Q&A with Demiurge_Will Answers from Demiurge_Will begin on p.2
Comments
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Signed in just to say:
day 1,550 player here and happy to see Will come in for some impromptu AMA responses.
I stopped spending money after watching Digital Day unfold but I’m glad that we are getting continued support - hard to do too much too fast in development but I do feel we are due for something new and dynamic, on the level of Champions or Clearance Levels, and soon.7 -
Demiurge_Will said:
To start with - this isn't a question, but we stopped doing regular videos because they're a fair amount of work, were reaching a relatively small fraction of our players, and didn't really seem to be making people that much happier. There's a reasonably good chance we'll do them again at some point, but probably only when we have something big to announce. Getting roasted is part of the job - we'd still get insults and worse if we never showed our faces.
First, thank you so much for stopping by to answer some questions. I must say though, that although this is a small group of players, we're also your most dedicated players. The lack of communication is one of the many reasons many players left the forums and now use Line or Reddit for MPQ. The game now links changes to the forums so it would get more exposure to the videos, plus you can also post them on Facebook and such. I really miss watching them on my lunch break to learn about the next great feature. Ultimately I would love to see this forum return to being a great place again. The forum is one reason I continue to play, and I'm sure I'm not the only one, so maybe take that into consideration.4 -
Glad to see Communication From the devs again!0
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***Mod Mode: ON***
Certain posts were removed for being off-topic and a warning issued to the poster who derailed the thread. Please keep the questions and comments on topic please. Thank you!
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On a more personal note, I am happy to see the increased dev activity on the forum again.
@Demiurge_Will : Thank you for shining a light on the 1* Spider-man change. While I am not in favor of the change, it's good to know the reasoning behind it. Admittedly, the simplifying of his skill set has made him easier to use and I would argue the best 1* character. Hopefully the change improves the new user experience.
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I would like to tack on to the time slice discussion...
Back when time slices for PvE were introduced, I Believe the nodes refreshed every 2½ hours, so the optimal way to play was to hit the nodes once throughout the day and then do an end grind to get whatever Points were left. Some time ago it switched to 24 hour refreshes, where the optimal way to play is to hit all the nodes 4 times early and then do the end grind as late as possible - thus, instead of playing now and then throughout the day you now have to dedicate a large chunk of time around the switch of the subs. Yet the end times haven't changed to reflect this change. Have you considered changing the end times to better reflect the different way to play?
(for the record the third time slice worked pretty well for me Before the change, but it is too late for me to hit the initial nodes under the new system. If it was shifted an hour or two earlier it would work a lot better for me).
Oh, and since I am posting already I may as well bring up an old favorite too... leveling costs.
Currently, a two-star costs around 65 000 ISO to get to max level (94). A Three-star costs around 120 000 ISO, or twice the cost of a two-star. A four-star costs around 360 000 ISO, Three times the cost of a Three-star. A five-star costs around 550 000 ISO, 1,5 times the cost of a fourstar. The increase from Three- to fourstar is slightly Jarring, and considering how many fourstars there are in the game now it is a huge hurdle to overcome for players building their roster.
Back in the day I know you lowered the cost to level two- and Three-star characters to make the game more accessible for new players. Would it be possible to do the same thing for fourstar characters now? If the total cost to level was brought down to around 270 000 ISO it would line up a lot nicer with the other tiers - it would be around twice the cost of a Three-star and half the cost of a fivestar.
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Most big things have been adressed already, so I'll take a non-controversial subject:
Lightning Rounds.
Why no changes in three years?
Were the metrics for the tested 4* LRs so bad that they are not rolled out?
Could you at least add some more 3* characters to it?10 -
Quebbster said:
I would like to tack on to the time slice discussion...
