New Feature in R215: Daily Quests
Comments
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Xception81 said:And additionally (as others have mentioned) you don’t need to really farm 1s to train powers. I already have Spider-Man for my DDQ and I just now keep all covers I receive naturally and train up a different color (or 3) for that requirement. Can do this for any character with 3 colors instead of 2.0
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Xception81 said:And additionally (as others have mentioned) you don’t need to really farm 1s to train powers. I already have Spider-Man for my DDQ and I just now keep all covers I receive naturally and train up a different color (or 3) for that requirement. Can do this for any character with 3 colors instead of 2.I’ve also found it practically unnecessary to use a roster slot for additional training. In 6 days I had to do it once to complete 6 of 7 quests . Between swapping IM 1 powers and taking 1 or 2 essential out of shard reserve to do the latest PVE, you easily get 3 regular game play chances a day .0
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I think "Train 3 Powers" quest somehow helps to determine how much players play. If you don't need to switch powers of 1* around to complete the quest, then chances are you play a lot.0
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HoundofShadow said:I think "Train 3 Powers" quest somehow helps to determine how much players play. If you don't need to switch powers of 1* around to complete the quest, then chances are you play a lot.
I'm not sure any long standing player "needs" to do this, it is simply an efficient way of chalking this off on a daily basis when you are mid farm or not ready to flip a max champed 2 or 3. I have plenty of Spidey on the vine so I am good to go for several days where this is required.
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Outside of shifting around 1* spider Man, there are very few characters I’ll be able to train the powers of - mostly 5*s, 4 specific 4*s, one or two recently flipped 3*s, etc. dilution being what it is, that one may be the most challenging thing I could attempt on a given day.0
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I have stopped opening standard tokens. That way I have always some tokens to open or a very deterministic way to get three 1* covers for training.2
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MadScientist said:I have stopped opening standard tokens. That way I have always some tokens to open or a very deterministic way to get three 1* covers for training.1. Deal 2m damage
2. Absorb 5m famage
3. Fire a 100 powers
4. Block 10m damage.
5. Have 6 cd on the board simul0 -
Wonder when the next part comes in to the game, that screen shot looks fun to aim for0
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There's always 2* farming. I find that 2* and 3* farming has sped up considerably after the major changes due to shards, birth of Mighty Tokens and replacement of vault tokens with Elite/Heroic tokens in wave nodes. Turnaround is pretty quick and if you add in training new 4* covers, it shouldn't be a problem unless you are hoarding non-CP and non-vault tokens.
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Phumade said:MadScientist said:I have stopped opening standard tokens. That way I have always some tokens to open or a very deterministic way to get three 1* covers for training.1. Deal 2m damage
2. Absorb 5m famage
3. Fire a 100 powers
4. Block 10m damage.
5. Have 6 cd on the board simul
2. I think I took 5m damage in the most recent SCL10 Challenge Node. 5-star Carnage with a red and green feeder? Come on, people...
3. Dr Strange handles that all by himself vs the Mindless Ones.
4. Yeah...that's a tough one.
5. Finally...a use for 4-star Kingpin!
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The problem with 2* farming is that we only have 13 opportunities to train a power, that is 4 days worth of challenges and then once champed we have to wait for 50 covers before we can go again. I guess if we had pre-knowledge of this then we could have arranged it so our rosters were starting out with all 2's max champed that we could then sell but it has come in mid-cycle for me and so most of my 2* were already champed and as I am also running a 40 strong 3* farm all of which but 1 is champed, using the 1* covers is simply the most efficient answer to dealing with this.
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would it be really so hard to give like 10 shards for 5* aswell?
just feels so underwhelming...1 -
10 shards every day means that all players get one cover of 5* of their choice every 50 day, and in a year, 7 colourless covers are given for free for low effort. Currently, we get 1 free 5* cover(not of our choice) every 90 days after hitting certain in-game days.
They are pretty nice giving players one additional 3* cover every 10 day and one additional 4* cover every 20 day. New players can jump into 3* and 4* land with meta characters faster than before.
The fact that they didn't monetise this has me worried. I'm not pleased to see this.0 -
I’m guessing 5* shards will be milestone rewards . Maybe going up a CL level or getting 5 match 5s in 1 battle. It should be very challenging, not like the ones they’re practically giving us free every day now .0
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HoundofShadow said:10 shards every day means that all players get one cover of 5* of their choice every 50 day, and in a year, 7 colourless covers are given for free for low effort. Currently, we get 1 free 5* cover(not of our choice) every 90 days after hitting certain in-game days.
They are pretty nice giving players one additional 3* cover every 10 day and one additional 4* cover every 20 day. New players can jump into 3* and 4* land with meta characters faster than before.
The fact that they didn't monetise this has me worried. I'm not pleased to see this.
I'm playing a different game where, on their 5 year anniversary, they've announced that they are increasing the drop rates for most of their characters because one of the complaints is the huge uphill battle associated with newer players and (conjecture here) new player retention. As a newer player, I am over-the-moon about this. And I will still continue to support this new game, because it seems that they care.
MPQ has the same problem. Too many characters and an almost insurmountable uphill climb for new players. If an established player has trouble keeping up, I don't know how a new player could catch up.5 -
As a thought, we're already getting a "free" 5-star cover every 90 days with Shield Resupply, with the caveat that they're specific covers in a specific order.
Also worth noting is that we race to acquire 13 covers to champ a character, but for most players, the next 100 covers to get them to max level are incidental. If, say, pushing a 5-star to level 500 were more desirable (let's say that's the rough level you need to play in a new hypothetical SCL11), then instead of needing 13 covers per character, we'd be needing 63 or more, and if that were the status quo, giving out freebie 5's here and there would be much less of a big deal. The hill might remain difficult to climb at that point, but the new "freebies" could be woven into the game in such a way that the earlier hill climbing (the initial acquisition and champing of 5's) becomes much easier for everyone.1 -
JHawkInc said:As a thought, we're already getting a "free" 5-star cover every 90 days with Shield Resupply, with the caveat that they're specific covers in a specific order.
Also worth noting is that we race to acquire 13 covers to champ a character, but for most players, the next 100 covers to get them to max level are incidental. If, say, pushing a 5-star to level 500 were more desirable (let's say that's the rough level you need to play in a new hypothetical SCL11), then instead of needing 13 covers per character, we'd be needing 63 or more, and if that were the status quo, giving out freebie 5's here and there would be much less of a big deal. The hill might remain difficult to climb at that point, but the new "freebies" could be woven into the game in such a way that the earlier hill climbing (the initial acquisition and champing of 5's) becomes much easier for everyone.1 -
I would just like to see more variety in the daily quests. Repeating the same ones over and over is getting boring.0
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pheregas said:JHawkInc said:As a thought, we're already getting a "free" 5-star cover every 90 days with Shield Resupply, with the caveat that they're specific covers in a specific order.
Also worth noting is that we race to acquire 13 covers to champ a character, but for most players, the next 100 covers to get them to max level are incidental. If, say, pushing a 5-star to level 500 were more desirable (let's say that's the rough level you need to play in a new hypothetical SCL11), then instead of needing 13 covers per character, we'd be needing 63 or more, and if that were the status quo, giving out freebie 5's here and there would be much less of a big deal. The hill might remain difficult to climb at that point, but the new "freebies" could be woven into the game in such a way that the earlier hill climbing (the initial acquisition and champing of 5's) becomes much easier for everyone.
Now if we were gated out, like, you can only use characters of THAT level or higher...? Then yeah... that'd suck, and I would realize instantly that there's the "pay to play" area of the game.
If it were just merely a "suggestion" to have that level there... I wonder how long people like us would be okay running winfinite strats before we leave MPQ (Polaris/BRB/Th4nos or Hawk5ye/Gamor4/Coulson). I know I'd probably try... then fail... and get pissed... and figure out a middle ground that I'm okay with getting progression rewards to, because I imagine the length of time per node increase would totally suck tinykitty.
:: shudders ::0
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