Infinity Season *Updated (9/19/17)
Comments
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This is irritating. I'm all for more players getting involved and feeling comfortable with playing PVP, but this is still screwing over the savvy, more experienced players that know how to get to 900 ish points in 20 wins or less. Our MMR doesn't allow us to just "club away" at seal teams,so those 30+ wins are still going to have to come against some teams that are pretty damn tough. Most likely boosted 4-star champs. Once you score enough points you are only able to q people with similar levels of points, and once you get above 500, that tends to be mostly 4-stars.
I really wish all you people who are raving so hard about how great it is to have to push for 30-something wins could experience what that's truly like when you run out of 3-star rosters to pick on after the 5th match. Lower this required win total, or introduce a hybrid system, and you will make a lot of people happy.4 -
Hmm... Math time!!!
Current season requirements for full progression is 10k points. Removing 2k for simulation, that's 8000/10 = 800 per event.
This new format, no Simulation... so Developers are equating 67 wins across 2 events, which equals ~33 wins as equivalent to 800 points...
800/33 = ~24pts per win
Developers assume players attack 24pt matches. (giggle)
Honest question: do any developers actually have 5* Champions? 4* Champions? Do the people that make these decisions actually play the game they're coding these limits for?
I cannot remember when I have _ever_ hit as 24 pt match - outside lightning rounds.
I feel sorry for all the 1, 2, 3, and 4* rosters that are going to be beat to hell by 5* players just racking up wins. How is that a fun experience for those people?3 -
Dormammu said:Who cares? It's an off-season. Take it off and skip it. Or play a few matches and get some prizes.
It's just another test. Not the final product.
And it's a terrible change so long as they want to double the amount of play necessary for even 4* rewards.5 -
20 wins to 900? My average fight only gives me about 30 points for a win so 20 wins would get me my 10 cp with a handful of points left over. People complain about grinding in the new system, well I'm grinding in the current system and the vast majority of those fights are against 4* teams that are above me yet I'm getting minimal rewards to show for it. And that's if nobody hits me during a run or if I don't lose a fight. Less stress, more targets and more rewards for roughly the same amount of grinding that I'm already doing? Yeah, sign me up for that experience.6
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shardwick said:20 wins to 900? My average fight only gives me about 30 points for a win so 20 wins would get me my 10 cp with a handful of points left over. People complain about grinding in the new system, well I'm grinding in the current system and the vast majority of those fights are against 4* teams that are above me yet I'm getting minimal rewards to show for it. And that's if nobody hits me during a run or if I don't lose a fight. Less stress, more targets and more rewards for roughly the same amount of grinding that I'm already doing? Yeah, sign me up for that experience.
Overall the the better system would be to run a hybrid saying achieve X score or win X number of points. The problem with the new system is for players playing on higher levels have to win a significantly more number of matches yet we keep facing the toughest 5* in the game. The game should not severely punish the long time player base for the less established. They should make it achievable for the less established and still allow higher level players to achieve their goals in the way they have been.6 -
@alaeth
Your math is bad. You completely ignored loss points. From what I can tell the main issue they are trying to fix here is the longstanding and frequent complaint about lost points and/or the need to buy a bazillion shields to succeed a PvP. Not a problem for those vets who are used to it, major problem for many new players. It's time for a change and I for one welcome our new win based overlords.3 -
shardwick said:20 wins to 900? My average fight only gives me about 30 points for a win so 20 wins would get me my 10 cp with a handful of points left over.
Assuming 40 points a match you hit 900 after 23 matches.2 -
alaeth said:i am not even in 4* land, so i can not understand how 4*/5* players feels about the win system.alaeth said:Hmm... Math time!!!
Current season requirements for full progression is 10k points. Removing 2k for simulation, that's 8000/10 = 800 per event.
This new format, no Simulation... so Developers are equating 67 wins across 2 events, which equals ~33 wins as equivalent to 800 points...
800/33 = ~24pts per win
Developers assume players attack 24pt matches. (giggle)
Honest question: do any developers actually have 5* Champions? 4* Champions? Do the people that make these decisions actually play the game they're coding these limits for?
I cannot remember when I have _ever_ hit as 24 pt match - outside lightning rounds.
