Next Season PvP
Comments
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sounds like a philosophical question.
While it's true those are hidden, in PVE you can actually not follow the ideal clear schedule and still get max progression, as long as you have the essentials. Just do all missions 6 times and maybe a bit of tapping to (the 20-50 points kind of) to reach the end.
Biggest problem i have is that pvp have a fake progression that's still competitive. PVE got the progression that's not competitive and the placement that is. PVP just have two competitive tables. If it's really "intented" to be fully competitive, they should scrap the PVP progression and put it in the placement. Then we'd see how many people really are okay with full competition if only the top 50 or something like that have CP.
Do you think that anyone investing the time should be able to earn the top progression reward in pvp?
I do not. Different strokes for different folks, i get it. I personally like how as your roster develops, you are able to earn more and more rewards; "progressing" as it were. I never got angry that i couldn't get the higher rewards. I built my roster and learned the game as it was set up. "attack others and shield to protect yourself against attacks." I have felt that those desiring a more linear progression can play pve. it is ok to have 2 different play styles. it keeps the game fresh.2 -
You honestly think Wins-Based was rolled back because of backlash? How often do they roll back ANYTHING because of backlash? It has been made quite clear that they don't listen to us, so it's always funny to me when people think that Wins-Based got taken away this quickly because of in your words, a "small population" of vets groaning about it. Even funnier, are the people that think the devs intended to do away with points-based completely when the placement rewards system literally can't exist without it.Daredevil217 said:It’s clear the developers are trying to eliminate all the extra stuff outside what was intended strategy (similar to tapping in PVE), but the backlash from those who benefitted was too strong. Hopefully there is a better solution down the pipeline.
Since you guys are so adamant that a "large portion" of the playerbase preferred wins-based while it was here, ask yourselves how much you spent on shields........Shields, the ONLY aspect of PVP that makes them any money. Probably very little if anything, since so many of you just absolutely raved about how great it is that you no longer need to spend on shields. Now ask yourselves, "how much money does that translate to for D3?" Compare that to the data they have for the season before it happened, and the season after, and I find it very hard to believe that a "few" groaning vets on a forum is their reason. They could care less how many more people play PVP all of a sudden if it doesn't translate to $$.
Once again, the main issue people complained about with points-based, and thus raved about with wins-based, is not worrying about the loss of progression due to defensive losses. This causes shielding, which is where they get their money. Take away the need for shielding, and you also take away the revenue. They probably felt like they were giving away free resources to anyone who had the patience to just slog out the matches, which is why I'm assuming the CP disappeared from progression as well. They probably still get people shielding and fighting for t10 because that's where they placed the cheese at the end of the maze, but 10 people per bracket trying to get CP isn't as lucrative as hundreds or even thousands shielding to get progression rewards along the way.7 -
Yes, and not everyone is aware or able to take advantage of the tips, rules, suggestions or whatever you want to call them semantically.Ruinate said:Guess who else is now part of that 1% and has DD Thanos.
These aren't rules. They are tips. Just like Aes said. The game does not need to provide all strategies and tips for you. No game does this. Seek out the cowdsourced information if you're interested enough or develop your own strategies. That's part of gaming. Shall I lay out all the possible outcomes before we play a game of tic tac toe?
And just a quick search of your comments and you gave some general pvp tips in another thread, so i am not even sure what we are discussing here? I prefer points based, but can understand the woes of those that would prefer wins based.
And lets be honest with ourselves. If they had rolled out wins based, and you only needed around 25 wins to get the 4* and maybe 30 for the cp, we wouldnt even be having this conversation.3 -
Yes. Unequivocally yes. IMO Progression should be a merit of effort and Ranking should be a merit of skill. Neither of those are 100% sure (especially the skill part) but IMO progression should be available to all. The argument that it shouldn't made sense before SCLs, but now that there are SCLs grouping players into similar level categories yes everyone should be able to hit progression.shartattack said:
Do you think that anyone investing the time should be able to earn the top progression reward in pvp?6 -
why can't everyone take advantage of the tips and strategy out there?Spudgutter said:
Yes, and not everyone is aware or able to take advantage of the tips, rules, suggestions or whatever you want to call them semantically.
