MARVEL Puzzle Quest: Alliance vs Alliance

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MARVEL Puzzle Quest: Alliance vs Alliance

Having been in the works for quite some time alongside our other developments for MARVEL Puzzle Quest, our newest and biggest feature, Alliance vs Alliance, is finally ready for the spotlight! Today, we’re diving into its mechanics and everything you need to know as we march toward its planned October release.

We’ll start by giving you a quick overview of what AvA is, our design aspirations, and then give you a full breakdown of the AvA system.

Alliance vs Alliance Overview

Alliance vs Alliance is a new competitive mode where Alliances go head-to-head over Domains during 6-week Operations, working together to defend their own Fronts while attacking and capturing those held by their opponents in Offensives. AvA is built around strategy, coordination, and how your Alliance uses its collective roster in both offense and defense. Over the course of an Operation, Alliances will face multiple opponents and shifting territorial control as players climb the leaderboards to earn individual and Alliance rewards.

Now that you’ve got a high level overview, let’s talk a little bit about its game design and what players can expect from the new feature.

We’ll go into all the details of AvA in the Walkthrough below, but this is AvA in a nutshell:

  • AvA is played as a 6-week Operation
  • During an Operation, Alliances face off in Offensives (matches) where they attempt to take over a Domain by taking control of Fronts
  • An Offensive is a series of Engagements (rounds) where players assign characters to defend their Fronts, while their opponents attempt to attack and take them
  • There are both individual rewards, and an Alliance leaderboard
  • The top placed Alliance at the end of the Operation chooses an Operational Condition (a buff or restriction) for the next Operation as part of their rewards

Game Design

Alliance vs Alliance was built around the idea of giving Alliances a more meaningful way to play together, compete, and strategize beyond the existing MPQ experience. With that foundation in mind, we wanted to take a moment to explain some of the thinking behind the feature before getting into the full system breakdown.

Why AvA?

Some kind of Alliance vs Alliance feature has been requested and mulled over for a while in MPQ, and we felt that a true communal feature was really missing from the game. Combine that with a need in MPQ for new content and things to do, AvA made the most sense to us as the focus for a new feature.

What are our design intentions with AvA?

We want to give more space for a new type of combat strategy around team composition with wave-based PVP battles that requires strategic thinking and coordination in both offensive and defensive roles.

Another key goal is to change the dynamics of the game’s meta by removing the concept of time slices, not having rewards attached to speed, and giving players agency into how they want to play.

AvA should also have a very distinct and more dynamic feeling, with the winning Alliance getting to shape the next Operation with their own choice of Conditions.

Even though this system is aimed more generally at mid-to-late game players, we wanted to leave it open with enough space for just about any player at any level to engage, no matter the star level they’re able to contribute at.

What do we want to see come out of AvA?

Ultimately, we would love to see more community engagement and coordination between members of an Alliance to strategize taking on other Alliances. The goal is to create a space for friendly competition with a leaderboard and competition for top spots that doesn’t prioritize speed.

Walkthrough

Note: There are some numbers or finer details of AvA that may change between now and release based on testing and feedback, but this is the system as it stands now, and we don’t expect the broad strokes to change.

Operations

At the core of an AvA event are Operations, the six-week competitive cycles where all AvA activity takes place. Throughout an Operation, Alliances are matched against one another across a series of Offensives, competing for territory, earning points, and climbing the Alliance leaderboard before the Operation comes to a close.

Operations run for 6-weeks broken into:

  • A 24-hour initial opt-in phase for Alliance Commanders
  • 8 Offensives (rounds) where Alliances are paired against each other
  • A 36-hour Blessing Phase where the winning Alliance chooses the Operational Condition for the next Operation
  • A 36-hour Cooldown Phase

Joining/Leaving an Operation

Alliances of 10+ players may join an Operation in the opt-in phase. Alliances may join mid Operation and will be included in the following Offensives, but will lose out on any prior scoring opportunities from previous Offensives.

Commanders may opt-out of an Operation at any time and they will not be matched in the next Offensive. As well, Alliances that have opted-in but took no actions at all will be opted out automatically.

