Hi Everyone –
We want to thank everyone for taking the time and sending so
many great questions. It definitely
shows the love and dedication from everyone in the community and we appreciate
the support! And thank you to James
Finley, Game Director at Broken Circle Studios for answering these questions for the community. The entire team is super excited to
participate in these and we will plan to schedule more of these in the future.
We do apologize for not being able to answer every single
question as that’s not due to the question(s) not being a part of our plans or
anything like that but some things just need a little more time in the cooker
before we feel like we properly answer.
Before you start reading, you may want to pour a tasty refreshment
or find a comfy chair as we got through A LOT of questions and it may take some
time to read. I (LakeStone) apologize in
advance for any weird formatting, condensing, typos or such as I put this up in
the forums today.
We hope you enjoy reading and that you find it
interesting. And please don’t hesitate
to ask questions that we didn’t get to in future Q&A’s. We will open the next Q&A at some point
in late July. Thank you!
Question - My question is simply whether we will
expect to see a change in the number of movie/TV tie-ins? There are a lot of
popular comic characters that haven't made it into the game yet because it
seems releases are almost required for each new movie and TV show.
Answer - It can certainly be difficult determining
what characters we bring to MPQ. There are so many factors involved, and one
such factor is indeed a balance of representation in all forms. Part of this
decision-making is about timeliness and doing what we can to move in-step with
the great things happening in Marvel. Lately there has been some explosive and
frequent releases in the movie and television space, and consequently it may
seem that the focus of characters has shifted. Not the case; we're just
celebrating! One thing we've seen is the
ongoing community requests for certain characters, be it from comics, shows, or
movies. Demiurge showed with Black Knight that we're all listening to the community
there, and we aim to keep that up! If you're a fan of the comics and other
sources for Marvel content like I am, hang in there; There is a lot in store
Question - What is your opinion on feeders? More
specifically, should every 3-star and 4-star be a feeder, and should every 4-star
and 5-star have feeders? Thank you for your time. (MegaBee)
Answer - We have lots of opinions on feeders. Feeders
are crucial to progression in the game and they play a huge role in character
value. Historically a set of rules was followed that aimed to thematically
connect feeders. In the case where no narrative underpinnings existed, the
usual outcome was that no feeder was assigned. While we are still determining
what to do about characters that don't feed / aren't fed, every character
created going forward is planned to function as a feeder (even if no narrative
connection exists). We're excited about what this means for rewards and
Question - Been playing almost since the very
beginning and still have no 5 star support and only a few 4 stars. Will there be new ways to acquire and upgrade
supports? (BriMan2222 / JHawkInc)
Answer - Supports are being overhauled. They aren't
going away, and we plan on releasing more of them on a predictable release
cadence following the overhaul. I don't have too much information to share at
the moment, but we are revisiting how they are acquired, how they are upgraded,
and how they impact gameplay in general. Something I can comment on concerns a
question that many have posed over the years: what about Supports that *are*
characters? Some of that has been answered with Hulkling, whom is now in the
game as both a Support and character. I'm not a fan of the confusion and
ambiguity regarding who or what can be a Support. Part of our overhaul will
involve renaming and updating the art for Supports that are represented as
characters (like Hulkling and Wong). The stats will stay the same, and your
ownership of these Supports will remain intact. They will just be reimagined as
artifacts or places of interest in the Marvel Universe.
Question - Can we expect to see any changes to Daily
Quests & DDQs, if so approximately when, what format could it look like?
Answer - Many of us share the time-honored tradition
of starting our day with the DDQ. YES, we are making changes to the DDQ. Yes,
these changes will be happening soon. How soon? The updated DDQ has a planned
release that coincides with 3/5 star co-releases in September. What's changing?
DDQs are moving from a 5-Day format to a 7-Day format, making them much more
predictable. Rewards (including the Latest Legends Token) are being reworked to
factor in this change, so players need not worry. Rewards in general are being
improved to make room for the inbound 3 star characters to aid in offsetting the
cost for roster slots. And finally, we're adding some additional pins that
highlight 3 star and 4 star teams to improve the accessibility of DDQs for
newer players / provide value and utility for veteran players. Exciting things
are on the way for DDQs!
As for Daily Quests, one of the things the Demiurge team was
working on was an update to Quests so that there would be recurrent quests with
events in general. We'll be picking that up and carrying it across the finish
line. Stay tuned!