And just a quick search of your comments and you gave some general pvp tips in another thread, so i am not even sure what we are discussing here? I prefer points based, but can understand the woes of those that would prefer wins based.
And lets be honest with ourselves. If they had rolled out wins based, and you only needed around 25 wins to get the 4* and maybe 30 for the cp, we wouldnt even be having this conversation.
either, you are happy with your score/placement or you are not.
if you are happy, you continue doing what you are doing.
if you are not happy, you want to fix the problem. what do people do when they have a problem? they go to the internet and google it. this site is the first result for marvel puzzle quest tips. problem solved?1 -
I think you have a valid point about SCLs, the devs need to look at the point thresholds in lower CLs and adapt them to the rosters that play there. Is a 2* roster going to hit 1200 points? Very improbable. Adjust the progression rewards so they top out at 500 (just picking a number here) with shorter intervals and lesser prizes, it is a lesser CL after all. The points v wins based argument could be ended with proper implement of reward structure for the CL you compete inbroll said:
Yes. Unequivocally yes. IMO Progression should be a merit of effort and Ranking should be a merit of skill. Neither of those are 100% sure (especially the skill part) but IMO progression should be available to all. The argument that it shouldn't made sense before SCLs, but now that there are SCLs grouping players into similar level categories yes everyone should be able to hit progression.shartattack said:
Do you think that anyone investing the time should be able to earn the top progression reward in pvp?5 -
Win-based progression system has one inherent flaw that can't be removed, no matter how much you'll tweak the progression thresholds. It treats every win the same, no matter how hard the fight was. At least in point based system stronger rosters tend to have higher scores, so on average a more difficult fight will be more rewarding. Neither of those solutions is perfect, but I learned to live with point-based one. If anything, I'd tweak the calculation of the point value of a match to include relative team strength, because (almost) pure Elo is pretty good for symmetric multiplayer, but this isn't the case in MPQ.broll said:The main irony I see here is so many people in here are saying wins based was fine, the only problem was the CP? Then tell me why there was all the snark about how great the old system is when all I asked was if there would be further improvements? No one is saying the as implemented wins based system was perfect. It has several flaws.
Also, about all those unwritten rules. Ever heard of a concept called metagame? Pretty much every multiplayer game (not limited to video games) has one. If you want to be really good at a game (and I'm pretty sure that getting 14 out of 15 available progression rewards is better than average), you need to take it into account.7 -
I agree with a lot of your post. I even mentioned during that season, that if it did revert back to points based, that people would attribute it to the uproar regardless.BoyWonder1914 said:
Once again, the main issue people complained about with points-based, and thus raved about with wins-based, is not worrying about the loss of progression due to defensive losses. This causes shielding, which is where they get their money. Take away the need for shielding, and you also take away the revenue. They probably felt like they were giving away free resources to anyone who had the patience to just slog out the matches, which is why I'm assuming the CP disappeared from progression as well. They probably still get people shielding and fighting for t10 because that's where they placed the cheese at the end of the maze, but 10 people per bracket trying to get CP isn't as lucrative as hundreds or even thousands shielding to get progression rewards along the way.
That said, i would like more discussion about the shield side of it. Bow also brought up the money side of it, and while i agree with him as well, i cant wrap my head around it.
Maybe because i am such a vet, that my farms keep me above hp neutral? Even with a couple shields an event, i still grow my stash by the hundreds every week. So i have to imagine, anyone who can manage 900 as a 4* transitioner with a shield hop or two, can still do so as a FTP player.
