I miss win based PVP progression...
Comments
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Totally Agree!0
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Sandmaker said:aesthetocyst said:Sandmaker said:aesthetocyst said:drexyl said:I'm on day 868....
Playing my alt account to 300 is far less painful and time consuming than playing my main account to 40 wins.
Like, by an order of magnitude.
Why are you comparing 300 point to 40 wins? The equivalent needed to get the 10 pack was 12 wins. 8-10 of which could be done with seed teams.
That's his experience, who are you to say otherwise? Not everyone's the god of matching gems that you apparently are. The fact that you even own an "alt" that can hit 300 speaks worlds about how far removed you are from the experience of an actual casual player.
And no, you can't get to 245 with seed teams, because hitting that many seed teams pushes you ahead of the crowd. By 150, a 3* roster will start getting hit for more than than can gain from doing more seeds. So no, it's not the same in both systems. But of course you knew that, because you made quite a lovely post last month whining about how much better seed teams are in a win-based system than a points-based system.0 -
There's arguments here I don't really agree with. I'm not addressing the entire thread, just some points that jumped out to me reading through most of it.
- There's an argument here that people should be playing PvE because progression is faster.
Well frankly I'm done with PvE for today and I want to play more MPQ and I want to progress more. I don't have to choose, or at least I shouldn't have to choose. It's not a compelling argument.
- There's an argument here that says that because PvE has a linear progress reward system, it's ok that PvP doesn't.
PvE has a ranking reward system and a linear reward system.
PvP has a ranking reward system and another ranking reward system.
It's not consistent and it should be, I'll get to the "why" later.
- There's an argument that wins based is only good for entry level players and once your roster is strong enough to blow through the chaff you'll hate it.
Frankly this is some "tax cuts for the rich are good because everyone wants to be rich" type of arguments.
The reason you want linear reward systems is so that entry and mid level players don't get frustrated by their lack of rewards based on the fact they're entry level players.
Now I've worked in the Video games industry for 9 years, so let me say with some authority that rewards matter. Rewards and the perception of their fairness and attainability absolutely are essential in a game like MPQ.
A very important aspect here is consistency. While the game switched to win based progress, both game branches were consistent with each other. You have a linear path and a ranking path to your reward structure. You can try to max out your rewards from participating in the ranked part and in the process you get some guaranteed participation rewards to ensure that your progress carries meaning throughout and encourages participation.
It was a very good reward structure and when the win based season was rolled out I spent a solid 400 bucks for character slots because I felt the game is supporting my strategy of building my roster through participation in both branches.
So basically, looking at it both from a user perspective and a design perspective, you can make certain assertions:
- The game makes more sense to the user when both branches have consistent reward structures.
- The game can retain players better if all types of users (paying, non-paying, casual, competitive) have primary and secondary progression lines in the game that seem centered on them.
- Retention of players is important because development and license on the game can only be afforded if you have consistent revenue and Marvel licenses aren't cheap. So in order for you to have a game, I need to have a game and Joe and Jane over in the other corner need to have a game that we like and we may all like different things.
- Flopping back and forth between reward models is bad and a semi-permanent choice needs to be made some time soon. Inconsistencies in reward models irritate players, especially in free to play titles. Irritated players generally cut down on spending.
I won't even go into how the game feels like it's discouraging me from playing it sometimes where I feel I will progress further by not playing than I would by playing, which is a major design flaw.
Very few of the pro-rating based arguments here feel compelling to me because they feel like "vocal-minority" arguments, where some of the high performers work with the presumption that they represent a majority slice of the playerbase because they mostly encounter and interact with other high performers. And it's not like I blame any of them for it. As a high performer however often what's good for you is not good for the game at large because the high performers don't keep the light on.
To sum it up, wins based rewards were good for the game overall even if it wasn't good for you personally.13 -
drexyl said:ursopro said:JaGo said:
Boy I may get Ramsey Bolton style flayed here, but wouldn't the obvious fix be just to stop losing points for a loss? In wins based you didn't lose a win if you were attacked. Why not do that for points based? I am seriously asking why that would be a bad change?
-JaGo
Not that it doesn't happen right now with shield check rooms but at least that requires some kind of coordination.1 -
MacEifer said:There's arguments here I don't really agree with. I'm not addressing the entire thread, just some points that jumped out to me reading through most of it.
- There's an argument here that people should be playing PvE because progression is faster.
Well frankly I'm done with PvE for today and I want to play more MPQ and I want to progress more. I don't have to choose, or at least I shouldn't have to choose. It's not a compelling argument.
- There's an argument here that says that because PvE has a linear progress reward system, it's ok that PvP doesn't.
PvE has a ranking reward system and a linear reward system.
PvP has a ranking reward system and another ranking reward system.
It's not consistent and it should be, I'll get to the "why" later.
- There's an argument that wins based is only good for entry level players and once your roster is strong enough to blow through the chaff you'll hate it.
Frankly this is some "tax cuts for the rich are good because everyone wants to be rich" type of arguments.
The reason you want linear reward systems is so that entry and mid level players don't get frustrated by their lack of rewards based on the fact they're entry level players.
