made me quit playing pvp. I went through this again recently with both x23 red and whatever color ghost rider was for progression despite having double digits champed 4s.
The devs want us to play pvp. IF it means that top tier players have to play a few more rounds, then so what, we lower tier players also have to play the few more rounds. But if the system, despite playing more, allows everyone to gain much needed covers, then I don't see the problem...other than top tier players not wanting others to advance their roster.
Placement is still there for those that want it, what harm is there for allowing everyone else to gain progression rewards with having to shield hop or line coordinate?
Ultimately, more customers playing pvp means more hits for everyone else. More customer engagement means the game lasts even longer.2 -
Alterationartist said:I wouldn't call that a 'common sense' approach, so much as a 'he who chases two rabbits' approach. The big issue that's going to pop up is how to balance these two measurements, and more importantly, programming this. There could be all sorts of anomalies and exploits that could pop up in that system, where people could get the same reward twice or even not get a tier reward at all, born of a conflict of two measured bits of data. It sounds incredibly easy to say, but it's still a c option that has a high probability of being just as big of a burden.
Not common sense. Something like this requires way more thinking than just saying it
2
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