I miss win based PVP progression...
Comments
-
mexus said:
I actually managed to get to 900 points in Raging Fire but damn it was stressful and costed me 700 HP in shields and thank to having to shield all the time it took me longer that it would if I could have played 40 straight matches. It's really bad that the reverted back to this torture versus system instead of just keeping it win-based and adding the 15CP into progression rewards (which was what people actually missed).
We need to gather WBAS and have the developers go back to Win-Based progression by gathering lots of data and showing digits.
https://forums.d3go.com/discussion/68278/win-based-appreciation-society-wbas/p1
Doesn't hurt to try I suppose. Just be aware that the devs might show you digits too. One per dev, to be specific.1 -
Jwallyr said:Qubort said:WEBGAS said:
Is there not intended to be a difference between Placement (i.e. competitive) and Progression (i.e. noncompetitive) rewards in PvP? It seems obvious to me that the Progression reward scheme is at least supposed to be a less-competitive option for more casual players. If it's not, what's the incentive for casual players to compete in PvP at all? Are we supposed to be checked out entirely from PvP and just play PvE? Is that good for the game? I would say no.
a 4* roster can hit 800-900 if they shield
2 boosted 4s can get you to 1200
A casual player gets more ROI in pvp for time spent than in pve.
the game gives you a sense of progression as your roster gets better. Watching your roster get stronger should be rewarding. Otherwise, why advance your roster?
When i started playing pvp, my thought was " i need to build up my roster to get the higher rewards" not "why can't i have everything right when i started--that's not fair"9 -
shartattack said:Jwallyr said:
When i started playing pvp, my thought was " i need to build up my roster to get the higher rewards" not "why can't i have everything right when i started--that's not fair"0 -
a 3* roster can hit 575-650 if they shield
a 4* roster can hit 800-900 if they shield
2 boosted 4s can get you to 1200
A casual player gets more ROI in pvp for time spent than in pve.
the game gives you a sense of progression as your roster gets better. Watching your roster get stronger should be rewarding. Otherwise, why advance your roster?
When i started playing pvp, my thought was " i need to build up my roster to get the higher rewards" not "why can't i have everything right when i started--that's not fair"
Doesn't make sense. That's why there's different SCL. Someone at SCL 1 shouldn't have to compete with higher roaster. And you should diffinitively get full progression with it. Not have your 1* roaster ganked by 3* cause you now have enough points.
2 -
Rare visit to pvp today. Got the 10cp and attempted to reach 900.
Tinnykitty this.3 -
I don't miss wins based at all. It was a deflating experience to be at 2500 and only 30 wins. I probably lost more points to gettting sniped trying to pass 40 than I ever did on blind hops.1
-
Addaran said:
a 3* roster can hit 575-650 if they shield
a 4* roster can hit 800-900 if they shield
2 boosted 4s can get you to 1200
A casual player gets more ROI in pvp for time spent than in pve.
the game gives you a sense of progression as your roster gets better. Watching your roster get stronger should be rewarding. Otherwise, why advance your roster?
When i started playing pvp, my thought was " i need to build up my roster to get the higher rewards" not "why can't i have everything right when i started--that's not fair"
Doesn't make sense. That's why there's different SCL. Someone at SCL 1 shouldn't have to compete with higher roaster. And you should diffinitively get full progression with it. Not have your 1* roaster ganked by 3* cause you now have enough points.2 -
aesthetocyst said:OJSP said:mega ghost said:It's after 3AM, how active could it be?
Also, I was able to get to 900 this morning in about 15 more matches. All in all it took me more than 40 wins to get to 900, and most of those were just to get the last 100 points.0 -
Haven't played pvp since they went back to no progress pvp.5
-
So wins-based PvP had players.....
1) Joining CL levels way below their roster strength. 5* players playing in CL5 and CL6 in order to get that 15 CP.
2) Hitting anyone regardless of strength and point value because a win was a win.
3) Deliberately losing matches to get down to a lower point value to see easier matches again.
None of that sounds like PvP they way the devs wanted it to be played. So it was rolled back until they find a better solution. Neither system is perfect, but the current system seems a whole lot more what the devs intended PvP to be that what we had last season.6 -
Orion said:So wins-based PvP had players.....
1) Joining CL levels way below their roster strength. 5* players playing in CL5 and CL6 in order to get that 15 CP.
2) Hitting anyone regardless of strength and point value because a win was a win.
3) Deliberately losing matches to get down to a lower point value to see easier matches again.
None of that sounds like PvP they way the devs wanted it to be played. So it was rolled back until they find a better solution. Neither system is perfect, but the current system seems a whole lot more what the devs intended PvP to be that what we had last season.0 -
Orion said:So wins-based PvP had players.....
