I voted “Yes” but I suppose it would help if I contextualized my vote.
The basic match 3 game mechanic is solid and fun and every now and then there is a new character that sparks my interest and helps keep things “fresh”. Additionally, since I have an over-active imagination I am able to create scenarios, rivalries and narratives that help keep me entertained. For instance, Versus events are currently in the midst of “The Great Cup Cake War” where there are two sides: The Bakers and the Butchers. I am a pirate mercenary assassin hired to protect the Bakers, and I could go on and on about the current political intrigue, characters and events in this “Great War” but that would risk going off tangent.
So to bring it back to the point, I am actively compensating for a lack of narrative. There is no “quest” in Puzzle Quest. No overarching theme, no great enemy to do battle against. There is just the great match 3 game mechanic with cool characters. And after a certain amount of time that simple formula grows stale. I think for the most part players that stick around with game fall under three intermeshed categories:
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Like Marvel and are playing the game at a pace they feel comfortable with. They don’t need to have the newest character fully covered immediately, can take a break from the game without feeling they are falling behind and don’t worry so much about placement or competition. (The vast majority of the player base).
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People who have made good friends with their alliance and other players and probably do a lot of out of game communicating. They like Marvel, the basic game play elements of the game and have figured out how to maximize their rewards through their efforts. They have to a certain degree perfected the art of winning at this game and have expectations in regards to how much reward they should receive for their efforts. (I think a lot of forumers fall within this category)
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People who have invested a lot of time and/or money into the game and now feel compelled to continue playing because they don’t want to feel they have wasted said time and/or money. However, the game’s flaws only continue to shine brighter and brighter with each passing day they play, mocking them as they try to escape their feeling of ennui. For such players the words “God is cruel” is written upon the lips of their hearts and they are quick to voice their complaints about anything, whether real or imagined. (We have a few of these on the forum, too, bless their bleeding hearts).
Some things to note before I am taken to task about this pseudo-anaylsis:
a. I did say intermeshed for a reason. These are not distinct categories, that is to say, a player can fall into more than one category. I, myself, fall into all three plus one or two minor categories that shall not be mentioned since they are not fruitful for discussion.
b. I also mentioned who stick around with the game, so if you are a new player this part of the discussion is not in reference to your experience.
c. Some of you may have noticed that I mentioned players that like Marvel and not players that like the original Puzzle Quest. Having never played the original Puzzle Quest series I don’t know how much akin MPQ is it to it but having seen the fans of the PQ shrink over the months on this forum and from one or two conversations I have had with friends that I have played PQ my assumption is that Puzzle Quest fans do not consider MPQ a legitimate successor of original Puzzle Quest series. It’s probably better to consider it an offshoot. If there are any Puzzle Quest fans still around it would be awesome to get their take on MPQ in terms of the prior Puzzle Quest series.
d. Admittedly this is all just speculation. I have no numbers to back up my claims, no credentials to give it some sort of voice of authority; just a handful of assumptions.
Now with all that said, I will say …oh time to do my PvE grind clear…brb!
(24 minutes later) and back! Whew that Venom + Carnage node is a doozy! (^^;) So where was I? Ah yes! I will say that I do get the frustration many members have with development team’s choices. I was gonna save this talk for another post but since it seems appropriate here, might as well get the ball rolling:
A lot of player frustration originates from two main factors:
- Employing a universal event system rather than a tiered event system
- The rewards distribution system
One of the strangest things about MPQ is that beginner or veteran, we all play the same events. I assume this was done to save man hours so the development team didn’t have to spend time trying to create new events to keep up with its aging player base and in the short term it might have made sense but in the long term you have the problem that your older players are now fighting the same opponents for umpteenth time in PvE while your younger players get torn apart in PvP after passing a certain point threshold.
To try to mitigate this, the development team has instituted a bracketing system that separates new and casual players from hardcore and veteran players. Obviously new players and casual players won’t continue playing if all the best rewards are always being taken by the same people and they always end up at the bottom half of the 500/1000 player pool.
But I believe this “invisible” bracketing system is a band-aid and that there is a much better way: Tiered Event play with a restructuring of the reward system.
My fellow mod-in-arms Jamie had an excellent idea for PvP which I present to you here:
Original post here: https://forums.505go.com/discussion/40723
But I believe PvE could also use a similar overhaul. Instead of time slices, offer the players a flat-scaled difficulty system where they choose the difficulty of the event. For example:
- Easy: For 1 and 2* players. Top rewards for completion are 2* covers, 50HP and 500 ISO. CP only earnable through node clears.
Normal: For 2 and 3* players. Top rewards for completion are 3* covers, 100HP and 1000 ISO, 5 CP and CP earnable through node clears. (For new 4* characters, the final progression reward would be one 4* cover)
Hard: For 3 and 4* players. Top rewards for completion are 4* covers, 200HP and 5000 ISO, 10CP and CP earnable through node clears. (For new 4* characters, 3 covers earnable)
Deadly: For 4 and 5* players. Top rewards for completion are 1 5* cover, more 4* covers, 300HP and 10,000HP, 20CP and CP earnable through node clears.
(For new 4* characters, 5 covers earnable)
No rank rewards. No competition. If you have a more developed roster but want to take it easy, you can select an easier level and farm ISO there. New 4* characters would be available in normal mode (1 cover), hard (3 covers), and deadly (5 covers). Just like time slices, once you select a mode, you cannot play the other modes. However, if progression is set appropriately then grinding can either be diminished or done away with completely. And since scaling is set, players no longer will feel like they are being “punished for winning”. Admittedly, this switch to a full progression reward system determined by difficulty will cut off younger players from accessing higher rewards but it will establish a clear sense of progression. They could even monetize it if they wanted to buy requiring the use of HP to participate in more difficult nodes. (for example Hard 200 HP, Deadly 500HP)
What about alliance rewards? You may ask.
I believe there should be fourth tab for alliance-type events like Ultron and Galactus or something even better (hint: check out Contest of Champions alliance events). Just like DDQ, Story events should not include alliance rewards.
What about the Dark Avengers? Another good question.
In a perfect world, MPQ would have rolled with a tiered story system that provide different content at each difficult setting:
- Easy: Maggia, Hammer soldiers, DA boss
Normal: Maggia and Hammer soldiers, Dark Avengers, and 3 boss villain (or nerfed 4 new character)
Hard: Dark Avengers, 3 buffed villains, Sentinel, Spider-Slayers, Skrulls etc, and 4* boss villain (or new 4* character)
Deadly: Sentinels, Skrulls et al, 5 characters and special boss (new buffed 4* or 5* character)
Different modes would also have you facing different kinds of challenges and puzzles.
But obviously, the development team cannot scrap all the events they have made so for those kind of events, removing competitive ranking and instituting a flat scaled system will have to suffice.
I could expound further on the subject but I do believe my point has been made.
tl; dr: The game is fun but not without its flaws. Particularly that progression in this game has been largely tied to one’s ability to attain covers. Fight4thedream believes it would/could be more fruitful if the development team were to institute a clear tiered event system for both PvP and PvE because it would put the power of choice back into player’s hands and establish a more concrete sense of progression.