Maybe they switched it back because of money. Maybe because of the backlash. Maybe too many people were getting 4* covers. We have absolutely no way to know for sure, now that i think about it0 -
But then you open a can of worms, as to what that top progression should be for those levels. People playing in CLs 1-5 shouldn't be worried about the state of their 4-star roster, but at the same time, 40 wins is quite a stretch for someone who's strictly using 2* and 3* characters. People playing in CL8 are probably past the point where ONE 4-star cover is making any kind of big deal for their roster capability. Since MMR is a million times worse for players at this level, 40 wins for said 4-star cover is thus NOT a good effort:reward ratio. CP matters much more to these players at this point, and you can only get it if you rank high enough. So some people still go absolutely crazy with points trying to achieve this ranking, getting 1200+ points, but that still somehow is not enough for full progression because they did it in 35 wins. Surely you can't say that issues with Wins-Based are any less egregious than the problems you complain about with point-based. Neither solution was perfect, but at least one got easier as your roster got better.broll said:
Yes. Unequivocally yes. IMO Progression should be a merit of effort and Ranking should be a merit of skill. Neither of those are 100% sure (especially the skill part) but IMO progression should be available to all. The argument that it shouldn't made sense before SCLs, but now that there are SCLs grouping players into similar level categories yes everyone should be able to hit progression.shartattack said:
Do you think that anyone investing the time should be able to earn the top progression reward in pvp?2 -
Fair point, I legitimately don't remember the last time I needed to actually purchase HP. Between placement rewards, alliance rewards, and champ levels at 2-4 star tiers, the amount I spend for 1-3 shields per event is trivial. But we also allegedly make up a rather small percentage of the player base.Spudgutter said:
I agree with a lot of your post. I even mentioned during that season, that if it did revert back to points based, that people would attribute it to the uproar regardless.BoyWonder1914 said:
Once again, the main issue people complained about with points-based, and thus raved about with wins-based, is not worrying about the loss of progression due to defensive losses. This causes shielding, which is where they get their money. Take away the need for shielding, and you also take away the revenue. They probably felt like they were giving away free resources to anyone who had the patience to just slog out the matches, which is why I'm assuming the CP disappeared from progression as well. They probably still get people shielding and fighting for t10 because that's where they placed the cheese at the end of the maze, but 10 people per bracket trying to get CP isn't as lucrative as hundreds or even thousands shielding to get progression rewards along the way.
That said, i would like more discussion about the shield side of it. Bow also brought up the money side of it, and while i agree with him as well, i cant wrap my head around it.
Maybe because i am such a vet, that my farms keep me above hp neutral? Even with a couple shields an event, i still grow my stash by the hundreds every week. So i have to imagine, anyone who can manage 900 as a 4* transitioner with a shield hop or two, can still do so as a FTP player.
Maybe they switched it back because of money. Maybe because of the backlash. Maybe too many people were getting 4* covers. We have absolutely no way to know for sure, now that i think about it
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It can be removed with an overhaul. I've long been a proponent of a points based system where losses don't take away any progression points. This IMO would be the perfect best of both worlds scenario. You get the variable points based on targets + the no backsliding progression of win based.Piro_plock said:
Win-based progression system has one inherent flaw that can't be removed, no matter how much you'll tweak the progression thresholds. It treats every win the same, no matter how hard the fight was. At least in point based system stronger rosters tend to have higher scores, so on average a more difficult fight will be more rewarding. Neither of those solutions is perfect, but I learned to live with point-based one. If anything, I'd tweak the calculation of the point value of a match to include relative team strength, because (almost) pure Elo is pretty good for symmetric multiplayer, but this isn't the case in MPQ.broll said:The main irony I see here is so many people in here are saying wins based was fine, the only problem was the CP? Then tell me why there was all the snark about how great the old system is when all I asked was if there would be further improvements? No one is saying the as implemented wins based system was perfect. It has several flaws.