Question - All newer characters who have a power
dependent upon board conditions or character stats have their power texts
automatically updated during the fight (e.g. strongest team color, who Valkyrie
is targeting, most prevalent color tile,
etc.). Are you going to update older characters so that their powers
auto-update as well? (Godzillafan67)
Answer - MPQ has certainly evolved over the years,
and continuous efforts are being made to make ability text more clear and
consistent. Ice is working hard to establish a lexicon for ability text, and
the dev-team plans to go through and systematically update ability text across
the entirety of the game. The cadence for this is currently unclear, though the
most obvious place for it to start is during any micro/macro rebalances.
Question - How does the dev plan to design characters
in terms of abilities, synergies and ap costs? Will future gameplay become more
like Hulkoye or Polaris/BRB (Marvel Passive Quest) where you can win matches
without much trouble even while watching Netflix, compared to characters like
Shang Chi, Big Wheel and Moon Knight where you need focus? (HoundofShadow)
Answer - Clearly there isn't one way to play MPQ, and
it's always fun to see how the community utilizes the roster. With the sheer
number of characters in circulation (and with so many more on the way), the
possibilities are endless. That said, it is clear that there are dominant
strategies, compositions, and play patterns (which you've pointed out). We're
always looking for ways to keep the game fresh, and continuously building
characters that feed into the current meta or play patterns is a recipe for
something stale. Internally we talk about a "rock-paper-scissors"
design philosophy in which one type of play is particularly effective against
Since the announcement of developer change, many have
speculated nerfs to restrict and control the prevalence of highly popular and
wildly successful characters and teams. Rather than focus our attention there,
we are looking to the next wave of characters that can usher in new ways of
playing and change the way we all think about the roster. The goal isn't to
create characters that lean into any one style of play. Some players enjoy the
more passive and efficient nature of certain compositions. Others like to pull
off more nuanced victories with big setups and bigger payoffs.
When designing and building characters, there are many
factors involved. Marvel characters have rich histories, exciting futures, and
real connections with fans. A character's abilities need to exemplify what it
means to be that character while also achieving a voice and value in the game.
We believe that synergies are one of the most important aspects of play and we
want to see more of them; after all, what really makes a team a TEAM is how
well they all work together! In addition to exploring more synergistic
possibilities through abilities, we're also taking into consideration what
supports, affiliations, and other mechanisms can do to make team composition
and experimentation an even more enjoyable and fulfilling experience.
As for AP costs, actives versus passive abilities, and the
frequency by which abilities can be used (or passives triggered), it is always
case by case based on balance and the intent of the design.
Question - I know you said 1-2 Questions, but here's
a fun one. As a long time MPQ players yourselves, which in-game characters best
reflect their role in the comics, who do you like playing with? (leviticuschom)
Answer - Wow, there are so many to choose from! Will
just grab a couple that are top of mind right now:
Best Reflects Role In Comics:
Captain America (Steve Rogers). The shield throws doing
damage or stunning then coming back and restoring AP to do it again is just
Like Playing With:
Carnage (Cletus Kasady). I’ve always loved mechanics that ask
the question ‘how bad do you want to win?’ Back when I played Magic: The
Gathering rather seriously, you could almost always find me playing some sort
of mono-black deck that was a rip-roaring race to the bottom. Carnage takes me
back to those times I spent playing cards with friends, and speaks to my inner
Question - Some time ago (maybe a year?), there was a
UI update that significantly shrunk the game on the iPad, and several of us
with visual impairments were super frustrated that nobody had done any work
with the disabled community to test or even focus group these changes. There are accessibility consultants who
specialize in this kind of work, and hiring one of them before you make major
UI changes would be very helpful.
The game already has some significant UI issues in
visual impairment starting with the tiles themselves. For example, pink/purple and red are not
only very close in shading but as both
are triangles with different orientations, very close in *shapes* as well. Same with green and blue being squares and
rectangles; the shapes are very close to each other just like the shades
are. It's pretty, but it makes it harder
to see. An accessibility consultant
could've told the initial devs this in 10 minutes of looking at the game!
So the question is this: as developers, how are you
considering accessibility issue in your work, particularly with respect to the
visually impaired--including color-blindness, which affects about eight percent
of men? (Wyntre)
Answer - Very sorry to hear how some of these changes
have had negative impacts on the user experience. While I wasn't around for
them, I know that from experience us devs are very well intentioned and are
saddened when the choices we make don't quite stick the landing. What I can say
at this time is that discussions are taking place to address clarity of the
game's UI from numerous angles. Your question is well received and we will look
into applying some positive quality of life improvements to the roadmap.