Now I've worked in the Video games industry for 9 years, so let me say with some authority that rewards matter. Rewards and the perception of their fairness and attainability absolutely are essential in a game like MPQ.
A very important aspect here is consistency. While the game switched to win based progress, both game branches were consistent with each other. You have a linear path and a ranking path to your reward structure. You can try to max out your rewards from participating in the ranked part and in the process you get some guaranteed participation rewards to ensure that your progress carries meaning throughout and encourages participation.
It was a very good reward structure and when the win based season was rolled out I spent a solid 400 bucks for character slots because I felt the game is supporting my strategy of building my roster through participation in both branches.
So basically, looking at it both from a user perspective and a design perspective, you can make certain assertions:
- The game makes more sense to the user when both branches have consistent reward structures.
- The game can retain players better if all types of users (paying, non-paying, casual, competitive) have primary and secondary progression lines in the game that seem centered on them.
- Retention of players is important because development and license on the game can only be afforded if you have consistent revenue and Marvel licenses aren't cheap. So in order for you to have a game, I need to have a game and Joe and Jane over in the other corner need to have a game that we like and we may all like different things.
- Flopping back and forth between reward models is bad and a semi-permanent choice needs to be made some time soon. Inconsistencies in reward models irritate players, especially in free to play titles. Irritated players generally cut down on spending.
I won't even go into how the game feels like it's discouraging me from playing it sometimes where I feel I will progress further by not playing than I would by playing, which is a major design flaw.
Very few of the pro-rating based arguments here feel compelling to me because they feel like "vocal-minority" arguments, where some of the high performers work with the presumption that they represent a majority slice of the playerbase because they mostly encounter and interact with other high performers. And it's not like I blame any of them for it. As a high performer however often what's good for you is not good for the game at large because the high performers don't keep the light on.
To sum it up, wins based rewards were good for the game overall even if it wasn't good for you personally.
1 -
What's really mind boggling about it is...they have coded both. Offer both.
Just don't let players play both so they double up on rewards.
Season starts...pop up box...
"Would you like to play in the casual smurf mode and get the 3* rewards or play with the big dogs and get some crazy stuff in 4*?"
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drexyl said:What's really mind boggling about it is...they have coded both. Offer both.
Just don't let players play both so they double up on rewards.
Season starts...pop up box...
"Would you like to play in the casual smurf mode and get the 3* rewards or play with the big dogs and get some crazy stuff in 4*?"
PvP kind of pretends it has that going on with challenge levels, but it's not doing that anyway right now, so some change could be in order.
Say I pick CL 5 in PvP I have no idea what kind of opponents await me and the game also doesn't tell me ahead of time.
It would probably be easier if they based the thing on roster restrictions.
CL1 - 1*
CL2 - up to 2* and level 94
CL3 - up to 2* and level 144
CL4 - up to 3* and level 166
CL5 - up to 3* and level 266
CL6 - up to 4* and level 270
CL7 - up to 4* and level 370
CL8 - up to 5* and level 270
CL9 - up to 5* and level 370
CL10 - everything goes
You could then put in a "counterboost" for characters that are over the restriction.
Say you're an intermediate 4* player who should enjoy playing CL6 but you got lucky or you targeted Medusa for a while and you have her above 270. For the PvP she would be throttled down to 270, problem solved.
Now you have a very good challenge structure and can target these brackets with tailored rewards.
You can then also make seed opponents very challenging actually because you have a way better idea of the relative power level coming into the bracket, addressing some of the concerns about seed opponents rewarding people for just showing up early. Make them really hard and then you can actually have a seeding based on who got past them and who didn't.
This system also would give you some kind of plateau. Reaching plateaus in progression based games is important. It tells you how far you have come.
PvE has meaningful plateaus. You have a very good understanding of whether you're currently clearing CL5, 6, 7 etc with an amount of effort that feels right to you.
I don't feel like that with PvP and I don't feel like I have a clear point of progression at which I should raise my PvP CL.
Just some points thrown at the general idea, but one clearly structured system I think should be more beneficial than offering two because people can't agree on what's better.
P.S. I would also get a kick out of roster capped brackets like the ones above. I love certain 2* heroes and not being able to use them for PvP makes me sad. I would easily staple on 10 roster slots to keep a stable of 2* champs to occasionally let loose in CL3, rewards be damned.6 -
I've read a lot of the posts in threads on this, and not sure if this has been suggested, but I would support just making SHIELD sim wins-based progression. Most of the rewards are focused on growing earlier rosters, I doubt it's a big driver of shield buying/hopping compared to the other PVP events*, and there's lots of time to get through all the rewards. I would keep the rewards the same--don't delete any CP or cover levels or anything else. I would hope this would throw a bone to those players not ready for the full PVP competition (we 575 earners, we one-three-hour-shield buyers, we non-chosen many), and promote trying out a wider variety of teams at most MMR levels.
*I'm sure there are a percentage of players that compete for the highest spot/alliance/season rewards who do spend on shields, but this wouldn't change that for them, and they can keep their focus on the other PVP events likely a little better.0 -
I know it's a selfish and knee-jerk reaction, but after just breaking shield to try and get 17 measly points in the Staff Appreciation Day PvP to get to 900, winning a 30 point match (yay?!) actually being rewarded 10 points and getting hit about half a dozen times by champed 5* teams and losing 120 points, I vote for win-based!
