Mana Echoes - Episode 2

Magic:PQ Support Team
Magic:PQ Support Team ADMINISTRATORS Posts: 3,511 Chairperson of the Boards

Greetings, everyone!

Welcome to the second episode of Mana Echoes! If you’re new to the series, this is where we share insights into the development of Magic: Puzzle Quest. If you haven’t read the first episode yet, we highly recommend checking it out. Don’t worry—we’ll wait.

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Welcome back! Now, let’s talk about Events!

Evolving Event Structures

Before we took over development, some events in Magic: Puzzle Quest followed well-established cycles. For example, Revolving Planeswalk had just received its third installment, and most events required players to carefully manage their game logins to maximize participation.

At first glance, this system seemed fine. However, there were some underlying issues that needed to be addressed.

While events like Revolving Planeswalk provided daily opportunities to earn the most set-specific packs at the time, they occupied a significant portion of the daily event schedule. This created a scenario where players with a more strict schedule could have to choose between prioritizing these recurring events due to rewards or heading to other events that offered more diverse gameplay.

To address this, we’ve shifted the design choices towards a more diverse event rotation. The current schedule ensures that each week includes at least six events offering packs from the latest set, with some weeks featuring up to twelve packs available from progression rewards alone.

Additionally, we’ve increased the number of new events introduced with each set update. Every set now launches with at least one new event, and we believe new content should be celebrated—so we schedule versions with Bonus Rewards of these events at their inaugural runs.

Bonus Rewards

These Bonus Rewards feature Super Packs at the highest Progression Rewards tiers. Since they occur during the first week of a set’s launch, they help players expand their collections right away.

This increased event production rate also helped to ensure packs would remain accessible without compromising large portions of the event schedule.

Rethinking Ranked Rewards

You may have noticed that rank-based rewards are mostly limited to Coalition Events these days. This was a deliberate decision.

Ranked reward systems work best when rankings can be properly determined. However, Magic: Puzzle Quest presents a unique challenge—many players finish events with identical results, making it difficult to establish clear rankings. Without extensive reworks to matchmaking and scoring systems, rank-based rewards could introduce unnecessary complications.

That said, we are exploring ways to refine ranked rewards in the future. We’ll discuss matchmaking and ranking adjustments in a later update!

Additionally, we’ve moved away from entry fees in newly designed events. This change ensures that players don’t have to choose between participation and preserving their resources for an upcoming release. However, this doesn’t mean entry fees are gone forever—certain event structures may still incorporate them in meaningful ways.

A More Flexible Charge System

Event charges previously required strict scheduling to maximize attempts—especially in Coalition Events, where individual performance impacted an entire group. Players in different time zones often had to wake up in the middle of the night just to use their event charges before the event ended!

To improve flexibility, all event charges are now granted upfront, with no recharge time, allowing players to complete matches at their own pace.

While this change was a huge quality-of-life improvement, it did introduce some unintended side effects. For example, certain events—like Duel Decks—were not designed for a system where all charges were available immediately. As a result, these events temporarily disappeared from rotation.

The good news? They’re making a comeback soon! The design team has even drawn inspiration from them for new event concepts—so keep an eye out on future updates!

Exploring New Event Concepts

We’ve also been experimenting with Boss Mechanics and World-Altering Events.

Boss events have always been polarizing—some players enjoy them, while others find them frustrating due to concerns like:

  • What happens if the boss is defeated before all players use their charges?
  • Are boss fights too long?
  • Are there too many enemy encounters?

During the last Holiversary we extended to players a challenge issued by Nicol Bolas's himself: Defeat the God-Pharaoh during the event, and reap rewards that extended beyond the event itself! \
This taunt from Nichol Bolas did draw our attention to some exciting possibilities, such as::

  • Unlocking Bonus Rewards versions of events
  • Adjusting in-game store discounts
  • Temporarily modifying game rules or enabling new game modes

However, we should have known better than to listen to this Elder Dragon at face value, and we acknowledge that the execution of this idea could have been better. One issue was timing—since the event coincided with the Holiversary, many players felt pressured to participate just to maintain the benefits they already expected

We’ve taken your feedback to heart and will refine this concept before bringing it back. Rest assured—this wasn’t the final form of boss mechanics!

Balancing Deck Restrictions & Player Freedom

Another challenge in event design is objective-based restrictions and how they impact players—both intentionally and unintentionally.

For example, events like Colors of Magic limit deckbuilding by restricting card rarities. However, some players bypass these restrictions by using high-powered Quick Battle decks, prioritizing fast wins over the points from these secondary objectives.

So, should we enforce stricter deck restrictions like in Commoner’s Cup or Silver Duel? Maybe. But it’s not a one-size-fits-all solution.

Consider an event with an objective like "Destroy X opposing creatures." Would it make sense to force players to include creatures in their deck? What if a player prefers spell-based decks or control strategies?

We asked our Lead Game Designer, about this topic, and here’s what he had to say:

“Restriction objectives work well with veteran players but can easily be overlooked by players expecting a lighter, more casual experience with the game. Restriction Rules work better in general, although they demand higher resources from the player. While we have recently leaned towards Restriction Rules, focused objectives are still going to be used in end-game content”

What’s Next?

That’s all for this episode!

But don’t worry—Episode 3 will be hitting the forums in two weeks. We’ll discuss:

  • The challenges of implementing PvE content
  • Why is PvE content less frequent than PvP
  • Our vision for the evolution of PvE (and other events) in the future

See you then!

Comments

  • Xibvert
    Xibvert Posts: 148 Tile Toppler

    When you say Duel Deck events are coming back soon is there an estimate of which quarter of this year that might be?

  • gozmaster
    gozmaster Posts: 321 Mover and Shaker

    @Xibvert said:
    When you say Duel Deck events are coming back soon is there an estimate of which quarter of this year that might be?

