Time Gem Season Updates *Updated (10/19/17)
Comments
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            The new system would be perfect with 1 easy step. Move cp to progression where its available to all.
Thats it. Nothing huge.3 - 
            Dude awesome: true healing, oml nerf, baking "fix," and boss rush all got much more feedback (true healing was more than 100 pages) and the devs basically did nothing about any of those issues in the short term. Don't hold your breath.
Smkspy: vaulting was both good and bad (as most critics pointed out at the time). I think the worst-case downsides of vaulting were mostly avoided by the new compromise. Stagnating vintage 4*s for a few months is irritating. Doing it for a year + would be really bad.
Zeiram: what slice do you play? S2 is a wasteland where 1200 is both quite hard to get and much more likely to be a top 10 score. In s3-5 it's a fair bit easier to score well, but it's very rare to get even top 25 below 1200 unless the bracket flips inside the last 8 hours. And really tough brackets can push 1200 scores down into the 60s or 70s. I dont play s1 veey often, but i understabd it to be similar to s3-5.0 - 
            
Um........6:25PM PST and nothing. Guess they are still in the foxhole hiding. But on the bright side we will know tomorrow at 8PM EST when the season starts, can't delay that. Can't wait to see all of these people that are happy for this once a full 10 event slug fest starts.Brigby said:Hi Everyone. I'm sorry I was only able to post this information late in the evening. I'll be sure to be in this thread tomorrow morning (9am PDT), but if you have any questions or comments then please post them below and I will be sure to answer them then.
Thank you for understanding!1 - 
            
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It is called quality of life and can also be determined by if you have the 5* required leveled or not for PVE. A lot of 5* players play PVP because that is what we like and we strive for the CP. we play PVE for iso and progression CP. CL9 has a significant jump in levels compared to CL8. I personally strive for the cp in this game but usually go CL8 because the lower CP is worth the quality of life CL8 provides. This new PVP system significantly impacts my quality of life as far as the game goes and how much CP I can earn.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....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.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.
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
most 5* players actually understand how beneficial this change will be for 3* and 4* players what we are asking saying is why is our quality of life being sacrificed for yours. Why can’t there be a system that benefits all?? You can argue with people on the forum and insist upon your points or you can actually look at it from other players perspectives and the support they have given the game. Just remember they way we are being treated now as in the future if you are around long enough it will be how d3 treads you.8 - 
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            Put the 4* at 30 wins.
Put the 15CP at 40 wins.
Everybody happy.
Do that. No, don't argue. Don't think about it. Do that.
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            Put all 25 at 50. Who cares. Just leave them in progression2
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Interesting point but that is where 1200 point players feel slighted. In gambit PVP I scored over 1200 points and got top 25. So now because I scored higher but placed lower. I will not get the CP but the players in the 900’s will get the CP. overall players should not be punished or rewarded from the slices they choose. Moving the cp to placement helps more players in the mid tier and hurts players in the higher tier. This system will continue to hurt players as the progress in the game. As you transition into a new tier 3-4 or 4-5 PVP becomes super difficult to win because you have to play so many matches and it will cost a significant amount of health packs. Imagine the player with 2 championed 4* and that is all they used once PVP. How many health packs would they go through trying to get to 40 wins? With they way they run MMR this system will help some but still hurt too many in the long run.ZeiramMR said:@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 - 
            
This would, indeed, resolve my most signifcant concerns. But demi clearly doesn't want to make cp *that* available.Bloody Marvel said:Put the 4* at 30 wins.
Put the 15CP at 40 wins.
Everybody happy.
Do that. No, don't argue. Don't think about it. Do that.0 - 
            This content has been removed.
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Been around 1400 days, so i know how i am treated.wymtime said:
It is called quality of life and can also be determined by if you have the 5* required leveled or not for PVE. A lot of 5* players play PVP because that is what we like and we strive for the CP. we play PVE for iso and progression CP. CL9 has a significant jump in levels compared to CL8. I personally strive for the cp in this game but usually go CL8 because the lower CP is worth the quality of life CL8 provides. This new PVP system significantly impacts my quality of life as far as the game goes and how much CP I can earn.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....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.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.
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
most 5* players actually understand how beneficial this change will be for 3* and 4* players what we are asking saying is why is our quality of life being sacrificed for yours. Why can’t there be a system that benefits all?? You can argue with people on the forum and insist upon your points or you can actually look at it from other players perspectives and the support they have given the game. Just remember they way we are being treated now as in the future if you are around long enough it will be how d3 treads you.
So, you can see how it helps newer rosters, right? By making them progress faster, and slowing ours down, it bring us closer to equilibrium faster. Like i said, i may not like it, but i understand it for the long term health of the game. I just wish other 5* players accepted this as well, then we wouldnt even be having this discussion.
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            Probably because putting the resources to get 5s at the very top.of rewards screws 99% of the people0
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            Unless youre a whale0
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No. we don't know that - and that's my whole point. AFAIK We don't know how many players there are. We don't know the mix of veterans to newbies to whales. We don't know how long people in general play the game before quitting. We don't know why players, in general, quit. We don't know how much money each type of player spends on the game or what percentage of the game's revenue that represents. We don't know their business model. We don't know what statistics they keep or what they base their decisions on. We don't know how much players are spending on HP, ISO etc. (some of this info was posted in an article but that was very general and I don't know how long ago it was). We don't know what all their sources of feedback are and whether or not the feedback agrees with the opinions expressed on the forums (we don't even know if opinions expressed on the forums is representative of players on the forums in general) We don't know the developer's reasons for doing things (you can't put motivations in a test tube and do an objective test to determine what they are and lord knows the devs rarely tell us their motivations). We don't have notes from their meetings. We don't have e-mails from the developers or management (i.e. things that would count as real evidence).Daredevil217 said:We don't know that.
For some things, like how many players get to 1200, we have an idea, but the evideent nce I've seen here is largely anecdotal and was not systematically collected. Not to mention that it doesn't line up with my experience (which is not to say that the conclusions are wrong since my experience is not based on systematically collected data either).
And yet people continue to post as if they DO know most, if not all, of these things and use that "knowledge" as proof for conclusions that would be thrown out of any courtroom, debate hall, or scientific lab in the country.
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            Spud,
I can definitely see how this helps new rosters progress faster. This change will eventually democratize 4* land. That's great! I have been asking for that on these forums since at least june of 2015.
But why make 5* land more exclusive at the same time? Demi often pairs a player friendly move (4* progression covers, bonus heroes, more total cp for pve progs) with player unfriendly moves (pvp cp stuck in placement, vaulting vintage 4*s, no more easy pve 10 cp prog reward and 5/6 clears for max prog).
Sometimes i just feel that negatives are out of proportion with the positives.
Astrp:
You are right that we don't know as much about player spending habits as demi. But i reject the idea that we can't or shouldn't speculate about dev for various moves. We should probably avoid saying things like: "the devs would just make more money if they did X." but what is wrong with saying "the devs have made X change, which they presumably think will raise their revenue in Y fashion, but i wonder if they have considered Z"?
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            @Brigby what happened to giving use more info and answering our questions today? This is the biggest bomb dropped on mpq and we get nothing. Can you please explain more? What's the rewards structure? Have the developers decided to lower the required wins? Maybe convince the devs to put cp back in progression.0
 
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