Update to Versus Tournament Progression Rewards (11/15/17)
Comments
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shardwick said:Ok, so let me get this straight, you completely destroyed pve with the 5* node which only encouraged 5* players to flood CL7 which killed my enjoyment of pve. But then you went with a win based pvp system that overall didn't really impact my usual amount of wins, maybe I played a little more, but in exchange I got a stress free game and more rewards. So I wasn't enjoying pve anymore but I actually was enjoying pvp a lot more so at least I had that. And now the pvp changes are rolled back so not only will pve suck to play for me but pvp will too? Umm, yay?3
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acescracked said:NotBAMF said:Nice to see the Punisher event has been open for 20 minutes and I have already lost 70 points of progress.
Or are you front-running?11 -
Back to grinding against max 5* rosters hoping I don’t get hit. As grindy as 40 wine was, you were always moving forward. It’s too bad D3 doesn’t just realize can have both. Why not 35 wins or 900 points? You the best of Casual still progress. Hardcore play normal.5
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NotBAMF said:Nice to see the Punisher event has been open for 20 minutes and I have already lost 70 points of progress.1
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8rock_MPQ said:I propose that at the very least players are afforded protection while they are battling so they don’t win a battle to score 30 points only to learn that while in that battle they were attacked twice and lost 35. I play other games that use this system and it works great.
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I think researchers should use this thread to make advancements in understanding Stockholm syndrome .
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Super Excited to start this season!! Also, I love how because some people didn't like the Win based system they are "moneybags". That isn't it at all. I know some didn't like the number of WINS, but the fact was and STILL is about removing the CPs from progression. This cannot be stressed enough. If you hit 1200 all the time and then that is gone and you have no way to hit top 10, you just lost a ton of progression. This point cannot be stressed enough.4
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shardwick said:BoyWonder1914 said:shardwick said:
Oh if I had a dollar for every comment that I saw about 5* players bragging about going seal clubbing or begging and screaming for the MMR to be opened up so that they could attack 4* players and below. Also, you really shouldn't trash others for wanting to voice their opinion and being on a soapbox as you do the exact same thing. Just sayin'.1 -
Good news! With new system I didn't get a single 3* cover (not to mention 4*'s) during the whole season. That change totally stopped progression for me. Now I can get them again.
However I was already decided to quit playing pvp, now I have to play it again0 -
*Double post, sorry.*0
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The concept of a win based system wasn't the problem. The insane time spent to rewards earned ratio was.14
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you can say that again
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Phaserhawk said:Back to grinding against max 5* rosters hoping I don’t get hit. As grindy as 40 wine was, you were always moving forward. It’s too bad D3 doesn’t just realize can have both. Why not 35 wins or 900 points? You the best of Casual still progress. Hardcore play normal.
I am genuinely sorry for those players that feel as if this change prevents them from getting a much-wanted 4* cover. But i bet a lot of those players (espdcually the ones with sime decent 4* champs) actually could get the 4* cover if they learned a bit more about the mechanics of pvp (and i am willing to put that assertion to the test. Anyone can PM me for pvp info if they feel screwed by this reversion.)0 -
Vhailorx said:Always moving forward towards what? If all you cared about in pvp was the cp, then constantly moving a counter up wasn't much comfort.
I am genuinely sorry for those players that feel as if this change prevents them from getting a much-wanted 4* cover. But i bet a lot of those players (espdcually the ones with sime decent 4* champs) actually could get the 4* cover if they learned a bit more about the mechanics of pvp (and i am willing to put that assertion to the test. Anyone can PM me for pvp info if they feel screwed by this reversion.)
So for many, that have learned ever nuance about PvP, it's either learn it and love it or tough buggies. I get they love the system the way it is cause they've gone to great lengths to game it, but that doesn't mean that every one needs to learn it too in order to enjoy that particular aspect of the game.