Offensives

An Offensive is a round where one Alliance is matched against another to take control of a Domain. Each offensive is broken into a short matchmaking phase followed by 3 battle phases where players battle over each of the Fronts in the Domain.

An Offensive is won by whichever Alliance controls the most Fronts at the end of the Offensive.

An Offensive is essentially a round where one Alliance is matched against another to take control of a Domain (see below). Each offensive is broken into:

  • A 2-hour matchmaking lock-in phase
  • 3 matches played out as
    • A 12 hour Mobilisation Phase where defenders are placed at Objectives to protect Fronts (see below)
    • A 24 hour Engagement Phase where each Alliance attacks the opponent’s Objectives

An Offensive is won by whichever Alliance controls the most Fronts at the end of the Offensive.

Battle for Territory

Domain

AvA is a battle for territory within a Domain, with each representing an area where two Alliances compete for control across 11 areas called Fronts.

The simple breakdown of a Domain is a chunk of a map that contains Fronts. Inside the Fronts are Objectives where the battles actually take place.

Fronts

Each Domain has 11 Fronts that correspond to different rarities. These represent the maximum rarity character that can attack or defend the Objectives inside that Front. At the beginning of each Offensive, each Alliance begins with control of 5 Fronts each with an 11th front that unlocks later on in an Engagement.

A Front has been captured when all 5 of its Objectives have been taken, at which time the attacking team may immediately start placing defenders if they win an Objective.

  • Each Domain has 11 Fronts that correspond to rarities:

    • 4x 1→2 Star Fronts
    • 2x 3 Star Fronts
    • 2x 4 Star Fronts
    • 2x 5 Star Fronts
    • 1x 6-Star Front
  • The star rarity represents the maximum rarity character that can either be assigned or defend the Objectives inside that Front

  • At the beginning of each Offensive, each Alliance begins with control of 5 Fronts each

  • The 11th Front (6-Star) remains locked until the final Mobilisation Phase (explained below) where it is assigned to the Alliance controlling the most Fronts at the end of the first 2 Engagements

  • A Front has been captured when all 5 of its Objectives have fallen

    • Once a Front has been captured, the Attacking team may start placing characters on its Objectives immediately, even if the next Mobilisation Phase hasn’t started
    • Your Alliance cannot place defenders on an Objective unless all 5 Objectives in a Front have been won

Objectives

Objectives are the 5 individual pins contained inside each Front to be defended or attacked.

  • They can have up to 9 characters placed to defend them during the Mobilisation Phase
  • An Objective has fallen when all defending characters have been downed by the Attacking team

Mobilisation Phase

During the Mobilisation Phase, Alliances assign up to 9 characters to defend each Objective in preparation for the wave-based battles their opponents will face during the Engagement Phase.

  • Characters are placed to defend Objectives during the Mobilisation Phase or once control of the Front has changed
    • Defending characters cannot be altered or healed outside of these times
  • Anyone from the defending team may place characters on one of the 9 slots at an Objective
    • If a player selects a slot but does not place a character, any other player may use that slot after 10 minutes has elapsed.
  • Alliance Commanders may remove characters they do not want to be placed in any given slot.
  • Character placement is guided by rarity maximums for a given Front, team restrictions, and any Operational Conditions.

Resolve

Resolve determines how many different Objectives a character can be assigned to defend during an Offensive. A character with no Resolve remaining can’t be placed on another Objective until it resets at the end of the Offensive.

  • Each character has an amount of Resolve that can be spent to place them as Defenders on Objectives
    • e.g. If a character has a total of 3 Resolve, they can be sent out to defend 3 different Objectives
  • The Objectives do not have to be in the same Front
  • Resolve is shared by all copies of a character owned by a player
    • e.g. An Ascended 5-Star Black Widow (Modern), and a 1-Star Black Widow (Modern) will share the same total Resolve. They will not get an individual limit each
  • Resolve resets at the end of each Offensive

Engagement Phase

During the Engagement Phase, Alliances attack opposing Objectives, battling through the defending characters placed during Mobilisation in an effort to capture Fronts and gain control of the Domain.

