Ideas from another game that could benefit MPQ
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There's a few issues in you're analysis unfortunately. I've been playing IJ2 since the beginning as a reference:Another difference is that you have a limited number of fights with a certain character: every character can play in Arena 5 times and after that you have to wait for refresh (10 hours) to play with that character or you can use gems to refresh another 5 plays (gems are like HP used to be in MPQ before CP, so the premium currency, but there are a lot of ways to get gems without spending money. Also there is no limit to play with characters outside of Arena).
The refresh period for the arena is 12 hours, but that's kinda nitpicky. The real issue is that you say there is no limit to play with characters outside of arena, and although that is true in that if they are downed, there is no waiting to regain health, you are limited in how much energy you can use. At level 60 (current max), I get 118 "energies," which goes really fast in campaign mode - the heart of how you level up the character's powers/abilities.
Another thing that I like it's the reward system in PvP. You have tiers with different rewards, but the nice part is that gems are present in every tier. The first tier has few gems, and they grow more and more. You also cannot fall from a tier once you got there.You absolutely can drop a level - especially the higher you get as the prizes are ultra competitive near the top (sound familiar?) And the prizes are not really that worth it unfortunately given how much work you need to put into the arena - it's a repetitive boring slog (again, sound familiar?). But you do earn gems at every level, and gems are quite valuable in the game.
I do love the short arena seasons - two a week is a big step up from the once a week slog where you had to grind so much to hold your spot...only to be dropped down by someone because they were awake at the right time.
Oh, one other thing about the arena - you're placed in a bracket based on when you joined the game - so if you just joined, no wonder you're having a great time! I joined at the beginning, so I'm with all the pre-release players and the megawhales. My score in your arena would probably get me much more, even though we can fight the same people. That part sucks big time. Imagine having every PVP event you're placed against players based on when you joined the game (not the event), regardless of roster level?
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rbdragon said:There's a few issues in you're analysis unfortunately. I've been playing IJ2 since the beginning as a reference:Another difference is that you have a limited number of fights with a certain character: every character can play in Arena 5 times and after that you have to wait for refresh (10 hours) to play with that character or you can use gems to refresh another 5 plays (gems are like HP used to be in MPQ before CP, so the premium currency, but there are a lot of ways to get gems without spending money. Also there is no limit to play with characters outside of Arena).
The refresh period for the arena is 12 hours, but that's kinda nitpicky. The real issue is that you say there is no limit to play with characters outside of arena, and although that is true in that if they are downed, there is no waiting to regain health, you are limited in how much energy you can use. At level 60 (current max), I get 118 "energies," which goes really fast in campaign mode - the heart of how you level up the character's powers/abilities.
I don't know if the Arena itself would benefit MPQ as a system either, but I like the concept and it is worth considering as they are searching for solutions as we speak.rbdragon said:Another thing that I like it's the reward system in PvP. You have tiers with different rewards, but the nice part is that gems are present in every tier. The first tier has few gems, and they grow more and more. You also cannot fall from a tier once you got there.You absolutely can drop a level - especially the higher you get as the prizes are ultra competitive near the top (sound familiar?) And the prizes are not really that worth it unfortunately given how much work you need to put into the arena - it's a repetitive boring slog (again, sound familiar?). But you do earn gems at every level, and gems are quite valuable in the game.
I do love the short arena seasons - two a week is a big step up from the once a week slog where you had to grind so much to hold your spot...only to be dropped down by someone because they were awake at the right time.
Oh, one other thing about the arena - you're placed in a bracket based on when you joined the game - so if you just joined, no wonder you're having a great time! I joined at the beginning, so I'm with all the pre-release players and the megawhales. My score in your arena would probably get me much more, even though we can fight the same people. That part sucks big time. Imagine having every PVP event you're placed against players based on when you joined the game (not the event), regardless of roster level?
I didn't know about the placement in bracket either, because there is no info about it, so thanks for the info as well.
The thing is that MPQ does not have to take the system as a whole and just implemented. That would be bad. But it could take what it is good from the system and make for a better PvP experience. Or it could make a different system entirely. I just wanted to share my experience there, because I found it a little refreshing coming from the heavy grind here. Having resourses available at every tier is a good idea in my book to cut a bit of grinding down. Promoting characters is also one idea I would like to have here. And achievements as well. But again, not exactly how it is implemented there, but take what is good only.0 -
So @rbdragon since you are playing both games, and you are in top players in Injustice, how would you compare the experience in MPQ with the one in Injustice ? What do you like there and would like to see here ? You have a bigger picture than me, so you experience could really add to this discussion
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You dare use a DC game in a Marvel environment?!? Shame on you
In all seriousness, I like some of your suggestions, and actually some of them are similar to what we have now, just a bit more diluted.
