Marvel Puzzle Quest Developer Q&A July 2022 Answers (7/26/22)
Comments
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HoundofShadow said:Can anyone explain this:
For example, we could easily see the creation of a trio of cupcake Versus characters that someone rosters in S.H.I.E.L.D. Training that's only there so that people can heal up off of them, and players taking turns at different MMRs so that everyone can do so.0 -
mdreyer93 said:Please don't reduce the god boost scaling. IMO God boosts have been the best addition to the game in a while. Character diversity is so much greater now.1
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DeNappa said:KGB said:DeNappa said:LakeStone said:
Answer - Yes. There are more than a few events that would benefit from an update. Frankly alot of this is rooted in the toolset involved in event creation and updating. Without going too far into detail, there is a surprising amount of data involved in the creation and maintenance of events and the tools to support those effort need lots and lots of love. We're really excited about creating new events and updating the classics! I'm hopeful this is something we can take a crack at next year.
It looks simple to us but it's probably WAY more complex under the hood that you think.Every node needs a point setting, the enemies, any dialog, wave vs non wave vs 1 time node vs boss node etc.Subs need layout screens, ordering of uncovering the nodes (think that Florida sub in The Hunt), whether they are 24 or 48 hours, progression and placement rewards.Then the over all PvE itself needs things like number of subs, vault tokens storage, the progression and placement rewards and so on.A massive amount of data has to be kept for every player and alliance at all times across a server farm including saving data like tokens for subsequent runs. All of this is kept in massive databases.I suspect in the beginning of MPQ a few PvE's were hand designed with rudimentary tools since no one knew if the game was going to be a success. It was years later before new PvE's appeared like Strange Sights and the subsequent ones and I doubt they spent any time creating nice tools to do so because none of that time spent generates any revenue or player good will (ie improves nothing for player experience).KGB{ "id": .., "name" : "{{FIGHT_FOR_WAKANDA_TITLE}}", "thumbnail": resources/wakanda_thumb.png "info": .. "start" : .. "rewards" : [ { "SCL": 1, "placement" : .., "progression" : .. }, { "SCL": 2, "placement" : .., "progression" : .. }, (etc) ] , "subs": [ { "day": 1, "name" : .. "thumbnail" : .. "rewards": [ .. ], "bg_image": .., "nodes": [ { "id": .., "name": .., "desc": .., "mapcoords": { x: 123, y: 456 }, "points": 1000, "repeatable": yes, "waves": 2, "visible_after_nodes": [ node_id1 ], "unlocks_after_nodes": [ node_id1 ],
And now I'm just throwing all the info in one definition, but I could imagine the rewards tables being separate and just referenced by id, just like enemy level tables based on amount of clears + SCL.
"enemies": [ .. ] ] }, { "day": 2, .... } ] }I love your JSON definitions / layout. It's definitely how modern S/W works (or at least how we do ours at my company). They should hire you to do the JSON definitions / layout and server side work to parse it and send to clients.KGB
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BriMan2222 said:mdreyer93 said:Please don't reduce the god boost scaling. IMO God boosts have been the best addition to the game in a while. Character diversity is so much greater now.
Besides all I see anyway on boost weeks is the same pairing for a week past 400. I’d prefer a different boost every event.0 -
I strongly believe that we won't see a wall of Wanda/Colossus now. It's going to be much more varied.0
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HoundofShadow said:I strongly believe that we won't see a wall of Wanda/Colossus now. It's going to be much more varied.0
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I think the takeaway is supposed to be that the devs want to move away from this idea that people just use one team vs every single PvP team.
They want you to actually change teams based on who you are playing against.
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Tony_Foot said:BriMan2222 said:mdreyer93 said:Please don't reduce the god boost scaling. IMO God boosts have been the best addition to the game in a while. Character diversity is so much greater now.
Besides all I see anyway on boost weeks is the same pairing for a week past 400. I’d prefer a different boost every event.
Sure, the weeks when some one like colossus or wanda is boosted they rule the roost, but it's only one week until the meta changes up again.0 -
BriMan2222 said:
Sure, the weeks when some one like colossus or wanda is boosted they rule the roost, but it's only one week until the meta changes up again.