Back when time slices for PvE were introduced, I Believe the nodes refreshed every 2½ hours, so the optimal way to play was to hit the nodes once throughout the day and then do an end grind to get whatever Points were left. Some time ago it switched to 24 hour refreshes, where the optimal way to play is to hit all the nodes 4 times early and then do the end grind as late as possible - thus, instead of playing now and then throughout the day you now have to dedicate a large chunk of time around the switch of the subs. Yet the end times haven't changed to reflect this change. Have you considered changing the end times to better reflect the different way to play?
(for the record the third time slice worked pretty well for me Before the change, but it is too late for me to hit the initial nodes under the new system. If it was shifted an hour or two earlier it would work a lot better for me).
Oh, and since I am posting already I may as well bring up an old favorite too... leveling costs.
Currently, a two-star costs around 65 000 ISO to get to max level (94). A Three-star costs around 120 000 ISO, or twice the cost of a two-star. A four-star costs around 360 000 ISO, Three times the cost of a Three-star. A five-star costs around 550 000 ISO, 1,5 times the cost of a fourstar. The increase from Three- to fourstar is slightly Jarring, and considering how many fourstars there are in the game now it is a huge hurdle to overcome for players building their roster.
Back in the day I know you lowered the cost to level two- and Three-star characters to make the game more accessible for new players. Would it be possible to do the same thing for fourstar characters now? If the total cost to level was brought down to around 270 000 ISO it would line up a lot nicer with the other tiers - it would be around twice the cost of a Three-star and half the cost of a fivestar.
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Bowgentle said:Most big things have been adressed already, so I'll take a non-controversial subject:
Lightning Rounds.
Why no changes in three years?
Were the metrics for the tested 4* LRs so bad that they are not rolled out?
Could you at least add some more 3* characters to it?
Good one. At the very least change up the heroic Lightning rounds so there are no strong color duplicates (Steve Rogers and Iron Man are both Red/Blue/Yellow, Gamora and Punisher are both Red/Green/Black. Only Daredevil has unique strong colors...)0 -
I have nothing to add or comment on, just want to thank @Brigby and @Demiurge_Will for the increased communication. Greatly appreciated.24
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Anyone ask about Gambit yet? As in, is the plan to adjust him (for real this time), or keep cranking up the power creep even more?
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aesthetocyst said:Anyone ask about Gambit yet? As in, is the plan to adjust him (for real this time), or keep cranking up the power creep even more?1
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@Brigby
@Demiurge_Will
I heard about this thread and came out of forum retirement to ask my questions. (Also, thank you all so much for the communication. It's been wonderful hearing from you again Will and taking the time to answer our questions!)
Here it goes:
Are there any active plans to keep the engagement up for veteran players? Everyone knows a game has to recruit new players to a game to remain sustainable, but veteran engagement is also key. I've seen evidence in the new CL-packs that are great for rewards that trigger excellent reward cascades for veterans (or at least just me.) They were so good in value that I've purchased them all, and that's been after over a year of no spending.
New releases aren't really all that interesting anymore as 4*s are just reward farms once you are into the 5* tier for the most part. The SHIELD Training requirements of 12 new release covers for full completion are somewhat silly. Steps seem to be being taken to swap in older 4s in order to make the mini-event actually achievable for at least the top nodes. Will this become a regularly occurring thing? Are other steps being taken to make it so that more people can actually complete the event? (FWIW, if I can't finish the bottom new-release line, I'm okay with that, but it's not being able to complete the top section that gets me when I have every single 4* champed except the newest 2 or 3 at any given new release, especially when one of those new releases have never been in tokens.)
Other evidence seems to be the inclusion of 5* covers in some 4* rewards. I have all 5*s either max covered or champed except Hulk, Hawkeye, Black Suit Spidey, Green Goblin, and Steve Rogers (and Ghost Rider, but he doesn't count yet.) I've been able to keep up with max covering and champing all 5s before they leave Latest. However, while this means I can champ them all, it also means none of them are getting much above 455 before they are relegated to Classic status. Hoarding appears to be a way around this, but at the expense of skipping a 5* cycle. Is this intended? Is there a way being discussed to aid leveling 5*s beyond BH's or 4* progression rewards?
