Time Gem Season Updates *Updated (10/19/17)
Comments
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Justice Jacks said:Again, no offense, but all i see in your response is "me" "me" and "I."
Read some of the comments of the people who have 4* and get smacked down trying to get to 575. It happens. And not everyone can get 300 points in 5 or 6 matches. I have three champed 5*, and sometimes even after skipping dozens of 30 or 40 point matches, i have to settle for 51 points. It's annoying and frustrating, and just further evidence that climbs can vary amongst people.
Once you realize that *your* experience =/= *other* peoples experience, i hope that you see this is better for the long term health.
Currently, in my CL8s, 1200 isn’t even enough for t25. So 10-15 players will be dropping down a CL level. But CL7 in my shard is similar, so now this 10-15 crowd out CL7 in addition to the 5-10 currently in CL7 that would have had to drop anyway to get CP. Now you have 15-25 people dropping into CL6 and 5 and poof, no CP for those that hadn’t been getting to 1200 historically. And since most that wanted this can’t even get to 900 consistently, not only have you lost your chance at CP, but you’ve also given away your ability to secure the cover/iso/HP placement awards that currently are accessible.
What i am waiting for is some concession that this helps more people than it hurts. I have arguably the best three 5* champed. Panther, thanos and strange. My pvp and pve are a breeze compared to what they were 500 days ago.
They are basically saying that i am giving up some cp so that newer players have easier access to 4*, thus hopefully keeping them engaged so they do get to the 1400 day mark like me.
You might not like to pay that cost, and i don't either, but i understand it1 -
Except that that explanation is a lie0
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the only way i can see this fixed to some amount is if devs open cl9 in pvp and put CP to t25 or even t50. smh2
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Or leave all cp in win progression0
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Spud said: They are basically saying that i am giving up some cp so that newer players have easier access to 4*, thus hopefully keeping them engaged so they do get to the 1400 day mark like me.
Way to accept demi's premise without question.
Why do you have to lose cp tp help new players? That's a false, or at least entirely arbitrary, choice.
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elvy75 said:the only way i can see this fixed to some amount is if devs open cl9 in pvp and put CP to t25 or even t50. smhcorytutor said:Or leave all cp in win progressionMilk Jugz said:This is most certainly a divided issue. People with low level rosters can now achieve the 4* cover- Great!! But, people with high level rosters now have to play twice (at best) matches to get that same reward and there is no guarantee of getting the 15 cp at the end- Against much harder opponents too!! That is a huge step backwards on incentive to build your roster. At this point I'm pretty much resigned that win based is going to be here to stay. So, I'll attack this from a different angle. If the issue is low level roster vs high level roster why not open up CL9 with points based progression?? That will keep high level rosters out of lower CL levels opening placement there for the people that really need those rewards. Open CL10 with the same structure. As you build your roster though the first 8 CLs eventually you can graduate to the real competition in CLs 9 and 10.....
I for one would never drop out of CL9 if that was the case
I'm pretty sure this got buried in a flurry of comments
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Vhailorx said:Spud said: They are basically saying that i am giving up some cp so that newer players have easier access to 4*, thus hopefully keeping them engaged so they do get to the 1400 day mark like me.
Way to accept demi's premise without question.
Why do you have to lose cp tp help new players? That's a false, or at least entirely arbitrary, choice.
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corytutor said:Or leave all cp in win progression
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Milk Jugz said:elvy75 said:the only way i can see this fixed to some amount is if devs open cl9 in pvp and put CP to t25 or even t50. smhcorytutor said:Or leave all cp in win progressionMilk Jugz said:This is most certainly a divided issue. People with low level rosters can now achieve the 4* cover- Great!! But, people with high level rosters now have to play twice (at best) matches to get that same reward and there is no guarantee of getting the 15 cp at the end- Against much harder opponents too!! That is a huge step backwards on incentive to build your roster. At this point I'm pretty much resigned that win based is going to be here to stay. So, I'll attack this from a different angle. If the issue is low level roster vs high level roster why not open up CL9 with points based progression?? That will keep high level rosters out of lower CL levels opening placement there for the people that really need those rewards. Open CL10 with the same structure. As you build your roster though the first 8 CLs eventually you can graduate to the real competition in CLs 9 and 10.....