Honestly, I don't blame you guys. That's your playing ground. Like PVe was the playing ground for the smaller guys, but that got all screwed when it became the playground field for them too.
Really, we just need a third mode of play...like what many have been suggesting for a long time, opening up the prologue.3 -
Vhailorx said:... if they learned a bit more about the mechanics of pvp (and i am willing to put that assertion to the test. Anyone can PM me for pvp info if they feel screwed by this reversion.)
The season has just started and i allready fell tired and sad, the last season was a haven, now we are back to hell.
And for those who said "Just play PVE to get your 4*" Let me tell you this, i was HAPPY for skipping annoying PVE events because i could get my rewards in PVP in a honest way, once again, no need of knowing how many clears need to do, of require characters, ¡no nothing! The win based PVP was the best thing it happeds to this game and now is gone, hope it returns but.... don´t think so. A sad day for this game
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smkspy said:
Really, we just need a third mode of play...like what many have been suggesting for a long time, opening up the prologue.
I'm interested in this idea, but curious how you would implement it. The prologue made sense when players were novices with small rosters of 1* and 2* characters. Once you've moved past that, is there a need for that kind of arena to test your characters and learn tactics?
I think I would like a third mode of play, but I'm not sure what it should look like.0 -
Heartbreaksoup said:smkspy said:
Really, we just need a third mode of play...like what many have been suggesting for a long time, opening up the prologue.
I'm interested in this idea, but curious how you would implement it. The prologue made sense when players were novices with small rosters of 1* and 2* characters. Once you've moved past that, is there a need for that kind of arena to test your characters and learn tactics?
I think I would like a third mode of play, but I'm not sure what it should look like.
Keep the rewards and levels appropriate to each scl.
Other than that, I would maybe do a season long prologue where rewards are based on scl. With heroics gone, that's a lot of play time that can be dedicated towards something else besides pve and pvp.
Basically, the fact that they don't use a mode already code in the game and easily adaptable to continuos play astounds me.
PvP isn't the end all aspect of the game, it never should been. Let's disregard all levels for the prologue for a minute and apply old school pve scaling to it. That would a continuous test of how well your roster has developed over the years. That would be exactly what 5 stars players would need without the burdens of having to worry about placement because of events.
Sorry for grammatical errors, having a drinking day while house cleaning lol.0 -
shartattack said:Felessa said:Well, I liked the win system, but thought 40 wins was very hight too... but comeback to the masochism of gain/loss progression points wasn't exactly what I expected...
Last season I reached the 4* cover in Versus for the first time ever... and it was wonderful! And I did it in 4 events. Now? No more 4* covers from Versus like it used to be... less rewards overall... and no more variety of characters to fight/use too. I just really hope that a better solution is found next season.
40 wins was too much and needed to be lower, I agree with that, but I was able to get important covers from progression in the time I had available, without having to worry about anything else other than the number of wins.
I know I'm not a competitive player, so I don't bother with placement at all (versus or story), I just want to able to play without taking my progression away, be it points or wins, that's all.5 -
Whilst I am both sad that the new PvP went in someways, helping newer players, and happy the old PvP is back, as it helps me a lot as a 5* player, two further things are worse about this.
First, that D3/the Devs went straight back to the old system, rather than modify the new system, and there have been many, many good suggestions to make all players happy. They could have literally picked any of the suggestions out of a hat without considering the ramifications, it would have been a step forwards.
Second, the way players/people on the forum are just blaming each other constantly for the changes. At the end of the day, this is nothing to do with one player or another. The % of people on the forum complaining or not, do not make a difference if the developers want to keep things as they are. They are tough enough - See the True Healing change, the X-Force nerf, man even the OML nerf! They will not bend if they don’t want to, ever.
The changes relate to either the ‘bottom line’, or possibly even, too many players were now getting rewards. Working together, as a forum, we can discuss the game and maybe even move towards change, but fighting always goes nowhere.4 -
Multiple crowds and play styles have a dog in this fight, and no one side's opinion is any more valid than the other. When it comes down to it, D3 will choose the side that makes them more money. Not that they don't make decisions independent of this like character reworks and moving xp away from opening tokens, but something that provides a reliable revenue stream to them will always be valued heavily. You can't possibly think that tens of thousands of people no longer caring about shielding all of a sudden, and thus spending less, wouldn't be a red flag for them. They dress it up as listening to player concerns, but how many things have we complained about that don't make them any money have they jumped on as quickly as this?
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You have the PVP purists, who suffered the same difficulty as everyone else that complains about getting hit down and losing points, but didn't complain and instead learned what they could until their roster was ready to compete at the highest level of the game. They kept champing their 4-star characters, to the point where they could reliably have 1-3 characters boosted most weeks. They enjoy the challenge and strategy involved in scoring as high as you can, as opposed to the mindless grinding of PVE. The absolute last thing they would want is for PVP to become PVE 2.0. Their MMR pits them against the best of the best, even at low point levels, and don't want to be forced to fight that 30+ times for a 4-star cover. One 4-star cover isn't worth so much additional stress. Losing points isn't a thrill for them either, but they accept that it happens sometimes when you can't be quick enough at high point levels. They use it as a learning experience to be quicker, try different characters that may deter hits, and they become better strategists as a result of it.
Opposing them are the casual players, who PRECISELY want this game mode to be PVE 2.0, where everything is "easy" as long as you are willing to crank out X number of wins. They want to be able to get all the progression rewards without losses taking that progression away from them, and don't want to bother with the nuances of shield-hopping. They equate shielding with playing the game on a schedule, and thus feel like not having to worry about losing points grants more flexibility to their schedule.
You have the placement specialists, who got accustomed to t50 placement & above being a by-product of progression achievement. The people who could score 900+ regularly, could reliably expect to make t25 and above for the most part, sometimes more depending on the slice. The wins-based system means that they would have to get their 40 wins first if they want progression, and then ALSO have to do additional work for their desired placement. To be fair, there are plenty of placement specialists who joined early as well, let themselves float until a certain amount of hours left, and then climb up on retals on the way to getting the rewards at 800+. Both were viable strategies, but allowing yourself to float and get hit adds additional time to your overall commitment to the event. The people that got really good at it could join at almost any time, climb to 700-800+, and then make 900 with a 2 shield-hops at the most. Represents a small portion of the player base overall, but opinions of the people who play the game at this high of a level are no less valid simply because there are less of them.
Opposing them are the people that don't care about placement at all, and the only thing that matters to them is their 40. Since hits don't take away their progression, they let themselves get hit by whoever. Whether they realize it or not, this allows them to keep their point values low and hang around with the easier q's. So the vast majority of their 40 comes against matches that are way below their actual MMR, and they don't feel it's a "slog". They may also play PVE not caring about placement, so this allows them more flexibility in getting their 40 whenever.
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The second groups in each case share quite a lot of the same people, but there can be quite a lot of variety in the first groups. Not everyone who tries for the higher placement awards enjoy the mode for the challenge, some people want the 3 3-star covers because they have a 3-star farm pumping out some pretty nice rewards for them. Not everyone who loves PVP for the challenge and strategy involved are necessarily going for t5 or t10. The one thing that I feel is abundantly clear, is that a system where people don't have to worry about losing their progression towards a goal is mutually beneficial. While the purists might not mind getting hit as much and accept it, doesn't mean that they wouldn't find it nice if they didn't have to worry about it. After all the work that goes into the initial climb, it can all be for naught if the shield-hopping phase doesn't go well for you. At the same time, while the removal of CP doesn't affect those who never went for it before, I'd be hard-pressed to believe that they would have a problem with it being on the progression ladder. D3 will certainly look for a compromise, but certainly not one that cuts them off from revenue.3
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