New Feature in R191: Shards
Comments
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There is far too much going on in this thread to really get a handle on this thing for me.I may have missed it but what happens with pulling a 3* out of a Standard token with shards? Do we get the equivalent of enough shards for a 3* cover to replace the guaranteed bonus hero that was there before?I will echo that whilst this should be an improvement for 5* cover acquisition it is adding layers to 4* and 3* cover management that I don't really want - with these tiers I was quite happy with the bonus hero function (although nothing is perfect, right?), this seems to add an extra layer of roster management in terms of shard acquisition. Unless we get some "neutral" shards that we can apply to anybody we like (not likely) we are going to chasing fractions of covers through gameplay I am guessing as well as our favourited characters. I dunno, maybe I have that all wrong? I wont pretend to have this locked down and understood at all.2
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OJSP said:The chance of getting a 3* from a Standard token is 2.5% (1 in every 40 pulls). We need 50 Standard tokens to get 300 shards (6 3* shards per token). So, the rate of acquisition for all tiers is lower than Bonus Heroes.Hmm. This may just be me but this new system is also far less pleasing at the lower tier levels on a psychological basis. When you get a bonus 3* from a standard it is like a little *high five* from the game that gives you a small buzz. This is just full on grinding, open tokens, collect shards, grind towards level total.A small thing no doubt in the larger scheme but not a fun one.OK, enough moaning and switch to wait and see.2
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nordhofsweden said:Why do I bh 4*?
Mostly to champ them (but also or to get a 5* cover). It's kinda risky to target a character you're about to champ. If you get that cover in a pack you'll either "waste" your shards or continue fighting to get it from 270 to 271. (Ok, that means you'll get the LL-token so at least it's not a complete waste.)
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So, if Bonus Hero percentages were too low, you could have done some iterating on the rates, see how this influences the economy and if that solves the problems and complaints.
Instead, you scrapped the (mostly) working Bonus Hero feature, and spent months of precious dev time on designing a new feature with a new currency.
Just because you can monetarize shards, and you couldn't monetarize Bonus Heroes.
And leaving both in would have been WAY too generous, of course.
I'd really like to read a post mortem on development once the game folds, especially how the decisions to scrap systems instead of iterating on implementations helped/hindered development (PVEs, Boss Events, Gauntlet, Heroics, Support Circuit, now Bonus Heroes).
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I maybe wrong, but think this system was designed as way to feed stable five rewards into events.
They've always considered 5* covers to valuable as a reward. But what about a percentage of a five?
Percentages on a standard token might be lower statically, but you gain shards for 3* across several tokens. Playing DDQ every day for a week and getting the elite will net you 91(13 x 7) shards. In conjunction with the standards earned it is 121. So you're getting over a third (?) of a 3* from the easiest event with a low token yield.
Factor in progression rewards, and and node clear standard tokens ( just how many do you get on average per sub? ) and you'll most probably be getting more than one three cover a week from steady sources. Without bringing in shield intercept bonuses, and daily resupplies.
Though maths was never my strong suit.
Edit: bad maths, was going off standard tokens being three not six shards.2 -
AXP_isme said:
3) what happens when I cross the threshold. Does it go to 501/500 or do I lose the extra shards? It would be rubbish to lose 20+ shards because you were at 299 for a 3*.0 -
Looks good. Thanks for the update!0
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I'd like to point out that they have now given us a mechanism to earn 1/6500th if a character. I mean I love numbers, but I just can't see how psychologically it's a good idea to make it so transparent to the player. #pleasedontgiveusoneshardinrewards3
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jamesh said:I guess another way to look at this is that it removes a gambling mechanic from a game that appeals to children. That alone seems like a good thing on principle.
You get all the characters at random from the vaults and tokens.
It only removes a very small part of the rng system.
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blankcanvas said:I'll reserve judgement until I see it in action, but my initial 1st impression from reading the post is that completely doing away with the free bonus hero cover is rather mean spirited.
This should work along the bonus hero and ONLY to unchamped characters. This way the newcomers could catch up and the elite players champ the new characters quicker rather than level the already too powerful heroes.
It's such a terrible idea.3 -
For all those who asked: If you have shards in a person that you get a cover for, those shards remain stuck in that character forever until you eventually add enough shards to convert them to a cover.
No switching shards to a new character or anything like that.
At least they can become a champ level? Which is of dubious help if you are in the purgatory of trying to cover the 4 tier, obviously.
This was answered on Discord....... ducks11 -
Despite all this faff I would still rather they just changed the BH percentage on each tier as they added to the dilution. Seems a lot of work for something that could have been implemented in seconds.4
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If someone needs statistics for further arguments, here are my pulls in the past 10 months:
Standard tokens: Total=2158. 1*=1810. 2*=296. 3*=52.
Elite tokens: Total=978. 2*=747. 3*=170. 3*(+ bonus included)=61.
