PVP survey questions
Comments
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shartattack said:
is it hand-holding, or are they putting in "far more effort"? It can't be both. If the devs tweaked MMR so that grills didn't work anymore, I will still hit 1200 and place high in every event i put forth the effort. The top players will still do well. The gap would widen though. A 4* team could take down a 5* grill. They are not taking down 2 5* and a giant 4* essential.As in going to 3k to create trickle down is far more effort than if we all played as intended and the scores were reduced to keep the % of players earning the rewards. Winning the matches though in that method is far far easier than playing the game properly. I sit in the same room, I see the queues being made and how easily you can queue 3x75 points, compared to how long I'm out in the open skipping matches.In all honestly I don't know how you can get any thrill or enjoyment out of that but I understand people are free to play as they want until that loophole is closed off. I used to think they didn't because of all the shield money but from those stats the other week it's clearly not as high as I thought it was and the amount cheesing the system is far lower than I thought too.0 -
Ducky said:The reason they are thinking about changing PvP is because engagement is way lower than PvE. I heard somewhere that engagement is only at 40% of the playerbase, but I'm not sure how accurate that number is.
If that number is close to accurate, they would make far more money engaging those other 60% over allowing the top 1% to continue their status quo, so the "shield hopping makes money" argument becomes invalid.
If changes would engage more people, I'm all for it. The more people engaged, the longer the game lasts.0 -
shartattack said:
Ducky, did you see the post on discord recently about the most used characters? Tons of 1 and 2 star characters. Less people play pvp because less people have the roster for it. That's an MMR issue, not a PVP one. So many smaller rosters climb too fast and get smashed because MMR opens up and they get crushed by bigger teams. That makes many dislike pvp.0 -
Tony_Foot said:shartattack said:
Ducky, did you see the post on discord recently about the most used characters? Tons of 1 and 2 star characters. Less people play pvp because less people have the roster for it. That's an MMR issue, not a PVP one. So many smaller rosters climb too fast and get smashed because MMR opens up and they get crushed by bigger teams. That makes many dislike pvp.
Do you know that for fact or is that a guess?
I see dev's trying to change versus as a sign that something is wrong with it. We can all guess what we feel that issue is but unless the dev's come out and state why they are asking those questions we will not know.
But our opinions and hopefully civil discussion let's them see things from a broader perspective and address needs that way if they see fit.0 -
Ducky said:The reason they are thinking about changing PvP is because engagement is way lower than PvE. I heard somewhere that engagement is only at 40% of the playerbase, but I'm not sure how accurate that number is.
If that number is close to accurate, they would make far more money engaging those other 60% over allowing the top 1% to continue their status quo, so the "shield hopping makes money" argument becomes invalid.
If changes would engage more people, I'm all for it. The more people engaged, the longer the game lasts.0 -
Daiches said:Ducky said:The reason they are thinking about changing PvP is because engagement is way lower than PvE. I heard somewhere that engagement is only at 40% of the playerbase, but I'm not sure how accurate that number is.
If that number is close to accurate, they would make far more money engaging those other 60% over allowing the top 1% to continue their status quo, so the "shield hopping makes money" argument becomes invalid.
If changes would engage more people, I'm all for it. The more people engaged, the longer the game lasts.
The sting of retals are still there. The threat of being a punching bag is still there. The crazy high scores at the top which probably deter a lot of ppl from even attempting the mode are also still there in most of the slices .1 -
Daiches said:Ducky said:The reason they are thinking about changing PvP is because engagement is way lower than PvE. I heard somewhere that engagement is only at 40% of the playerbase, but I'm not sure how accurate that number is.
If that number is close to accurate, they would make far more money engaging those other 60% over allowing the top 1% to continue their status quo, so the "shield hopping makes money" argument becomes invalid.
If changes would engage more people, I'm all for it. The more people engaged, the longer the game lasts.Daiches said:Tired of reading comments from people that don't know how PVP works. Hey you guys, points don't just magically appear out of thin air, you know. The only way points are added to the shard is by hitting shielded people and then shielding so you can get hit.
Go to S2 or S5 if you really want to see what happens when there's little to no coordination to create scores. And see if you can leech your way to 1200 then.
Now get off my lawn.shartattack said:Ducky said:The reason they are thinking about changing PvP is because engagement is way lower than PvE. I heard somewhere that engagement is only at 40% of the playerbase, but I'm not sure how accurate that number is.
If that number is close to accurate, they would make far more money engaging those other 60% over allowing the top 1% to continue their status quo, so the "shield hopping makes money" argument becomes invalid.
If changes would engage more people, I'm all for it. The more people engaged, the longer the game lasts.0 -
One problem with PVP is it penalizes you for growing your roster. Sure that is a choice. I could sell the 5 star covers I get, but then why am I playing?
I have often wondered why they don't have a system that has you choose a tier. For example if you choose the 4 star tier the MMR ignores any 5* covers you might have, but you are only allowed to use 4 star characters and below. Given that I have a handful of champed 4 stars (all around 272) I'd still get tough matches with maxed or high-level champed 4 stars but I wouldn't have to face powered up 5 stars as well.
I'm just spit-balling ideas here as I haven't played much PVP because of time constraints (but it is something I want to play more of and have started trying to play regularly) so maybe these ideas don't make sense.1 -
I've played PVP every which way. As a younger player, I actively avoided it because MMR was the worst (I made the mistake of max leveling 3* Hulk and the world got evil for a long time in both PVP and PVE). Getting to 300 was a giant health pack sink and a horrible chore.