Question - Some characters had Supports that expanded
their abilities. Some players thought that pieces of a character's balance were
cut off and placed into the Support. Is this something that's going to
Answer - It was never the case that characters were
designed with missing aspects that were then made up for via an accompanying
support. When supports were designed, part of the design approach was
considering which characters the support in question would work best with.
Consequently the support is always thought of as a bonus, and philosophically
this is something we agree with.
Question - Many many questions: UI/QoL Updates (many
Answer - Many questions have surfaced asking about
quality of life and UI improvements. Banners, boost inventory, and revisiting
reward structures all immediately come to mind. Some of these we are working to
improve right now (I hope everyone has enjoyed the modifications made to the
reward structure for PVPs). Every day we are pursuing "what's next"
in the long list of things that could be done to improve this already great
game. Nothing is off the table, and many of the suggestions that fans are
making are ones that we agree with. It all boils down to a factor of time, and
the fact that MPQ is a mature game built with technologies that introduce
complexities to seemingly simple fixes. This is especially true for UI. We're
working on the next wave of improvements to MPQ, but know that it is an arduous
process that will take more time than one might think.
Question - When opening tokens, is there a weight
factor to favor character that are currently/upcoming featured? Not sure if
it's confirmation bias or not, but I tend to get more of a particular 2 or 3
star while they are required or about to be in PvE. (AdeptusRevolt)
Answer - This is not the case. What you see in the
odds for that pack is what you get statistically. No adjustments are made by
the game to change the outcome to favor characters.
Question - Are there any plan to make trap tiles more
intimidating? Currently, most characters with trap tile abilities are being
looked upon unfavorably. For example, Mr Sinister, Moon Knight and Yelena etc.
Traps are supposed to induce fear due to the element of surprise or fear of
unknown. In MPQ, the threat level of trap tiles is probably 2 out of 10.
Answer - This is something we've noticed while playing as well. Sometimes Traps can be dangerous, but usually as an adjunct to another power, like Doctor Doom's Purple. It does feel like they should be more individually scary. It's something we'll take a look at on a case by case basis when we look into balance passes on a character that has them.
Question - Are there any upgrades planned for PVP? I
would like to see a minimum guarantee for points for winning a fight as well as
an ability to refresh a node's points to see if a 40 pt fight that you queued
up a couple hours ago when someone was climbing is still worth that much or if
it dropped down to 20 pts or less. (Shardwick)
Answer - Versus events, MMR, and overall feel are something that we've been taking a long look at. There are many interlocking systems there, so it is difficult to find changes that won't have a ripple effect. For example, rostering and leveling up characters to compete in PVE can have a detrimental effect in Versus, and that's not really communicated to the player until they're hit with enemies they can't overcome. It's certainly something that we're keeping in mind. We've already made the change to win rewards, and that won't be the last change you see!
Question - Finally any more thoughts on returning CP
to the 1000 point mark as it was for a short while. All of these might drive
engagement for Versus. (Daz0273)
Answer - We're monitoring how the Versus wins change
works out before we make any more modifications here. This is not out of the
question, but let’s see if it's even something that needs to be looked at
Question - Are 6* characters still taboo or are they
something the new dev team is considering in their future plans?
Answer - Never say never, but they aren't anywhere on
our road map right now.
Question - Can the cap for boosts be removed please?
I would really like to buy 99+ of them and not have to worry about replenishing
and re-equipping them after every fight. (Bzhai)
Answer - While I can't confirm that the cap will be
done away with, I can say that the cap will be greatly increased. As part of
the answer for another question, UI changes in this game are particularly
difficult to enact. This won't be an immediate fix, but know that it is our
intent to improve this functionality and we are actively working on it.
Question - To encourage play of legacy characters,
would you consider awarding a single shard for playing a character, maybe limit
3 or 5 per day. (rbGriphon)
Answer - This is a great idea! Hope you don't mind if
we borrow it one day!
Thanks for taking the time to do this Q&A! It's cool seeing the new dev team show their excitement for the future and becoming a part of the community.For those of us whose questions fell into the "just need a little more time in the cooker before we feel like we properly answer" category, do we need to ask those again for July Q&A or can we count on seeing those answers when the dev team feels good about addressing those issues?
It is so great to get interaction from the Development Team again after so many months/years of silence. Thank you so much!
It is so great to get interaction from the Development Team again after so many months/years of silence. Thank you so much!
The players and community have all been so great! Transitions are a tough thing, but we couldn't have hoped for a warmer welcome. Being supported makes it so much easier to engage and we're really excited to be part of the conversation with you all!