    It will be out .... Soon.

  • ertaii
    ertaii Posts: 227 Tile Toppler

    While you're speaking of PVE, don't forget Story mode. I deeply miss it.

  • Drag0n
    Drag0n Posts: 8 Just Dropped In

    @Scydrex7 said:
    Thank you for this most recent update regarding your plan for the game in the near future.

    Since you mention ''players with a more strict schedule'', would you let us know if there are plans to reduce the extraordinary amount of charges certain events have (which feature up to 32 games to play completely) and cap the number of charges to a specific amount? I personally feel there is no need for any event to feature more than 12 charges, though some coalition events that contain 14 work fine as is.

    I agree with this, although I'd like to see to coalition events with no more then 10 charges as anything over 10 drags on and feels like a chore rather then enjoying the game

  • TIMEWARP
    TIMEWARP Posts: 99 Match Maker

    I enjoy reading these, and there is much to be exited about and to discuss. I personally like shifting the economy to more and more recent packs through participating in daily events. I assume that's why, or part of why, you have removed the rewards after 21st day login.
    I also personally like "restriction objectives" over "goal objectives", it helps a lot when I know I have met all objectives before starting the game, so I can just play without constantly having to mind that I don't mess up. I like the 'must contain' objectives best, and I think you can expand on these a lot

    For now thanks for updating us, and looking forward to the next update

  • Janosik
    Janosik Posts: 695 Critical Contributor

    @Magic:PQ Support Team said:

    To address this, we’ve shifted the design choices towards a more diverse event rotation. The current schedule ensures that each week includes at least six events offering packs from the latest set

    This included TOTP tho, right? What's the engagement on TOTP like compared to other events? New players must find it difficult. And personally, I stopped playing it in order to build up crystals for PM2 (which is very expensive! and playing TOTP gives you a net crystal loss!)... am I unusual in that respect? Do y'all out there play all the TOTPs?

  • gozmaster
    gozmaster Posts: 321 Mover and Shaker

    Great post @Magic:PQ Support Team , EXTREMELY thrilled to see you honored your "2 week" promise. Looking forward to many more.

  • gozmaster
    gozmaster Posts: 321 Mover and Shaker

    @Janosik said:
    Do y'all out there play all the TOTPs?

    I don't EVER play ToTp. Unless I'm trying to get some more packs from a set, but I typically have them all, so it's a loss of gold.

    And as far as pinks are concerned, if I. need a pink injection, I just wait for BftA to roll around and go ham there.

    That's my approach at least.

  • khurram
    khurram Posts: 1,101 Chairperson of the Boards

    @Magic:PQ Support Team said:

    While events like Revolving Planeswalk provided daily opportunities to earn the most set-specific packs at the time, they occupied a significant portion of the daily event schedule. This created a scenario where players with a more strict schedule could have to choose between prioritizing these recurring events due to rewards or heading to other events that offered more diverse gameplay.

    To address this, we’ve shifted the design choices towards a more diverse event rotation. The current schedule ensures that each week includes at least six events offering packs from the latest set, with some weeks featuring up to twelve packs available from progression rewards alone.

    Additionally, we’ve increased the number of new events introduced with each set update. Every set now launches with at least one new event, and we believe new content should be celebrated—so we schedule versions with Bonus Rewards of these events at their inaugural runs.

    This sounds like a lot of words to take RevP out of rotation which is a very good event for mining daily resources for players.

    If RevP is not being replaced by another daily event with same if not better crystals and jewels output then its just another one of your moves to cut the resources from daily committed players. Whats funny is that you are trying to pass it off as a favor to the players, in a post that you guys are publishing due to the backlash for exactly this kind of stuff.

    Also taking ranked rewards out of individual events to also cut the resources available to players. I'm thinking of events like, Seize the Day, Skoti Bloodline etc which are some of the very few events left which still give out significant ranking rewards. Nice try.

    Prove me wrong. Tell us that you'll add those removed ranking rewards to the progression rewards instead because you care about the players so much.

    Tell us that you're introducing another daily event replacing RevP with similar crystals and jewels output but boosters from the latest set because you want players to get the latest set specific boosters. Tell us you're not just counting everyday TotP as 5 of the 6 weekly events that "give out a booster from the latest set". WE ALREADY HAVE THAT. Doesn't sound like you're adding anything to a pre-existing daily resource structure but TAKING AWAY from it. Again. Classic webcore!👏🏽

  • _Valiant_
    _Valiant_ Posts: 49 Just Dropped In

    I'm really enjoying the insight to your thought processes and future plans. Thank you.

    And yes, Bolas is very tricksy.... Yes precious, tricksy he is very much

  • TIMEWARP
    TIMEWARP Posts: 99 Match Maker

    @gozmaster said:

    @Janosik said:
    Do y'all out there play all the TOTPs?

    I don't EVER play ToTp. Unless I'm trying to get some more packs from a set, but I typically have them all, so it's a loss of gold.

    And as far as pinks are concerned, if I. need a pink injection, I just wait for BftA to roll around and go ham there.

    That's my approach at least.

    Im free-to-play so, I generally only play TotP when a set is new, so there is at least a decent chance to you get some non dupes from the pack. I also just like Legacy and trying out new cards in existing shells. I get Goz's point, but BftA isnt regular enough for me personally to generate enough purps to complete sets. I cant spend 4hrs+ a day when BftA rolls around to grind pinks. When BftA meant a guaranteed 500 or 2500 orbs it was worth it to grind it as long as you could. Silly Sylex and Tablet of Compleation, and all probabilities at 33%, have really screwed that part of the event over.

    Anyway, I really like this flow of new communication coming through and hearing about all the stuff you're doing to keep this game interesting for both vets and noobs alike