I for one would never drop out of CL9 if that was the case
I'm pretty sure this got buried in a flurry of comments2 -
Vhailorx said:Spud said: They are basically saying that i am giving up some cp so that newer players have easier access to 4*, thus hopefully keeping them engaged so they do get to the 1400 day mark like me.
Way to accept demi's premise without question.
Why do you have to lose cp tp help new players? That's a false, or at least entirely arbitrary, choice.
Do i wish there was a 4* ddq, especially since there are more now than there were 3* when they introduced it? Absolutely. But they have their mind set on keeping the vets like you and i from climbing to far away from new players. See my comment a couple pages ago about what a newer player has to do to get to our point.
I also said i didn't like the choice they are giving us, just that i understand it0 -
Richyyy said:corytutor said:Or leave all cp in win progression0
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scottee said:Also, the devs have stated that giving out the 15 CP will award more CP per event than players were achieving by the 1200 progression. If their claim is true, more CP will be entering the player economy, so it's overall more rewards.
This does not factor in either people who hit 1200 and dont bother shielding.
Currently there is a lot more than 10 people hitting 1200 per slice.
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Just as most decisions in this game and many like it, it comes down to money. This is why they don’t show data. It is like oml nerf (not enough health packs) it the hfh store with the higher amount. It would be my guess that they have data showing the money they lose on most people getting shields they will make up with health pack sales and people still buying shields to get the cp from placement.0
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Brigby said:I'm afraid my original comment may have appeared a bit disengenuous. The original reason for this implementation was because the developers determined there would actually be more players that achieved the CP reward if put in placement, than if they tried to acquire it in progression.
The reason I said that I didn't know the exact reasoning in the above comment, was more so that I wanted to reaffirm with the developers if this was still the case, after reviewing the results of the test. I apologize for the confusion.
CL7 & 8, scores are above 1200 even for top25.
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broll said:Xenoberyll said:That’s reasoning the 40 wins are a realistic number. It isn’t. 900/40 means 22.5 points per match. I average more than twice that for my matches and 20 wins is what i need at most for reaching the 900 points mark. I don’t need 40 matches to reach 1200 even with attacks coming in.0
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sinnerjfl said:scottee said:Also, the devs have stated that giving out the 15 CP will award more CP per event than players were achieving by the 1200 progression. If their claim is true, more CP will be entering the player economy, so it's overall more rewards.
This does not factor in either people who hit 1200 and dont bother shielding.
Currently there is a lot more than 10 people hitting 1200 per slice.
Ill-conceived, just poorly thought through generally and not receptive to any feedback of which much was constructive.
Disappointing, really disappointing.1 -
I can follow the reasoning, but logically it makes no sense. In a perfect world, it's safe to assume that the people that are getting to 1200 are all in CL8. I know this isn't always true, but bear with me. Now you're taking the 15 CP reward away from those people in CL8 and giving it to people in CL6 and CL7. Those people has zero chance of ever getting to 1200 and probably are more interested in the 4* cover than the CP.Brigby said:I'm afraid my original comment may have appeared a bit disengenuous. The original reason for this implementation was because the developers determined there would actually be more players that achieved the CP reward if put in placement, than if they tried to acquire it in progression.
The reason I said that I didn't know the exact reasoning in the above comment, was more so that I wanted to reaffirm with the developers if this was still the case, after reviewing the results of the test. I apologize for the confusion.
One solution that I can see is to take the 15 CP reward out of placement for CL6, keep it at top 10 for CL7, and make it top 25 for CL8. That would still screw over some of the more cooperative CL8 slices, but it's miles better than what the devs came up with. Taking CP rewards out of CL8 and giving them to CL6 is crazy.6 -
To clarify. It doesn't matter to which side of the aisle you're on regarding PVP changes. IF you get half the information from the developer, from the community guy (as opposed to the dev team themselves), all while the dev guy takes off for the night, you enable the community to rage, here / there, due to the lack of concrete information.