Unfortunately, I don't think your suggestions will get implemented as we're too far into the hole to dig ourselves out.
I particularly like the idea of one character at different tiers. That could cut rosters down a little bit, and you could choose which version you wanted to use in your matches.0 -
I think MPQ does a lot of things similar to the ideas you have with shield rank and CL. I think a simple suggestion would be:
PVP: go back to a wins based system with a lower total of wins required but CP in progression at higher CL.
#2 season rewards keep as points based but significantly buff the rewards. Right now season rewards are very light.
#3 keep simulator as points based but increase the rewards based on CL
#4 have a weekly gauntlet with updated rewards. It does not have to be all 3 subs each week but the opposit have week one be the easy sub week 2 harder week 3 hardest sub. Or run a gauntlet based on CL for players to choose how hard they want to play for their rewards. This will give players a week to get progression only rewards and not play on a timer similar to shield training but without required levels to play the game.0 -
I can't speak to most of the INJ comps since I haven't played that game past the tutorial and to link it to my PS version.
1. Character promotion. So how does that work with champ levels? I would be cool with 2* champ levels going up to 470+, because that doesn't cost any extra iso. Being able to level up a 1* to 4* territory would just cause my total iso deficit to skyrocket.
2. I'm always down for achievements whenever someone suggests it here. I just started Wolfenstein 2, and I like seeing the marker fill up on the side, 4/10 environmental kills. Or even in INJ 2 on PS4, I might randomly get a daily goal of 3 uppercuts or something. Any sort of achievement system would be welcome in MPQ.
3. Harder for me to judge pvp mechanics since I don't play it for placement. But the INJ system seems to involve gates that don't exist in MPQ outside of boss events. I guess that would be good
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I despise games with 'energy' that limits how much you can play them. I've never understood why developers insist on using this mechanic in their games. Yes, it can generate revenue but more often than not it leads to players moving on and playing something else. Quite often, the further you advance in the game, the more 'energy' is required.
One of the reasons I love Marvel Puzzle Quest so much is because they have avoided this mechanic, or at least made it so their 'energy' (health) becomes less and less of a limiting factor the more you expand and improve your roster until it isn't even an issue.
This is (one of the reasons) why in a year or two, Injustice 2 and a hundred other games like it will disappear from mobile app stores and Marvel Puzzle Quest will still be here.1 -
Achievements in MPQ could be a great way to earn some more iso. Achievements could be things like recruiting your first 4* or 5*, maxing a 3*, champing a 4* or finishing in a certain position for the first time in PvP/PvE.1
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I've posted this before, so will do it again. Similar to Fantasy Football, have a roster cap event. You can pick any 2-3 characters, but the total levels have to be 700 or less, 800 or less, etc. depending on your CL. Combined Arms requires a 2,3,4 star mix and is one of the events the player base tends to like based on the variety allowed. Having a max level cap would also allow for variety in setting up your best team to take down the opponent.1
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I would like to see D3 start to sell things other than power. I have no evidence of this, but I do believe that some of the negative changes for the player base is to increase revenue. Not much else you can do when you only sell one thing. Something that doesn't affect game play such as character or board skins would be nice. Then maybe we wouldn't think that a change is made to increase health packs sales so often.0
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Dormammu said:I despise games with 'energy' that limits how much you can play them. I've never understood why developers insist on using this mechanic in their games. Yes, it can generate revenue but more often than not it leads to players moving on and playing something else. Quite often, the further you advance in the game, the more 'energy' is required.
One of the reasons I love Marvel Puzzle Quest so much is because they have avoided this mechanic, or at least made it so their 'energy' (health) becomes less and less of a limiting factor the more you expand and improve your roster until it isn't even an issue.1 -
Being able to progress the more you play rather than regress when you play more in PVP
- This idea is brought to you by every game with a progression system, ever.1 -
I think the daily achievements thing is covered by DDQ. Overall achievements are covered by SCL levelling iso bonuses, champ rewards, and rewards for every won battle. I think we are good there.
I will admit that I always kinda wished we could promote characters to a different star level, but I don't know how it would work. Juggernaut covers drop like rain. OML covers do not. Wouldn't it end up being too easy to 5* Juggernaut?
