Time Gem Season Updates *Updated (10/19/17)
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If anybody is keeping track, it is now over 24 hrs from when we were promised more details. What's the Over/Under that we will only find out when the event shows up in a few hours.0
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We wont know until in game im sure0
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Spudgutter said:Really? You agree that those of us in this thread who can understand the reasoning are either liars, stupid or both?
And mostly I was agreeing with cory (and actually also with you and daredevil) that it seems quite likely that demi's intent with this change is speed up the 4* transition for middle class players (most casuals won't see much benefit from this change because they won't play 40 matches per event).
But I honestly have little sympathy for demi trying to deal with the problems created by the fragmentation of the playerbase. I can dredge up posts from myself and other players in mid 2015 warning that demi's chosen method of switching to a 4* endgame and then introducing 5*s was inevitably going to fragment the playerbase and cause all sorts of secondary problems. I feel perfectly justified in being upset that Demi ignored the problem for years and may now be trying to solve the problem by punishing 5* transitioners like me.
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Daredevil217 said:Thanks! Mostly a Person-Centered therapist here (work in a University Counseling Center) but still have to know all of that Cognitive/Behavioral stuff for licensing purposes and it does come in handy with clients as well.
I'd be shocked if a game this successful didn't have psychologists in their employ helping guide decisions.
They use continuous reinforcement (every time I play, I get rewarded) which is the strongest for developing a conditioned response early on when learning a new behavior.
They also combine that with partial reinforcement on a variable ratio schedule (the "rush" you get pulling that slot machine, or in this case, opening tokens). This is the schedule of reinforcement that most strongly maintains a desired behavior (how gambling addictions are formed) and is hardest to break.
So in short, they know how to hook you, AND keep you. That's not by accident.
D3, on the other hand, may well have some in house psychology staff mandating the inclusion of certain elements in the games they support as a condition of the publishing deals.
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Vhailorx said:It's not the tone I would use, but yeah: It is foolish to take demi/d3 at face value when the say that moving CP from progression to placement was done for the purpose of making CP more available.
And mostly I was agreeing with cory (and actually also with you and daredevil) that it seems quite likely that demi's intent with this change is speed up the 4* transition for middle class players (most casuals won't see much benefit from this change because they won't play 40 matches per event).
But I honestly have little sympathy for demi trying to deal with the problems created by the fragmentation of the playerbase. I can dredge up posts from myself and other players in mid 2015 warning that demi's chosen method of switching to a 4* endgame and then introducing 5*s was inevitably going to fragment the playerbase and cause all sorts of secondary problems. I feel perfectly justified in being upset that Demi ignored the problem for years and may now be trying to solve the problem by punishing 5* transitioners like me.0 -
It does feel that way rockett. And its horrible for business.
Sure i want that new guy who may buy a few starks to start up. But i also want to keep the guy that buys one every month or blows a grand every sale.
At least smart business would0 -
This company reported over 100million in sales a year ago. They shouldnt be hurting for cash soo much that they need to give the shaft to its long time consumer base. I mean come one. They employ 3 cs guys. They've got change to spare im sure0
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Vhailorx said:It's not the tone I would use, but yeah: It is foolish to take demi/d3 at face value when the say that moving CP from progression to placement was done for the purpose of making CP more available.
And mostly I was agreeing with cory (and actually also with you and daredevil) that it seems quite likely that demi's intent with this change is speed up the 4* transition for middle class players (most casuals won't see much benefit from this change because they won't play 40 matches per event).
But I honestly have little sympathy for demi trying to deal with the problems created by the fragmentation of the playerbase. I can dredge up posts from myself and other players in mid 2015 warning that demi's chosen method of switching to a 4* endgame and then introducing 5*s was inevitably going to fragment the playerbase and cause all sorts of secondary problems. I feel perfectly justified in being upset that Demi ignored the problem for years and may now be trying to solve the problem by punishing 5* transitioners like me.0 -
Foolish and stupid are literally synonyms. Not much secret about that.2
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The rockett said:Here is the rub, they don't want the vets anymore. They want new players and new money. That's what's more important. Well at least that's what it feels like.
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Brigby said:I'm afraid my original comment may have appeared a bit disengenuous. The original reason for this implementation was because the developers determined there would actually be more players that achieved the CP reward if put in placement, than if they tried to acquire it in progression.
