What is the real goal for pvp changes?
Comments
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snlf25 said:Bowgentle said:acescracked said:snlf25 said:My guess is the goal is to piss off newer players because it is deliciously ridiculously easy to game this system if all you want is progression. Just purposely retreat with two stars until your point total gets down and you start seeing weak teams again then feast. I'll be getting my Nightcrawler tomorrow. Lots of angry players with weaker rosters once more people figure this out. Playing in scl 5 right now too lol.
It's not, don't get your hopes up.
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snlf25 said:Bowgentle said:acescracked said:snlf25 said:My guess is the goal is to piss off newer players because it is deliciously ridiculously easy to game this system if all you want is progression. Just purposely retreat with two stars until your point total gets down and you start seeing weak teams again then feast. I'll be getting my Nightcrawler tomorrow. Lots of angry players with weaker rosters once more people figure this out. Playing in scl 5 right now too lol.
It's not, don't get your hopes up.0 -
And whoever flagged me for posting this speak out. Don’t hit behind your clicking powers because you don’t like what I said. It’s not my fault D3 is greedy1
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Beta Ray Bill, I was wondering what the new changes have done to the sniper industry? Do you guys still play the way you did? Could that be why they changed it?0
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Actually its perfectly suited for snipers0
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Because?0
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Well, I'd say the absolute best case scenario was that they saw fewer people attaining PvP progression rewards than they wanted, and implemented that change to allow more people to get the rewards. But, then they also went and took out the final reward along with the change, ensuring nobody gets it. So, who the crud knows.
So, I'm beginning to think it is a case that this is another step in leaning hard into culture of buy clubs that has developed around their game. They'd set up an easier route to 4* characters to try and keep people strung along. I've complained before that my roster has for a long time been getting bigger (more and more 4*s), but it hasn't really gotten any better in a long time (5* dilution leading to inability to finish any of them without a massive hoard). But, a very cynical outlook is that that is by design. Upping the 4* flow and removing a source of CP for 5*'s is just the next step in that direction. They want to keep some content flowing out regularly, lest people lose interest entirely. But, they want to indirectly send a message that the way to really get ahead is to pony up the ridiculously big bucks.
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Honestly, in the long run, I think there is always a disconnect between the player's perspective and the company/developer's perspective and all the sinister intentions that players imagine are way off.
But that's just me.0 -
I can't say if this is true for this game or not, but I years ago I spoke to a friend who was in mobile app development and he said that the metric they cared most about, more than the micro-transactions, was audience engagement. If you could show that your customers were playing your game for longer periods, or at different times during the day, it was hugely valuable. And at the time at least, you could mine all that data. I'm sure they have even more sophisticated metrics now.
He said every meeting started with notes about player engagement, how many new accounts, how long the average account had been alive, how many accounts lost, and then get into total revenue, etc. Now, their app had ads and it really mattered to them how many conversions they got, so the longer they had eyes on the screen the better. I don't know if that's something that matters to the developers or the publisher of MPQ, but I've heard that the way these apps measure themselves against each other, and how they spend their marketing dollars, and how they show off to their stakeholders, is often player engagement.3 -
Avalancher said:Because?
Because the people that would most benefit are people that don't mind being hit constantly, don't really want to shield and can get progression without getting a high score. I assume that is what you mean by a sniper?
At the same time, most people who would be defined as snipers still wanted to get the cp, so they might make a mad rush to snag the progression at 1200 and then drop points so that their hits will do more damage. They don't expect to place highly (depending on shard) and so this change actively reduces their ability to snag cp in the long run.
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Snipers regularly hit over 40 matches.
They dump points and bracket snipe as well.
They often place well as most dont want the hassle of tradimg hits with them to keep the snipers scores down. This is especially true late in events when people want to hop quickly.
This system promotes hitting a lot of matches, late climbing for poimts and bracket sniping for placement.
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I guess we don’t really know how it is affecting the people they said that they are trying to encourage. We lost our CP at 1200, but maybe a bunch of people are getting it for more than usual via placement. Some people might even be getting it at 16 wins for the first time.
The snipers that usually target me are not as pesky, but I am not pushing like I used to anyway, which has nothing to do with the changes.0 -
Avalancher said:Beta Ray Bill, I was wondering what the new changes have done to the sniper industry? Do you guys still play the way you did? Could that be why they changed it?0
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Why i have no idea, but i think this is the worst change they made in a very long time.0
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BatteryHorse said:[...] the metric they cared most about, more than the micro-transactions, was audience engagement. If you could show that your customers were playing your game for longer periods [...] it was hugely valuable.0
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