Honestly, I kind of just want to be able to use 2* Storm more often because I love her white costume.1 -
Dormammu said:I despise games with 'energy' that limits how much you can play them. I've never understood why developers insist on using this mechanic in their games. Yes, it can generate revenue but more often than not it leads to players moving on and playing something else. Quite often, the further you advance in the game, the more 'energy' is required.
One of the reasons I love Marvel Puzzle Quest so much is because they have avoided this mechanic, or at least made it so their 'energy' (health) becomes less and less of a limiting factor the more you expand and improve your roster until it isn't even an issue.
This is (one of the reasons) why in a year or two, Injustice 2 and a hundred other games like it will disappear from mobile app stores and Marvel Puzzle Quest will still be here.
Those are the questions that make sense. Energy is not of our concern. I agree that it is a iffy mechanic, and in INJ defense, they already have the console and PC versions which are making revenue due to first time sale and DLC packs. Frankly I only joined that game because they announced adding TMNT next year (due to crossover with Batman) and I'm a huge TMNT fan. In the long run, I don't know if INJ would grow to be as good as MPQ. It depends. Still they are only a half year old, and lets remember how MPQ looked at that age.Borstock said:I think the daily achievements thing is covered by DDQ. Overall achievements are covered by SCL levelling iso bonuses, champ rewards, and rewards for every won battle. I think we are good there.
I will admit that I always kinda wished we could promote characters to a different star level, but I don't know how it would work. Juggernaut covers drop like rain. OML covers do not. Wouldn't it end up being too easy to 5* Juggernaut?
Honestly, I kind of just want to be able to use 2* Storm more often because I love her white costume.
Promoting characters would require some thinking, because like you said there is an availability issue. But I'm sure there could be a lot of ways to implement that. If we look at Balance of Power alone, it's nice that you can play Juggernaut at 550, but he's nowhere near the level of quality as sole 5* or 4* at level 550.
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But if they instituted those kinds of achievements, wouldn't it just mean we'd have to play even more? That was a complaint during win based PvP. Or if it's just something you get after a certain amount of time, you're not really changing the game. You're just asking for more rewards for the same amount if work. I don't really feel like that works.
Juggernaut may not be the only example that matters. For example, there are several 4* characters that would be problematic at level 550. Wouldn't we be turning the whole game into the Balance of Power PvP?
Again, I like the idea. I've thought about it myself a lot. I just don't know how it could work without a drastic change to the game.0 -
You forgot 3 other small things that are pretty neat, one of which there was a survey in mpq about adding as a feature.
1. Being able to send characters out on "missions." The limitation is you can only send 3 at a time, and you cannot use them while they are gone. There are about 8 or so lengths of time they can be gone, ranging from 45 minutes to 12 hours. The longer they are gone, the more xp and in game currency they bring back. As a bonus, you can upgrade this feature to reduce the time away to as low as 30 minutes and 10 hours. Upgrading also increases the chance of them bringing back gear and the "gems" that are the highest currency in the game. For an added thematic bonus, catwoman always brings back (steals) more.
2. Autoplay. Going into an easy match, you can let the computer play itself. Granted, the counter argument is why play if you arent playing, but if the game is going to force me to play super easy matches, it sure is a nice option to have.
3. Auto-complete matches. Similar to number 2, but even better. Logging in everyday, it gives you 3 tokens to automatically complete a campaign mission, so you can instantly get the rewards. Obvious, this could be abused in mpq for speed clearing pve, but man, it would be awesome for ddq.2 -
Spudgutter said:You forgot 3 other small things that are pretty neat, one of which there was a survey in mpq about adding as a feature.
1. Being able to send characters out on "missions." The limitation is you can only send 3 at a time, and you cannot use them while they are gone. There are about 8 or so lengths of time they can be gone, ranging from 45 minutes to 12 hours. The longer they are gone, the more xp and in game currency they bring back. As a bonus, you can upgrade this feature to reduce the time away to as low as 30 minutes and 10 hours. Upgrading also increases the chance of them bringing back gear and the "gems" that are the highest currency in the game. For an added thematic bonus, catwoman always brings back (steals) more.
2. Autoplay. Going into an easy match, you can let the computer play itself. Granted, the counter argument is why play if you arent playing, but if the game is going to force me to play super easy matches, it sure is a nice option to have.
3. Auto-complete matches. Similar to number 2, but even better. Logging in everyday, it gives you 3 tokens to automatically complete a campaign mission, so you can instantly get the rewards. Obvious, this could be abused in mpq for speed clearing pve, but man, it would be awesome for ddq.0
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