Breaking the clearing speed status quo
Mayo
Posts: 156 Tile Toppler
Points awarded each battle in pve should be based on number of color combinations based on the team characters (bonus for using an all GotG, x men, avengers, Sinister 6, etc teams), bonus points number of 3, 4, 5, and 5+ matches, winning under specific conditions, etc. This would give more randomness to the game and give opportunity for other players to have a better position in each event. As a bonus you could start at any time during your slice without stressing yourself with finishing fast knowing that your score will depend on your combos and clearing all the nodes before the time is up and still be top 10 with some skill and luck.
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Comments
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This would be a massive change to the game, and would have to be considered in more detail than is possible in a 400-word post. But I definitely agree that some change to the 'speed and optimal scheduling is essential' meta is necessary.
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Mayo said:Points awarded each battle in pve should be based on number of color combinations based on the team characters (bonus for using an all GotG, x men, avengers, Sinister 6, etc teams), bonus points number of 3, 4, 5, and 5+ matches, winning under specific conditions, etc. This would give more randomness to the game and give opportunity for other players to have a better position in each event. As a bonus you could start at any time during your slice without stressing yourself with finishing fast knowing that your score will depend on your combos and clearing all the nodes before the time is up and still be top 10 with some skill and luck.Not going to work.1
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Ummm...
You say it wouldnt work... But im not sold that easily. I think you're judging it strictly on what the OP said.
Expand on the idea. Treat it like it was just a pitch. Because thats what it was.
As it is now, plenty of people 'tie'. This person is throwing out a different solution, and time can STILL be a factor, but in this case, i would think each game's time is recorded, and that becomes a basis for score AS WELL AS the points system mentioned.
Add in weekly, or boost-list-related, point challenges. Extra points for clearing 3 nodes with Emma, extra points for each SAP tile left on the board at game end, extra points for each multiple of 5 AP you have in a given color... You get the point! Theres tons of ways to make a point based system, include a timer per match for extra measure....
....and if you STILL get ties... How is that any different than how it is now, besides allowing players to play when they want?3 -
Yeah. End of the day, if 1000 players tie for top 1, the dev is not going to give all of them top 1 rewards. It will go to the fastest player. It's what happening now in the current PvE, I believe.
Also, the players with the widest and highest levelled rosters are more likely to win.0 -
Forget all this stuff and just make some more REALLY HARD nodes that people can’t face roll.7x clears of L700 enemies or something.Problem solved.1
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As the OP has pointed out, the current PvE model overvalues speed at the cost of play variety. It is because of this that a lot of characters and non-offensive abilities are undervalued by the competitive player community. It behooves the dev team to develop a PvE system (or new game mode) that values other factors besides simple node clearing speed, that values non-offensive abilities and encourages wider roster use.
I think one possible solution is to tie the scoring system to specific win conditions by utilizing a skill-based multiplier system. Instead of speed, I would rather a player's base score be focused on:
Node value
Number of turns to complete a node
Overall percentage of team health remaining
How many members of the team are active at the end of the battle
Star level of characters used
Explanation:
Node value: Simply the amount of points a node has. Points increase based on difficulty.
Number of turns: Multiplied with the node value. Determine the value of 1 turn node clear and then reduce its value by a certain amount with each turn taken to clear node. So for example, 1 turn clear equals 5. Reduce by .2 for each turn taken. So a 4 turn clear would earn the player a 4.4.
Overall percentage of team health: Instead of health points of the entire team (which would favor large rosters with large HP characters) focus on the remaining percentage of health of team used to help keep the playing field even.
Number of members active at end of battle: Give 1 point for each active member
Star level of characters used: in order to encourage the use of lower star tiers, I thin it best to give a higher multiplier to lower stars levels.
So 1* characters would get a 5 multiplier, 2* characters a 4 multiplier, 3* characters 3 multiplier, 4* characters 2 multiplier and 5* characters 1 multiplier. I know it seems counter intuitive but the point is to encourage risk taking and thinking of possible synergies between tiers to maximize points.
In addition, bonus points (something ranging from 500 to 1000 points added to base score) can be assigned for things like:
not using boosts
number of TUs collected at end of match
number of strike, protect, attack tiles at end of match
And then a special bonus multiplier can be assigned for things like:
*using a whole team of affiliated members (X-men, Avengers, Villains)
*specifically designated characters (think Essential nodes but without the requirement but with a high multiplier like 20)
* number of certain color AP at end of match
* number of critical tiles at end of match
With enough variables, the likelihood of there being a tie should decrease. If instituted for competitive play, I would recommend a limit of 4 tries per each node, with the event taking your highest score for each node.
In the event of a tie, the player who reached the score first would win. So there's a benefit to putting up your best score as early as possible. Otherwise, you will have players waiting until the last hour to see what kind of scores they have to beat to move up in rank.
The best strategy would be to use 3 of your turns at one's leisure and save your last attempt for the final hour.
With that said, I would prefer such events be non-competitive as I believe PvE should be. I am aware making such an event non-competitive begs the question of how rewards would be distributed and I think there are viable solutions but I will leave that matter to the side for the time being.
My point is there are other ways to approach PvE that wouldn't necessarily rely on speed and encourage wider roster use. The system I have proposed is just one possible alternative. I think, ideally, a healthy mix between the current PvE format and something like I proposed would be a big plus for everyone (well as long rewards didn't take a hit like they did with the Gauntlet). But that's just my 2 cents.
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Nice bunch of ideas @fight4thedream.
Unfortunately it's still a match-3 superhero game which needs to appeal to the masses who go "Cool! Spider-Man, Iron-Man, and Hulk are in a game I can play while waiting in line at the bank/on the can!"
So find the easiest thing that can be explained with about the same complexity as:
1. Clear all the nodes 4X right away.
2. Come back when 24 hours are up and clear 3X more.
Exceptions: Waves (clear 2X first) and 48 hour nodes (clear 1X at the 24, then 3X at 48)
If it's more complicated than that it's not getting past the "musing over the cubicle wall" phase of development.1 -
I don't want to have to perform complex differential equations to figure out which teams benefit me the most and in which order.Speed is fine. I don't want to spend any more time than I have to clearing The Hunt for the 8 billionth time.3
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Hmm. I think what you're saying about the "simplicity of the current system", and what it REALLY IS... Is two different things.
Sure, 4 nodes now, 3 later, sounds simple...
BUT WHERE IN THE GAMES DOES IT EXPLAIN THAT?!
no where. Heck, you gotta find official forums and knowledgable players and posts, and THEN maybe you can piece it together with enough reading and understanding.
No, the in game timer isnt enough. Deducing what it implies, and telling the player basically that they need to schedule their gameplay is ridiculous. And yes, i realize that some players are willing to do that.
But id bet cold hard cash that if you told those same players you could be done with your daily grind in one go instead of two, that the outcome would favor one over two.
Whats better than having more players interested?! Nothing!
As far as making it "simple", just do what so many games do nowadays when it comes to sidequests and challenges: put it in an expandable corner screen during gameplay, and on the node-selection map. Have each challenge listed explain its point value or multiplier.
Right there, thats easier than what it is currently. You're telling the players up-front how to score. You're keeping it fresh/different from event to event. Only one play session needed per day.
Bonus:. If the in game timer only recorded the time taken during each game played, people might read the story again.
If you were to apply this idea to todays 2 run requirement of 4/3, sure, more players could understand better, but i think you'd still lose interest from some players when they learn two sessions within 24 hours is needed to try to get top prizes.3 -
M:tGPQ has a thread from the devs asking about a quest system I noticed: https://forums.d3go.com/discussion/80896/new-feature-quest-system-would-you-also-be-interested-in-coalition-quests/p10
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To follow up:
I agree that it takes special knowledge to fully understand the way the way the timers work and how to achieve maximum points. It should be possible for someone, using observation and experimentation, to figure out the 4X/3X without using community-based resources. However, it's obviously faster to engage with other players.
The game devs could well intend that the game be a bit obtuse on the maximum scoring since it is Marvel Puzzle Quest and if they create a need to find information, it helps build community engagement with people sharing strategies and tips.
Note that even a player who didn't try hard to determine how to maximize points, but just looked at the reward counter and decided to collect all 6 rewards (4 on waves) would easily hit maximum progression - and beyond - a score which is: 1. A pretty big accomplishment the first time you do it 2. Actually the lion's share of rewards that most players will experience, especially in lower SCLs 3. Often going to give you pretty good placement since (obviously?) most of the people playing don't bother playing past maximum progression, if they actually get to full progression. 4. Entirely possible to achieve by playing whenever you want.
And there's no "secret knowledge" needed to get full progression as long as you can pay attention to the reward progress counters.
This is not to say I am not open to changes or improvements in the game's reward system. I am just saying:
1. 90% of what you need to know is easily observed and understood in game - just by focusing on the nodes as you play, and the changing reward counters and such.
2. The system for maximum scoring is pretty easy to understand once you either figure it out or have it explained to you. (Disregarding the secret order to fully optimize points.)
So I believe that simplicity guides much of the design the developers have implemented for their scoring system, and would want to build any alternative system in such a way that is, at its essence, easy for the casual player to understand.
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Another advantage to a system like the one outlined by @fight4thedream is that the requirement could be reduced to 1 clear. If you like your score after doing that one clear, great; if not, play again and try to improve it. Isn't that the way puzzle games are supposed to work? This model of "play every node 7 times" has always struck me as kind of ridiculous for a "story" mode.
"Ah, let me sit down to read this novel. Chapter 1 sure was short; let me read it another three times. Okay, now let me read Chapter 2 ... four times? Great. And then maybe I'll come back and read each of these chapters three more times apiece before I move on to the next section of the book."6 -
@bluewolf
I understand. You understand. Everyone on here understands.
Some non-forum-goers understand. But i guarantee you more than half of the player base doesnt understand.
How could i possibly make such a bold pronouncement? Easy. My alliance. Im one of MAYBE 2 forum goers. Im one of around 6 to 8 "hardcore players", in that i have been playing for a very long time and i know how to get what i want.
But im only ONE of maybe THREE people in my alliance who actually understand the timers and how to get the points out them.
Im not joking.
I actually sat down in person (!!) With an alliance member the other day and pointed out the timer to them. Still not joking.
This alliance member isnt slow. He's a D&D player, a constant WoW player, and knows his way around numbers-for-games as you would expect a D&D/WoW player would.
Ironically (coincidentally?) he actually asked me the other day about this stuff in frustration. He said "why is it i clear every node, every time, get the green checks (playing SCL 9 mind you), and i look like i'm in 8th place overall... But then when it ends, im ALWAYS top 200?!" He was clearly frustrated, and has been playing for a few years now.
I showed him the timers on the nodes. I showed him my game too, and the timers on them, since mine weren't "green checked" yet. I explained how the points go up as the time ticks down.
So yes. Its all right there. But its not obvious at all. Not a single bit.
Im not saying they are wording it wrong, or even presenting it wrong, but there's not a single drop of explanation or anything...
And no, just because its PUZZLE quest, doesnt mean the puzzle should be in figuring out how to get better prizes. The puzzle should be the gameplay itself. The function of the puzzle should never lie outside of the gameplay itself.
I mean, i can play a mean devil's advocate when i want to, but there's nothing to defend there. I think there can be plenty to puzzle out in the gameplay, much like fighting big K, or Apoc, or any boss before we got our killer meta teams.
All im saying is... As i mentioned earlier in this post.... Its not obvious. Its not even easy to understand. Its frustrating to those who dont. And no one wants to be frustrated. No one likes putting in the effort of clearing those nodes multiple times, feeling like you did a good job, then logging back in to see that you're just okay. ESPECIALLY when you dont know how or why it happened! Its like playing a shooter without a kill cam and left wondering how you died... You cant figure it out, so you just move on. But its easier to swallow if you can see how you died/lost, and can learn from it.
Please dont get me wrong... I wouldnt have been playing this game for almost 2300 days straight now if i didnt enjoy it. But there are "best practices" that other games exhibit, and applying simple features that explain these things could help current players now, and also pave the way for future changes they want to make.7 -
I have the exact same experience as his alliance member. I was asking, "Why am I top 1 after green-checking all the nodes but I end up not being top 1 at the end of the event?"
My curiosity wants to know the answer to "How can I still be at the top 1 at the end of the event?" This led me to googling for answers and it brought me to reddit MPQ and this forum. This is how I knew the "trick" to playing PvEs optimally.
I guess this could be deliberate?0 -
HoundofShadow said:I have the exact same experience as his alliance member. I was asking, "Why am I top 1 after green-checking all the nodes but I end up not being top 1 at the end of the event?"
My curiosity wants to know the answer to "How can I still be at the top 1 at the end of the event?" This led me to googling for answers and it brought me to reddit MPQ and this forum. This is how I knew the "trick" to playing PvEs optimally.