Also, about all those unwritten rules. Ever heard of a concept called metagame? Pretty much every multiplayer game (not limited to video games) has one. If you want to be really good at a game (and I'm pretty sure that getting 14 out of 15 available progression rewards is better than average), you need to take it into account.8 -
no points loss= no shields needed. no shields needed=no revenue. no revenue= no game.
It can be removed with an overhaul. I've long been a proponent of a points based system where losses don't take away any progression points. This IMO would be the perfect best of both worlds scenario. You get the variable points based on targets + the no backsliding progression of win based.3 -
The use of passive language to imply that a user's desired version is the "one true way" is obnoxious.Arix90 said:
Hopefully no updates yet because so much is updated this season including a return to wins and rebalances And they were still testing changesSm0keyJ0e said:Terrific news! Hopefully PVP stays exactly as it is. It's a real hoot!
Hopefully, they find a method that is best for everyone instead of picking one or the other because some loud forum people like that one best.
I swear, a significant number of people on these forums became insufferable during these recent PVP tests. Like, some people have been coming to these forums for years and suddenly one test has robbed them of the ability to attempt decent conversation.3 -
THIS. We don't know enough about the data to know what the best path forward is. We don't know how the game is faring. We don't know what the acquisition of new players looks like. We don't know what percent of the game's income comes from new players (or day 1200+ players for that matter). And we don't know how (or to what extent) the only thing that keeps this game afloat (money) was affected by the change in PVP.Something happened in Participation Season that the devs a/o pubs found unacceptable. As this is a P2WM game, the presumption is it involved money. That either spending on PvP cratered, or spending in general cratered, or both. Maybe it did, maybe it didn't. As always, we saw the what, devs not telling the why.
What we do know is this: we are NOT all playing the same game. Our experiences are radically different as a result. Gambit is a game-breaking obstacle for some players; for others the games meta-activities (shield-hopping, bracket-sniping, grilling) are a huge obstacle; 40 wins takes a lot more time for one player than it does for another, and that list of different experiences is long...and getting longer.
I have ideas, you have ideas. Our ideas have ideas. I'd share some of mine, but if I spend any longer on this post, I might miss the beginning of a lightning round. My Thanos needs some seed teams for lunch.6 -
How much money are you spending in shields? I brought it up earlier, i understand the theory, but have yet to be convinced that the numbers work. I get 2 or 3 shields per event, but outside of VIP, dont spend anything extra.shartattack said:
no points loss= no shields needed. no shields needed=no revenue. no revenue= no game.
It can be removed with an overhaul. I've long been a proponent of a points based system where losses don't take away any progression points. This IMO would be the perfect best of both worlds scenario. You get the variable points based on targets + the no backsliding progression of win based.
For reference, i spent all my hp reserves during the anniversary, bought around 5 roster slots since then, and already have 9000 hp stored back up.
I would counter that anyone that has the knowledge and ability to shield and hop for 900/1200, has a decent farm and is probably at least hp neutral. I'm open to have my opinion changed, but everyone just keeps saying it without backing it up.
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JHawkInc said:
The use of passive language to imply that a user's desired version is the "one true way" is obnoxious.Arix90 said:
Hopefully no updates yet because so much is updated this season including a return to wins and rebalances And they were still testing changesSm0keyJ0e said:Terrific news! Hopefully PVP stays exactly as it is. It's a real hoot!
Hopefully, they find a method that is best for everyone instead of picking one or the other because some loud forum people like that one best.
I swear, a significant number of people on these forums became insufferable during these recent PVP tests. Like, some people have been coming to these forums for years and suddenly one test has robbed them of the ability to attempt decent conversation.
This seems to be directed at me. What did I say that was so bad (or "loud") about the wins-based version? I offered my opinions on it no different than anyone else. I highly doubt that the devs said "Oh no! SmokeyJoe doesn't like this version! Let's pull it back!"
