Is this release schedule sustainable?
Straycat
Posts: 963 Critical Contributor
There has been a new release every 2 weeks for a while now. I remember the dev video released before the OML nerf where they basically said, we like the schedule and aren't changing it. And over a year and half later, they've stuck to it. The current roster is pretty huge, and its not hard to predict how big it will get if it continues. So the main question comes down to: Does something need to change?
On one hand, dilution is crazy and will just get worse. On the other, I have mostly kept pace with the vaulting tokens and the 50-50 latest/classic tokens. At best I had all but 4 champed. Currently I have all but 5. I gained ground on the 5* tier. Aside from the other issues that have come up, like less forum discussion, overall apathy etc. what would happen if the game continues on its current trajectory?
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The release schedule has been the same for almost 5 years.
I'd say it's sustainable, yeah.6 -
I have no problems with the release scheduled, but I would like to see some effort put into managing it better. Doing Ultron this morning one of the side missions called for Hawkeye. It defaulted to the 2* one. Could use the 3* since I just sold a max champ and the replacement only had a couple of covers on it. Decided to use the undercovered 5* and it took around 3 minutes for me to find him. They can add all the characters they want, it will only be a problem if they let it become a mess which it is already starting to become.4
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Bowgentle said:The release schedule has been the same for almost 5 years.
I'd say it's sustainable, yeah.- It can't be more than 3 or 4 because that's when 5* came into being. Before that it may have been similar but couldn't be the same (before my time).
- Just because something has been the same for a long time doesn't mean it's sustainable. Whaling went on for hundreds of years and now that rate can no longer be sustained, many non-renewable resources experts say will stop being sustainable soon. If I could eat 4000 calories a day for years before I got so fat I couldn't walk/ If you have a forest with 10,000 trees in it you could cut down 1,500 trees a year for 5 years, but you couldn't sustain it past 6. I could put 200 gallons of water day into a 1.000 gallon reservoir for 4 years, but not past 5. The fact that something was done for years doesn't necessarily mean it's sustainable.
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broll said:Bowgentle said:The release schedule has been the same for almost 5 years.
I'd say it's sustainable, yeah.- It can't be more than 3 or 4 because that's when 5* came into being. Before that it may have been similar but couldn't be the same (before my time).
- Just because something has been the same for a long time doesn't mean it's sustainable. Whaling went on for hundreds of years and now that rate can no longer be sustained, many non-renewable resources experts say will stop being sustainable soon. If I could eat 4000 calories a day for years before I got so fat I couldn't walk/ If you have a forest with 10,000 trees in it you could cut down 1,500 trees a year for 5 years, but you couldn't sustain it past 6. I could put 200 gallons of water day into a 1.000 gallon reservoir for 4 years, but not past 5. The fact that something was done for years doesn't necessarily mean it's sustainable.
They have released a character every two weeks since about March 2014.
Of course the tiers of the characters changed.2 -
broll said:
LOL, I initially thought you were talking about the high-rollers that go into buy clubs and get tons of Starks and then I realized you literally meant whaling
Whaling went on for hundreds of years and now that rate can no longer be sustained, many non-renewable resources experts say will stop being sustainable soon.1 -
Bowgentle said:broll said:Bowgentle said:The release schedule has been the same for almost 5 years.
I'd say it's sustainable, yeah.- It can't be more than 3 or 4 because that's when 5* came into being. Before that it may have been similar but couldn't be the same (before my time).
- Just because something has been the same for a long time doesn't mean it's sustainable. Whaling went on for hundreds of years and now that rate can no longer be sustained, many non-renewable resources experts say will stop being sustainable soon. If I could eat 4000 calories a day for years before I got so fat I couldn't walk/ If you have a forest with 10,000 trees in it you could cut down 1,500 trees a year for 5 years, but you couldn't sustain it past 6. I could put 200 gallons of water day into a 1.000 gallon reservoir for 4 years, but not past 5. The fact that something was done for years doesn't necessarily mean it's sustainable.
They have released a character every two weeks since about March 2014.
Of course the tiers of the characters changed.I don't think he's trolling and he makes a good point. Just because something has sustained it does not mean it will in the future. That said, to answer the OP, I think this model can sustain for quite awhile. Reason being, I think cover save has tacked a few more years on to the current model. Vets can mostly keep up with new releases through either spending or dedicated grinding. And now only roster slots hold new players back. Otherwise they can save until they have the iso to champ, then BAM, they not only have a champed character, but one probably on par with their other characters due to all the saved cover levels being applied immediately. I know some newer players (shout out to @randomhero1090) who essentially bonus hero chase a select group of elite characters (the Grockets, Medusas, Carols, Vultures, etc.) while passively collecting the mid/lower tier ones and they progress just fine champing "the others" when they can.The 5* tier is of course a whole different beast because we can't cover one through bonus heroes alone. But once you move to that tier it is all about using 1-3 characters exclusively anyway so roster diversity dries up.5 -
Bowgentle said:broll said:Bowgentle said:The release schedule has been the same for almost 5 years.
