Time Gem Season Updates *Updated (10/19/17)
Comments
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Doc L said:16 pages of some good discussion, a lot of abuse to different people and to the Devs. Probably another 16 to come, and a lot more abuse. Makes me remember reading the True Healing debacle, nerfs of alsorts of characters, vaulting and so on.
A few observations, as someone who is a vet albeit a low spending vet who doesn’t using Line shield check rooms (day 1451, since Beta, only get VIP really, 3 max cover 5*):
- It feels a lot like the main goal is to restrict CP and give a 4* cover in exchange. It may be true that more people get it between all the CLs this way, but people with the top end rosters still need the CP. Making them all fighting the top CLs for the CP seems... incredibly depressing for anyone who’s at the top end.
- As it has been mentioned a few times, how long should it take a new player to get to 5*s? I ask this, not as someone trying to cause offence, but genuinely interested in the responses. The Developers have previously claimed they have a 7+ year plan for MPQ, and balancing that it took many people 3+ years to get there with new players, I am interested what people think it should take.
- I’m sad at how little information @Brigby was given straight up. Even if it was not all good news, giving the full story out would have helped an awful lot straight up.
- And whilst tempers are high, I’m still amazed how many people seem unable to see both sides of the fence. I may not be universally happy with the changes but I have sympathy and am happy that others at least benefit, much like I have in PvE recently (that said, roster scaling in PvE was soul crushing for 5*). The same to be said for @Brigby, he is not the developer, only the messenger. He is incredibly helpful and I’m impressed by him in the face of so many complaints.4 -
Rick OShay said:How often, throughout all slices and Clearance Levels, is 1200 not enough to earn T10?
D3 stated at one point that CP in T10 ends up in more players hands. Correct overall?1 -
Vhailorx said:What is going on with all the flags in this thread?1
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I think PVP was a broken system, but people learned how to work it and are afraid of change because even if it helps others, they feel they are getting robbed no longer being able to game the game. I'm sure not everyone wants to download additional apps, coordinate outside the game, read multiple how-to guides (and on and on) just to play a match-3 game. This change allows people to pick up and play AND progress (rather than regress) in any given event while making placement even more competitive for the top rosters or competition/"strategy" junkies.
I have a couple of honest questions.
1) People talking about 5* players having longer matches, is that true? I admittedly might not be remembering clearly, but I assume my matches in 4* land take just as long as they did in 3 and 2* land. Yes I'm seeing bigger health pools, but I'm also doing way more damage. And since all throughout my transition I've always seen people of relatively equal roster strength, I don't quite understand but admittedly am not there.
2) People are talking about seed teams being a thing, which I was unaware of other than lightening rounds. What's the best way to cue them up? Say I want to play slice 4. Do I select my slice as soon as the event starts, or do I select my event as soon as the slice is ready to open?
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Rick OShay said:How often, throughout all slices and Clearance Levels, is 1200 not enough to earn T10?
D3 stated at one point that CP in T10 ends up in more players hands. Correct overall?
In CL7-8, 1200 is often not enough for top25.1 -
Daredevil217 said:I think PVP was a broken system, but people learned how to work it and are afraid of change because even if it helps others, they feel they are getting robbed no longer being able to game the game. I'm sure not everyone wants to download additional apps, coordinate outside the game, read multiple how-to guides (and on and on) just to play a match-3 game. This change allows people to pick up and play AND progress (rather than regress) in any given event while making placement even more competitive for the top rosters or competition/"strategy" junkies.
I have a couple of honest questions.
1) People talking about 5* players having longer matches, is that true? I admittedly might not be remembering clearly, but I assume my matches in 4* land take just as long as they did in 3 and 2* land. Yes I'm seeing bigger health pools, but I'm also doing way more damage. And since all throughout my transition I've always seen people of relatively equal roster strength, I don't quite understand but admittedly am not there.
2) People are talking about seed teams being a thing, which I was unaware of other than lightening rounds. What's the best way to cue them up? Say I want to play slice 4. Do I select my slice as soon as the event starts, or do I select my event as soon as the slice is ready to open?
2) You'll get seed teams if you join at the beginning of a slice. I don't know how long you have, sometimes I've still seen them joining a day in, sometimes they are gone joining 6 hours in. I always play S1, not sure what determines when you don't queue seeds anymore exactly.
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Seed teams are a joke in standard PvP, it's the first 3 nodes unlike LRS where it can be up to 9.0
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smkspy said:Seed teams are a joke in standard PvP, it's the first 3 nodes unlike LRS where it can be up to 9.2
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Jaedenkaal said:smkspy said:Seed teams are a joke in standard PvP, it's the first 3 nodes unlike LRS where it can be up to 9.0
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Daredevil217 said:I think PVP was a broken system, but people learned how to work it and are afraid of change because even if it helps others, they feel they are getting robbed no longer being able to game the game. I'm sure not everyone wants to download additional apps, coordinate outside the game, read multiple how-to guides (and on and on) just to play a match-3 game. This change allows people to pick up and play AND progress (rather than regress) in any given event while making placement even more competitive for the top rosters or competition/"strategy" junkies.6
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acescracked said: noursopro said:I hope everyone that is threatening to leave actually follows thru0
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Vhailorx said:This is another thing that got me thinking...how many high end players do we hear from that say they play scl6, 7 and 8 to save time and get top rewards?
Scl9 gives 10(i think) cp more than 8 just in total rewards, not including daily, so that has to be even less as it goes down the chain.
