New Feature Coming - Targeting Heroes
Comments
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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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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.
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Can we just add a feature to the game that doesn't cost an arm and a leg.....1
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@Tony_Foot
I don't know exactly how this will work but the fact is that dilution has been making it harder to catch up, and making people pay for slow but gradual cover progress is unlikely to be a winner in terms of making people spend. Maybe you could pay to get faster progress somehow but I don't think the basic access will be pay-gated. (Just like bonus heroes are not pay-gated now.)
It is already true that with dilution, spending on bundles is almost a necessity if your goal is to have a workable 4* roster. And every Friday we get another 4* cover bundle, which I am sure makes them some money. Costumes have become a pretty regular feature and usually require spending some money (sometimes just HP). Also, bundles in general are less generous than they were last year.
Even the rewards in game are stable - not going up to address dilution and sheer volume of covers to collect. Effectively if progress is harder, then the game is continually creating an environment where spending makes more sense.
Obviously as you point out, long term vets who are willing to hoard, aren't chasing top placement and don't need to complete characters quickly don't feel much need to spend as a result. However......if that is already someone's mindset, how would fractional progress on a character materially change that calculation?
Oh... Why not increase the bonus rate? Maybe because they decided that more RNG variability isn't as good as some measurable progress to keep people engaged. Especially since they have no plan to stop or slow the character release schedule and therefore every new person who starts is farther behind everyone else every 2 weeks.1 -
I hope this feature let's you target a specific color. I am transitioning to 5-star land right now having already champed four of them. But a lot of my 5-stars that still need covers to champ them are already sitting on 5 covers in one or two colors - like 5/1/5 with already saved covers. As I only get a 5-star bonus-hero aproximately every 4 months I would never bonus-hero someone with such an uneven distribution. Getting a 6th cover only to save it would let me feel like the last 4 months were a total waste.3
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Tony_Foot said:They have to look for additional revenue streams, especially after supports seem to have been ignored. Where I am in the game TBH the dilution or getting covers doesn't bother me. If I'm close I try a bit harder for a 4* to get to 10 covers but I don't care if I don't make it. I also don't have an issue getting the 5*s I want to 13 covers with the method I play, so I wouldn't be putting money into this system anyway.What we need is a better system for 3-4 transition mainly, if this is it and it costs to catch up I'm fine with that.I would have been fine with tweaking the BH rate and 4* drop rate in heroics. Adding more covers into daily reward. VIP giving double days or double rewards.1
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I think the whole system needs tweaking. I’ve been a spender from the onset of my play. Now the resources have become so minimal from a stark that it just doesn’t feel like it’s worth it any longer.The vets or top echelon of players earn rewards at such a rate that spending is almost pointless for them as well. This represents a small minority of the customer base and the system is somehow set up to cater to this section of people. It makes little sense from a financial standpoint.
on the lower end of play you have people trying to fight their way up Mount Everest in a game they can’t be sure will even stick around long enough for them to see the top. I’d be little incentivized if I were in their shoes to spend too much simply because of that, but dilution makes it so much worse. If you play for two to three years and you feel like there is little hope of catching up with the 4* tier alone, much less gaining the coveted 5* status, how likely are you to stick it out? Assuming you love the game enough to stay, how likely are you to spend? A stark today is worth so much less than it was even two years ago. That level of inflation is not sustainable and the only people in the end who will be able to stay afloat are the ones who are already at the top of the game. It’s like an accelerated form of capitalism right until the brink of collapse with no efforts to mitigate the damage being done.
I hope this new feature looks to be something useful enough to bring hope of progress to those who need it and encourage those who feel left behind to start supporting the game financially again. If it is a once a year or once every 10k dollars spent cover, it certainly won’t help enough to fix the issue.5
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