Infinity Season *Updated (9/19/17)
Comments
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shardwick said:Milk Jugz said: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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smkspy said:Spudgutter said:Alterationartist said:vinsensual said: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 itsmkspy said: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.
If i saw a 20-25% increase in play time, then i would understand (comparing 4 clears to 5 in pve). But it isnt. It isnt just a few more matches, for some it is double, on already tricky matches(they weren't kidding, cascades at the 5* level are brutal) that require a lot more health packs. If i could just use different team after different team, experiment with who works together, that would be great. This isn't that, i am forced to use 1 or 2 health packs after every match. I no longer can play when i want, i have to play around the them regenerating.
Removing the cp from progression is a big step back. I stop around 900-1000, so this doesn't impact me personally, but it has been a carrot at the end of a stick for a long time, and for that to go away is another ome of the steps back i was mentioning2 -
Alterationartist said:Milk Jugz said:Alterationartist said:vinsensual said: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
EDIT: I'll note that I've known this strategy for the last 2 seasons (alliance mates are awesome!!) and have done 1 hop before to land in the 1050-1150 range. But I've only put this into complete practice once in the Lockjaw event. It works as I described and in the next season- should it be point based- I'll be shooting for 1200 in every event (I don't know how much longer I'll be able to get that 15 CP). Also going to go for a personal season high score around 15K. This past season is my current personal best with less than 100 points shy of 12K.
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i love this event i hope it will stay foever thanks devs:)
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@Alterationartist
For a little more disclosure, I didn't understand the high end grind until this past season. At the beginning of it I champed Phoenix. 75% of my queues after 700 points are Panthos. That combination is horrible to face when you don't have your own. My Phoenix has 43K health, can I bring her into battle at 30K- nope! I'm taking a chance of her being taken down, Court Death firing and that's it, I'm done, match over. I've never used so many health packs in Versus or team-ups. I understand why my alliance mates rely on them so heavily now and have started adjusting my strategy as well. Finding the best team-ups to one shot Panther every week is the best way to go. Queuing high point targets is very important so you have less matches to play, thus less health packs to use. Doubling my matches, doubles my health packs. Versus should not get more frustrating as you progress your roster!! We all have felt your frustration and got past it without the developers changing the system to help us. You should be able to do the same and find greener pastures. If this change goes permanent you will find Versus more frustrating as you progress and then maybe you will see what we are trying to say......
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@Milk Jugz
I think you've summed up my frustration and "The Problem" very clearly...
From what I'm reading here, anyone without Championed 5s is in favor of the new mode... allows lazy progression with zero drawbacks. They don'r see the health-pack black-hole that is 5* PvP
It is not fun. It is not rewarding. and it does NOT make me feel like the 3+ years of investment are worth it. If anything, this type of grind-fest takes me closer to retirement.2 -
For the record, I don't have any champed 5*s and I hate the test.
There are plenty of 4* rosters who share that view, if my alliance is anything to go by.
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Vhailorx said:Shardwick: if you want everyone to get the top rewards if they are willimg to put in the work. Then why the tinykitty do you support this tinykitty new system that takes the very best prize (cp) and ensures that only 2% if players can ever get it?
Vets would be WAY less upset if cp were available for 40 wins, or if they were still at 1200 points.
32 wins/900pts - 4* cover
40 wins/1200 pts - cp2 -
*Sigh* the game clearly keeps track of how many defense wins we get. and with the previous point things the defense wins could push you over thresholds....
cant we get defensive wins to count? that would make the totals a lot less of the grind. I think I have 7 or so defensive wins already.0 -
This was a horrible event to run a test on. Teams of 80k+ health Thanos/70-80K+ rhulk/50-70k+ champed 5*. Im having so much fun trying to win 40 matches especially when I hit 900 pts after 18 matches and it would've been less if I was targeting higher pts like I normally do. This is a good thing for transitioning rosters that were banging their heads against a wall for progression rewards, but it's absolutely brutal for advanced rosters.4
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granne said:For the record, I don't have any champed 5*s and I hate the test.
There are plenty of 4* rosters who share that view, if my alliance is anything to go by.
A few friends I know in the 4* level are hating it - I hope people see this, the test is not universally good for non-5* rosters... There's something not right about the MMR more than anything for some people still, despite the change.3 -
Just want to drop one thing: I hate the grind of 5x PVE. And 40 pvp wins are too much.
if this gets implemented and 5x clear is there to stay, I'll retire after 900 days of "properly" playing and paying for the game, and only do alliance events and the DDQ crashes.
Make the game enjoyable for 1hr a day, invent something new, but don't enforce more grinding. I don't think you'll get more money out of it this way, D3.4 -
supergarv said:Just want to drop one thing: I hate the grind of 5x PVE. And 40 pvp wins are too much.
if this gets implemented and 5x clear is there to stay, I'll retire after 900 days of "properly" playing and paying for the game, and only do alliance events and the DDQ crashes.
Make the game enjoyable for 1hr a day, invent something new, but don't enforce more grinding. I don't think you'll get more money out of it this way, D3.
Playing to max prog in dec. 2016:
~36 pve matches per day
~22 pvp matches 3x a week.
