We all know there are several major flaws in the game that no matter how much or hard folks complain about that will never get changed. From progress being blocked by randomness to story events actually being player versus playing in disguise. Now imagine if you will that Demiurge announce that in 6 months time Marvel Puzzle Quest 2 will be launching and support for the original will officially end, what features would you like to see either carried over or added and best possible ways to bring in the money while being player friendly?
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Do away with roster slots, you earn or win a character you shouldn’t have to pay to use it.
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Tiered versus events, however all characters should have a 1*, 2*, 3* version and more powerful characters (abilities not rairities) should be limited to 4* and 5*. Players could then select what tier they wish to play in but get locked out of the other tiers. Rewards could be either that events featured character but at the next tier or the next events featured character at the same tier. For players who rank low tiered tokens or other consumable resources. Obviously the higher level you play the better the rewards.
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Not a popular one this but introduce a cool down between leaving an alliance and joining another, this should help foster greater bonds within a single alliance instead of the top alliances moving members around a group of alliances to farm the best scores.
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All story events to be alliance based. The story path branches off with one for less developed rosters (1* and 2*), a branch for intermediate rosters (2* and 3*) and the developed rosters (3* and above), checkpoints could be converging points for the branches and there is a boss battle at the end with everyone who damages the boss getting a share of the rewards. Each story event to last a fixed period of 4.25 days so players in every timezone get a favourable start and finish time.
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So no cover goes to waste each additional cover over the cap can be used to add an additional level to your character until the level cap is reached, after that duplicate characters are made alleviating health pack usage. Due to this covers won’t drop during usual play, only from event rewards or tokens.
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Characters do not share health pools between versus and story events.
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Players do not lose points for defensive losses. If the game ran on true players versus player point losses would be acceptable, as it is AI losses are unacceptable.
Now how to make money? The 2 largest money making avenues of roster slots and shields have been outmoded so that revenue needs to be recouped.
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More options for premium boosts. Health mitigation during battle, 1.5x points, maybe bring back the old affiliation boosts.
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More health pack options. Recover 0.25, 0.5 or full health.
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Revives. No amount of first aid will help a downed ally, for those you will need something with a little more oomph!
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Bring back being able to purchase covers direct, whales will be happy and those cheapskate players will be able to save up for them.
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Okay at the top of this post I stated randomness is the biggest pita there is. I play a fair few f2p games and a common trend is randomness so it needs to stay, however it also needs to be minimised. Tiered tokens should be introduced, the higher the tier the more costly. Those who enjoy throwing money at the game get instant gratification and it also helps give a sense of progression.
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Event token packs should include at least one of the featured character. In what world does it make sense to buy a character event token pack and not get that character? Again the wallet warriors get what they want and the rest can save for a pack that features a character they really like.
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Bring back having to pay for expanding alliances. Again an unpopular move but if done right it is a great way to make money. If alliance slots were cheap enough and a fixed price even free players could form a full alliance.