  • Anyone from the Attacking Alliance may enter and attempt to take an Objective
    • All other players in the Alliances are locked out of the Objective until the Attacking player either takes the Objective or is defeated in the attempt
    • Objectives will also be unlocked if a player has not either won or been defeated in a battle they have started within 30 minutes
  • Attacking an Objective follows normal character use rules
  • A player can only start a Battle if they have at least 1 Morale remaining (see below)
  • Any damage dealt to defending characters persists for the duration of the Engagement
    • Defending characters do not heal between battles
  • Wave battles during the Engagement Phase will proceed in the order the defending characters were placed in the slots (i.e. the 3 characters in the top row will be wave 1, middle row is wave 2, bottom row is wave 3)
    • If any row is not filled, or defenders have been downed leaving less than 3 in a row waves will be adjusted accordingly
      • e.g. The top and middle row had 3 characters but the first character in Wave 1 has been downed. The next time the Objective is attacked, Wave 1 will be the remaining 2 characters from the top row and one of the characters from the middle row

Morale

Morale determines how many battles a player can start during the Engagement Phase. Each battle uses one Morale, which gradually restores over time up to a maximum of three.

  • Each player in an Alliance has Morale that is spent each time they start a Battle to attempt to take an Objective
  • Each player begins an AvA Operation with 3
  • Morale is restored at a rate of 1 Morale every 12 hours to a maximum cap of 3.

Scoring

Points in AvA are earned at 3 different times; A scoring round is done at the end of Combat, Engagement, and Offensive.

Combat Scoring

Alliances receive points at the end of every Battle whether the attacking player has lost or won.

  • Attacking Alliance receives
    • 100pts for each 1% of the total combined health of all characters defending an Objective taken
  • Defending Alliance receives
    • 1000pts for each 1% of the total combined health of all characters defending an Objective remaining

Engagement Scoring

At the end of each 24hr Engagement, Alliances receive points for the following

  • Fronts controlled (See Appendix: Front Scoring)
  • Total remaining Morale across all players in the Alliance (See Appendix: Remaining Morale Scoring)
  • 250pts per Defending characters remaining on Objectives
  • 1000pts per Objective controlled by the Alliance
  • 5000pts per Front controlled by your Alliance

See Appendix for a full breakdown of points

Offensive Scoring

  • At the end of each Offensive, the Alliance controlling the most Fronts receives 100,000pts

Minimum Interaction Threshold

For an Alliance to receive points or receive an Elo ranking (see Matchmaking below), they need a minimum of 20 actions, consisting of assigning defenders and attacking Objectives. An Alliance that has met this threshold will be listed in green on the Leaderboards.

Alliance Leaderboards

A live leaderboard is maintained throughout the entire Operation with running scores all the way until the end of the Operation. Alliances are separated into Tiers (more information in Appendix).

Rewards

Personal rewards are received at the end of each Engagement, with Alliance rewards at the end of each Operation based on Alliance Leaderboard placement.
See Appendix for a breakdown of rewards

Operational Conditions

At the end of an Operation, the top-ranked Alliance earns the right to select an Operational Condition, which will apply to all AvA matches for the duration of the next Operation.

Operational Conditions are chosen by Alliance Commanders on behalf of the top ranked Alliance. Commanders will select:

  • One of 3 random Affiliations from a list
  • One of 3 random mechanical conditions

Example:

The top ranked Alliance could choose an Affiliation from:
Guardians of the Galaxy
Mutant
Dark Avengers

And a mechanical condition from:
Each match creates a locked tile
Immune to Stun
Cannot be sent away

The Alliance chooses:
Mutants are Immune to Stun

Matchmaking

Elo Rating

AvA uses a typical Elo Rating system for matchmaking. Elo is a numerical rating system used to represent an Alliance’s competitive standing and help match Alliances against opponents of similar levels.

  • At the beginning of the very first AvA Operation, each Alliance entering AvA will begin with a rating of 1500
  • Any Alliance entering AvA for the first time after this point is given an Elo rating based on the average of other Alliances of similar power
  • Elo is only received once an Alliance has met the Minimum Interaction Threshold for the first time in an Operation (see Minimum Interaction Threshold)

Player AvA Beta

To help make sure AvA launches as solidly as possible, we’ll be running a Closed Beta ahead of its full release.