Heroic tokens: Total=539. 2*=378. 3*=107. 3*+BH=25. 4*=20. 4*+BH=8
10-pack Heroic tokens: Total=100. 2*=65. 3*=20. 3*+BH=10. 4*=5. 4*+BH=0
25 CP tokens (Latest legendary and special stores): Total:82 4*66. 4*+BH=2 5*=13 5*+BH=1
Classic Legend tokens: Total=145 4*=125 4*+BH=6 5*=14 5*+BH=0
I don't have much time right now to calculate how many pulls on average were required for a specific pull, but i'll do it later. Or someone else can do it.0 -
Kletvar said:If someone needs statistics for further arguments, here are my pulls in the past 10 months:
Standard tokens: Total=2158. 1*=1810. 2*=296. 3*=52.
I don't have much time right now to calculate how many pulls on average were required for a specific pull, but i'll do it later. Or someone else can do it.Do those 3* include the automatic Bonus Hero?Anyway - 2158 x 6 = 12938/300 = 43.16 so you are way down on 3* from Standards.0 -
bluewolf said:For all those who asked: If you have shards in a person that you get a cover for, those shards remain stuck in that character forever until you eventually add enough shards to convert them to a cover.
No switching shards to a new character or anything like that.
At least they can become a champ level? Which is of dubious help if you are in the purgatory of trying to cover the 4 tier, obviously.
This was answered on Discord....... ducks1 -
Let me preface this by saying this is intentionally a selfish look from just my perspective as a 4* player with all but three 4*s fully covered and all but 14 champed but not a single meta 5* anywhere near 13 covers (Okoye at 1/3/1 and Kitty at 1/1/3 are my closest). All I care about is how this changes my chase for 5*s. Overall, I'm pleased.
1) Until we know how much/how often earning shards will take place in other areas of the game (e.g. progression rewards, placement rewards, vaults, HfH, etc), it is too early to tell if the straight expected value of the change is in our favor or against us. As many have pointed out, without any additional ways to earn shards this is a loss, because we go from 0.75% (15% x 5%) of a bonus 5* each LT/Classic pull to 0.60% (3/500), a reduction of 20%.
However, assume I currently earn on average 2 LT/Classic pulls a day. So each day I'm currently averaging 1.5% of a bonus 5*. Under the new system, if I can earn just 1.5 more shards a day from other means, each day I'll be averaging the same as under the old system (6 shards from my 2 pulls + 1.5 earned shards = 7.5 / 500 = 1.5%). So the question is: will I be able to earn more than 1.5 shards a day? It seems like a low bar to cross and if it does come out over, I come out with a higher expected value--and with less volatility! Win/win.
2) This allows you to target the color of the cover you want. This is a huge strategic advantage in addition to accelerating covering characters in full. Being able to pick your color will keep you out of sitting on possible champ levels but not being able to champ your character: I'm looking at you my 7/2/3 BeardCap.
Also, and perhaps even more importantly: it will be much more likely you can get the coverage you want without having to champ a character. I was staring at my 1/1/3 Kitty and was thinking I'll be forced to champ her and jump into 5*-land to get the ideal cover combo. But now I can shard my way to her at 5/5/3. So I'll have a level 255 5/5/3 Kitty, instead of a level 450 5/5/3 Kitty, and this will protect my MMR while helping my game tremendously.
On the flip side, it increases the likelihood that everyone else will do this too, so the advantage may not last long. And if we only get an expected value trade (1.5% of a 5* per day, see point 1), for those 8 additional Kitty covers it will take...533.33 days for me to do this. So not exactly speedily, but hey, I've already been playing for 743 days so why not 500 more? In the immortal words of Lloyd from Dumb and Dumber: so you're telling me there's a chance!
3) Since I only care about 5*s, I'm not currently worried about not knowing which one to target or changing my mind. But I recognize I might if one were to get buffed or nerfed (imagine if this had been in place during Gambit-mania and you had been building your Gambit shards). I'm not as worried about a new meta 5* as everyone will be on a level playing field if that happens. I also recognize it affects players making the 3-4 transition much more because the boosted list is so much more important and at present, those lists are not even being kept up to date, much less being published in advance. If anything though, I think this is solved simply by hoarding more.
TL/DR: Need more info on shard earning but in general I like what I know so far.
Kudos to the devs for answering so many questions!5 -
DAZ0273 said:Kletvar said:If someone needs statistics for further arguments, here are my pulls in the past 10 months:
Standard tokens: Total=2158. 1*=1810. 2*=296. 3*=52.
I don't have much time right now to calculate how many pulls on average were required for a specific pull, but i'll do it later. Or someone else can do it.Do those 3* include the automatic Bonus Hero?Anyway - 2158 x 6 = 12938/300 = 43.16 so you are way down on 3* from Standards.0 -
helix72 said:
1) Until we know how much/how often earning shards will take place in other areas of the game (e.g. progression rewards, placement rewards, vaults, HfH, etc), it is too early to tell if the straight expected value of the change is in our favor or against us. As many have pointed out, without any additional ways to earn shards this is a loss, because we go from 0.75% (15% x 5%) of a bonus 5* each LT/Classic pull to 0.60% (3/500), a reduction of 20%.
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Only Demiurge would take something which by their own published numbers being WORSE and spin it as an improvement. If you're going to do something do it better. If there is ANY debate of is it better/worse, you're doing it wrong
Game wide this is a reduction in covers distributed. Sure they say they will bridge the gap in other areas of the game later, but when will that be? CL10 is still coming soon for over 2 years, buyer beware8
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