I feel sorry for all the 1, 2, 3, and 4* rosters that are going to be beat to hell by 5* players just racking up wins. How is that a fun experience for those people?
but i just want to add this, in the current system do not forget that you may lose points when you get attacked and you lose.
so it is not =~24pts per win.
in my humble opinion, the win base system have some advantage:- your progression never go down, only up.
- there is no stress about thinking you may get attacked while you are not shielded (hoping or not).
- there is no need to spend HP for shielding (if the target is only progression rewards) unless seeking better placement.
- relax play style, can play 5 matches now, later 7 matches, i think there is enough time during the whole event to get the 33 wins.
- as some players PVP play style, they join the PVP in the last 2 hours (or 1 hour and a half, or less) to get small bracket (for better placements), they may not have enough time to reach same progression rewards in the new system, as they was able before in the old system (with the 1 or 2 hour window).
- clearly the vet players prefer the current system over the new system (because they can reach full progression in much less than 33 wins).
the thing that we all should not forget, how the game should be designed, should it only be designed for the vet players, or for only the new players, or for only the mid-players, or try to make work for all.
sure any change in the game, it will serve some players more than others.
but if we think about it here, how the vet players got effected, well they need to play an extra 10 matches +- (per event or per 3 days), boo hoo big deal (probably these vet players will face some lower rosters player, that might take them small amount time to win the match).
but how the game will help the new/mid players, even the 4* champed players, they have chance to get the progression rewards (that is a real big deal to them).4 -
Yeah. I am definitely in the hope this is not the shape of things to come camp.
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I'm still hoping for a compromise and dual wins/points system but I doubt that is even being considered. I'll play in either system, and try to make either work. I will say though, wins would have been nice last night when I had to make a wild run to 900 for Lockjaw and finally gave up around 760 because I'd gain/lose at the same rate for a solid hour.2
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In the old Versus system it gets easier to progress as your roster progresses.
In the win based system it will get harder to progress as your roster progresses.
That is backwards, if my roster is getting better it should be easier for me to progress not harder!!
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Beer40 said:I will say though, wins would have been nice last night when I had to make a wild run to 900 for Lockjaw and finally gave up around 760 because I'd gain/lose at the same rate for a solid hour.
I think it will mean I can get max progression every time if I want to put the time in, without worrying about timing shield hops or Line coordination.
Those that like the shield hop game can still do so for placement. I think they could make everyone happy by improving the placement rewards. Give the CP to top 50 in CL8.0 -
Pants1000 said:Beer40 said:I will say though, wins would have been nice last night when I had to make a wild run to 900 for Lockjaw and finally gave up around 760 because I'd gain/lose at the same rate for a solid hour.
I think it will mean I can get max progression every time if I want to put the time in, without worrying about timing shield hops or Line coordination.
Those that like the shield hop game can still do so for placement. I think they could make everyone happy by improving the placement rewards. Give the CP to top 50 in CL8.
**** this ****, I'm over the compromise. You all may be able to beat me at the speedy PVP but let's see who gets their way on the message board. Edit: Bring on wins based PVP.3 -
Lucifier said:alaeth said:alaeth said:Hmm... Math time!!!
Current season requirements for full progression is 10k points. Removing 2k for simulation, that's 8000/10 = 800 per event.
This new format, no Simulation... so Developers are equating 67 wins across 2 events, which equals ~33 wins as equivalent to 800 points...
800/33 = ~24pts per win
Developers assume players attack 24pt matches. (giggle)
Honest question: do any developers actually have 5* Champions? 4* Champions? Do the people that make these decisions actually play the game they're coding these limits for?
I cannot remember when I have _ever_ hit as 24 pt match - outside lightning rounds.
I feel sorry for all the 1, 2, 3, and 4* rosters that are going to be beat to hell by 5* players just racking up wins. How is that a fun experience for those people?
but if we think about it here, how the vet players got effected, well they need to play an extra 10 matches +- (per event or per 3 days), boo hoo big deal (probably these vet players will face some lower rosters player, that might take them small amount time to win the match).
If we still had the ability to q up "lower level" teams while we have higher point totals, it wouldn't be so much of a problem, but we don't. Also, placement rewards are still going to exist, and people are still going to want them, especially if CP is a matter of ranking now. So it isn't like point values and shielding aren't still going to mean something.2 -
So, any chance MMR could be eased open a bit, so we're not having to grind these wins against Panthos teams, or rush up to break it to club seals? I know there are other tactics used to dodge round it in the last trial, but the majority of what I saw were good old Champed 5* teams, so couldn't get the dodges to work. Fighting 5*s are all fine and good in normal events (I wouldn't've levelled them otherwise), but it'll be turgid for the trial.
