What do you think of how tiered rewards are structured in the game?
Elektrophorus
Posts: 150 Tile Toppler
We're returning with a poll, because data is more tangible.
What do you think of how tiered rewards are structured in the game? 13 votes
They are fine the way they are now. The large difference in reward promotes a competitive game style
0%
They are fine the way they are now, but overall bracket sizes for coalition events should be decreased so fewer players per bracket get perfect scores
7%
Tier sizes need to be increased to account for large number of tied scores in larger coalition events (e.g. instead of 1-5, 6-25, the tiers go 1-50, 51-250, etc. Numbers only as an example)
15%
Rewards for mid and lower tiers should be increased to account for the large number of tied scores in larger coalition events
7%
Rewards should instead be on a % system (if perfect gets 100 Jewels, scoring 94% of the possible points will get you 94 Jewels)
46%
Tiered rewards need to be removed entirely and incorporated into progression rewards instead
7%
0
Comments
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OtherRewards should be based on a % system but not a direct % as proposed in the option above. It should be done in chunks.
As an example;
100%
90 - 99%
75 - 89%
50 - 74%
25 - 49%
1 - 24%
I proposed this over a year ago initially as a way to deal with freezes cutting rewards by such a vast amount when 147 people all manage to avoid them, maybe lose a secondary or two, and get Rank 1-147 so now you're down several reward tiers simply because of a freeze. Yes, it would also lessen the sting of a loss but not by such a significant amount that you'd feel the competitiveness was all taken away.
1 -
OtherI don't like the % idea.We have it. It's called progression rewards. Also, the rest of the options are.. Well.. We've got small and big brackets and small and big rewards. Another matchmaking system, a better greg or a new top competitive tier are the solutions that would make the issue at hand less problematic IMO.0
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Once you build your deck there are a few variables that make competition pointless:
1. Your deck draw (assuming random, but may be greg controlled)
2. Greg's Draw (assuming random, but may be greg controlled)
3. Mana gain via board layout and drop downs (assuming random, but may be greg controlled)
You can see that without knowledge of the engine behind the beast, I am not sure if:
A. Greg controls none of the variables and my outcome is based on pure luck, with some skill
B. Greg controls some of the variables, therefor outcome is based on part luck, part skill
C. Greg controls all the variables, therefor my match outcome can is largely controlled by my opponent
Of course, the people who get 1st in events employ meta breaking techniques to overpower greg despite his control, nullifying any luck or control on the part of greg, but you must have A LOT of the cards in order to do this.
I guarantee you that almost 99% of the 1st on Dragon War were looping meta breaking techniques and not skill at all.
Soooo, rewards based on competition are slightly disingenuous anyways.0 -
Tiered rewards need to be removed entirely and incorporated into progression rewards insteadBut with a caveat: There needs to be prizes (and good ones!) all the way to perfect.0
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Rewards should instead be on a % system (if perfect gets 100 Jewels, scoring 94% of the possible points will get you 94 Jewels)Laeuftbeidir said:I don't like the % idea.We have it. It's called progression rewards. Also, the rest of the options are.. Well.. We've got small and big brackets and small and big rewards. Another matchmaking system, a better greg or a new top competitive tier are the solutions that would make the issue at hand less problematic IMO.
The problem isn't with the reward size for big bracket events. It's that 90% of players will not be adequately rewarded for their efforts due to how big the brackets are compared to the size of the reward tiers. It's great that rank 1-5 get 220 Jewels! But, no one gets the 6-25 and 26-50 reward because there are 68 perfect scores, for example.1 -
Tiered rewards need to be removed entirely and incorporated into progression rewards insteadI guarantee you that almost 99% of the 1st on Dragon War were looping meta breaking techniques and not skill at all.
But: Doesn't it take skill to build a good combo deck that fits the objectives?1 -
tfg76 said:I guarantee you that almost 99% of the 1st on Dragon War were looping meta breaking techniques and not skill at all.
But: Doesn't it take skill to build a good combo deck that fits the objectives?0 -
OtherLaeuftbeidir said:I don't like the % idea.We have it. It's called progression rewards. Also, the rest of the options are.. Well.. We've got small and big brackets and small and big rewards. Another matchmaking system, a better greg or a new top competitive tier are the solutions that would make the issue at hand less problematic IMO.
If progression continued on until full possible points, this would be accurate. It doesn't, and in some cases isn't even 25% of the full points.
Progression is it's own thing separate from ranked rewards. Unfortunately, ranked rewards as they are now are not a good measure with ties being a thing. Entire brackets are eliminated from giving out rewards if enough players tie - e.g. If 26 players all earn 1st, the entire 6-25 reward bracket ceases to exist for the event.0 -
*Closing this thread, as the poll options are not equally distributed in perspectives, and addresses 3 different aspects of event rewards: reward tier sizes, player bracket sizes, and progression/placement rewards.
If you wish to discuss event rewards and whether you believe there should be changes, then please create a separate poll discussing each individual aspect, as the combination of multiple elements can cause convolution and difficulty for players to submit an accurate response to the initial question. Thank you!
0
This discussion has been closed.
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