The reason I said that I didn't know the exact reasoning in the above comment, was more so that I wanted to reaffirm with the developers if this was still the case, after reviewing the results of the test. I apologize for the confusion.
Optimist: With a little tweaking of SCL and slice, all 1,200 point players willing to adjust will still get 15 CP because there are actually more 15 CP placement slots than players that can get to 1,200.
Pessimist: We mean more players will achieve some sort of CP reward. There are more CP rewards than players who hit 1,200 points so they'll still get "something", although it may be far less than the 15 CP they currently get...even if they make adjustments to SCL and slice...and players not hitting 1,200 will also see "some" of the CP from placement too.
Optimist seems highly unlikely. Pessimist actually seems accurate. I think in that case more people would rather hear, "Too many people get 15 CP so we're cutting that number down. Hopefully you don't miss the cut. If you do, enjoy your lesser rewards. Also, we made sure to give a few new people "some" CP, so hopefully their voices will drown out yours".
Who knows, with such vague statements and no follow up...0 -
corytutor said:Yes. How else could you justify taking a reward available to all, limit it to the top 2% and say it helps the little guy? It doesnt. If anything its going to further seperate the top from everyone else.
It wont be helpful to the little guy for years, and then hes going to hit a wall trying to transition to 5* land.
Its pretty obviously flawed.
As far as helping the little guy, I am at day 1400ish. My kid is around 150-200. He has four 5*, one with two covers, and several well covered 4*. The newer players are way different from when I was a new player. It will be much different 400-500 days from now0 -
Available to all in the sense that all had a chance to obtain it.
If the cp is on the progression side, anyone who chooses to get it can do so.
A lot more people can hit x number of wins than can creep into t10. Its not rocket science.0 -
Philly484 said:Well the reasoning of more players being able to obtain top 10 is completely inaccurate. They are punishing the Veteran players who have took time to develop their roster. Players shouldn't feel like they are being punished, and that is clearly how more of the majority feels. I understand new players are excited about the change it helps develop the roster faster, but then the "Brick Wall" will hit the new players faster, and they will either quit playing because they don't want to spend money, or they will stick with it and spend money. I have a feeling the higher percentage will be new players dropping off.
The purpose serves new players in roster development, but hurts developed rosters, and from comments from new players they are only looking at the quick 4* cover versus long-term effects of the change. Which will result in not having applicable CP once they want to try to move into 5* territory. Also to the players who want to bad mouth those of us who spend money on the game, that isn't a fair statement(s). If that is what makes the game enjoyable for us, then that is what makes the game enjoyable for us. This move isn't justifiable in regards to veterans, and in my opinion even new players, because all you are looking at is getting a quick 4* cover.1 -
The reason command points aren't in progression is simple, they don't want EVERYONE to earn it. But saying that directly is bad PR so we get the spun version, more players make T10 than 1200!
High five7 -
Spudgutter said:Available to all? Are you serious? Your stance is that every single player (aka all) should be hitting 1200 in Black Vortex right now? Now who is being foolish?
As far as helping the little guy, I am at day 1400ish. My kid is around 150-200. He has four 5*, one with two covers, and several well covered 4*. The newer players are way different from when I was a new player. It will be much different 400-500 days from now0 -
corytutor said:Available to all in the sense that all had a chance to obtain it.
If the cp is on the progression side, anyone who chooses to get it can do so.
A lot more people can hit x number of wins than can creep into t10. Its not rocket science.0 -
tiomono said:But the chance for every player to get into top 10 is still there. So in that sense it's still available to all.4
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Philly484 said:I understand new players are excited about the change it helps develop the roster faster, but then the "Brick Wall" will hit the new players faster, and they will either quit playing because they don't want to spend money, or they will stick with it and spend money. I have a feeling the higher percentage will be new players dropping off.
- for very new players, it is like, i got 10 cp from progression + other rewards + placement rewards.
- for new player they will develop 4* roster faster, saving more time.
- now to the point, after player have multiple 4* champed, after moving cp from progression to the placements, and lets only talk about the players who will not place in top10 (before they were getting 15cp from each PVP), how much cp did they lost, they lost about 20% of their cp income.
- about 25 cp from PVP progression / 3 days
- about 30 cp from PVE progression / 3 days.
- 2 cp / day from ddq = 6 / 3 days.
- lets say 5cp / day from other sources (champ rewards, daily rewards, VIP (both daily rewards + intercept), someone in your alliance make purchase or renew VIP). = 15 / 3 day.
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