Time Gem Season Updates *Updated (10/19/17)
Comments
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All I can say is have fun playing 40 5* matches every single pvp1
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Vhailorx said:
My best guess would be:
(3) there are many thousands of players with a small number of 5* champs and very deep 4* benches. This group fills out the top alliances or headlines the top 51-200 alliances.
Geez, I guess this shows how differently people see the game. I'd be flabbergasted if "many thousands" of players had even a single 5* champ. Not saying you're wrong - it may well be that I'm the one who's wrong and a lot more people play this game than I think.
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Its got a lot of downloads on google.0
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24 hours later... no details, no explanation... whatever2
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Milk Jugz said:Hate to bust your point but pvp doesn't require any of those to get 1200. I personally get 1200 playing when I want (I've done it with a day left and with 15 minutes left) and I use no outside coordination to do it. I do use shields. However, I've talked to people that have gone straight to 1200+ (in my own alliance) in one sitting, shielding only to preserve placement. So, no, 1200 does not require hp, line, or sticking to a set schedule.
My point overall isnt even the cost associated, but the fact that people are upset that they are "losing" cp, claiming it is the only resource that that they play this game for, while at the same time not going after all the cp they could get.4 -
Milk Jugz said:1) Sure 5* match damage is off the charts comparatively and, yes, you can have a nice cascade or two and have a quick match. On the flip side, you have those matches that you just can't get your strong matches. The board is flooded with team-up tiles. The AI keeps matching that color you need. Etc. And the matches just. Drag. On. And. On. And. On. Mostly, a 3 match hop without using boosts takes 10-15 minutes. With full 100% match damage boosts inside 5 minutes. I don't use the boosts unless I'm hopping at a busy time.
With speed being the main draw of the current (soon to be changing) meta, it'll be nice to see more variety in teams instead of the former on offense and the latter on defense.
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PVP to me without the cp in progression will become just maintaining a nice enough score for end of season rewards. I don't care about hitting 40 wins for the stupid 4* that I rarely use as it is. Score is the only important thing still. Sucks I'll never get that cp reward though as I don't gun for top 10.0
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astrp3 said:Here here. That's been my experience as well. I spent quite a bit on this game, but the vast majority of it was when I was in 2* land (though, as a newbie, I also spent a lot of it poorly). Now, I rarely spend on anything besides VIP and I'm even considering dropping that - not because I'm upset about recent changes, but because it just isn't worth that much to me anymore.
I can't say whether that's typical or not because I don't have access to their internal data, but I do agree that the idea that veterans or whales spend the bulk of the money that's been spent on this game is far from obviously true - at least to me. It might be true. It might not. And even if individual veterans spend more on the game on average than newbies, it still doesn't mean that collectively, they spend more. If newbies are a significant majority of the player base, their microtransactions could far outweigh the cetacean megatransactions.
Of course, if that were the case, one might ask why those newbies don't transition into veteran players, but that may be standard for mobile games.
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Also there are 11,834 alliances that completed the Ragin' Cagin pvp. There are thousands of players..lol0
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Spudgutter said:My point overall isnt even the cost associated, but the fact that people are upset that they are "losing" cp, claiming it is the only resource that that they play this game for, while at the same time not going after all the cp they could get.
The marginal CP difference between PvE CLs is coupled with a significant change in time requirement. Choosing to give up a few CP a week in exchange for hours of your time is a totally rational decision, and one that's completely consistent with complaining about possibly getting 45 fewer CP/week in PvP and having to spend more time to get the remainder of the rewards.12 -
All of the people who are cheering this change will come to hate it as they progress through the game. The way this is being implemented will end up making you enjoy this game a lot less a lot faster for a short term gain. Just know that you are rooting for something that is not in your best interests long term.1
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sinnerjfl said:24 hours later... no details, no explanation... whatever
They knew exactly what the heck they were doing, when they had @Brigby make the last minute announcement in lieu of "more details to come tomorrow".
Guys. It's past 5PM PST, when Brigby made the announcement yesterday.