Just listen to all the people that don't care about the losses, as they won't count against them for progression. Let high rosters see them, they get losses they don't care about, we get our wins relatively easily without it being a health pack sink, then we can get back to fighting for placement.
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Beer40 said:Pants1000 said:Beer40 said:I will say though, wins would have been nice last night when I had to make a wild run to 900 for Lockjaw and finally gave up around 760 because I'd gain/lose at the same rate for a solid hour.
I think it will mean I can get max progression every time if I want to put the time in, without worrying about timing shield hops or Line coordination.
Those that like the shield hop game can still do so for placement. I think they could make everyone happy by improving the placement rewards. Give the CP to top 50 in CL8.
tinykitty this tinykitty, I'm over the compromise. You all may be able to beat me at the speedy PVP but let's see who gets their way on the message board. Bring on points based PVP.
If you don't want to spend on shields I get it, but someone at your level should know better than to try to make a "wild rush" for anything when you're above 700 points, nor should you be trying to make up lost points on the fly. One you cross that point threshold you have all the sharks in the water that are looking for the next level of points after the 575-CP mark, so its time to seriously start minimizing your time unshielded. It doesn't matter what boosted 4s you have, there's always going to be someone who's willing to hit you if you're worth enough points. And you seem to have no problem hitting sub 40-point matches, so you're opening yourself up to all kinds of retaliation, because you'll be worth much more to hit back.
I really don't understand these complaints about how rough the 700-900 zone is. Try being above 1000! Because the hits come more frequently, and for much more points, you learn the mechanics of how to protect your points better whether you want to or not. How is getting 150+ points on 3-4 high point matches more tedious and time-consuming than being forced to grind out an additional 10? Because it costs HP? If you're scoring that much in PVP, you're at a level where the game is practically throwing HP at you, so again, I don't get it.1 -
@broll
i was going to add a whole section to my post about lost points, but I didn't want to muddy the waters further (or point out that high-performing alliances use out-of-game collaboration).
But let's take my earlier experiences prior to 5* Champions...
I used to climb to my "hover point" hitting 50+ point nodes to about 400+. Then "push to shield" at > 800 - again aiming for 50+ matches only - to maximize my points (and minimize risk of immediate retaliation), but I would settle for 40s or 30s. Getting hit during this phase is rare since it lasts maybe 1-2 hours.
Then, I start my "Shield Hopping" - use 3 & 8 hour shields and remains shielded 99% of the time, aside from hopping. I would search for "easy" targets, and queues up myr three nodes, then, when my shield is ready, un-shield, hits those three and re-shield. Maximum exposure time ~ 5 minutes.
Each fight was worth a MINIMUM of 55 points... but I would try for 70+ (up to the maximum of 75). So that's between 180 and 225.
Let's be generous, and say every second outing, I get hit for -75... Additionally, let's round down my progression per hop to 150 at best...
+ 300 over 11 hours (8hr + 3 hr shields) - 75 by being hit = 225 growth in 6 matches.
So again... please explain to me how the hell I get 33+ wins in for 800 points equivalent progression... The math doesn't make sense!
I'm not arguing if it's possible or not - I know with 100% certainty that I can get 67 wins. My concern is the Devs are so out of touch with their own game, and the mechanics THEY developed (shields, shield timers, MMR, queues) that are used by high-performing PvP players, that these new goals are not realistic for their players.
Sure, I can front-run the new events, get high with my Championed Panthos and club seals until my arms are sore, but what happens to those players? The newbies that suddenly see a sea of red nodes of "impossible" teams to retaliate against... and no clue WHY it's happening to them because they don't understand how "broken MMR" works for 5* players.
I am a 5* player, and this change scares me because it shows a lack of understanding of how PVP is played.1 -
@alaeth
I'm not saying the math is wrong for you. It's right for the vets in battle chats and shield hoping which (being super generous) is maybe 10% of the game. For those of us that don't jump through hoops or throw HP at shields like it's running out of style (often cause we're throwing 1000s at slots still) we loose -200 a day easy.