Then, as my roster grew, I moved to a non-casual alliance and starting playing competitively and placing higher, then I joined a shield check room and getting that 1200 prize.
Then I started front running and getting some of those monster scores.
Then they introduced win-based only and that just burnt me out quick and took the fun out of PVP. I never really recovered from those first tests.
Within the past couple seasons, I've moved to a new slice, hit almost indiscriminately without shield checking (I'll PM old friends though), get to 900 and call it a day. I try not to more than double anyone (and if I have tripled, I'm sorry and have only done so when I'm about to shield out for the rest of the event.)
I agree with increasing player engagement, but competitive play takes too much time out of my day already (and those that want to play more are more than welcome to that higher placement.) Player engagement should not mean increased player play time. I'm glad for newer players with win-based so that they could reap more rewards and that there is a new dual system to appease both newer and veteran players. I think that was a good move (even if the required wins seems a tad... high.)
In my opinion, playing on a timer decreases player engagement and enthusiasm. I can't tell you how many times I found myself just hanging out while my wife was shopping, pulled out my phone, moved my thumb to open MPQ, then sadly put it away when I realized it wasn't during any optimal play times and I didn't have quite enough time for PVP for a hop worth shield breaking. Nowadays, I don't even think about playing MPQ unless its an hour before a new sub or during lunch.
There are lots of valid points being discussed above. But, IMHO, if the devs want to increase player engagement, people have to be able to play within their own class and when they want. We need Five different PVPs. Enter at the beginning of the season, then pick your timeslice after. Each PVP has a maximum tier allowed. For instance, PVP-CL4 only allows 4*s and under. The prizes are commensurate with the CL joined for the season. If the big dawgs want to slum it in CL3 for a while, its cool as they are at a limited advantage than newer players (max champ versus unchamp is that advantage or amount of characters available). But at least the newer players have a fighting chance in that system.
Honestly, I'd play low every so often just to get some actual use out of my 4s.
I'll get off my soap box now. Cheers everyone.
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I think the old suggestion should remain in the discussion: make PvP anonymous.
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Ducky said:Daiches said:Ducky said:The reason they are thinking about changing PvP is because engagement is way lower than PvE. I heard somewhere that engagement is only at 40% of the playerbase, but I'm not sure how accurate that number is.
If that number is close to accurate, they would make far more money engaging those other 60% over allowing the top 1% to continue their status quo, so the "shield hopping makes money" argument becomes invalid.
If changes would engage more people, I'm all for it. The more people engaged, the longer the game lasts.
The sting of retals are still there. The threat of being a punching bag is still there. The crazy high scores at the top which probably deter a lot of ppl from even attempting the mode are also still there in most of the slices .
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The problem with using % player engagement as a metric is that that PVE and PVP aren't equivalent. PVE is a time sink, but at least those with lower rosters can compete and get good rewards. PVP, unless you're a good roster, you're not going to get as far. There's a finite amount of time that most players can play in a given day. If you lowered the amount of clears needed in PVE for progression, upped the rewards in PVP, then you might get a more even distribution since a player's time would be redistributed more evenly, if the effort/reward paradigm was similar...1
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As said many times before, to also help increase PVP engagement, increase the PVP rewards. Total joke between pve and pvp when you line them up.
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I think what is being missed here is that everyone is assuming the survey questions mean directly implementing those options into the existing pvp structure. what if they take those survey opinions and create a new pvp structure around those ideas? We honestly don't know the intent here.
Also the perception is that pve has better rewards than pvp, maybe if they modified/increased the rewards structure they would see more engagement.
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Tony_Foot said:shartattack said:
Ducky, did you see the post on discord recently about the most used characters? Tons of 1 and 2 star characters. Less people play pvp because less people have the roster for it. That's an MMR issue, not a PVP one. So many smaller rosters climb too fast and get smashed because MMR opens up and they get crushed by bigger teams. That makes many dislike pvp.3 -
Wish there had been an all of above option for the last question.0
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does anyone remember the change in placement before cupcakes were killed to after? the gap between top rosters and others grew even wider. no change will hurt those strong players. every change that limits pts just limits the ease with which others get their rewards.
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Tony_Foot said:shartattack said:
2 and 3 seem specifically designed to target and eliminate cooperative pvp play. This would reduce slice scores across the game, cause players to leave alliances for strategic reasons, and eliminate the social aspect that keeps many players (especially whales) still playing the game, even after the 1,482nd time they've met rocket and groot. Why on earth they would think 2 or 3 would be good for gameplay, or for their bottom line, is beyond me.We have discussed this before so you know my stance on it, most people do. I hate this collaborative hand holding. It's pvp, I don't go online to play Gears of War and organise with the enemy where we will meet on the map so I can kill them and then the next game they can kill me to improve my wins. It's a terrible game mechanic that people want to dress up as a fun social side of the game. No it's cheesing the game to get the best rewards for the least effort.0 -
If i could just hit people that didnt have didnt have 13 covers on black bolt and OML when I dont even have 3 covers on a single 5 star. Maybe they could just fix that issue first.
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I have changed my mind on this. Remove all names from pvp. Make it that you cannot hit your own teammates even if they are shielded. Completely change the set up. In fact, I think it should go 1 step futher.
Remove all time slices. Put everybody in one big pvp group like Lighting rounds. Still run the 500 per bracket for each SL, but all play for the 2 day’s and 11 hours together.
If you are going to give out an Infinity Stone to ONLY the 1st place person in every SL 7/8/9 then let’s level the playing field and make everybody play together. Now that would be a fair instead of this bias set up right now.4
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