Quality of Life Improvements
Comments
-
AlexNapalm said: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 -
Infinite wave would be a great gameplay if we'll implemented0
-
What about reversing the wave idea. Instead of the waves of enemies the waves would be on the player’s side. The player would start with a required team, like the yellow node in normal PVE, and as characters are downed replacements are brought in until the player’s roster is exhausted. The player would not control the order the replacements are brought in so super teams are not an issue. The enemy team would have an impossibly high amount of health powers that are strong enough to down characters quickly, but not so fast as to prevent the player getting a chance to use them. They should also have appropriate powers that limit the damage the player can do such as stun and super whale resistance and special tile clearing. Progression rewards would be tied to the amount of damage done in the same way as in boss events.0
-
My thoughts on your thoughts. Favorite ideas (in order, some are grouped together):
1. Saved teams: Yes please! It would be so fun to create like three custom teams that I can swap around in PVE and PVP, then change them up for the next event. Please look into this!!
2. Less tapping: In options we should have several things we can toggle along with animations on or off. Including story mode dialogue, reward screens, etc. The vault door for token should be removed altogether.
3. More rewards: I don’t think anyone would be upset with this one. Better 5* acquisition, streak buster, classic legends tokens, etc.
4. Numbering nodes, an indicator showing number of clears you have done each node, and auto-replay. All awesome ideas!
5. Open all: Love the idea of watching the rewards flash and being able to cancel once you get what you need. Nice touch!
Things I don’t like (anything that changes PVE):
1. Endless wave PVE: too many winfinite teams that would have to be played. Wouldn’t be as puzzley as you think and would get beyond boring the second time you play it. HARD PASS!
2. PVE not tied to a clock: If they just did PVE based on time in the match the best rosters would always win. As a 4* player I can sometimes beat out 5* rosters because they mistime their grinds. Either they end too early or they don’t leave themselves enough time and leave points on the board. Grinding against the clock is a skill that allows for variation. Keep it as is!
3. Moving PVE placement rewards to progression. Tried it once it didn’t work. Simply not feasible and would be giving away way too many rewards. Or, some players would be getting way way less rewards than they’re used to (most brig vets on these boards lol).0 -
bbigler said: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.
0
Categories
- All Categories
- 44.8K Marvel Puzzle Quest
- 1.5K MPQ News and Announcements
- 20.3K MPQ General Discussion
- 3K MPQ Tips and Guides
- 2K MPQ Character Discussion
- 171 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.3K MPQ Suggestions and Feedback
- 6.2K MPQ Bugs and Technical Issues
- 13.6K Magic: The Gathering - Puzzle Quest
- 504 MtGPQ News & Announcements
- 5.4K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 421 MtGPQ Deck Strategy & Planeswalker Discussion
- 298 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.6K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 381 Other Games
- 142 General Discussion
- 239 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements