Next Character Release Announcement (5/7/20 Release)
Comments
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Projectus2501 said:Jexy said:They want us to have half covered five stars so we’ll spend to finish them. Typical freemium ****.5
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It seems people dont know what is a gacha game. It is not posible to own all 5* if not spending as you are talking above. So its needed to be clear about it: players will not have all 5* champed. Now, if one 5* is just the one that feels great for your playgame or your team, then playing hard on scl10 will give you about 5 covers. Fixing that character as favorite and still playing hard will give you more covers. Upgrading skills with 720 cps will improve him further.
On the other hand in the case of 4* in about a month I am able to champ each one.
But without characters a gacha game is dead. The right behaviour of game fans is to say thanks for those good characters.
And to play more. And to be strong for to play on scl10 if atracted to those 5*. Just that without conspiranoic comments, without the disgraceful behaviour of to low down the note on playstore, without saying to quit the game for enesimal time.
All that if one is considering himself a fan game, of course . But truly.
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Over the past 2 plus years in here, the common demands are:
slowing down releases, reducing playtimes (while increasing rewards), decreasing the price of bundles and increasing the resources, solving dilutions, rebalancing characters.
All these demands are one-sided and require the developers to take a hit in their ROIs or goals in some ways. I find it funny that long time players are aware that:
1) 2 character releases a month is the norm, saved for some odd occurrences.
2) new characters bring in money for the developers and older characters don't really do so.
Yet, they continue to ask the developers to slow down releases. This is equivent to asking someone to stop doing things that earn them money and do something that earn them "goodwill" instead. How much is the worth of goodwill? If the worth of these goodwill is as much as the worth of money gained from selling of new characters in the long run, it's something that the dev will do more often.
If the players in here are really interested in working with the developers to ensure the longevity of this game, they should be asking realistic questions like:
1) How can we help the developers to slow down the releases of new characters so that they can rebalance older characters without taking a hit in their revenue gained from new character releases?
2) What kind of bundles related to the re-balanced characters will attract me to buy them?
3) What's the maximum price point I will buy and what are the bare minimum resources needed in those bundles?
4) What bundles related to the rebalanced characters will I buy if I've already gotten them champed? Will I buy if I've gotten them champed?
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Some players are only worrying about how much profit devs are doing. Which uses to follow the populist argument of how much money are we being robbed.
Well, for that the answer is really simple. Go and develop yourselves a game, if so much profit you think you will make. And make it run for 6 years, if you can.
Take in mind that Marvel is a franchise that will ask for his money each month. Oops! That will be a slight less profit of what we calculated. And Im sure a lot of things more.
Yes you can say now the game is mine and Im the robin hood comunist gamer, free 5* champed to each player we are brothers.
We will see how much your game last with this politicy thought.
Another funny thing is that on this community the most negative comment is the one that most likes gets. Thanks god we us on comunity dont have the power to make decisions on game.
As I say grind a lot, spend money, do both things, or dont spend anything. Each one is free to do all that. But dont talk in the name of a commited comunity fan of the game, please.1 -
Bad said:Now, if one 5* is just the one that feels great for your playgame or your team, then playing hard on scl10 will give you about 5 covers. Fixing that character as favorite and still playing hard will give you more covers.3
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Projectus2501 said:Bad said:Now, if one 5* is just the one that feels great for your playgame or your team, then playing hard on scl10 will give you about 5 covers. Fixing that character as favorite and still playing hard will give you more covers.
The rest would have to be from pulls.2 -
bluewolf said:Projectus2501 said:Bad said:Now, if one 5* is just the one that feels great for your playgame or your team, then playing hard on scl10 will give you about 5 covers. Fixing that character as favorite and still playing hard will give you more covers.
The rest would have to be from pulls.0 -
bluewolf said:Projectus2501 said:Bad said:Now, if one 5* is just the one that feels great for your playgame or your team, then playing hard on scl10 will give you about 5 covers. Fixing that character as favorite and still playing hard will give you more covers.