I'd say it's sustainable, yeah.- It can't be more than 3 or 4 because that's when 5* came into being. Before that it may have been similar but couldn't be the same (before my time).
- Just because something has been the same for a long time doesn't mean it's sustainable. Whaling went on for hundreds of years and now that rate can no longer be sustained, many non-renewable resources experts say will stop being sustainable soon. If I could eat 4000 calories a day for years before I got so fat I couldn't walk/ If you have a forest with 10,000 trees in it you could cut down 1,500 trees a year for 5 years, but you couldn't sustain it past 6. I could put 200 gallons of water day into a 1.000 gallon reservoir for 4 years, but not past 5. The fact that something was done for years doesn't necessarily mean it's sustainable.
They have released a character every two weeks since about March 2014.
Of course the tiers of the characters changed.3 -
It is sustainable until it isn't. When/if new(er) players feel like the mountain (74 non limited 4's, now, means a new player needs 962(!!!) of the right covers to get all the 4's currently in game to 13 covers) is getting too big, they will drop off at an increasing rate. If the devs don't provide a way to climb faster, that day (giving up) gets closer with every new release. Without new players replacing old, eventually the game revenue drops until it shuts down.
Other issues are to have mechanics that feel new/different enough to make you want the character for a reason beyond "You must have them at 209 to play Shield Training" or "Champ reward slot". The more characters you add, the trickier that gets (Nebula and Dazzler feel very similar, for example). But, there are other recent characters that bring some new ideas in and provide hope (Domino is pretty innovative, and Prowler deals with specials in a different way). So I feel like there's still some design space left, but I'm not sure it can keep going for 50 more characters.
Lastly, keeping the characters coming that players want is an issue. Sometimes the character (Prowler) feels like a "who cares?" to a lot of players. Other times it's a Cable that has been much requested. As more and more of the characters that have been clamored for are added to the game, what keeps players' interest going? And yet, that is part of what keeps players coming back - seeing if Sabretooth or the Red Skull or Ronin (pick your own favorite) is the next release.
The catch 22 is that there is no option beyond releasing more characters in the developer's business model, to keep the game itself going. More characters mean more roster slots sold (their biggest revenue generator) and people chasing covers (every time a new release comes along, spending goes up a bit. You've probably seen it.) Chasing covers keeps people playing, coming back, and sometimes spending. So, in a way, asking if it's sustainable doesn't even matter because this is what the devs do to keep the money rolling in.
The day you decide you've chased the carrot long enough, well, there's a lot of other things one can do with one's time.11 -
broll said:Bowgentle said:The release schedule has been the same for almost 5 years.
I'd say it's sustainable, yeah.- It can't be more than 3 or 4 because that's when 5* came into being. Before that it may have been similar but couldn't be the same (before my time).
- Just because something has been the same for a long time doesn't mean it's sustainable. Whaling went on for hundreds of years and now that rate can no longer be sustained, many non-renewable resources experts say will stop being sustainable soon. If I could eat 4000 calories a day for years before I got so fat I couldn't walk/ If you have a forest with 10,000 trees in it you could cut down 1,500 trees a year for 5 years, but you couldn't sustain it past 6. I could put 200 gallons of water day into a 1.000 gallon reservoir for 4 years, but not past 5. The fact that something was done for years doesn't necessarily mean it's sustainable.
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I mean.... How many characters does Marvel have? A few thousand?
Sustainable.
Now, whether or not that's good for the game is another story.0 -
n25philly said:I have no problems with the release scheduled, but I would like to see some effort put into managing it better. Doing Ultron this morning one of the side missions called for Hawkeye. It defaulted to the 2* one.0
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n25philly said:I have no problems with the release scheduled, but I would like to see some effort put into managing it better. Doing Ultron this morning one of the side missions called for Hawkeye. It defaulted to the 2* one. Could use the 3* since I just sold a max champ and the replacement only had a couple of covers on it. Decided to use the undercovered 5* and it took around 3 minutes for me to find him. They can add all the characters they want, it will only be a problem if they let it become a mess which it is already starting to become.
If they can move ineligible versions of characters to the back of the roster, they can move all essential versions to the front.2 -
I've said the same thing before, that unless something changes, their release schedule is bad for the game. The current and future problem is that older 4*s and 5*s are very hard to cover. I also agree that despite something "working" for years, that doesn't mean it's sustainable. Take US social security, for example.
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It has been this way for close to 5 years. I think it's sustainable. Other match-3 games with similar rpg element has between 600 to 5000 "cards". Besides, I believe that in another year or two, that might be another permanent feature like bonus hero to reduce dilution problem.
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They will change things to address dilution, but I highly doubt part of that will be fewer releases. They have to balance what works well for new players and veterans, and the only way to keep veterans investing time and money is to keep adding things.
