Time Gem Season Updates *Updated (10/19/17)
Comments
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Tony Foot said:Lemminkäinen said:
(I'm a four-star player who has three fully-covered five-stars but don't want to be stuck using just three chars forever and ever)1 -
Bowgentle said:DyingLegend said:
I would assume placement would be easier for some because after certain people (IE me) hit max progress, they will drop out of the event.0 -
Right now I can hit 1200 points in less than and hour and a half , there's not even a chance that I'll come even close to 40 wins in the same time , probably more like 20.
This is a huge nerf to the game , the only people who truly benefit from thus are those with soft capped rosters / those willing and able to play each event ad nauseam / and last minute bracket snipers going just for placement.
The last 2 tests of this system were brutal with my MMR, took at least 3hrs to get progression and didint even come close to t10 despite have well over 1200pts, not happy about this
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Devs love to throw around the phrase "play the game the way it was intended to be played", so let's see if this is how they intended PvP to go...
First, as a 5* player, I'm supposed to be in CL8, right? Obviously. Well, not anymore! Now the 5* players will spread out to CL6, CL7 and CL8 so more of them can get the 15 CP from being in the top 10. "Working as intended", devs? I doubt that.
Next, here's how I played the last test. I joined the PvP when it started and beat the seed teams with a loaner 3* and 2 2*s. Then I let some 2* players beat me up and hit the retals with a 3* team. After that teams got hit by some 3* players, I hit those retals with a boosted 3* team. Then I went to 4*s, boosted 4*s, then finally my 5*s, getting to 40 wins off of almost all retals against smaller teams. Is that how you want me to play? Because there's no way in hell I'm slogging through 40 5* fights to get a 4* reward that's mostly meaningless to me.
@Brigby, I would love for you to get a developer on here so they can explain the logic behind awarding the 15 CP to only the top 10 of CL6-CL8. Normally, I can understand the logic, even if I don't agree with it. But this I can't figure out. You are taking 15 CP away from rosters that could get to 1200 but not make top 10 and giving it to whom? For those rosters, the CP is the only way to progress in the game. If my progression is slowed down by too much, then what incentive do I have to keep playing?16 -
Orion said:
@Brigby, I would love for you to get a developer on here so they can explain the logic behind awarding the 15 CP to only the top 10 of CL6-CL8. Normally, I can understand the logic, even if I don't agree with it. But this I can't figure out. You are taking 15 CP away from rosters that could get to 1200 but not make top 10 and giving it to whom? For those rosters, the CP is the only way to progress in the game. If my progression is slowed down by too much, then what incentive do I have to keep playing?
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Time to remove the MMR band aids that habe been applied over the years. If we're required to play quantity over quality then let us see EVERYONE!13
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I guess I have no problem with this change, but the last times they did win based PVP, to get alliance rewards, you also had to reach a certain point amount as well. So, this change means you have to get both a certain amount of wins and a certain score overall for the alliance. If it was one or the other, that's cool. But this change makes it both, which evidently will be tough for many players.2
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This kills the 5* transition for anyone pvp focused unless they open up MMR. Why would you want to enter that realm and have to grind 40 wins against Panthos/Gambolt/etc. for the same rewards as before?
I haven't been looking forward to the expected influx of Gambit/Black Bolt teams - combined with this, gah, do I need to come back every couple of hours once the health packs have regened? How much play time do the devs think is suitable to get a 4* cover?
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System Reboot is back with updates for Fury and a 3*!?! Thank you very much, he and Psylock really needed some love! And I'm happy with PvP wins too, because even being an almost 3 years player, I had never reached the 4* cover in progression before, but in the mini-season test I did it for the first time (IMHB and Jean), and it was really cool!1
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fmftint said:Time to remove the MMR band aids that habe been applied over the years. If we're required to play quantity over quality then let us see EVERYONE!0
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Things the Devs could have done to show support for The higher end PVP player but they didn’t do because the Devs know better than the players.
#1 make PVP progression a hybrid system of wins or points.
#2 open CL9-10 and make those CL points progression over wins.
#3 open MMR so 5* players could see 3-4* players or anyone in their CL.