1) Joining CL levels way below their roster strength. 5* players playing in CL5 and CL6 in order to get that 15 CP.
2) Hitting anyone regardless of strength and point value because a win was a win.
3) Deliberately losing matches to get down to a lower point value to see easier matches again.
None of that sounds like PvP they way the devs wanted it to be played. So it was rolled back until they find a better solution. Neither system is perfect, but the current system seems a whole lot more what the devs intended PvP to be that what we had last season.
1) Differentiate the rewards between CLs much more substantially so 5* players would be foolish to go below the highest CL open to them. The fact that the rewards for CL6 and CL8 aren't notably different is a big problem.
2) Open up placement rewards so that they aren't so ridiculously competitive for so few people, and I guarantee that many more players will care about aiming for high-point matches since it won't just be all about progression rewards.
3) Same as above. If placement rewards are more liberal people will be less willing to sacrifice their points just to speed up progression.
5 -
There has to be a happy compromise here. I play frequently and the points system is disheartening and discouraging to me.. The win counter way was more appealing to me as a newer player and I felt more engaged. Sure the veteran players will feel differently, sure. Thats why there has to be a happy medium.3
-
I miss it too. From the Punisher PvP:
1) I went back to entering in the final hour, like I have been doing for the last three years, sans wins-based system where I had the liberty to enter anytime.
2) I burnt all 10 of my healthpacks in that one hour. Contrast that to wins-based, where I could play 3-4 matches every now and then, thus conserving healthpack usage.
3) I was at 556 points. Won a match, expecting to see my beautiful 10CP...
...and came out to see myself at 538 points.
Good grief. So I had to burn another 2 healthpacks to get Surfer and Thanos back up to scratch.
The only good thing about this is that I'd much rather grind to 2000 points, than 74 wins, for that Nightcrawler cover.3 -
0
-
Orion said:So wins-based PvP had players.....
1) Joining CL levels way below their roster strength. 5* players playing in CL5 and CL6 in order to get that 15 CP.
2) Hitting anyone regardless of strength and point value because a win was a win.
3) Deliberately losing matches to get down to a lower point value to see easier matches again.
None of that sounds like PvP they way the devs wanted it to be played. So it was rolled back until they find a better solution. Neither system is perfect, but the current system seems a whole lot more what the devs intended PvP to be that what we had last season.
2. That's as designed and good. It allows those of us who don't care to chase placement to fill the old cupcake role rather than feeling like we can't get placement or progression and just opting not to play at all and taking our points out of the pool. Club all the seals you like, it's a feature!
3. I don't see this as a major downside. Doing this is hurting your eventual point total for placement so if that's worth it to you do it.
Now my question back at you. You say this system is so much more what the devs intended. Then why do they keep having to change the rules to prevent cupcakes and grills and whatever other ridiculous PvP tricks people come up with to jarry rig the points system.... If your argument is that win based forced more people to play in a not intended way, then you'll lose that battle. It's at worst the same, but most likely far worse in points.8 -
shartattack said:Jwallyr said:Qubort said:WEBGAS said:
Is there not intended to be a difference between Placement (i.e. competitive) and Progression (i.e. noncompetitive) rewards in PvP? It seems obvious to me that the Progression reward scheme is at least supposed to be a less-competitive option for more casual players. If it's not, what's the incentive for casual players to compete in PvP at all? Are we supposed to be checked out entirely from PvP and just play PvE? Is that good for the game? I would say no.
a 4* roster can hit 800-900 if they shield
2 boosted 4s can get you to 1200
A casual player gets more ROI in pvp for time spent than in pve.
the game gives you a sense of progression as your roster gets better. Watching your roster get stronger should be rewarding. Otherwise, why advance your roster?
When i started playing pvp, my thought was " i need to build up my roster to get the higher rewards" not "why can't i have everything right when i started--that's not fair"
Like, it sounds like you think people are asking to be able to pick a random CL and achieve all progression rewards regardless of the strength of my roster, which isn't even remotely close to the case. Is it unreasonable for people with early rosters to join low CLs with appropriate rewards, and to be able to participate on a non-competitive basis (i.e. not particularly worrying about their placement) while being able to reliably achieve a lesser set of rewards? That's the question, and points-based progression answers with an emphatic "yes, it's unreasonable, you have to play competitively (including shielding) even at low CLs just to advance for the crummy rewards that you get".
"why can't I have everything right when I started" rofl. What a ridiculous strawman.
4 -
Orion said:So wins-based PvP had players.....
1) Joining CL levels way below their roster strength. 5* players playing in CL5 and CL6 in order to get that 15 CP.
2) Hitting anyone regardless of strength and point value because a win was a win.
3) Deliberately losing matches to get down to a lower point value to see easier matches again.