We don't know the end result. We don't know the new reward structure. But when you change bedtime for the kids, when you knew they were reticent to change, you'd better come up with more than "we'll talk in the morning over cheerios".
That's my gripe, first-and-foremost. Pseudo-informed Brigby looks a dirtbag, because his boss or dev team said, "Please announce this controversial change then punch out for the night".2 -
Xenoberyll said:broll said:Xenoberyll said:That’s reasoning the 40 wins are a realistic number. It isn’t. 900/40 means 22.5 points per match. I average more than twice that for my matches and 20 wins is what i need at most for reaching the 900 points mark. I don’t need 40 matches to reach 1200 even with attacks coming in.
@broll
I would not consider my 4 champ 5s as a well developed (I like how you chopped well off my comment in your comment) 5* roster. Especially since only one is considered top tier (Thanos), two near top tier (Phoenix and Parker), and what's the majority consensus on Ock? I believe I've heard dumpster fire more than anything else, regardless of how I feel about him.0 -
broll said:Milk Jugz said:Pants1000 said:Vhailorx said:Spudgutter said:Vhailorx said:
Also, it's silly to suggest that this change lets you play whenever you want. That's only true if you only care about progression; placement still works on the same schedule. And if you really only care,about progression then PVP was already "play whenever you want" unless you got into shield hopping.
Ill give you a real world example. Event starts, you join, play a few matches. Put the kids to bed, play some more, hit maybe 400-600 points. Wake up in the morning, play match while brushing your teeth or drinking coffee. Play a match while at the gas station standing in line on the way to work. Play a match or two while on a break or in the restroom at work. Get home, and play some more.
Now, in the current example, while at work during the day, you are flogged down 100-400 points, and never make that back up, and lose the progression. Some people dont feel like making that climb again, because they know the outcome is the same.
In the new win based model, they are more then halfway to a 4*. Encouraged to keep playing, one could almost day.
Too suggest that this game was already "play when you want for progression" is to be seriously detached from the casual player, no offense. And the casual playerbase, i think we can more than agree on, is way, way, way more people then those getting over 1200.
It's pretty unusal to take hits below 500-600 or so. So the first part of any climb is absolutely play when you want. Spend 30ish minutes at your convenience climbing to 600ish. The riskier part of climbing to 900 is 600-900. Getting 300-ish points takes 5-6 matches (unless you punch down with futile 20 point matches). 5 or 6 matches takes about 20-25 minutes. So that is basically the only requirement for 900 in the old system: at some point during last 48 hours of an event (preferrably not during the last couple of hours) you must spent 20-25 minutes to rush from 600 to 900.
That does't seem like an particularly strict schedule to me. Especially not compared to an alternative that is: at any time the 60 hours of each pvp event you must spent approximately 140 minutes playing 40 matches.
It's not some vast quality of life improvement for players. It's a modest-to-significant improvement for some players and a modest-to-significant steo backwards for others.
Unusual to take hits below 500-600? LOL! It depends on the boosted characters, but if I push to 500-600 and don't shield, I'll usually be hit back to 300-400 in a couple hours. I've hit 575 and been hit back below 250 on multiple occasions.
20-25 minutes to run from 600-900? Again, that's not the case for most people. Many people spend much longer than that, often not making it because they get hit repeatedly during the process.
Getting to 875, winning another match, but getting hit for -100 in the process is the most frustrating thing that happens in this game. This change removes that pain point, which is why I like it.
I fully support making the CP more attainable for the top players. I think it's dumb to have t10 get it in CL6-8. Give constructive feedback and hopefully the devs will make adjustments/compromises for everyone. Giving it to t50 in CL9 seems like the most likely scenario.
I wonder if accessibility is the key. One of the major problems in this game is dilution and the length of the roster progression path. This change will help to lighten 4* progression path getting new players into 4* land, which seems to be the main focus of the devs, faster. A lot of effort right now seems to focused on getting rosters to improve faster: incentivizing 5*s for the first time, focusing Latest 5*s over old, 4* featured rates (and the vaulting fiasco), Shield Training event trying to strong arm people into champing or near champing 4* within a week of release.... and now this.
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