I dont mean to assume, but if you are mad about this cp change, but don't play scl9, isn't that a little hypocritical?
Here's why: the main veteran complaints here focus on moving cp from progression to placement. Pve CLs ask players to choose between less time/difficulty and extra cp. The new pvp system is just telling players that only 2% will ever get the best prize (and also asking us to grind 2x for the 4* cover. But that is an easier fix). It's not a useful analogy.Vhailorx said:
Also, please do the math. We are talking about 45 cp a week. That's more than 90 latest legends pulls or 14ish expected 5* covers a year. This is a fairly big source of cp income for a decent number of veterans.
Either CP is the end all resource, and it is your only thing to chase, or it's not. it can't be both. maybe they looked at the number of high end people that played down in story mode, and made this decision based partly on that?
If you don't avail yourself all of the possible choices for CP income in the game, then please don't lecture to others about how much CP you/we are losing with this change. you might not think it's a good analogy, i think it makes you sound like a hypocrite. especially when one required absolutely no HP(shield), no outside coordination(line) and could be accomplished but just doing the clears at your own pace(play whenever you want).
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smkspy said:Jaedenkaal said:smkspy said:Seed teams are a joke in standard PvP, it's the first 3 nodes unlike LRS where it can be up to 9.0
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Spudgutter said:smkspy said:Jaedenkaal said:smkspy said:Seed teams are a joke in standard PvP, it's the first 3 nodes unlike LRS where it can be up to 9.
Could be MMR related too, for all I know.0 -
broll said:Such a fallacy. Just because someone is new doesn't mean they aren't paying (and vice versa). I paid more for this game in my first month than I have most of the rest of the game combined due to spending lots on HP for roster slots.
I can't say whether that's typical or not because I don't have access to their internal data, but I do agree that the idea that veterans or whales spend the bulk of the money that's been spent on this game is far from obviously true - at least to me. It might be true. It might not. And even if individual veterans spend more on the game on average than newbies, it still doesn't mean that collectively, they spend more. If newbies are a significant majority of the player base, their microtransactions could far outweigh the cetacean megatransactions.
Of course, if that were the case, one might ask why those newbies don't transition into veteran players, but that may be standard for mobile games.1 -
Wow....18 pages deep in less than 24 hours...I think they struck a nerve.
I don't think this is a hard problem to solve in theory. Give the players a little something here and lower the win total down to 32 and weave some more of that juicy CP into progression (and a little more ISO while you're at it).
The problem is harder to solve in practice because of the rather hardcore stance that D3 has taken on MMR. 5-stars fighting 5-stars is a lot different experience than Grocket and Gamora tearing up 4-star land. You can't solve the problem for both groups of players because they aren't playing the same game. So what do you do? Open up the MMR for the 5-star teams to run wild on everyone so they can collect their wins instantaneously? Connect SCL to MMR and restrict players to certain SCLs based on roster level? Yikes. Sometimes the devil you know is the better devil.4 -
RedLion said:Wow....18 pages deep in less than 24 hours...I think they struck a nerve.
I don't think this is a hard problem to solve in theory. Give the players a little something here and lower the win total down to 32 and weave some more of that juicy CP into progression (and a little more ISO while you're at it).
The problem is harder to solve in practice because of the rather hardcore stance that D3 has taken on MMR. 5-stars fighting 5-stars is a lot different experience than Grocket and Gamora tearing up 4-star land. You can't solve the problem for both groups of players because they aren't playing the same game. So what do you do? Open up the MMR for the 5-star teams to run wild on everyone so they can collect their wins instantaneously? Connect SCL to MMR and restrict players to certain SCLs based on roster level? Yikes. Sometimes the devil you know is the better devil.
Opening up MMR shouldn't be an issue anymore. They'll lose points, but still keep their wins. Maybe not wide open, but a bigger range of possible targets would be good in a lot of ways, in addition to helping with this particular issue.
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Spudgutter said:Vhailorx said:This is another thing that got me thinking...how many high end players do we hear from that say they play scl6, 7 and 8 to save time and get top rewards?
Scl9 gives 10(i think) cp more than 8 just in total rewards, not including daily, so that has to be even less as it goes down the chain.
I dont mean to assume, but if you are mad about this cp change, but don't play scl9, isn't that a little hypocritical?
Here's why: the main veteran complaints here focus on moving cp from progression to placement. Pve CLs ask players to choose between less time/difficulty and extra cp. The new pvp system is just telling players that only 2% will ever get the best prize (and also asking us to grind 2x for the 4* cover. But that is an easier fix). It's not a useful analogy.Vhailorx said:
Also, please do the math. We are talking about 45 cp a week. That's more than 90 latest legends pulls or 14ish expected 5* covers a year. This is a fairly big source of cp income for a decent number of veterans.
Either CP is the end all resource, and it is your only thing to chase, or it's not. it can't be both. maybe they looked at the number of high end people that played down in story mode, and made this decision based partly on that?
If you don't avail yourself all of the possible choices for CP income in the game, then please don't lecture to others about how much CP you/we are losing with this change. you might not think it's a good analogy, i think it makes you sound like a hypocrite. especially when one required absolutely no HP(shield), no outside coordination(line) and could be accomplished but just doing the clears at your own pace(play whenever you want).0 -
About the money. Yes new players buy. Some buy a lot. As nice as it is though to attract new money, loyal long time players who spend shouldnt have a negative experience when ypu do it, or youre doung it wrong.0
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