Past 500 I only see the meta pair for the week.
If we want actual variety the game with 120,000 four stars should be one 5* only per pvp match. Then we can see this variety everyone claims they want to see. Almost everyone used to say that 2/3/4 star pvp was the most fun and varied. So why not do that for the top of the game. A 5 and whatever else. No more meta paired 5*. Or triple now they throw out so many 5* pvps.1 -
I can't remember all the teams but we'll see
Variations of
Shang Chi
Gargantos
Crystal
5* Jane
Sersi
Big Wheel
Chasm
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Answer - God boosts aren't so much the problem as it is the exponential scaling that these boosts bring to light. You actually see the same thing at the higher end of 4-Star boosts as well, where a max champed 4-Star boosted character will TROUNCE any non-boosted 270 or below in the game. This is then magnified by the increased match damage that 5-Stars sport which is exponentially increased by the boost. Not announcing anything right now, but fixing that kind of exponential growth is more in line with our current thinking than just bringing down boosted levels which puts a more artificial hard cap on things.I read that as god boosts aren’t going anywhere (thank the devs!) but I don’t know if others are reading it differently?1
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jsmjsmjsm00 said:I think the takeaway is supposed to be that the devs want to move away from this idea that people just use one team vs every single PvP team.
They want you to actually change teams based on who you are playing against.0 -
Thanks for the answers, very cool!0
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Daredevil217 said:Answer - God boosts aren't so much the problem as it is the exponential scaling that these boosts bring to light. You actually see the same thing at the higher end of 4-Star boosts as well, where a max champed 4-Star boosted character will TROUNCE any non-boosted 270 or below in the game. This is then magnified by the increased match damage that 5-Stars sport which is exponentially increased by the boost. Not announcing anything right now, but fixing that kind of exponential growth is more in line with our current thinking than just bringing down boosted levels which puts a more artificial hard cap on things.I read that as god boosts aren’t going anywhere (thank the devs!) but I don’t know if others are reading it differently?I read the same regarding boosts.But also in there you should be reading that exponential scaling may be (likely is) going away at some point soon so that non God boosted characters are still viable to use vs God boosted ones.KGB0
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KGB said:Daredevil217 said:Answer - God boosts aren't so much the problem as it is the exponential scaling that these boosts bring to light. You actually see the same thing at the higher end of 4-Star boosts as well, where a max champed 4-Star boosted character will TROUNCE any non-boosted 270 or below in the game. This is then magnified by the increased match damage that 5-Stars sport which is exponentially increased by the boost. Not announcing anything right now, but fixing that kind of exponential growth is more in line with our current thinking than just bringing down boosted levels which puts a more artificial hard cap on things.I read that as god boosts aren’t going anywhere (thank the devs!) but I don’t know if others are reading it differently?I read the same regarding boosts.But also in there you should be reading that exponential scaling may be (likely is) going away at some point soon so that non God boosted characters are still viable to use vs God boosted ones.KGB
Not sure they want to go to the effort to use different scales for player characters and PVE enemies.
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Maybe when god boost is tweaked, the only thing that gain those boosts are power levels. HP and match damage will remain as it is. I'm not sure how difficult it is to implement this, but it will solve those HP Nd match damage issue for many tiers of players.0
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Bowgentle said:KGB said:Daredevil217 said:Answer - God boosts aren't so much the problem as it is the exponential scaling that these boosts bring to light. You actually see the same thing at the higher end of 4-Star boosts as well, where a max champed 4-Star boosted character will TROUNCE any non-boosted 270 or below in the game. This is then magnified by the increased match damage that 5-Stars sport which is exponentially increased by the boost. Not announcing anything right now, but fixing that kind of exponential growth is more in line with our current thinking than just bringing down boosted levels which puts a more artificial hard cap on things.I read that as god boosts aren’t going anywhere (thank the devs!) but I don’t know if others are reading it differently?I read the same regarding boosts.But also in there you should be reading that exponential scaling may be (likely is) going away at some point soon so that non God boosted characters are still viable to use vs God boosted ones.KGB
Not sure they want to go to the effort to use different scales for player characters and PVE enemies.Maybe. The current exponential scaling starts around L330ish. Maybe they just move it to start at L550ish and make the curve steeper so that the 650 enemies remain the same as they are now.Or maybe SCL11 comes out and they tweak rewards so that SCL10 gets less and SCL11 gets more and enemies in SCL11 go to L700 or 750 using linear scaling so 750 = 650 now.Lots of ways they can do it.KGB
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ThaRoadWarrior said:jsmjsmjsm00 said:I think the takeaway is supposed to be that the devs want to move away from this idea that people just use one team vs every single PvP team.