The simplest idea is to add a 6* tier and slow or stop 4* releases, but the players don’t want that, so they tried things like supports. Who knows what they’ll try next?0 -
n25philly said:I have no problems with the release scheduled, but I would like to see some effort put into managing it better. Doing Ultron this morning one of the side missions called for Hawkeye. It defaulted to the 2* one. Could use the 3* since I just sold a max champ and the replacement only had a couple of covers on it. Decided to use the undercovered 5* and it took around 3 minutes for me to find him. They can add all the characters they want, it will only be a problem if they let it become a mess which it is already starting to become.
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It would help if they dropped the cost of roster slots or offered roster slot sales with more regularity. It would also help if they offered loaners in PvE essential nodes, which would alleviate some of the pressure for newer players. But at the same time, roster slots and the need to roster everyone (because of essential characters) drive sales which keeps the game going.
I think what they need to do is break the Classic Legends vault into about three or four smaller sub-vaults, allowing players better odds at targeting specific characters they want/need. They should also lower the CP cost of buying covers (at every star tier 3-5*) by half.5 -
spidyjedi84 said:n25philly said:I have no problems with the release scheduled, but I would like to see some effort put into managing it better. Doing Ultron this morning one of the side missions called for Hawkeye. It defaulted to the 2* one. Could use the 3* since I just sold a max champ and the replacement only had a couple of covers on it. Decided to use the undercovered 5* and it took around 3 minutes for me to find him. They can add all the characters they want, it will only be a problem if they let it become a mess which it is already starting to become.
Try to see: once you start the boss nodes, does it go back to your non preferred version? And did you use one of them in DDQ in between?0 -
Straycat said:There has been a new release every 2 weeks for a while now. I remember the dev video released before the OML nerf where they basically said, we like the schedule and aren't changing it. And over a year and half later, they've stuck to it. The current roster is pretty huge, and its not hard to predict how big it will get if it continues. So the main question comes down to: Does something need to change?On one hand, dilution is crazy and will just get worse. On the other, I have mostly kept pace with the vaulting tokens and the 50-50 latest/classic tokens. At best I had all but 4 champed. Currently I have all but 5. I gained ground on the 5* tier. Aside from the other issues that have come up, like less forum discussion, overall apathy etc. what would happen if the game continues on its current trajectory?Look at it from a money perspective.On the plus side, putting out a new character can drive sales for people that want to "collect them all" and for people that are particularly interested in a character whether for play value or for other reasons. Sure it costs to implement characters, but I don't think the costs of adding a new character are that high. (Yes there's art, animations, research and development, programming, debugging, publicity, and other costs besides, but MPQ's been down that road a bunch of times and I'm sure has cost-cutting measures in place).On the minus side, what? I'd bet as far as the money people are concerned, nothing. "It works so far, why mess with it"? is my guess.So think on it. You can say (and I'd agree) that ever more fairly useless characters makes the game *less* interesting (I don't use 80% of my roster at least) and *more* intimidating to new players, then there's things about dilution, etc. etc. - and all of that is true. But if you want to get over the hump with the money people, you have to explain how implementing new features and new policies justifies cost.If I were going to make a presentation, I'd say something to the effect that pretty much any new player can quickly see that roster slots are a limiting factor, so they have four options - 1) shell out big bucks to pay for a bunch of roster slots so they won't lose out on covers; 2) read a guide so they know how to better spend their resources (but in so doing they can realistically find that they can get best rewards for time spent in game *without* spending money), 3) quit, 4) just play casually.Then I'd argue that though initially players would spend a load of money for roster slots, the ever increasing number of characters makes it less likely that players will want to put out ever increasing amounts of money for roster slots without knowing exactly what they're getting. That is, more characters and increased costs can pull in revenue from players that just don't care, but considering the time and money investment, I would say it more likely that knowledgable investors would be *less* likely to spend, and might even end up spending nothing after doing more research. As to players that might quit because feeling intimidated by things they don't know, or that play casually and don't care, I'd argue we want to convert those non-players and non-spenders into players that spend. So I'd argue for costly new features, like (xyz).But to get back to the initial question - are new releases sustainable? and citing apathy and dilution -Well, dilution is a mechanical thing that I think is relatively straightforward.But for apathy, even though veterans might understand the sentiment, again, it comes down to the money people argument. They'll just argue that apathy comes from players that have been doing the same old same old and that there's no cost-effective way to counter it. Then they'll ask how, precisely, apathy is a result of ever more characters.I'd reply given the current structure of the game in which players are best advised not to use most of their characters (if they have a pretty developed roster) then of course nobody gives a (blankity blank) about new characters. New characters aren't fun or exciting, they're just fodder and if they're boosted maybe they get used or not, who cares.Not that this is entirely a bad thing, as trying to put too much pressure on players to develop all their characters would result in the game feeling unpleasant to play so I'm not for that either.But anyways really, to get back to it - I don't think the character count is so much the issue. I think it's the fact that most new characters are pretty useless that's the issue. Mind the dilution argument is quite contrary.2
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The guys that suffer more with this agressive release policy are the new players....1
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