Upcoming Bonus Character Release (8/5/22)
Comments
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EienRyuu said:Chipster22 said:EienRyuu said:
This is one of the most counterintuitive things in the game.
I was out of the city for a bit plus I got right back into work when I returned, so yeah... xD
As for this, let's say that is true that the roster determines that. But there should be some importance to levels, right?! For example, right now even in 7 I have to skip most of the time because I come across boosted characters that are more powerful than mine. Like I have to find someone that is on 1 cover just so that I have the chance to beat them. xD
And I think that the occurrence of meeting only 5 stars will increase at least slightly in 9. So I am cool with the tier for now. Also, I can at least place in this one much better than I will be probably in 9.
Thanks though. Good luck out there!1 -
ThaRoadWarrior said:Bowgentle said:ThaRoadWarrior said:Even back in the dark ages of 2017, there were considered to be so many 3 and 4* characters that they were being rotated into "vaulted status" where they weren't available in regular tokens. It was very difficult to cover an older character in those days, and since they were both still required but not available easily, it was not awesome for players.
https://forums.d3go.com/discussion/62612/vintage-heroic-packs-3-30-17
That was back when there was a "latest 12" 4* rotation that had higher odds of being pulled. I forget what the inciting incident was that led to the odds flattening out and going back to full dilution; was it shards?
Players were very vocally hating on vaulting.
Even though we pointed out time after time that it was the only way you'd get 4* chars into the 330+ range for the really good rewards.
Adding more 3*s to the mix (without doing anything else like replacing heroic tokens with Mighty or infusing a ton of shards to increase the frequency of cover drops significantly) will only serve to make growing and ultimately farming those lower tiers slow to a crawl. So 5* players will feel an economy recession just as much as the 3 and 4* player, though it will matter less to them.See the post above you.Some players don't understand that more dilution is bad for everyone.0 -
ThaRoadWarrior said:Bowgentle said:ThaRoadWarrior said:Even back in the dark ages of 2017, there were considered to be so many 3 and 4* characters that they were being rotated into "vaulted status" where they weren't available in regular tokens. It was very difficult to cover an older character in those days, and since they were both still required but not available easily, it was not awesome for players.
https://forums.d3go.com/discussion/62612/vintage-heroic-packs-3-30-17
That was back when there was a "latest 12" 4* rotation that had higher odds of being pulled. I forget what the inciting incident was that led to the odds flattening out and going back to full dilution; was it shards?
Players were very vocally hating on vaulting.
Even though we pointed out time after time that it was the only way you'd get 4* chars into the 330+ range for the really good rewards.
Adding more 3*s to the mix (without doing anything else like replacing heroic tokens with Mighty or infusing a ton of shards to increase the frequency of cover drops significantly) will only serve to make growing and ultimately farming those lower tiers slow to a crawl. So 5* players will feel an economy recession just as much as the 3 and 4* player, though it will matter less to them.I was in the exact same stage as you when vaulting occurred. I went from getting 1-3 covers for a new 4* to suddenly being able to fully champ them by the time they rotated out of the latest 12. It was a Godsend for a new player trying to break into 4* land.The current game does the same by featuring new 4* heavily for a few months in PvP/PvE so that new players can definitely cover them by the time they aren't featured.Still, I do wish they would group all the 4* into say 4 groups. Then each season, rotate a different group into the 'latest' tokens so that instead of pulling in a diluted pool of 120+ 4*, the pool would only be 30 or so. You could still shard characters not in the latest pool but at least if you wanted to go hard after an older 4* you could break a hoard/open a lot of tokens during the month they were featured.KGB
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@KGB I like your 4* grouping idea a lot.0
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EienRyuu said:Chipster22 said:EienRyuu said:
This is one of the most counterintuitive things in the game.
I was out of the city for a bit plus I got right back into work when I returned, so yeah... xD
As for this, let's say that is true that the roster determines that. But there should be some importance to levels, right?! For example, right now even in 7 I have to skip most of the time because I come across boosted characters that are more powerful than mine. Like I have to find someone that is on 1 cover just so that I have the chance to beat them. xD
And I think that the occurrence of meeting only 5 stars will increase at least slightly in 9. So I am cool with the tier for now. Also, I can at least place in this one much better than I will be probably in 9.