AvA gives us the opportunity to build and stress-test things we’ve been working on for running Betas in general, so we hope that it will be the beginning of something we can use as an ongoing Beta program for MPQ’s updates and content releases moving forward.

As such, this initial AvA Beta will be a closed Beta, and relatively limited in terms of player numbers, so we can make sure the infrastructure holds up, and we can maintain the Beta focus on the single feature.

We will have more details about a wider Beta program in future.

FAQ

Note: We will continue to add to this FAQ section.

Will there be time slices in AvA?

No. AvA will not use time slices.

Are Alliances opted-in by default?

No. Alliance Commanders must actively opt-in to an Operation.

What if someone leaves an Alliance?

If a player leaves an Alliance, they will not receive Engagement Rewards or Operation Rewards.

If they assigned characters to defense, those characters will remain in those spots but can be removed as normal by Alliance Commanders.

What if someone joins an Alliance after an AvA Operation has started?

If they join during the Opt-In Phase, they will be able to play as normal.

If they join while an Offensive is already in progress, they will not be able to play until the next Offensive begins.

Appendix

Front Scoring

At the end of each Engagement, Alliances receive points based on the number of Fronts they control.

Expand for full details
Fronts Controlled Points
1 10,000
2 15,000
3 23,000
4 35,000
5 44,000
6 55,000
7 69,000
8 83,000
9 91,000
10 96,000
11 101,000

Remaining Morale Scoring

Alliances also receive points at the end of an Engagement based on the total Morale remaining across all Alliance members.

Expand for full details

Morale 1–10

Morale Points
1 1,000
2 1,300
3 1,690
4 2,200
5 2,860
6 3,720
7 4,840
8 6,290
9 8,180
10 10,600

Morale 11–20

Morale Points
11 11,870
12 13,290
13 14,880
14 16,670
15 18,670
16 20,910
17 23,420
18 26,230
19 29,380
20 32,910

Morale 21–30

Morale Points
21 34,230
22 35,600
23 37,020
24 38,500
25 40,040
26 41,640
27 43,310
28 45,040
29 46,840
30 48,710

Morale 31–40

Morale Points
31 50,660
32 52,180
33 53,750
34 55,360
35 57,020
36 58,730
37 60,490
38 62,300
39 64,170
40 66,100

Morale 41–50

Morale Points
41 67,420
42 67,420
43 68,770
44 71,550
45 72,980
46 74,440
47 75,930
48 77,450
49 79,000
50 80,580

Morale 51–60

Morale Points
51 82,190
52 83,830
53 85,510
54 87,220
55 88,960
56 90,740
57 92,550
58 94,400
59 96,290
60 98,220

Alliance Reward Tiers

Alliance leaderboard placement at the end of an Operation determines the Alliance Reward Tier.

Alliance Rank Reward Tier
1 Tier 1
2–10 Tier 2
11–50 Tier 3
51–100 Tier 4
101–200 Tier 5
201–500 Tier 6
501–1,000 Tier 7
1,001–2,000 Tier 8
2,001–5,000 Tier 9
5,001–10,000 Tier 10
10,001+ Tier 11

Personal Rewards (Per Engagement)

Personal rewards are earned at the end of each Engagement based on Morale used, Resolve used, and the Fronts controlled by your Alliance.

Expand for full breakdown

Morale Used

Morale Used Reward
3–5 6,000 ISO-8
6–10 10,000 ISO-8
11+ 15,000 ISO-8

Resolve Used

Resolve Used Reward
3–5 6,000 Red ISO-8
6–10 10,000 Red ISO-8
11+ 15,000 Red ISO-8

Fronts Controlled

Front Reward
1★ / 2★ 1 Elite Token
3★ 20 Favorite 3★ Shards
4★ 15 Favorite 4★ Shards
5★ 10 Favorite 5★ Shards
6★ 20 Random 6★ Shards

Alliance Rewards (Per Operation)

At the end of each Operation, players receive rewards based on their Alliance’s final Reward Tier.