I'm all for a challenge, but that felt like swimming off the Farallon Islands during Sea Lion mating season.
6 -
I've given up trying for 2000 points in simulator to get that Nightcrawler cover, and a grand total of ZERO 3* covers from PVE the whole season. We need a system where it's wins-based with less wins required, or points-based but where points aren't deducted for losing on defence.3
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MacEifer said:
Very few of the pro-rating based arguments here feel compelling to me because they feel like "vocal-minority" arguments, where some of the high performers work with the presumption that they represent a majority slice of the playerbase because they mostly encounter and interact with other high performers. And it's not like I blame any of them for it. As a high performer however often what's good for you is not good for the game at large because the high performers don't keep the light on.
To sum it up, wins based rewards were good for the game overall even if it wasn't good for you personally.
3 -
ZeroKarma said:MacEifer said:
Very few of the pro-rating based arguments here feel compelling to me because they feel like "vocal-minority" arguments, where some of the high performers work with the presumption that they represent a majority slice of the playerbase because they mostly encounter and interact with other high performers. And it's not like I blame any of them for it. As a high performer however often what's good for you is not good for the game at large because the high performers don't keep the light on.
To sum it up, wins based rewards were good for the game overall even if it wasn't good for you personally.
Based on past experience I expected I was stuck with win based pvp, and I probably would have quit. I don't like pve, for me pvp is fun. It's fun to try and defeat strong teams, to rush to hit 900 and shield in time. PvP gives the strategy and rush that the boring grind of pve doesn't so turning pvp into a pve style grind fest is a deal breaker for me. I know a lot of my alliance mates, also long time players felt the same way, but I expected that even with complaining win based pvp was the new normal.
The fact that they immediately reversed it was a shock and unlike anything I've seen in my 3 years with this game. To me this immediate 180 , "sorry, sorry, sorry, here's your old pvp back" tells me much more than just forum complaining was going on. This to me means there must have been drastic decreases in pvp engagement to warrant an immediate reversal unlike anything I've seen in this game before.4 -
I still don't understand. PVE is different now, not all CL are the same some has a seperate 5 star node. So how would it impact most whales and vets if Some CLs in PVP were scored differently. It's not more complicated, win based and point based codes both already exist. It's the perfect compromise but for some reason people cant see the elegance of a solution that fixes every problem.0
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BoyWonder1914 said:2.) 40+ points per match when you're trying to get to 900 from 700 is much easier than 1 win per match when you're trying to get from 24 wins to 40 if it's all against the same level of opponents.
I look at teams I *can* beat for 25-30 points, and if anything goes the slightest bit wrong, I’ve lost 60+ points in the time it takes to get two wins. There is no 40 points per win to get that 900, that’s a fantasy to the vast majority of players. It’s simply unattainable under points-based “progression.”1 -
An HYBRID systems could accomplish the goal to please all players.
getting the rewards by reaching the requested numbers of wins or collecting a said amount of points, whichever comes first.
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cpeyton3535 said:I know it's a selfish and knee-jerk reaction, but after just breaking shield to try and get 17 measly points in the Staff Appreciation Day PvP to get to 900, winning a 30 point match (yay?!) actually being rewarded 10 points and getting hit about half a dozen times by champed 5* teams and losing 120 points, I vote for win-based!
I'm all for a challenge, but that felt like swimming off the Farallon Islands during Sea Lion mating season.0 -
I'm doing a bit of a dissection on some of these points at the moment, but it's going to be a few thousand words.
For now I think the game needs a better PvP system, period. The current system for me is incredibly frustrating and I'm sure I'm not the only one.3 -
Farmerbink said:0
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@mexus No one has to tell you that. You play enough pvp and you pick up the point system. It's not rocket science. Plus, it has been shared across the forums, from discussions like this, to pvp guides, to alliance members.
Also, I'm not sure what your point is. If you don't think players who have invested time (and/or money) into playing and learning the game, as well as building up their rosters shouldn't have an advantage, then what is the point? if you want random odds that don't require thought, effort, or skill, play a slot machine. You play more, you learn more, you build a better roster, you perform better in events. Isn't that how it should be?
I'm day 522, also. hardly "years."1 -
mexus said:shartattack said:@mexus No one has to tell you that. You play enough pvp and you pick up the point system. It's not rocket science. Plus, it has been shared across the forums, from discussions like this, to pvp guides, to alliance members.
Also, I'm not sure what your point is. If you don't think players who have invested time (and/or money) into playing and learning the game, as well as building up their rosters shouldn't have an advantage, then what is the point? if you want random odds that don't require thought, effort, or skill, play a slot machine. You play more, you learn more, you build a better roster, you perform better in events. Isn't that how it should be?
I'm day 522, also. hardly "years."
This is not explained to me in the game and I don't wanna sit on "war rooms" in an external chat to learn about this. Those who care enough to do that are a very very small fragment of the entire player-base of course and these are also the people that often ends up in the top ranks.1
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