Marvel Puzzle Quest Developer Q&A July 2022 Answers (7/26/22)
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HoundofShadow said:Can anyone explain this:
For example, we could easily see the creation of a trio of cupcake Versus characters that someone rosters in S.H.I.E.L.D. Training that's only there so that people can heal up off of them, and players taking turns at different MMRs so that everyone can do so.0 -
mdreyer93 said:Please don't reduce the god boost scaling. IMO God boosts have been the best addition to the game in a while. Character diversity is so much greater now.1
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DeNappa said:I'm not saying there wouldn't be any complexity to it at all. But it IS well defined and probably for a large part scriptable by something that could be processed by a parser. For example (just making this up as I go):
{ "id": .., "name" : "{{FIGHT_FOR_WAKANDA_TITLE}}", "thumbnail": resources/wakanda_thumb.png "info": .. "start" : .. "rewards" : [ { "SCL": 1, "placement" : .., "progression" : .. }, { "SCL": 2, "placement" : .., "progression" : .. }, (etc) ] , "subs": [ { "day": 1, "name" : .. "thumbnail" : .. "rewards": [ .. ], "bg_image": .., "nodes": [ { "id": .., "name": .., "desc": .., "mapcoords": { x: 123, y: 456 }, "points": 1000, "repeatable": yes, "waves": 2, "visible_after_nodes": [ node_id1 ], "unlocks_after_nodes": [ node_id1 ],
And now I'm just throwing all the info in one definition, but I could imagine the rewards tables being separate and just referenced by id, just like enemy level tables based on amount of clears + SCL.
"enemies": [ .. ] ] }, { "day": 2, .... } ] }I love your JSON definitions / layout. It's definitely how modern S/W works (or at least how we do ours at my company). They should hire you to do the JSON definitions / layout and server side work to parse it and send to clients.KGB
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I strongly believe that we won't see a wall of Wanda/Colossus now. It's going to be much more varied.0
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HoundofShadow said:I strongly believe that we won't see a wall of Wanda/Colossus now. It's going to be much more varied.0
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I think the takeaway is supposed to be that the devs want to move away from this idea that people just use one team vs every single PvP team.
They want you to actually change teams based on who you are playing against.
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Tony_Foot said:If they do what they are stating with a Rock Paper Scissors approach that wouldn’t happen. Then there is no need for god boost, other than to make sure matches are longer and you take more damage.
Besides all I see anyway on boost weeks is the same pairing for a week past 400. I’d prefer a different boost every event.
Sure, the weeks when some one like colossus or wanda is boosted they rule the roost, but it's only one week until the meta changes up again.0 -
I can't remember all the teams but we'll see
Variations of
Shang Chi
Gargantos
Crystal
5* Jane
Sersi
Big Wheel
Chasm
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Answer - God boosts aren't so much the problem as it is the exponential scaling that these boosts bring to light. You actually see the same thing at the higher end of 4-Star boosts as well, where a max champed 4-Star boosted character will TROUNCE any non-boosted 270 or below in the game. This is then magnified by the increased match damage that 5-Stars sport which is exponentially increased by the boost. Not announcing anything right now, but fixing that kind of exponential growth is more in line with our current thinking than just bringing down boosted levels which puts a more artificial hard cap on things.I read that as god boosts aren’t going anywhere (thank the devs!) but I don’t know if others are reading it differently?1
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jsmjsmjsm00 said:I think the takeaway is supposed to be that the devs want to move away from this idea that people just use one team vs every single PvP team.
They want you to actually change teams based on who you are playing against.0 -
Thanks for the answers, very cool!0
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Daredevil217 said:I read that as god boosts aren’t going anywhere (thank the devs!) but I don’t know if others are reading it differently?I read the same regarding boosts.But also in there you should be reading that exponential scaling may be (likely is) going away at some point soon so that non God boosted characters are still viable to use vs God boosted ones.KGB0
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KGB said:I read the same regarding boosts.But also in there you should be reading that exponential scaling may be (likely is) going away at some point soon so that non God boosted characters are still viable to use vs God boosted ones.KGB
Not sure they want to go to the effort to use different scales for player characters and PVE enemies.
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Maybe when god boost is tweaked, the only thing that gain those boosts are power levels. HP and match damage will remain as it is. I'm not sure how difficult it is to implement this, but it will solve those HP Nd match damage issue for many tiers of players.0
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Bowgentle said:But that would also trivialize the challenge nodes.
Not sure they want to go to the effort to use different scales for player characters and PVE enemies.Maybe. The current exponential scaling starts around L330ish. Maybe they just move it to start at L550ish and make the curve steeper so that the 650 enemies remain the same as they are now.Or maybe SCL11 comes out and they tweak rewards so that SCL10 gets less and SCL11 gets more and enemies in SCL11 go to L700 or 750 using linear scaling so 750 = 650 now.Lots of ways they can do it.KGB
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ThaRoadWarrior said:This is only possible for rosters who have alternatives. I would bet that there is a very rarified small number of players who have enough viable 5*s to correctly row-sham-bow the teams they're seeing. It's the kind of assumption someone might make if they could easily grant themselves a complete roster for testing for instance, rather than spending most of a year chasing a single 5* through regular play.
Choosing to ignore versatility because you only want to use your one "best team" is exactly what the new devs sound like they are against.0 -
KGB said:I love your JSON definitions / layout. It's definitely how modern S/W works (or at least how we do ours at my company). They should hire you to do the JSON definitions / layout and server side work to parse it and send to clients.KGB0
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jsmjsmjsm00 said:... Or if you have only one 5 you should be using different 4s in your team so that you have options. You shouldn't be champing 5s before you have many many 4s champed.
Choosing to ignore versatility because you only want to use your one "best team" is exactly what the new devs sound like they are against.
I would hope that when designers are testing new 5*s, they are doing so in a way that simulates what it would be like for someone who only had that single 5* on roster against a representative assortment of the live player population somebody would be up against. I seem to recall forum user MR_F who was so in love with the idea of champing 5* Wasp as his first 5* against all advice to the contrary, and he pretty much quit the game after doing it.2 -
Thank you for all of this valuable insight. Looking forward to this next phase of the game.0
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Thanks very much for taking the time to answer all these questions. I love this game and have played probably more than is healthy over the years and my one major gripe was that the development team would go silent for long periods on the forums. It is nice to see that one major gripe addressed.1
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