* They've prematurely announce the change
* They're making an edit to the change
* They're feigning that it's terrible and letting people stew, so the end announcement seems "less" of a loss.
* They've had a meeting and re-considered the change (let me dream).
In any case, Brigby doesn't deserve the flak he got, but they should be ashamed for throwing him out amidst the wolves like this.3 -
Stax the Foyer said:This is a silly point, there are more factors at play here than raw CP earnings. People value both CP and time.
The marginal CP difference between PvE CLs is coupled with a significant change in time requirement. Choosing to give up a few CP a week in exchange for hours of your time is a totally rational decision, and one that's completely consistent with complaining about possibly getting 45 fewer CP/week in PvP and having to spend more time to get the remainder of the rewards.
I'm not saying you cant make that rational decision, I'm just pointing out that if you say you want all the cp you can get, then make that decision, it's a little hypocritical0 -
* They are always making changes down to the wire with any new feature add. Several times they’ve had preview screenshots a day or two before that end up wrong when there was no outrage (SCL release comes to mind). These last minute down to the wire changes are why things are often so broken on release...0
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Spudgutter said:A few? It's 7 across progression from a 3/4 day event, 10 if you drop down to scl7. Throw down some extra for the extra sub rewards, if there are any. 14 to 20 per week, plus all of the extra covers and tokens, which feed the farms, which gets you more cp....
I'm not saying you cant make that rational decision, I'm just pointing out that if you say you want all the cp you can get, then make that decision, it's a little hypocritical
And of course we want all the cp we can get; it's the only way to progress a 5* roster. But i think it is also obvious that there are extrinsic limitations on how much cp any player can get (e.g. real life schedule, wealth, roster strength). I mean, theoretically, we can all have infinite cp at $100 per 7cp (or your local sale prize), but are you really criticizing players that don't improverish themselves buying cp on credit card debt?
The problem here is that demi has made cp harder to get than it was before for lots of players. That's not a player choosing not to chase some cp prize because of extrinsic considerations, that's demi preventing players from ever making such a determination.
Everyone is subjective and hyporcritical about something at some time. But i absolutely reject the notion that i can't criticize moving 45 cp a week to top 10 placement just because i sometimes play cl8.1 -
@sinnerjfl
I can assure you that Top 25 and even Top 10 is not ending above 1200 across the board for the highest SCLs. My last three PVPs had 10th place in the 900s range (925 for Gambit and at least one other SCL 8 player in my alliance was also low 900s for the tourney). It really depends on the slice and when people join. I don't use Line; maybe the coordination rooms contribute to stacking players into specific brackets? (No judgements about playstyle; just hypothesizing on the discrepancy)
Apologies for not directly quoting the few posts on this; my phone is choking on the formatting today for some reason.)1 -
The change is done, you all just need to try harder in order to place for that sweet cp, don't let the uber whales hoard all the top spots, try to be competitive for once instead of shield trading hits with your buddy John Doe. Make PvP great again.
Or stop spending in the game, quit and make a retirement thread about it and give the app a negative review in the Play Store, much easier.
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Vhailorx said:Everyone is subjective and hyporcritical about something at some time. But i absolutely reject the notion that i can't criticize moving 45 cp a week to top 10 placement just because i sometimes play cl8.
I also criticized the move. But then again, i am also not railing against people who are ok/indifferent with this change, nor am i chastising them for all the lost cp we are no longer getting, because we would have gotten "eventually" if they hadn't made the change.
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SangFroid said:All of the people who are cheering this change will come to hate it as they progress through the game. The way this is being implemented will end up making you enjoy this game a lot less a lot faster for a short term gain. Just know that you are rooting for something that is not in your best interests long term.
But hey, if it doesn't work out, the devs can change it. Nothing is permeant just as vaulting taught us, twice.0 -
Maybe the silence from the Dev's is them trying to fix this storm. Hopefully they realize that the win based system needs more work than just 2 runs with basically no change.
//Removed Profanity -Brigby0
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