Thanks though. Good luck out there!1 -
WilliamK1983 said:@KGB I like your 4* grouping idea a lot.0
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Bowgentle said:See the post above you.Some players don't understand that more dilution is bad for everyone.
Do you want to fight dilution?
Try to sharget a character.
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Bad said:Do you want to fight dilution?
Try to sharget a character.1 -
As always is good to separate what it's good for the player and what it's good for the game.
There is of course a big dilution of characters.
The player can sharget those 3* 4* and 5* who wants.
Yes, he needs to pull in order to get those characters filling those shards bars eventually because the game is about this.
As mentioned above, there are vaults featuring 4*s. There are 4* stores for to get those characters on each 4* pvp: if there were easy ways to help to adquire characters and help to fight dilution then 2 ways to monetise in game would be down: devs will think twice or triple before helping to much with the dilution.
On every mode, and each time more than before, the game wants to remark that this is about getting all characters and eventually, on time, just growing stronger.
There is no other way for to roster all characters and to evolve all of them, just to follow the path the game shows you.0 -
Yes we all understand that this is not a player facing move, even though it is being presented as servicing low tier players.0
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Bad said:As always is good to separate what it's good for the player and what it's good for the game.
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Generally speaking an engaged player base is good for the game. It’s like agriculture - you can farm sustainably or you can do slash and burn agriculture that’ll cash out big one or two times and then the soil is ruined. Not saying this is that extreme by any means, but the concept of “enlightened self interest” is one I like to use when I can in my business: that’s where I do something that benefits you because there is a benefit to me on the back end of it.1
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Sekilicious said:EienRyuu said:DAZ0273 said:EienRyuu said:
But if I do get hit much more often, then it's on you guys.... xDD
Thanks though.0 -
EienRyuu said:Sekilicious said:EienRyuu said:DAZ0273 said:EienRyuu said:
But if I do get hit much more often, then it's on you guys.... xDD
Thanks though.
MMR which takes into count - What is the average level of your highest characters on your roster? How many points do you have compared to the person attacking you/you want to attack? Are you Shielded? What time in the event are you playing? What Time slice are you playing?
MMR starts off as a static value but as things change during the event it stretches and even breaks in an effort to try and find you matches based upon the above. For example if you are playing at a time where lots of people are shielded, there are obviously going to be less viable targets available to fight and this influences how far MMR will stretch to try and find opponents. If you "break" MMR i.e. obtain such a high score in comparison to most other teams that you would normally be able to see at your normal MMR level then the game will start to present you teams that you cannot normally queue up. More often than not these teams are not worth lots of points the higher your score climbs until you reach a certain level where MMR goes a bit haywire. On the flip side if you start an event later you might get presented with juicy points targets because the target players score is so much higher than the one you currently have. Which is why people shield at certain score targets (unless they are so powerful they don't have to) - when players stay out unshielded at a certain level during events this is could a "float point" - it is a score level where you are not generally visible to most other players and so can pause your climb. - the minute you start to receive multiple hits, 2 or more then you know the game is up and you either shield or get beaten down. If you play SHIELD Sim you will notice often if you don't play hard at the beginning because a lot more players don't bother shielding once they are done with progression that you can queue a lot of high 70 points targets but this decreases as you go.
MMR also takes note of certain levels in the game - if you have numerous low covered 5* that are levelled up to 270 or even above, MMR thinks you have a champed 4* roster because it struggles to differentiate between well covered/champed characters and over levelled but poorly covered characters, normally 5*. 5* might have champed 4* health but at 1 or 2 covers they don't have champed 4* firepower.
Finally - Boosted characters - MMR seems to ignore Boosted characters levels when searching for an opponent and looks at base level instead. This typically comes into play when somebody has a low covered 5* which might only be at level 255 but is boosted to 368 or whatever it is however the game ignores the 368 part and searches for 255 level characters which explains why you can get such mismatches and be hit by players who seem to have a much better roster than you but are just benefitting from a boost week.
I may have missed things and MMR has never been fully explained so is based on a combination of player observation over many years and Dev comments (for example it was confirmed many years back that Versus score system is based upon the Elo rating system)3
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