To get more or less same rewards now requires:
~45 pve matches per day
~40 pv matches 3x per week PLUS 3x top 10 finishes.
It's nice that 4* covers will be a bit easier to get. But the 4* meta is ending already. It's becoming a 5* game now (i know this because i am finally entering 5* land. And demi has consistently shifted the game right around the time i, and really players like me, start reaching the meta.)0 -
Let's stretch this out for a regular season, if it's 67 wins for a 2 event mini season, it's 335 wins for max progression in a regular season. In a 21 day season that's 16 wins/dayThanks but no thanks1
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fmftint said:Let's stretch this out for a regular season, if it's 67 wins for a 2 event mini season, it's 335 wins for max progression in a regular season. In a 21 day season that's 16 wins/dayThanks but no thanks
@aesthetocyst
There are 24 days per season, so that's ~14 wins a day. Hardly any better........ Considering points based requires at most 20 wins per event (every 2.5 days or 8 per day). That's just to get season progression, doesn't guarantee you're getting the 4* cover in each event. To do that you're looking at 40 wins per event. 10 events per season. Meaning 400 wins to get the 10 4* covers. Over 24 days that's ~17 wins per day. And what is shield sim gonna look like? If they value 900 points as 40 wins that's 22.5 points per win. 2000 points for the 4* cover in sim should be valued as ~89 wins!!! But, let's call it 75 wins, over the 24 days (remember that you already need ~17 per day) you need another ~3 per day!!!
So with a win based progression Versus season including Sim, we could end needing to win ~20 matches per day just to earn the 11 4* covers AND that doesn't guarantee any of the 150 CP from the 10 season events. That is up from around ~10 per day. That is a 100% increase!!
Some matches take 5 or more minutes, that can easily add a half an hour to an hour to the "daily requirement". I mean, I love this game and all, but I have a wife, a daughter, a business, a life outside of swipe tiles, make matches, gather ap, fire powers....... Anything that adds time to it is most definitely not a welcome change!!
Major edit... aesthetocyst is correct 24 days per season, I was thinking 28. My apologies.....
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I hit 40 wins with 1d 8h left. What now? I guess I need to pace myself more next time but the ability to play on my schedule vs someone else's makes playing much more compelling. Not to mention not being demorialized by watching my progress sift through my fingers everytime I'm not playing for 20 minutes (and sometimes even when I am playing consistently).
Not perfect for sure but a huge improvement in my opinion.
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Am I the only vet/5* player that likes this change? Ok I'm not a PVP vet, but I have a champed SS, 435 OML, and 40+ champed 4's.
I've never been a big PVP player. I don't like shield hopping or check rooms. I'd rather play at my own pace with 5 battles here, 5 battles there.
I played very early this event, so I took a lot of defensive hits. I ended up doing 25 battles day 1, 15 battles day 2, so I hit 40 with over 24 hours left and never made it to 800 points. The PVP vets probably laugh at that, but I wasn't worried about points so I hit some easier targets for 10-20.
Compare that to last time Nefarious Foes ran. I didn't have a champed Rulk or Thanos, and I never made it to 900. I wanted the 4* at 900, but got crushed trying to hop because I wasn't fast enough. Yes I could have made it with a check room, better hop-timing, or just better luck, but it wasn't fun.
I definitely like the new system better, but I also see the downsides for the top players. A full hybrid progression system would be too confusing, but I think you should push for the CP to still be at 1200 points, even though the rest are win-based, or ask for more than t10 to get it in CL8. It is just silly for SL5-8 to all give 15 CP to t10. Ask for CP to t25 in CL7 and t50 in CL8. Or t50 in CL9...5 -
My Heroic 10-pk gave me four 3* covers and five 4* covers.
I think I should quit. I don't see how I'll ever achieve this high again.1 -
Milk Jugz said:fmftint said:Let's stretch this out for a regular season, if it's 67 wins for a 2 event mini season, it's 335 wins for max progression in a regular season. In a 21 day season that's 16 wins/dayThanks but no thanks
@aesthetocyst
There are 24 days per season, so that's ~14 wins a day. Hardly any better........ Considering points based requires at most 20 wins per event (every 2.5 days or 8 per day). That's just to get season progression, doesn't guarantee you're getting the 4* cover in each event. To do that you're looking at 40 wins per event. 10 events per season. Meaning 400 wins to get the 10 4* covers. Over 24 days that's ~17 wins per day. And what is shield sim gonna look like? If they value 900 points as 40 wins that's 22.5 points per win. 2000 points for the 4* cover in sim should be valued as ~89 wins!!! But, let's call it 75 wins, over the 24 days (remember that you already need ~17 per day) you need another ~3 per day!!!
So with a win based progression Versus season including Sim, we could end needing to win ~20 matches per day just to earn the 11 4* covers AND that doesn't guarantee any of the 150 CP from the 10 season events. That is up from around ~10 per day. That is a 100% increase!!
Some matches take 5 or more minutes, that can easily add a half an hour to an hour to the "daily requirement". I mean, I love this game and all, but I have a wife, a daughter, a business, a life outside of swipe tiles, make matches, gather ap, fire powers....... Anything that adds time to it is most definitely not a welcome change!!
Major edit... aesthetocyst is correct 24 days per season, I was thinking 28. My apologies.....
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