I prefer the points-based version of PVP. Is there a better middle ground somewhere? Probably, but clearly the wins-based version as it was is not what the devs wanted, for whatever reasons that aren't available to you nor I.0 -
It depends on the type of PVP you are playing. If you are on the top end of playing, you can use between 4-12 shields an event. Yes, 12 shields. This doesn't include buying health packs too. Have i used over 3000 HP in 1 event? Yes, very easily depending on how I am playing. I am just one player as well, imagine a whole slice doing this. Have i bought HP due to needing it for health packs and shield? Yes. Slots (have 213), shield and health packs are what I buy the most and currently have 113650 HP. Now I am a top end PVE player too so I get some back we top 1/5 placements. Yes I do buy a vault now and again but it all depends on the vault. I hope that gives a little context of how much HP is used during a PVP.Spudgutter said:
How much money are you spending in shields? I brought it up earlier, i understand the theory, but have yet to be convinced that the numbers work. I get 2 or 3 shields per event, but outside of VIP, dont spend anything extra.shartattack said:
no points loss= no shields needed. no shields needed=no revenue. no revenue= no game.
It can be removed with an overhaul. I've long been a proponent of a points based system where losses don't take away any progression points. This IMO would be the perfect best of both worlds scenario. You get the variable points based on targets + the no backsliding progression of win based.
For reference, i spent all my hp reserves during the anniversary, bought around 5 roster slots since then, and already have 9000 hp stored back up.
I would counter that anyone that has the knowledge and ability to shield and hop for 900/1200, has a decent farm and is probably at least hp neutral. I'm open to have my opinion changed, but everyone just keeps saying it without backing it up.1 -
I'm sorry, I must be confused.... What point were you trying to make? That you're bad at math or that you don't understand how the brackets work or that you're somehow under the impression that the top spots should not be going to the top rosters?mexus said:
I wasn't really even trying to come up with better numbers, I tried making a point.Milk Jugz said:
Considering the top 50 in each Versus bracket is 10% of the 500 person bracket, I'd love to see your math that proves 1% of the players are taking 10% of the spots......mexus said:
The same 1% preventing everyone else from making actually top 50.shartattack said:
those rules don't really apply to the 1%, ruinateRuinate said:
Who made those rules? I violate all of them. I could not follow a single rule with DD Thanos and not give up before 900 too.Spudgutter said:
Cmon, you have been around long enough not to put out a troll question.aesthetocyst said:
List a few of these "nonsensical 'rules'" please? Shouldn't be hard to do seeing as their is an astounding amount lying around.tiomono said: ...The amount of nonsensical "rules" in this game is astounding....
In case you are being sincere for others, I'll throw a couple out:
Dont climb in the last three hours.
Dont try to hit more than two during a hop
Never queue someone for less than 38 points
Find your float point
Get in a line chat group, specifically a battle chat, so that you can circumvent the rules designed by the devs to try to make play fair, all the while professing that we are playing the game as it is designed and as such it shouldn't be changed.
Should i go on?
Jokes about bad maths doesn't really have any impact on me in this.1 -
Every competitive game has metagame. If it can be optimized, it will. All those PVP tips aren't some arcane secrets (although devs kept a lot of inner workings hidden, for example details of MMR). It's something that players painstakingly put together on their own or by sharing their experiences. Now they are sharing this knowledge with others - Line, Discord, these forums. You can use that info to get better results or choose to ignore it, but don't say it's exploiting the system. It's human nature (or maybe a competitive spirit?) to try to perform the best they can in any given set of rules.mexus said:Someone mentioned that 1% of the player base have learned to exploit the PVP system because they share secret rules someplace.
Which 1% is that? That same few players that are always in the top placements of course. That was my point, in order to be one of them you have to join them at Line or Discord (?) and learn the secret rules Demi probably didn't intend us to play by. I don't think that should be necessary in a good coded game, it's time consuming enough to match the tiles and adding 1* covers to gain XP.5
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