New Feature Coming - Targeting Heroes
Comments
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Demiurge is also the developer on a similar game to MPQ, SEGA Heroes. In fact, some of the new game engine was borrowed/copied from that game.
That game has a shard system of character collection. In that game there are 4 tiers, needing 15, 25, 50, or 65 shards to unlock or level a character.
Of course they could be looking at something different here, and I don't want to make any assumptions about the numbers, or design or anything else. But it makes me very suspicious that a shard system is what they are working on.
I really hope this new system is on top of bonus heroes vs replacing them......the fact is that it has gotten continually harder to get the covers you want in this game and if there isn't something introduced that actually makes things better (not just feels better) then players will just keep losing ground. And of course I recognize that the game needs to make money, that it needs to be not-easy to get what you want etc but at the same time they should tacitly acknowledge the situation the game is in and how dilution has impacted players' ability to progress their rosters.3 -
If they replace Bonus Heroes, the system would have to have a lower structure to counter losing the odds on a Bonus Hero. Otherwise this whole new system is moot.0
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bluewolf said:Demiurge is also the developer on a similar game to MPQ, SEGA Heroes. In fact, some of the new game engine was borrowed/copied from that game.
That game has a shard system of character collection. In that game there are 4 tiers, needing 15, 25, 50, or 65 shards to unlock or level a character.
Of course they could be looking at something different here, and I don't want to make any assumptions about the numbers, or design or anything else. But it makes me very suspicious that a shard system is what they are working on.
I really hope this new system is on top of bonus heroes vs replacing them......the fact is that it has gotten continually harder to get the covers you want in this game and if there isn't something introduced that actually makes things better (not just feels better) then players will just keep losing ground. And of course I recognize that the game needs to make money, that it needs to be not-easy to get what you want etc but at the same time they should tacitly acknowledge the situation the game is in and how dilution has impacted players' ability to progress their rosters.0 -
The devil will be in the details. Sounds encouraging but won't know until the entire program is rolled out.0
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DarthDeVo said:fight4thedream said:liminal_lad said:fight4thedream said:While new avenues to acquiring characters is always welcome news, until we get more concrete details I do think it would be wise to temper one's expectations.
You see, it's this mat that has a bunch of different conclusions you can jump to.
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BriMan2222 said:
Like this game, I ran a sheet of how many ISO I needed as new Lockbox heroes were released.
Like with all RNG systems, I got them under the average, and sometimes not. Think my best one was only needing like 90 total ISO (the average was 120 or so). But at least there was a top end that guaranteed you the hero if you had **** enough RNG.
Ah those were the days...
I miss A:AA every now and then.
Coming up on the 3 year anniversary of its shut down (October 2016). It's been that long already?2 -
The Viceroy Returns said:BriMan2222 said:
Like this game, I ran a sheet of how many ISO I needed as new Lockbox heroes were released.
Like with all RNG systems, I got them under the average, and sometimes not. Think my best one was only needing like 90 total ISO (the average was 120 or so). But at least there was a top end that guaranteed you the hero if you had tinykitty enough RNG.
Ah those were the days...
I miss A:AA every now and then.
Coming up on the 3 year anniversary of its shut down (October 2016). It's been that long already?
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I hope this new system makes it easier and realistic to find the covers you need for whatever the target hero is.
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Daredevil217 said:bluewolf said:Demiurge is also the developer on a similar game to MPQ, SEGA Heroes. In fact, some of the new game engine was borrowed/copied from that game.
That game has a shard system of character collection. In that game there are 4 tiers, needing 15, 25, 50, or 65 shards to unlock or level a character.
Of course they could be looking at something different here, and I don't want to make any assumptions about the numbers, or design or anything else. But it makes me very suspicious that a shard system is what they are working on.
I really hope this new system is on top of bonus heroes vs replacing them......the fact is that it has gotten continually harder to get the covers you want in this game and if there isn't something introduced that actually makes things better (not just feels better) then players will just keep losing ground. And of course I recognize that the game needs to make money, that it needs to be not-easy to get what you want etc but at the same time they should tacitly acknowledge the situation the game is in and how dilution has impacted players' ability to progress their rosters.
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A number of match-3 RPG games have similar shard systems to power up their characters. Typically, it involves about 150-200 covers to reach the final form of those characters. I know of one that give X exp points for character of the same class, and X+Y exp points for that exact character. Most of them involve opening packs or getting covers by playing nodes, and then storing those character covers in an inventory. Finally, those cards will be merged to create a stronger character.
I think the more important question is, is this feature an add-on, or will this involve debuffing some other feature(s) or the removal of other feature? I'm going with the latter.
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OJSP said:2
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dingo said:My question is, will this be like Shield Clearance Levels? Remember when SCL first came our we were given a rank based on something....? I don't remember the criteria. Which translated into a bunch of iso. I remember receiving around 300K or more. Will we be prorated with rewards based on some sort of level?.... Not to jump to conclusions....0
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I'll be very cusious to see how this differs from Bonus Heroes...
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Dragon_Nexus said:I'll be very cusious to see how this differs from Bonus Heroes...0
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I'm an optimist so I think it'll be positive. No point complaining about something that's not happened and might not happen.
I'm keen to know if there's any point hoarding tokens or covers though...?5 -
Well, however it works I just hope it doesn't take forever and a day to level up.0
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It will take at least about a month or two for 4* and 5*.0
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HoundofShadow said:It will take at least about a month or two for 4* and 5*.
Looking forward to hearing more details.6 -
Tony_Foot said:Dragon_Nexus said:I'll be very cusious to see how this differs from Bonus Heroes...I can see it now. A vault, but you pick what goes in it!And then you pay money to draw stuff out of it! Yay! =D1
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Using available information:
1. Players receive one 5* cover every 90 days after hitting certain in-game days.
2. Direct Purchase of unlocked cover cost 720CP
3. HfH cost 250 or 500cp
4. Using average non-top players as a rough guide, they earn 30CP in PvPs per week and about ~80CP in PvEs per week. That's about 440CP per month. It will take about 7 weeks to hit 720CP.
I believe it will be tied to SR in order to unlock the different tiers because I find it unlikely they will allow new players to target 5* characters at low SR.
I also believe that there will be a capped on how much we can "progress" per day with Targeting Heroes. Players who want to unlock the cap will probably pay ISO-8 to unlock them. This helps to solve the problem of players with excessive ISO-8.
The point is: don't get your hopes too high and expect to gain 1 5* cover every week. I'll put it at between 2 to 3 months.
3
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