Speaking of BHs... Bonus Heroes is another bit of evidence towards helping out those Classic 5s, but I've only ever gotten three 5* BHs ever (and I've pulled hundreds of latest tokens since the inception of BH). Without customer service willing to exchange these classic covers, setting my classic non-champ 5s as BHs is a very risky maneuver to me and not a chance I'm willing to take with cover distributions like 1/2/5 and 5/0/2. Are colorless covers on the horizon? This will definitely change my leveling strategy if so.
Thank you all again for coming back and answering some questions. I hope I wasn't overly verbose, but I do get carried away sometimes.
Cheers! And thanks for listening!4 -
Can everyone please stick to one question per comment? That way by seeing which ones are liked it allows Will to prioritize which ones he can answer in the time he has to spend here.
Walls of text with multiple questions don't allow for that.
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Colognoisseur said:Can everyone please stick to one question per comment? That way by seeing which ones are liked it allows Will to prioritize which ones he can answer in the time he has to spend here.
Walls of text with multiple questions don't allow for that.1 -
broll said:Colognoisseur said:Can everyone please stick to one question per comment? That way by seeing which ones are liked it allows Will to prioritize which ones he can answer in the time he has to spend here.
Walls of text with multiple questions don't allow for that.
As an example I posted three in a row to start the thread I didn't receive a warning nor were they merged.
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Why do people feel the need to derail a thread when we finally get serious communication?1
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crackninja said:Was the trend towards powerful passive powers intended as a way to help defensive teams/"foolproof" the ai, a way to explore new type of powers, or something else?
If two characters both have three active powers, and you're comparing which to put on your team, often folks primarily care about how well they convert AP to damage. There's a fair amount of design space to play with there, even in a power just does damage - you can make the conversion more or less reliable (do direct damage or blow up a bunch of tiles, for instance), faster and smaller vs. slower and bigger, single-target or team damage... But giving a stronger role to passives and making more active powers that include ongoing, passive effects creates an additional axis of variation with a lot of room in it - what you do to trigger the power more often - and hopefully makes the team composition puzzle more interesting.
[edit - just formatting]28 -
Quebbster said:
Currently, a two-star costs around 65 000 ISO to get to max level (94). A Three-star costs around 120 000 ISO, or twice the cost of a two-star. A four-star costs around 360 000 ISO, Three times the cost of a Three-star. A five-star costs around 550 000 ISO, 1,5 times the cost of a fourstar. The increase from Three- to fourstar is slightly Jarring, and considering how many fourstars there are in the game now it is a huge hurdle to overcome for players building their roster.
Back in the day I know you lowered the cost to level two- and Three-star characters to make the game more accessible for new players. Would it be possible to do the same thing for fourstar characters now? If the total cost to level was brought down to around 270 000 ISO it would line up a lot nicer with the other tiers - it would be around twice the cost of a Three-star and half the cost of a fivestar.
I think lowering the cost of 4s would be great. However, another option I'd REALLY like would be allowing us to cycle back through and collect champ rewards without having to sell off and rebuild the original character (so when you hit 266, the next token would give you the champ reward for 167 and you'd progress back through that way). For me, this would be beyond huge. I still have 44 3* that I want to build dupes for which is 5.6 million iso! Not having to invest iso there or into my 2 farm, would allow me to instead focus on finishing up my fours and even (*gasp*) putting iso into my 5s!
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Colognoisseur said:The 5* PvP game is all bout those that have Gambit and those that do not. Based on forum posts it seems like it is a similar thing in the 4* tier except you need three characters; Medusa, Grocket, and Gamora.
Is this again a problem of only a few players that it seems a problem only to those at the top of the tiers?
That said, the variety in good strategies available is something that can pretty much always be healthier. The basic tradeoff we face there is between making lots of changes to characters and having a richer metagame, and being cautious and slow about changes to characters and sacrificing some variety. We've been on the cautious side of that spectrum lately because we think that makes the average player happier, but we could be wrong about that tradeoff.18
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