#4 in CL9-10 place CP in win progression at 40 wins and open MMR
#5 make win based progression for season and sim, not individual events. Increase the rewards in season progression so players can progress 2 ways.
all of these options would encourage more players to play PVP and help players who are struggleing in PVP the ability to progress while still engaging the higher level player. The reason the Devs are not implementing these options is simple. This is their game and they are going to tell us how to play it and they will get upset if we figure out any work around.3 -
As someone with a well-developed 5* roster, I found the PVE changes to be superb. If I happen to have the time for a specific event and want a good challenge, I can go cl9 and compete there. If it's an event where I can't play optimally or just don't have as much time that week, I can drop down to cl7 and cut my play time in half and still obtain decent rewards. It was a great quality of life change that kept me engaged in playing PVE and offered me true flexibility. Seemed like they were listening to the player demographic that I happen to fall into.
For PVP, this change seems to completely counteract that. I no longer have the option to play how I like if they keep the 40 wins threshold for progression. There are events where I happen to have the time to float all event and randomly hit stuff and I probably hit 40 wins. But there are times when work and life get in the way, similar to the PVE events where I have to drop down to cl7, and I don't have the time to invest in the game. I climb past 1200+ and shield out, usually in under 20 wins. I am now forced to try and play for extended periods of time every event and sacrifice PVE, or vice versa.
I am only speaking for my demographic (which is my entire alliance and others like it). This seems like a move of the needle in the opposite direction they were going for with PVE.14 -
RunningMan said:Wish they would've gone for a hybrid approach where progression rewards were awarded the first time you reach a given threshold, like:
16 wins OR 575 pts : 10cp
28 wins OR 800 pts : 3* cover
40 wins OR 900 pts : 4* cover
1200pts : 15cp
Would've been best of both worlds ...
Yeah, this what I've been advocating. Even simple milestone markers every 200 points would have kept the core of PvP intact and allowed players to get to 900 without those terrible beatdowns.1 -
Unpopular opinion alert.
I have limited time to spend on this game. With 2 small children that need my attention more than a mobile game, I love the win based progression system.
Under the point based system which required specific timing and shielding I could not reliably hit the 900 for a 4*. My wife, children, job, and myself all have needs that outweigh this game that I do enjoy very much.
Under win based progression I can pick up an event from the time it starts and play a few matches, and play more in between the small breaks I get from my actual life. With the tests I easily hit the 40 wins with no timing or shielding needed.
In the tests I also saw greater team diversity, which is something this game sorely needs. There are over a hundred characters in the game and I might see 10 different ones in any given versus event. People need reasons to use those wide rosters. The win based gives those wide rosters an advantage.
I was eagerly anticipating this change and I am glad it's here.7 -
broll said:fmftint said:Time to remove the MMR band aids that habe been applied over the years. If we're required to play quantity over quality then let us see EVERYONE!
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tiomono said:Unpopular opinion alert.
I have limited time to spend on this game. With 2 small children that need my attention more than a mobile game, I love the win based progression system.-1 -
Starfury said:broll said:fmftint said:Time to remove the MMR band aids that habe been applied over the years. If we're required to play quantity over quality then let us see EVERYONE!
Another interesting though about CP in placement. What if SCL 9 came out and the 15 CP went as low as T50 (similar to the 4* cover in T50). That wouldn't guarantee every vet could get it, but I would think the vast majority of vets don't struggle to get T50, even in an SCL 9 situation. We've seen plenty of precedent to the devs releasing a new feature before a complimentary feature that probably should have been added first.... Just a thought...3 -
D4Ni13 said:rixmith said:Wow, I thought they'd at least lower the number of wins for a 4* from 40 to something more reasonable like 25 or 30. But I guess the data showed otherwise...
The rockett said:Throw a grenade and walk away. Great idea. Make a major change to the game and decide to go home for the night while everybody has questions. 95% of the people I play with, and it's a lot, think the win progression was a terrible idea. The only thing that can save this is if you put the CPs back in here, too bad this wasn't deemed important enough for you to post tonight. Plus do this major change right after the Anniversary and the sales you had. Already got our money now let's make a fundamental change to PVP, which is the money maker for the game. Good luck.
JHawkInc said:The devs are DENSE if they think PVP based wins are ready to be implemented straight into the game.
Regardless as to whether you're for or against the change, it was pretty obvious that it was very rough around the edges and needed some work.
I don't like being given deliberately half-baked game features.1 -
+1 in favor of this change! Thanks for listening to the little guys!3
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Meander said:tiomono said:Unpopular opinion alert.
I have limited time to spend on this game. With 2 small children that need my attention more than a mobile game, I love the win based progression system.9
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