They want you to actually change teams based on who you are playing against.
Choosing to ignore versatility because you only want to use your one "best team" is exactly what the new devs sound like they are against.0 -
KGB said:DeNappa said:KGB said:DeNappa said:LakeStone said:
Answer - Yes. There are more than a few events that would benefit from an update. Frankly alot of this is rooted in the toolset involved in event creation and updating. Without going too far into detail, there is a surprising amount of data involved in the creation and maintenance of events and the tools to support those effort need lots and lots of love. We're really excited about creating new events and updating the classics! I'm hopeful this is something we can take a crack at next year.
It looks simple to us but it's probably WAY more complex under the hood that you think.Every node needs a point setting, the enemies, any dialog, wave vs non wave vs 1 time node vs boss node etc.Subs need layout screens, ordering of uncovering the nodes (think that Florida sub in The Hunt), whether they are 24 or 48 hours, progression and placement rewards.Then the over all PvE itself needs things like number of subs, vault tokens storage, the progression and placement rewards and so on.A massive amount of data has to be kept for every player and alliance at all times across a server farm including saving data like tokens for subsequent runs. All of this is kept in massive databases.I suspect in the beginning of MPQ a few PvE's were hand designed with rudimentary tools since no one knew if the game was going to be a success. It was years later before new PvE's appeared like Strange Sights and the subsequent ones and I doubt they spent any time creating nice tools to do so because none of that time spent generates any revenue or player good will (ie improves nothing for player experience).KGB{ "id": .., "name" : "{{FIGHT_FOR_WAKANDA_TITLE}}", "thumbnail": resources/wakanda_thumb.png "info": .. "start" : .. "rewards" : [ { "SCL": 1, "placement" : .., "progression" : .. }, { "SCL": 2, "placement" : .., "progression" : .. }, (etc) ] , "subs": [ { "day": 1, "name" : .. "thumbnail" : .. "rewards": [ .. ], "bg_image": .., "nodes": [ { "id": .., "name": .., "desc": .., "mapcoords": { x: 123, y: 456 }, "points": 1000, "repeatable": yes, "waves": 2, "visible_after_nodes": [ node_id1 ], "unlocks_after_nodes": [ node_id1 ],
And now I'm just throwing all the info in one definition, but I could imagine the rewards tables being separate and just referenced by id, just like enemy level tables based on amount of clears + SCL.
"enemies": [ .. ] ] }, { "day": 2, .... } ] }I love your JSON definitions / layout. It's definitely how modern S/W works (or at least how we do ours at my company). They should hire you to do the JSON definitions / layout and server side work to parse it and send to clients.KGB0 -
jsmjsmjsm00 said:ThaRoadWarrior said:jsmjsmjsm00 said:I think the takeaway is supposed to be that the devs want to move away from this idea that people just use one team vs every single PvP team.
They want you to actually change teams based on who you are playing against.
Choosing to ignore versatility because you only want to use your one "best team" is exactly what the new devs sound like they are against.
I would hope that when designers are testing new 5*s, they are doing so in a way that simulates what it would be like for someone who only had that single 5* on roster against a representative assortment of the live player population somebody would be up against. I seem to recall forum user MR_F who was so in love with the idea of champing 5* Wasp as his first 5* against all advice to the contrary, and he pretty much quit the game after doing it.2
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