None of that sounds like PvP they way the devs wanted it to be played. So it was rolled back until they find a better solution. Neither system is perfect, but the current system seems a whole lot more what the devs intended PvP to be that what we had last season.
2) If you see someone that looks like an easy (i.e. quick) win, is it impossible for even a low-ish number of points to be an efficient use of time? I've absolutely looked at two opponents and thought "Hmm, that's a lot of points but a really bad matchup for my preferred team. Maybe I'll attack this other team that isn't as many points but I have a strong likelihood of a fast win."
Obviously the wins-based progression provides an incentive for the quick wins, but the points system also provides an incentive for quick wins, if they're quick enough that it's still a reasonable points-per-minute-played ratio. I'm not clear on why the wins-based progression is significantly worse in this regard.
3) If you're deliberately losing matches, you're investing time tanking your rating so that you can later on have easier (and presumably quicker) wins. I'd be really interested to see actual numbers on whether that strategy is quicker than simply playing the longer wins at appropriate MMR.
So... yeah, I'm still not clear on why these problems are better served by nuking the workable Versus Progression system for "placement lite" instead of 1) making CLs matter and 2) making rewards track to CLs.
4 -
Jwallyr said:
2) If you see someone that looks like an easy (i.e. quick) win, is it impossible for even a low-ish number of points to be an efficient use of time? I've absolutely looked at two opponents and thought "Hmm, that's a lot of points but a really bad matchup for my preferred team. Maybe I'll attack this other team that isn't as many points but I have a strong likelihood of a fast win."
Obviously the wins-based progression provides an incentive for the quick wins, but the points system also provides an incentive for quick wins, if they're quick enough that it's still a reasonable points-per-minute-played ratio. I'm not clear on why the wins-based progression is significantly worse in this regard.
3) If you're deliberately losing matches, you're investing time tanking your rating so that you can later on have easier (and presumably quicker) wins. I'd be really interested to see actual numbers on whether that strategy is quicker than simply playing the longer wins at appropriate MMR.
So... yeah, I'm still not clear on why these problems are better served by nuking the workable Versus Progression system for "placement lite" instead of 1) making CLs matter and 2) making rewards track to CLs.
3.) "Let me lose a bunch of matches on purpose so I can stay at this easier level." Do you honestly think ANY designer would intentionally set their game up this way? Do you honestly think it was intended for a large portion of the player base to just not care about their placement at all? Again, I'm not one of the developers and can't speak for them, but I would assume not. I would figure they put the placement system there for people to chase it, not for so many people to just take the easy way out by not caring.
Obviously the system has it's flaws before and after win-based, but the clashing perspectives of people who care about placement and those who do not has always been a problem as well. It just became more pronounced when a system was introduced that catered more to those who do not.0 -
My strategy, which appears to be working so far, has been (after spending the first two days playing a lot) to try to advance to the next 100 point reward each day but not go any farther. I've climbed to 1200, and the first of three Kamala Khan covers, in SCL5. The highest that anyone has climbed, at the time of writing, is 1480.
I would like to get the next two Kamala Khan covers at 1400 and 1700, and hope to get the Nightcrawler at 2000, but my limited experience with PVP suggests that making big plays for lots of points in one sitting leaves you a high-and-dry target for many other players and you lose lots of points over a day. Over the last few days, I've only lost about 30-40 points daily, which is easier to recoup than the hundreds I was down in the last SHIELD Simulator.
Does this seem like a sensible strategy? I'm still new enough to not really understand all the intricacies.
The most frustrating thing so far in this attempt is getting a chance to "overcome my attacker" for the rich bounty of 9, or in one case 2 points. That's not worth the effort!
If I can make it to 2000 and get the Nightcrawler, I look forward to playing with some more fun and silly teams than the ones that I use to be competitive. But I'm curious which heroes from my roster the AI assigns to other players. Does it select my three most powerful characters, or the three that I'm using most often to be competitive, or the most recent three that I used? Because if I can get the Nightcrawler cover, I'd be perfectly happy to play with less competitive teams so everybody else in SCL5 can beat up on me.0
Categories
- All Categories
- 44.8K Marvel Puzzle Quest
- 1.5K MPQ News and Announcements
- 20.3K MPQ General Discussion
- 3K MPQ Tips and Guides
- 2K MPQ Character Discussion
- 171 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.3K MPQ Suggestions and Feedback
- 6.2K MPQ Bugs and Technical Issues
- 13.6K Magic: The Gathering - Puzzle Quest
- 508 MtGPQ News & Announcements
- 5.4K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 424 MtGPQ Deck Strategy & Planeswalker Discussion
- 299 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.7K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 381 Other Games
- 142 General Discussion
- 239 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements