Devs, stop releasing dead-on-arrival 5s !!! What is the point of releasing mediocre chars?!?!?
Comments
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entrailbucket said:
To suggest that this was by design defies all logic.In mobile games, you can generally earn money through (1) whales and/or (2) masses. Of course, they are not mutually exclusive and all mobile games will earn money through a combination of whales and masses. However, the centre of gravity differs for different mobile games.Those mobile games who focus primarily on the whales will adopt a P2W model. They release the latest and better tools that warp the entire meta around it. If the player don’t have it, they lose. The pro of this business model is that the developer will earn a lot from the whales. The cons is that if it is taken to the extreme, the masses will leave the games, and eventually the whales leave the game because there is no one to fight. Then the game will fold.Those mobile games who focus primarily on the masses will adopt a F2P model. The emphasis is on sustainability and keeping the players engaged. With such a model, variety of the tools is more important than releasing meta tools. The pro is that the masses will stay, and if they spend some amount, it can accumulate to big sums. The cons is that the new tools developed may not be seen as desirable.It’s a continuum and not a binary option.We can debate on which end of the spectrum MPQ should be located at. But it is still our preference and not D3 preference. They must have some business logic to pursue this path. To be able to continue for 8 years is no mean feat. They must be doing something right.Edit: added more clarification why P2W will drive the whales to leave.5 -
justsing said:Sekilicious said:Thanks for clarifying your perspective. Mine is that a single champed Ultron would make PvP significantly more difficult than Polaris and her various counters with a 4* MMR. A single champed Kitty or BRB may make PvP more bearable than Ultron, but a single champed Ultron would make PvE in SCL10 possible beyond spamming endless Winfinites, though maybe not the challenge node. Getting to top-50 to 100 in SCL10 every event is a significant hurdle to champing every 5* as they are released.
I thought the same thing. Kitty is gonna boost those tiles 3x more per turn than Ultron. She is also boosting up to 5 tiles whereas Ultron is just boosting 1 tile. Which means its harder to negate Kitty's boosting by matching or destroying them. Kitty also has a passive that removes special tiles and each turn and that is valuable against those CD tiles.
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I think odin hasn't had yet his opportunity because people didn't like ronan, and knull was already champed after pulling for SW.
On defense he is a fortifying spammer.
I want to champ him.
The game model I think it is focused to transitioners or newcomers, as the more you advance, the less you actually need to spend money if you are actively playing.
I used to buy bundles from time to time, however my 5* champed roster is already crowded and actually I don't need them anymore, possibly even I wouldn't need to buy the vip.
Except when there are hard pves I could manage to play without vip if I tried.
However for supporting the game I'm letting things as always.1 -
A couple of simple tweaks to turn Odin from mediocre to meta is to turn his ability into this:
(PASSIVE) If an enemy would deal at least X damage, Odin jumps to the front, fortifies 3 random basic or friendly special tile(s), and then reduce that damage by 20% for each color of Fortified tile on the board. If Odin was already in front, fortify 3 random basic or friendly special tiles of each color instead and then reduce that damage by 20% for each color of Fortified tile on the board.
What this guarantees is a board full of fortified tiles and players dealing 1 damage as the matches go on, unless you deal chip damage, use Wanda to reduce his power level to 1 or you use other character to stun him. However, players who chase meta or play for speed will cry about this and get him nerfed.
Anyway, back to reality, here are the 5* meta I remember since late 2017:
2017
1. Incredibly Offensive - Gambit
2018
2. Offensive Glass Cannon - Thorkoye
3. Offensive and Healthpacks Draining - Kitty/R4G
2019
4. Offensive Cascade - Prof X
5. Defensive - Kitty/BRB
2020
6. Incredibly Offensive and Healthpack Draining - Hulkoye
7. Offensive Glass Cannon - Thor and Apocalypse
2021
8. Defensive: Colossus and Wanda
9. Offensive and Defensive: Wanda and Apocalypse/Okoye
Honourable mention: "5*" team who dominated from late 2018 to mid 2019: Bishop and CapWorthy and 5* Hawkeye.
Out of 9 + 2 metas, only 2 of them seldom get any complains: 4 and 7. This also means that there's a 81.81% probability of players complaining about each meta. This probably means players will complain regardless of what the meta is. Come 2022, we'll probably shift to an all out offensive meta.
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When I look at a new 5*, the first thing I look at is the mechanics and less the numbers of the ability. If the mechanics are unique, the character turn may shine in the future when another new character is release, which has synergy.When Colossus was released I already know I want to champ him as his mechanics is solid though not spectacular (similar to his comic character, LOL).Odin has good jump from behind mechanics. With some setup it is possible for him to take almost zero damage with all abilities. But it’s a lot of loops to jump through, and he is super slow.1
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HoundofShadow said:A couple of simple tweaks to turn Odin from mediocre to meta is to turn his ability into this:
(PASSIVE) If an enemy would deal at least X damage, Odin jumps to the front, fortifies 3 random basic or friendly special tile(s), and then reduce that damage by 20% for each color of Fortified tile on the board. If Odin was already in front, fortify 3 random basic or friendly special tiles of each color instead and then reduce that damage by 20% for each color of Fortified tile on the board.
The only option you would have is to stun him in order to do damage.
If you were to switch jump in front to provide fortified tiles and already in front to reduced damage it might work better.
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dianetics said:HoundofShadow said:A couple of simple tweaks to turn Odin from mediocre to meta is to turn his ability into this:
(PASSIVE) If an enemy would deal at least X damage, Odin jumps to the front, fortifies 3 random basic or friendly special tile(s), and then reduce that damage by 20% for each color of Fortified tile on the board. If Odin was already in front, fortify 3 random basic or friendly special tiles of each color instead and then reduce that damage by 20% for each color of Fortified tile on the board.
The only option you would have is to stun him in order to do damage.
If you were to switch jump in front to provide fortified tiles and already in front to reduced damage it might work better.1 -
Something along those lines could work as well. Really he would do well to have his red changed to a different color so you could actually pair him with heimdall and make a workable team. Unless another fortified tile producer comes out that isn't color matched his blue going to suffer.1
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HoundofShadow said:Knull was a "must have" because Cyclops was deemed the worst of 2. You either go Cyclops/Colossus/Wanda or Colossus/Wanda/Knull. If players had a choice, Knull won't even be in the picture.2
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atomzed said:entrailbucket said:
To suggest that this was by design defies all logic.In mobile games, you can generally earn money through (1) whales and/or (2) masses. Of course, they are not mutually exclusive and all mobile games will earn money through a combination of whales and masses. However, the centre of gravity differs for different mobile games.Those mobile games who focus primarily on the whales will adopt a P2W model. They release the latest and better tools that warp the entire meta around it. If the player don’t have it, they lose. The pro of this business model is that the developer will earn a lot from the whales. The cons is that if it is taken to the extreme, the masses will leave the games, and eventually the whales leave the game because there is no one to fight. Then the game will fold.Those mobile games who focus primarily on the masses will adopt a F2P model. The emphasis is on sustainability and keeping the players engaged. With such a model, variety of the tools is more important than releasing meta tools. The pro is that the masses will stay, and if they spend some amount, it can accumulate to big sums. The cons is that the new tools developed may not be seen as desirable.It’s a continuum and not a binary option.We can debate on which end of the spectrum MPQ should be located at. But it is still our preference and not D3 preference. They must have some business logic to pursue this path. To be able to continue for 8 years is no mean feat. They must be doing something right.Edit: added more clarification why P2W will drive the whales to leave.
I'm talking about the top .0001% of players, who dominate the top of the leaderboard in PvP and PvE. In mobile games it is typically quite expensive to do this.
In MPQ it was quite expensive to do this. Now it's not. If your argument is that they chose to convert that population of very high-paying players into non-spenders for sustainability reasons, that makes zero sense.0 -
I have Odin champ for a while now and I must say he is slow. I mean really slow. I've try all sorts of team from pick 2 to pick 3 (better in pick 3). Even if you get everything going he's going to cost you a health pack. If he had true heal that will be something I guess.0
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entrailbucket said:I'm not talking about "the masses." This game has always been based on generating revenue from the masses, and that's why it's been so successful.
I'm talking about the top .0001% of players, who dominate the top of the leaderboard in PvP and PvE. In mobile games it is typically quite expensive to do this.
In MPQ it was quite expensive to do this. Now it's not. If your argument is that they chose to convert that population of very high-paying players into non-spenders for sustainability reasons, that makes zero sense.Maybe they look at their business model and decide that if they keep churning out meta characters like Gambit 1.0, they will burn down the game too fast. And they rather slow burn the game?I think it make sense though whether I agree with it or not, it doesn’t matter.1 -
atomzed said:entrailbucket said:I'm not talking about "the masses." This game has always been based on generating revenue from the masses, and that's why it's been so successful.
I'm talking about the top .0001% of players, who dominate the top of the leaderboard in PvP and PvE. In mobile games it is typically quite expensive to do this.
In MPQ it was quite expensive to do this. Now it's not. If your argument is that they chose to convert that population of very high-paying players into non-spenders for sustainability reasons, that makes zero sense.Maybe they look at their business model and decide that if they keep churning out meta characters like Gambit 1.0, they will burn down the game too fast. And they rather slow burn the game?I think it make sense though whether I agree with it or not, it doesn’t matter.0 -
I think the business model is to cater to each of the whales, dolphins, plankton and whatever other sea creature plays this game.0
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atomzed said:entrailbucket said:I'm not talking about "the masses." This game has always been based on generating revenue from the masses, and that's why it's been so successful.
I'm talking about the top .0001% of players, who dominate the top of the leaderboard in PvP and PvE. In mobile games it is typically quite expensive to do this.
In MPQ it was quite expensive to do this. Now it's not. If your argument is that they chose to convert that population of very high-paying players into non-spenders for sustainability reasons, that makes zero sense.Maybe they look at their business model and decide that if they keep churning out meta characters like Gambit 1.0, they will burn down the game too fast. And they rather slow burn the game?I think it make sense though whether I agree with it or not, it doesn’t matter.
I think maybe you're confused about who "the masses" are. The masses are 3* players and 4* players, or brand new folks buying their first pack of roster slots. The masses are not players with fully maxed-out 550 Okoye, SW, or Beta Ray Bill. Those are the 1% of the 1%.
The fact is, again, that when they were releasing characters with gradual power creep, the highest levels of the game were dominated by massive spenders who had to spend to keep up, and they spent massively.
When they released a few overpowered characters combined with mediocre ones, the top .0001% of the game realized that they could stop spending, because they only needed that one overpowered guy to win everything forever.
If you think they purposely did this because they're nice and they felt like letting the elite of the elite win everything without spending, that defies logic.0 -
TheEyeDoctorsWife said:atomzed said:entrailbucket said:I'm not talking about "the masses." This game has always been based on generating revenue from the masses, and that's why it's been so successful.
I'm talking about the top .0001% of players, who dominate the top of the leaderboard in PvP and PvE. In mobile games it is typically quite expensive to do this.
In MPQ it was quite expensive to do this. Now it's not. If your argument is that they chose to convert that population of very high-paying players into non-spenders for sustainability reasons, that makes zero sense.Maybe they look at their business model and decide that if they keep churning out meta characters like Gambit 1.0, they will burn down the game too fast. And they rather slow burn the game?I think it make sense though whether I agree with it or not, it doesn’t matter.
The big difference here respect other business is that most players dont spend a cent EVER in these Fremium games. In general just 5% or less of players spend money. So doplhins and small spenders contribution is very small, almost all of the money is made by milking whales.0 -
Polares said:TheEyeDoctorsWife said:atomzed said:entrailbucket said:I'm not talking about "the masses." This game has always been based on generating revenue from the masses, and that's why it's been so successful.
I'm talking about the top .0001% of players, who dominate the top of the leaderboard in PvP and PvE. In mobile games it is typically quite expensive to do this.
In MPQ it was quite expensive to do this. Now it's not. If your argument is that they chose to convert that population of very high-paying players into non-spenders for sustainability reasons, that makes zero sense.Maybe they look at their business model and decide that if they keep churning out meta characters like Gambit 1.0, they will burn down the game too fast. And they rather slow burn the game?I think it make sense though whether I agree with it or not, it doesn’t matter.
The big difference here respect other business is that most players dont spend a cent EVER in these Fremium games. In general just 5% or less of players spend money. So doplhins and small spenders contribution is very small, almost all of the money is made by milking whales.0 -
MPQ has been around so long because they are incredibly successful at getting huge numbers of non-whales to spend small amounts. Among the freemium games they're a massive outlier in that way.
Most other games like this need whales to make any money at all. MPQ doesn't -- as long as they keep releasing characters they will keep selling roster slots to the masses.
This doesn't mean that they intentionally chose to convert the game's elites into non-spenders by intentionally transforming the 5* tier into a "stars and scrubs" model. There is no way that's a decision that they made.0 -
I may or may not be an outlier on day 20xx, 43 5* champs, never spent anything ever; I usually try and temper my criticism and expectations accordingly when things happen I don't care for.2
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TheEyeDoctorsWife said:entrailbucket said:One important piece of information: most of these players used to be big spenders, many in the five-figure range.
They stopped spending completely once they realized you only need one or two characters to win everything. If you still needed to spend to win, they absolutely would. These are not sane people.
I don't think the devs woke up one day and suddenly decided "let's voluntarily give up hundreds of thousands of dollars to make our most dedicated, angriest players stick around forever!"We have 2 players in our alliance with a 7 figure net worth and even they only drop about $5K a year . Is anyone here in an alliance where players spend over $200 a week? ( Invite me if so)The very first alliance I was in when I started that game had a whale that I would confidently say spent over $1000 a week. Every day I would log in and get at least a +7 CP sometimes multiples of +3 and +7. It was crazy and extremely sad when he left.The alliance I'm in right now has a guy that buys 3-4 Starks a week.So they are out there. That said I'm sure its less than 1% of the base.It from time to time makes my mind drift thinking about how we live in a society with so many problems and yet at the same time somebody can drop $1k a week on a match-3 game.
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