I guess this could be deliberate?
I would hope that a game and company wouldnt have to rely on their public players forums in order to teach someone the rules of your game
Its one thing to have secrets, tips, and tricks that players figure out, but figuring out why you lost shouldnt be a "secret".3 -
I am on the side of PiMacleod in terms of 'ease of use'. The mechanics of scoring in PVE seem straightforward to those of us who have played competitively under them for years, but I don't think they are actually all that intuitive or well-explained in the game.As for what changes might be possible, there are lots of alternative routes, as discussed above, or as seen in other games.As one example that I have mentioned in other posts, MPQ could borrow from tabletop fleet-building games and assign each character a 'strength score' and then set a strength budget for any given node/event. The budget could be a hard cap, locking out any team combos that exceed the budget, or it could be a softcap, so that players received some penalty (or gained some benefit) from running a over-/under-budget team. Another advantage of this system is that it would make small post-release nerfs/buffs much easier for demi to do, because changing a characters strengh score has the effect of making that character stronger or weaker without requiring any actual reworking of their abilities (And the attendant dev time/testing that requires).But the bottom line is that any such change to the pve scoring system would be a massive shift of the entire MPQ economy, and I don't know that demi/d3 have much interest in taking that sort of risk with a game that has already defied the odds to last this long. So while I do long for a system that offered true PVE rewards, rather than the grind-fest racing game system we have now, I wouldn't get my hopes up.1
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Using obfuscated rules to make your game more challenging is bad design. I like this game, but that is an artificial barrier to entry. Go in game and look at the "Event Rules" description for Weapon Tex-Mex that's running at the time of this post:
"Oh come on...Didn't you read the event intro text? Do I have to spell this out all over again?
Whatever... Fine...
Join forces with Deadpool (it's me, deadpool!) and blah, blah, blah ...Let's just skip to the next bit.
Protect yourself by raising SHIELDS!
I won't think less of you for hiding behind a shield - fear is a natural reaction when people try to hurt you.
I've been hurt by unfeeling words too often to count.
They leave marks you know. Scars that no-one sees. I've got real scars too! you wanna see 'em?
But that's what this job is all about, amiright?
Harsh Language, callous flesh wounds, major arterial bleeding, organ failure - nothing you can't bounce back from with the right attitude and a healing factor.
you don't have a healing factor? Don't sweat it.
The right attitude is what's really important. POsitive thinking. Mind-over-matter.
Oh, hey, is this your intestine?"
I guess that tells me how to play PVP, and what MMR does?3 -
I agree that it's not clear, the optimal scoring system, and would take devoted record keeping or searching for more information to figure it out. I actually googled and found the forum after about a month or two of trying hard; I can't remember my exact reasoning but it revealed what I needed to do to place well, eventually.
I might argue that the devs already have a lot of information to convey for the average player, and there are complicated characters, mechanics and the majority of players will not care at all about placing well.
But they should put the information in the "Help" section in the game. There's really no question about that in my opinion.
I suppose it's possible they don't want to advertise the way the game locks you into a schedule to achieve optimal performance, and think it's better to leave it up to the people who want to do really well to find that out. It's one thing to explain how to collect AP to fire powers, it's another thing to tell people "Play immediately as fast as you can! Now wait 24 hours and do it again! Oh, but you need to wait less than 24 hours because you want to do it just time before the sub ends!" I could imagine a lot of casuals/beginners reading that and saying "tinykiity that noise" before they've even champed their first 2.
And I wasn't saying, to be clear, that it's easy to understand the "maximum score" approach and requirements. Just that it seems pretty easy to understand "I want more rewards and the game shows me how many are in each node with a counter." And again, getting all those rewards will give you maximum progression, and most of the time will result in you placing pretty well in the event.0 -
I think the Alliance refresh rate of every 8hrs is not super well communicated either; i find that every time one comes around I have to explain it to my alliance, which tends to result in one or two of them "getting it," and the rest kind of either just fizzling out, not having the characters, or something else that leads to us getting to the first 4* reward and running out of steam.2
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Any change to how it's done needs to remove time slices IMO. Time slices give certain players a permanent & consistent unfair advantage and others a a permanent & constant unfair disadvantage just based on where they live and their real life schedule. This is a game that should be played at ones leisure, you shouldn't need to reorganize your life to be able to be competitive.6
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