Quality of Life Improvements
Comments
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I just want less taps overall!
Less taps to open and apply covers. Less taps to start missions and replay missions. Less taps to cycle through rosters and so on
Also the supports interface needs a full re-work. There may be value in supports, but the clunky interface means I refuse to even try and find that value.
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DFiPL said:"Open all" would have my enthusiastic support.
Should be *optional*, mind; folks who have been hoarding tacos, say, shouldn't get forced into opening them all at once.
But the ability should be there, if the player desires to use it.
One idea I had is open all would open them all at a moderate pace, then there would be two buttons the in corners. One is the fast forward we already have on opening 40 packs (this would lock you into open at all this point) the other button would be an e-brake. So if you have 300 taco coins but want to stop after the LT for example. You would hit open all, watch them open automatically at a reasonable pace but not so fast it's hard to respond. Once you see the LT you pull the e-brake and don't pull any more covers.1 -
HoundofShadow said:For those recommending doing away with placement rewards in PvE, how are you going to distribute the placement rewards in such a way that non competitive players are not getting more than they deserve, and top players are not getting fewer rewards than what they have been getting?Bowgentle said:Magic said:rixmith said:Modify PVE scoring so that doing well isn't dependent on being able to play right when each sub starts and ends. Being able to do my clears anywhere within the 24 hour window and still be able to achieve placement rewards would be a huge QOL improvement.
The solution is to make the story mode non-competitive. Put in the rewards from the placement into the progression and scrape the placement entirely (some modifications needed, maybe ultra hard mode needed, who know). As it stands now the Story is nop PvE as some people call it - it's PvP. Just the opponents are different and you can't hinder somebody else's progression by beating them like in Versus. And I believe this game would benefit from a true PvE section.
It all comes down to: How would you monetize true PVE?
Competition is what drives spending.
Take away competition and you take away an incentive to spend.3 -
HoundofShadow said:For those recommending doing away with placement rewards in PvE, how are you going to distribute the placement rewards in such a way that non competitive players are not getting more than they deserve, and top players are not getting fewer rewards than what they have been getting?0
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broll said:
One idea I've had/seen listed as a request that could work with this is having the final node be an infinite wave. So you set the progression points very high, much higher than just doing 1 or however many clears could possible get you. The final node is then a survival node where you fight infinite waves of ever increasing strength enemies. Each wave is worth more points than the last. Your skill at puzzle. team selection, and roster would be the dictating factor on how high/far you can get in this gauntlet. That would then determine how many points which would dictate what high end rewards you can get to.
With my idea above the need to get higher/farther in point progression would be what drives spending. You're only competing against yourself, but that competition translates to real & desirable rewards.0 -
shardwick said:HoundofShadow said:For those recommending doing away with placement rewards in PvE, how are you going to distribute the placement rewards in such a way that non competitive players are not getting more than they deserve, and top players are not getting fewer rewards than what they have been getting?0
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I don't like the infinite wave idea. With all the boosters in this game, can you imagine how high enemies would have to get in later nodes to even be a threat? Nico, Carol, and those types would get insane and I don't really want to sit there for 20 minutes on one match. I feel like I'd end up having to play MORE than I do now.The biggest game changing QoL improvement would be the ability to reload the same node immediately upon completing it. It would save so many screens and so many clicks.2
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Borstock said:I don't like the infinite wave idea. With all the boosters in this game, can you imagine how high enemies would have to get in later nodes to even be a threat? Nico, Carol, and those types would get insane and I don't really want to sit there for 20 minutes on one match. I feel like I'd end up having to play MORE than I do now.
If they went this way I would like to see the nodes cap at 1 - 2 clears per vs 4 -6. That way you have more time to spend trying to climb the infinite wave node. I'd also like to see the normal nodes allow players who just want to play cause they like the game continue to re clear the nodes as many times as they like for no additional points. This could also be used for theory crafting different teams vs different opponents and such.
Also to your point about how high you could get, I would like to see something that indicates when you've gotten max progression (assuming you do at all) that allows you to quit or continue on. The point of continuing on would just be for fun/challenge as no additional rewards would be gained. You could also do it just to brag about high your points were.
Edit: Made a separate thread in suggestions:
https://forums.d3go.com/discussion/74773/how-to-do-non-competitive-pve
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ThaRoadWarrior said:shardwick said:HoundofShadow said:For those recommending doing away with placement rewards in PvE, how are you going to distribute the placement rewards in such a way that non competitive players are not getting more than they deserve, and top players are not getting fewer rewards than what they have been getting?0
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A lot of great ideas, and counterpoints, in this thread. The developers should hire some of you to form a R&D department. Here are two of the things that I'd like:
Skip Tax I really despise this. I can't even quantify how much more PvP I would play if this weren't a thing. For transitioners like me (I'm in the two-champed-5-stars plane of the underworld) PvP can be an extremely frustrating ordeal. Eliminating the skip tax would take some of the pressure off.
Solution: How about no skip tax for VIP members?