It's great for you guys that you found a way to make the broken system work to your advantage, it's not great to the game as a whole when 50% of the game (since there's really just PvE & PvP) is behind wall of obfuscation, special requirements, and major roster and/or IRL money investment.
Now others have said that win based system is backwards in that it's easier for noobs then vets. I agree it should not work like that either. It should be accessible to all not just some, regardless of who the some is. This is why I support a hybrid system (either where progression is measured in wins or points whichever comes first or points only but losses are not subtracted from progression). We don't know how the system has changed since it was last tested, I'm still really hoping we see hybrid. We won't know until they tell us it shows up in game. But a test, even a not perfect one, can provide them useful insight on how to truly fix PvP (assuming they listen).2 -
BoyWonder1914 said:Beer40 said:Pants1000 said:Beer40 said:I will say though, wins would have been nice last night when I had to make a wild run to 900 for Lockjaw and finally gave up around 760 because I'd gain/lose at the same rate for a solid hour.
I think it will mean I can get max progression every time if I want to put the time in, without worrying about timing shield hops or Line coordination.
Those that like the shield hop game can still do so for placement. I think they could make everyone happy by improving the placement rewards. Give the CP to top 50 in CL8.
tinykitty this tinykitty, I'm over the compromise. You all may be able to beat me at the speedy PVP but let's see who gets their way on the message board. Bring on points based PVP.
If you don't want to spend on shields I get it, but someone at your level should know better than to try to make a "wild rush" for anything when you're above 700 points, nor should you be trying to make up lost points on the fly. One you cross that point threshold you have all the sharks in the water that are looking for the next level of points after the 575-CP mark, so its time to seriously start minimizing your time unshielded. It doesn't matter what boosted 4s you have, there's always going to be someone who's willing to hit you if you're worth enough points. And you seem to have no problem hitting sub 40-point matches, so you're opening yourself up to all kinds of retaliation, because you'll be worth much more to hit back.
I really don't understand these complaints about how rough the 700-900 zone is. Try being above 1000! Because the hits come more frequently, and for much more points, you learn the mechanics of how to protect your points better whether you want to or not. How is getting 150+ points on 3-4 high point matches more tedious and time-consuming than being forced to grind out an additional 10? Because it costs HP? If you're scoring that much in PVP, you're at a level where the game is practically throwing HP at you, so again, I don't get it.
However, for what you've quoted: I've had this discussion before, not sure if it was with your or not, but 40+ point matches aren't that readily available to many of us. Many other posters will back me up on this. You take what you can get. Yeah, I expect retals to come. What I don't expect is to be shut down by dual 450+ 5* as someone who has no one over 285, unless boosted. Maybe that's due to my lack of experience with trying to get to 900 in PVP, I don't know.
The end result is still the same in this example. I've probably had the same amount of matches to get to 800+ that I would with wins based progression. The difference is that with wins based scaling, I will eventually get that 4* cover guaranteed by effort. Currently, with points based scaling, I could put in effort until I run out of resources and still not see that cover. That's ridiculous. Its a progression reward, not a placement reward.
Also, I was extremely annoyed, and just realized I meant to say Bring on Wins Based PVP! lmao5 -
I wonder if they're also going to change the massive variance in points that players are worth to go along with win-basing progress? I mean, scoring gets pretty bizzarre. Two players using the same team can be queued up, but the same relative difficulty of the match could show 20 point from one and 40 point from the other depending on how much they've played. Then you can have two missions at 30 points a piece, but when you actually win, one gives you 10 points while the other could be 50 depending on how much they lost or won since the match making system offered them to you. There are rare times when I can take advantage of this by holding a known 5* player's retaliation, hopefully one in an alliance I can find in rankings, and checking what their scores actually are. Just wait until the last 8 hours when they're at 1200 and almost definitely shielded, and Mega Whales them for 60-70 points (despite the game showing they're worth 5 to 10). I'm quite grateful for the times when those big retaliations are offered to me.
However, all of that junk really doesn't need to be necessary. Players in win-progress can all be worth 10-30 points and dispense with the ridiculous score variances entirely. Chalk up playing more matches to the "first-world problems" category and stop stressing. And maybe have something added to the system so we'll be able to see actual point values for opponents? Seriously, getting 20-30 points less than what's listed is really annoying.1
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