Expand for full breakdown

Tier 1

  • Choice of Operational Condition
  • Winner’s Costume
  • 1-Star Infinity Stone of the season in which the AvA season began
  • 500 Random 6-Star Shards
  • 10 Random 5-Star Covers
  • 10 Random 4-Star Covers
  • 20 CP
  • 100,000 ISO-8
  • 100,000 Red ISO-8
  • 1 Roster Slot Token

Tier 2

  • 500 Random 6-Star Shards
  • 10 Random 5-Star Covers
  • 10 Random 4-Star Covers
  • 20 CP
  • 100,000 ISO-8
  • 100,000 Red ISO-8
  • 1 Roster Slot Token

Tier 3

  • 10 Random 5-Star Covers
  • 10 Random 4-Star Covers
  • 20 CP
  • 100,000 ISO-8
  • 100,000 Red ISO-8

Tier 4

  • 5 Random 5-Star Covers
  • 5 Random 4-Star Covers
  • 10 CP
  • 50,000 ISO-8
  • 50,000 Red ISO-8

Tier 5

  • 3 Random 5-Star Covers
  • 3 Random 4-Star Covers
  • 10 CP
  • 50,000 ISO-8
  • 50,000 Red ISO-8

Tier 6

  • 3 Random 4-Star Covers
  • 5 CP
  • 25,000 ISO-8
  • 25,000 Red ISO-8

Tier 7

  • 3 Random 4-Star Covers
  • 2 CP
  • 20,000 ISO-8
  • 20,000 Red ISO-8

Tier 8

  • 5 Random 3-Star Covers
  • 1 CP
  • 10,000 ISO-8
  • 10,000 Red ISO-8

Tier 9

  • 3 Random 3-Star Covers
  • 1 CP
  • 10,000 ISO-8
  • 10,000 Red ISO-8

Tier 10

  • 5 Random 2-Star Covers
  • 5 Random 1-Star Covers
  • 10,000 ISO-8
  • 10,000 Red ISO-8

Tier 11

  • 5 Random 1-Star Covers
  • 10,000 ISO-8
  • 10,000 Red ISO-8

Jesus Christ.

Really gonna put “Daiches reads, so you don’t have to” to the test, aren’t you?

This is way too complicated. Is there a cliff notes version? Why are we even bothering with defense.. everything loses on defense..

Edit: Now that PVE is over (great time to drop this so I get all these notifications asking me to explain)

here’s my summary I sent people.

Basically:
Each season is 6 alliance battles.
Each battle is 3 rounds.
Each round starts with first 5 “fronts” (subs) of different rarities with each 5 “objectives” (wave nodes) to fill with a 9 person wave from characters from every roster in the alliance.

Once you beat all 5 “objectives” within a single “front” you can start placing defenders there.

Like this you can control more “fronts”, which is what decides who wins at the end of the 3 rounds.

(Since defense is basically non-existent this won’t matter an iota unless you’re beating up some seal teams, but guess we’ll have to find some weird combo that screws up counters. I imagine the 4star node will have Purples and Peggy’s to stop winfinites, but also special tile/AOE hate to stop Juggs teams)

Characters have “resolve” which means you can get it to where you can put your 550 purple man into multiple nodes, essentially allowing a whale to tank for a smaller alliance.

To attack as a player, you need “Morale”. You begin with 3 Morale per player. So that means you can attack 3 “Objectives” aka Waves. You restore morale at a rate of 1 per 12 hours to a max of 3. So you could attack extra one round at the cost of maybe attacking less the next?

Scoring is

  • damage you do and defense that holds
  • how much morale left (so least attacks needed)
  • how many objectives and fronts

Matchmaking will have its own ELO building from 0… so at start we could face absolutely weak alliances and trash the scoring or face mega-alliances immediately.

Prizes include amongst others the ability to set restrictions for the next battles.

And the t10 alliances get 500 6star shards and the rest gets not a single 6star shard. Yay.
There’s also a tier-1 stone that the winners basically have zero use for but hey..