Alliance Rewards Placement rewards for alliances are sorely in need of a buff. These need a buff like 5Wasp needs a buff, know what I'm saying? They're still operating with the same basic reward structure from when alliances first became a thing 4 years ago.
Solution: Extend the 4-star cover to the Top 50, or even the Top 100, alliances. Let this trickle down and improve all level of rewards.
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Borstock said:I don't like the infinite wave idea. With all the boosters in this game, can you imagine how high enemies would have to get in later nodes to even be a threat? Nico, Carol, and those types would get insane and I don't really want to sit there for 20 minutes on one match. I feel like I'd end up having to play MORE than I do now.The biggest game changing QoL improvement would be the ability to reload the same node immediately upon completing it. It would save so many screens and so many clicks.
Luke Cage, Iron Fist, and Medusa are also about as close to a permanently self-sustaining wave team as you can get, too. Fortified special tiles that heal you if they get matched, and plenty of ways to generate more, both actively and passively. And some AP generation too. You could run that team through an infinte wave node for hours, most likely.
Never mind Chavez plus a 5*. You wouldn't even have to bother with firing powers eventually. Just let the crits do the work.
So the infinite wave node idea is interesting but wouldn't work in practice.0 -
Roland113 said:broll said:
One idea I've had/seen listed as a request that could work with this is having the final node be an infinite wave. So you set the progression points very high, much higher than just doing 1 or however many clears could possible get you. The final node is then a survival node where you fight infinite waves of ever increasing strength enemies. Each wave is worth more points than the last. Your skill at puzzle. team selection, and roster would be the dictating factor on how high/far you can get in this gauntlet. That would then determine how many points which would dictate what high end rewards you can get to.
With my idea above the need to get higher/farther in point progression would be what drives spending. You're only competing against yourself, but that competition translates to real & desirable rewards.
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Okoye + Medusa with 30 team-up AP would crush waves, too. Throw Chavez in there for overkill. Infinite waves just wouldn't work unless the difficulty scaled to ridiculous levels.
Level 5,926 Mafia Thug has arrived!
I don't need to play that long.0 -
Dormammu said:Okoye + Medusa with 30 team-up AP would crush waves, too. Throw Chavez in there for overkill. Infinite waves just wouldn't work unless the difficulty scaled to ridiculous levels.
Level 5,926 Mafia Thug has arrived!
I don't need to play that long.1 -
broll said:Borstock said:I don't like the infinite wave idea. With all the boosters in this game, can you imagine how high enemies would have to get in later nodes to even be a threat? Nico, Carol, and those types would get insane and I don't really want to sit there for 20 minutes on one match. I feel like I'd end up having to play MORE than I do now.
If they went this way I would like to see the nodes cap at 1 - 2 clears per vs 4 -6. That way you have more time to spend trying to climb the infinite wave node. I'd also like to see the normal nodes allow players who just want to play cause they like the game continue to re clear the nodes as many times as they like for no additional points. This could also be used for theory crafting different teams vs different opponents and such.
Also to your point about how high you could get, I would like to see something that indicates when you've gotten max progression (assuming you do at all) that allows you to quit or continue on. The point of continuing on would just be for fun/challenge as no additional rewards would be gained. You could also do it just to brag about high your points were.
Edit: Made a separate thread in suggestions:
https://forums.d3go.com/discussion/74773/how-to-do-non-competitive-pve0 -
ThaRoadWarrior said:You only need 4X clears to hit max progression if you have the 5* essential, I've been coasting this way for some time.0
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Something that really annoys me is all of the pop-ups saying which rewards you just got. You got this on wave 1 of this node! You got this on wave 2 of this node! You got this.... Stop. Marvel Contest of Champions has a little chest that holds all of the rewards you got while playing and then you just click on it later when you're taking a break from playing and then you'll get those rewards. Having something similar in MPQ would be amazing because many times I will accidentally click through the pop-up when I'm waiting to get all of my placement and alliance rewards from an event while playing something like lightning rounds on a pvp thinking that the pop-up was something insignificant like telling me I got 70 iso from a seed node when it was actually something much better like top 10 rewards from the last pve.
Maybe something like the MPQ logo flashes when you receive something new even if it's trivial like 100 iso or boosts.1 -
Infinite wave is actually too easy, in fact far easier than any boss match. There are are numerous self sustaining teams that are effectively endless.
Lets me suggest to some teams to consider.
5*: HE, GG, Coulson. Hint: this team can refresh 30ap blue/red almost to infinity.
4*: Any of the Nico, Valky, Marvel, Wasp combos that CONTINOUSLY buff specials.
yeah, I think eventually the goons scale outta control, but player chars scale outta control as well. As I remember 10m wave battles weren't uncommon in Growth industry. I could easily see an endless that scales into the 1hr 2hr range.0 -
2 feeders for every 5. Less grinding, more puzzling. One off matches where you have to really think about what team you want to use. Opportunities for 5* players to use their 4s every now and again. Not being forced to use 1s and 2s in the DDQ.
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More filters in the roster screen please1
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