The rest would have to be from pulls.2 -
HoundofShadow said:
All these demands are one-sided and require the developers to take a hit in their ROIs or goals in some ways. I find it funny that long time players are aware that:
1) 2 character releases a month is the norm, saved for some odd occurrences.
2) new characters bring in money for the developers and older characters don't really do so.
Yet, they continue to ask the developers to slow down releases. This is equivent to asking someone to stop doing things that earn them money and do something that earn them "goodwill" instead. How much is the worth of goodwill? If the worth of these goodwill is as much as the worth of money gained from selling of new characters in the long run, it's something that the dev will do more often.
If the players in here are really interested in working with the developers to ensure the longevity of this game, they should be asking realistic questions like:
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Ok in fact I didnt do the maths and I didnt calculate the covers minus the favorite shards of the weekly pulls.
Ironically I wasnt wrong because the game provides 125 shards over 5 rank place.
Im not saying all players should play that huge amount of time though.
Although if there is someone who can do it so, my congratulations. And I envy his roster.0 -
@Bad, @HoundofShadow
Whenever major shifts to the game happen, expect players to voice both their happiness and unhappiness depending on how it lands on them. If customers are upset, they have a right to voice their displeasure. It’s actually unhelpful not to; since the game and devs routinely ask for feedback.
If you are happy with changes like accelerated 5* releases, CP rewards moved further out of reach, and bare minimum communication by the developers, then please voice those opinions! I feel your opinion on actual changes to the game, rather than going after other players’ thoughts would be much more constructive to the developers you love to defend. Especially since in many cases, I’ve never seen a single person post some of the things you say “players” think/feel, but Hound I’ve specifically called you out on that many times in the past and you continue to shadowbox anyway.Bad, saying things like “if you don’t like it, design your own game”, will only work if you’re the only game in town. If my Nikes fall apart a week after buying them, I don’t have to form a shoe company. I can buy some Adidas’ shoes instead. There are no shortage of video games out there for people to spend time and money on, and it seems more and more (based on Line chats and bracket counts) that players are exercising those freedoms. If the developers want to squeeze whatever juice is left in the remaining lemons rather than plant more trees, that’s totally their choice. However, players also do not owe the developers anything. Players are being provided a product. If they’re happy with it, they’ll spend more and if not, they’ll spend less. The developers need that feedback so they can make informed decisions (Staying the course/not making changes IS a decision by the way).
One thing most agree on is wanting the game to thrive. Instead of yelling at other posters to throw money at the company when the developers make decisions that adversely affect players, I think it’d be better to let the developers know when they make decisions we disagree with and make us less likely to spend on and more likely to eventually uninstall the game altogether.And speaking just for me (though I’m sure many others agree), this isn’t about not accepting trade-offs; because if given the opportunity, I would gladly trade back the good if it also meant they took back the bad. That’s how lopsided these “trades” have been lately. I’m making less progress now and playing twice as long/hard.
To the developers, my feedback is simple. I don’t know if there’s anything I can say that hasn’t already been posted. But I’d like to reiterate just how unbelievably disappointed I am that of all the decisions the company could have made, THIS is the direction you CHOSE to go in. When people are truly hurting financially, physically, and emotionally, you had a chance to build some good will, and instead chose to double down on greed. With some of the ways in which you’ve conducted business lately I hope you realize just how fortunate you are to have the players that chose to stick around. Hopefully you’ll listen to them a bit more, because right now it seems like you are hemorrhaging customers and the overall discontent from your community is not really conducive to attracting new players.28 -
While I agree with some (note:SOME not all) of HoundofShadow and Bad’s points, I think Daredevil post sum it up the best.Everyone has their differing opinions, but it’s best to voice it out respectfully, so that the developers can make an informed choice about what to change.For me, I really love MPQ, it’s the only game I play now. I spent quite a big sum of money over the 6 years and I think it has been worth my entertainment fees.I actually been enjoying the recent 5* character designs; I think it has manage to shift the meta quite a bit and been fairly balanced. Even for the super annoying Bishop and WorthyCap, I can still rationalise it as tools designed solely for 4* to punch above their weight. The challenge level of SCL10 is also quite exciting for a 5* player like me.However, at the same time, I don’t quite understand the premise of some of the recent changes. The change to CP moving to 75wins/1200 was a major one. The change to more frequent release of 5* is inevitable but also going to spell the end of MPQ, as it also means that it’s going to be harder for the general population (ie the 3* and 4* players to chase).
D3 has never been able to solve the problem of dilution. And increasingly I think it could never be solved. Shards was a good idea to lend some control over what the players can earn. But at the same time, the bulk of the progress is still dependent on drawing from tokens. At this point in time, if I want to pull a Maria Hill, I have to either open many many tokens to get lucky or for shards.The other issue I have with D3 is the wrong assumption that the longer I play the game, the more likely I will spend on the game. It’s not true, at least for me. There’s a tipping point, in which I realised it’s too difficult to chase for the characters (or complete the rosters), I may just stop spending or stop paying the game entirely. D3 really need to get the sweet spot right.They have been successful (you can’t say a mobile game that survives for 6 year as being a failure). But it’s getting tougher and tougher it seems...
this is where frank and honest opinions from different set of players helps the developers make adjustments. It needs to be broad based, looking at all levels of players. A large majority of the players of the forums are 5* players so, maybe, some changes are really not meant to benefit us. I am fine with that, but we can and should still feedback to the developers.In a respectful manner of course.
In a Covid19 world, I am just glad I have something to play and take my mind off the troubles of the world, even though it’s temporarily. Stay safe everyone and God bless!7 -
Devs, I think like most here, that this covid situation was yet another time that you decided to shoot yourself in the foot. Its ok to slow the character release schedule for 5 stars. In fact that would be PREFERENCE of the player base from what I can see. Maybe in the time honored tradition of enlightened self interest, you listen.0
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Daredevil217 said:@Bad, @HoundofShadowInstead of yelling at other posters to throw money at the company when the developers make decisions that adversely affect players, I think it’d be better to let the developers know when they make decisions we disagree with and make us less likely to spend on and more likely to eventually uninstall the game altogether.
Hopefully you’ll listen to them a bit more, because right now it seems like you are hemorrhaging customers and the overall discontent from your community is not really conducive to attracting new players.
And that is precisely the type of attitude that Im denouncing here.
On my side I will be playing the same. Cp reward change on pvp I already said on other post my opinion and I said what I will do personally. Without claiming a false right I dont have, blaiming devs or trying to start an outrageous community reaction.
Yes the type of attitude I was denouncing.0 -
I think it's fair to say it would be the preference of the vocal portion of the forums. Not necessarily all of the forums There are several of us that think slowing character releases might not be worth tanking the game's main source of revenue. I mean, I would rather not be able to keep up with new character releases than have the game close.
We really don't know what the playerbase as a whole thinks, since the vast majority of them are not here.
And even then, what the players think is still only a portion of what should be considered. If 100% of the players think they should slow releases, but the actual accounting behind player spending suggests that's a bad idea, then maybe what the players want is a bad idea, and shouldn't be followed.
I don't think any of this is that black and white. But that includes phrases like "this is what the players want." Okay, that's nice, if the players want to be shot in the foot, you would tell them "no." Being "what the players want" alone doesn't give an idea merit.
Which is why we need to discuss these things, good and bad alike, and try to work out and reason through as much as we can on our side (we can't see the accounting books for the game, after all), to help the devs reach the most desirable conclusion possible.
And why people who only make posts with snark and jabs at things they perceive as a problem are only making things worse. We could do with a lot less of that around here. We have enough problems without people exaggerating them to make a useless jab at the devs.1 -
We are all (except the devs) operating in the dark in terms of what happens to revenue when a new character is released - or not.
In the past they have slowed releases (like around the end of the year). I had presumed there was a lot of work being done on shards, and champ rewards, and preparing for the Challenge Nodes and reworked points involved for PVEs. All of that prep cut into the time they had to spend on new characters.
Obviously the game is still here going strong 5 months later (well, seemingly, anyway).
Now, maybe they need to make up for some revenue targets when there were less new characters. But they also have run oodles of bundles which seem to have a fairly high success rate, since the beginning of the year. My gut says a lot more revenue has been made from sales of bundles of covers than the amount of "normal" sales when all there is are standard PVE stores and the like, and HP purchases for roster slots.
If revenue was not higher in at least the first quarter of the year over last year, I'd be surprised. Now, given current economic conditions, I can believe that the spending hadn't dropped a little in the second quarter so far, but I'm just a layman.
My guess is that this 5 release is not a make-or-break for the game shutting down. But who knows? If we need to get rid of Havok faster to save the game from shutting down, I guess I can fully support that.0 -
@IceIX
I thought it would be interesting if I gave you an idea, how about adding a new round to Daily Deadpool which consisted of a roster tag team.
Where we experience wave after wave after wave using a players ENTIRE roster.
The more waves completed the higher the rewards will be starting from lower 1* all the way to powerful 5*s, could be something to think about for the future??
just a thought.3 -
Another idea I had to make an event without a new character:
Many players missed many of costumes entirely. As in, weren't playing, or were barely playing, or not aware of how to get them.
Set up a PVE where each of the essentials (3,4,5) have costumes available. Also, make (maybe) the 3 and 4 boosted that week so they are in PVP. Maybe make the 3* costume available in progression.
Then, offer a costume bundle for cash with one or all of the costumes and some covers. Or maybe different bundles for each costume and some covers. The point is to sell the costumes at the point when you will be using the characters.
And, since they've been in game for a long time now, I think there's a price point between the original costume offers and the $5.99 for a costume alone. Maybe you toss in a costume for free and price the cover bundle like the other bundles we've seen lately.
I'm not sure the sweet spot but you could find a way to make it appealing. I know that there are some people who want costumes, but the game has locked them away and isn't capitalizing on an existing demand. Utilizing existing assets in a new and interesting way is a cost-effective method to generate player interest and, with the right offers, spending.1 -
About two years ago, the devs made changes to the UI of Steam players. At that time, that group of players were very unhappy. One of them asked what it would take to bring the old UI back. The dev answered that poster and gave two options. It went along the line of:
1) The number of steam players increases.
2) They could write the codes more efficiently.
One can infer that ROI is an important factor. Time is another important factor.
About six months ago, IceIX dropped by more often and answered some of the posters' questions. Once again, he mentioned something about ROI or cost analyses of doing certain things or rewriting codes. He even acknowledged that there were great solutions offered by the players. They are aware of the solutions that you guys brought up and have considered implementing it. Due to whatever factors or constraints, they couldn't slot it into their schedules. There is no doubt there will be players brushing these reasons aside as excuses. Then, what's the point of asking the devs to communicate more often when they are going to dismiss whatever they don't like to hear as excuses?
The devs always get accused of not "listening" to the players. Despite the devs sharing with the players the constraints that they faced over the years and the metrics they used to make decisions, players here never listen. They ignored whatever they've said because it's not what they wanted to hear, then continued to push on with their demands, demonising the devs in the process.
The last two characters who received a rework were Mr. Fantastic and Dr Octopus. It probably happened because there were some kind of cinematic release or some kind of big celebration and they have extra to time to slot them into the project. Likewise, it's reasonable to believe that it's possible to slot in rework of 5* Black Widow along with cinematic release.
Lastly, there are probably about ten different groups of players: 1 group per rarity, 4 transitioning between two rarities, 1 at the top. Each group of players have different wants and needs. Have you ever stopped and considered that you are not the only group of players that the devs have to put into mind when changes are made?
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Much of the complaints about "the developers" concerns the shrinking ROI for players, for instance on money spent in game and on time spent playing. Players want to hold the business responsible for this. The business has to earn our money, and their ROI is determined by how well they do so. Just because the business is experiencing a shrinking ROI (for which we of course have no evidence), does not mean that the consumer should also experience a shrinking ROI. The business might be experiencing a shrinking ROI because their sought profit margins bloated, for instance, and they will need to cut those back. Keeping those fixed while passing the shrinking ROI to the consumer makes for a bad experience for the consumer. That is what we are decrying.
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