Additional info:

  • Putting characters on defense doesn’t lock them out from offense
  • Supports are available. Standard banlist
  • You can see entire waves before you fight. No surprises. Easy strategizing
  • There are some 6star shards, but it’s for those holding the 6stsr front aka the people that already have the biggest 6s by default.
9 Likes

Happy to see the video walkthrough is up already: https://youtu.be/R5fBO-Ua2rk?t=35

7 Likes

Christ almighty, do we need to take a few days holiday to read these rules?!?!? And I have to get my Alliance to commit to this 6 weeks at a time?!?!?

1 Like

Here, I’ll save you a bunch of time:

The top 10 alliances are the only ones getting truly exciting things (500 6 star shards).

Everyone else can do whatever they feel like doing, really. If you’re not in a T 10 group you could probably ignore it and you won’t be that upset about it.

3 Likes

I have no idea what game IP2 thinks I want to play. But it isn’t one where 15 minutes is spent reading something and I still have no idea how it works nor really care to put any more time in at this point.

4 Likes

Sure would be nice if they could get the game functional before going off and developing new features no one was asking for.

Fix the Unreal Engine. Performance is still crap since they moved to UE. If nothing else, figure out how to load the game without spending longer on a loading screen than most shooters spend loading.

Fix the content downloader. It can’t manage to download everything, and I still get errors when it is trying to download assets during the game.

They’ve got no business adding major new features as long as the old ones are still working in a degraded state as they have been ever since the UE update.

4 Likes

Ooooo boy. Im about to be explaining things to my alliance, and I know that im not going to have 100% participation from them.

I know who I’ll get good participation from, who’s going to give it their all, and then theres those that … well, theyre nice people who like the game too. :sweat_smile:

6 Likes

Will the in-game chat be enhanced prior to or alongside this AvA rollout?

5 Likes

So what you are saying is they could have spent this time on creating new PvE content that everybody can enjoy instead of this for the top alliances who don’t really need any help?

3 Likes

I have no idea how I am going to get coordination from my team. Team events are hard enough, lol.

On the plus side, an experiment to get the beta system working could be something.

But I dreads the kind of bugs that might occur, on top of the existing bugs we have.

1 Like

I agree. This is going to be a hot mess.

I really, really want those missing infinity stones. And new costumes as rewards are exciting. Coordinated offensive with teammates who historically are quite, is going to be nearly impossible to pull off

1 Like

Came here, didn’t expect to have to read the whole rulebook of Warhammer 40k, will learn the way I do my job: having no clue and go by try and error

3 Likes

Forget about the short story I just read, it’s all irrelevant for me. I wanna know why time is being wasted on anything other than getting this dumpster fire of a game running smoothly again? Tons of stuff is still fubar and y’all introduce something new that’s guaranteed to break another handful of who knows what.

3 Likes

words…

“we’ll be running a Closed Beta ahead of its full release.”

…words

All I wanted to hear.

Daiches will tell me the rest. :wink:

2 Likes

That’s Numberwang!

No idea at all

I’m far too stupid to make sense of any of it

5 Likes

I’ll withhold full judgement until I see it in action, but this looks like the alliances that are already hard core Line alliances are just going to get all the top awards with this devolving into just a handful of the same alliances fighting each other over and over again for the top spots.

Initially, there will be a decent pool of alliances. Once the mid to lower alliances start getting hammered constantly, they’ll stop joining. Especially with having to commit to coordinating 10-20 individuals scattered across multiple time zones for multiple weeks. Oh, and don’t forget the auto-drop if a commander doesn’t opt-in every cycle. I see plenty of struggling alliances post about awol commanders.

2 Likes

The unintentional hilarity of calling a resource Morale…

This is the most important part, for anyone just wanting a TLDR.. it’s at the top

A more simplified version would be:

  • AvA is a 6 week event
  • During the event, Alliances battle against eachother to take control of points on the map/board
    • This is done by setting heroes to defend your Alliance points, then fighting against your opponents defence heroes
  • Gain points > Get on leaderboard > Alliance rewards, but also, personal rewards for playing!

I thought of it as capture the flag mode or Domination.. for anyone familiar

We wanted to make sure we shared everything we could, as clearly as possible. That does mean, it’s a long blog :sweat_smile:

7 Likes