Jamie's big list of suggestions to make the game better
JamieMadrox
Posts: 1,798 Chairperson of the Boards
- Daily rewards better reflect player's time commitment to the game.
- No more CP for HP/ISO purchases.
- Level up button that adds one level per press. No more of this holding and waiting ****.
- Champion any cover maxed character regardless of levels. New covers give 1 level and then champion rewards after max level. ISO can still be used to level a character to max (unchampioned) level or to level characters with less than 13 covers.
- Surviving characters heal fully after each match. Downed characters can only be revived using health packs.
- All true healing characters' healing powers become passive. Other healing abilities stay as active.
- Get rid of shields.
- Someone defeating you in PVP doesn't cost you points.
- Losing a match that you initiated in PVP costs you points.
- Winning a match in PVP gives you less points than current values.
- All boosts cost HP.
- 4* PVP becomes a regular thing with 5* for first, 4* for top placement.
- 2* PVP becomes a thing with 3* for first, 2* for top placement and roster restricted to 3* and below.
- Restrict 3* PVP to 4* characters and below.
- Last 3 = leagues.
- Progression rewards for PVP @ 1100 and 1200 points.
- Bring back "buy-in" events. Pay HP to join; get better rewards.
- Lightning Round tab
- 24/7 lightning rounds rotating through the complete 2*-4* roster ie LR leagues.
- Reduce PVE node rewards back to 4.
- Make PVE node rewards better. (ISO, tokens, CP, HP only)
- PVE nodes can be cleared a maximum of 4 time for full points each time.
- Progression based PVE rewards. No more competitive/placement based PVE.
- No more 7 day PVE.
- Reskin existing PVE events to create new story events.
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Comments
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It's pretty hard to have a detailed conversation about 25 disparate suggestions. Some of these are obviously good, while others are a huge change for the game that probably need some actual reasoning for why you think they're good and necessary ideas.
Some are, in my opinion, just wrong.
Huge change. Why?Surviving characters heal fully after each match. Downed characters can only be revived using health packs.
Why? Why limit the set of available powers and further prioritize the various flavors of Wolverine in this way? And in combination with your previous suggestion about healing after matches, what's even the difference between true and burst healing anymore?All true healing characters' healing powers become passive. Other healing abilities stay as active.
Shields aren't a perfect solution, but do you remember PvP before them? If you weren't around at the end of the event, just give up on placement.Get rid of shields.0 -
Some of them only work if multiple things are changed.
It's a mechanic I've seen in other games that I like better than the current one. Something I forgot to add to the list was to remove the purchase of health packs. I think that would balance it out.DayvBang wrote:
<br style="text-shadow: none;">Huge change. Why?Surviving characters heal fully after each match. Downed characters can only be revived using health packs.
True healing represents healing factor. By nature that's a passive power. It's always on. It happens without action or thought. Making it a triggered power for some and not for others is just bad continuity/design.DayvBang wrote:
Why? Why limit the set of available powers and further prioritize the various flavors of Wolverine in this way? And in combination with your previous suggestion about healing after matches, what's even the difference between true and burst healing anymore?All true healing characters' healing powers become passive. Other healing abilities stay as active.
This would only be feasible along with the removal of lost points for being attacked and the lowering of match points for wins. Other games I've played award 10-15 points for an even to high win and when someone beats you no points are lost. I think a similar system could be implemented here. Something would have to be done about the point inflation issue though, but that's a problem now and I think reducing the points could help.DayvBang wrote:
Shields aren't a perfect solution, but do you remember PvP before them? If you weren't around at the end of the event, just give up on placement.Get rid of shields.0 -
You just invented a game I'd much rather be playing than the one we have.0
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is it me or does that pvp sound like a pve-ish grind-fest? no shields, no lost points on def. winner is the one who plays the most matches for the most points. non-stop play wins. pretty much OML required. if you don't have that yellow, you're F'ed. I routinely rank well ahead of OMLs because of strategy. I don't think I could in that system because strategy is removed.
Lots of points I love (LR tab, pve rewards moved to progression, no more 7-day) and several that I'm not sure about (the pvp changes, all boosts costing hp. Interesting to discuss though. might be the wrong forum if discussion is wanted though.0 -
I don't necessarily disagree with anything you said. It kind of feels if they make all those changes they might as well make mpq 2, which maybe that's the only way players get some changes. One could argue that mpq2 already happened with the introduction of 5*s, cp, and legendary tokens. It's like we have 2 competing and conflicting game designs. They won't commit to either. So half the game design is stuck in a 3* transitioning meta.
I think you would be better focusing on 2 or 3 of your most important ideas. No clue how would choose bc there a some pretty great ones there.0
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