As it is, the function of a more powerful roster is to 1) decrease real time spent in game yet still earn the rewards you want, 2) increase your range of performance so you can earn better prizes than you did before. There’s some linkage between the two, as faster teams in PvE cut node clear time so your 24 hour timers can be let to run longer so you can earn more points but . . . yeah.
Now here we have a proposal that I think is a little rough (comments later) but makes sense conceptually but it’s important to remember that and other games are different products with different audiences and different monetization. What works for one game with a million players in terms of monetization might not work for another game with ten thousand. Splitting the playerbase into tiers might work for a game with a million players, but less well for a game with ten thousand (or whatever the number is).
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Splitting players into different tiers might work out a little weirdly in terms of implementation because MPQ might not have a huge playerbase. There’s only 9627 or so alliances, maximum membership 20 players per alliance, and sure there are alliances made up of buyer clubs, or mostly empty alliances, on the other hand there are players that don’t play in alliances at all. But at any rate maybe 200,000 players with varying levels of activity, maybe 300,000, maybe 100,000 whatever, mostly in the United States of America, many veterans but some newer players.
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The proposed rewards level is way generous. Right now you can’t get 5s; 5s would be a huge draw.
I can tell you already, the “unlimited” versus “4*” - if this were actually implemented my guess is a lot of players would quit PvE, try to do PvP, and most of the long-term veterans would say screw the unlimited with the additional 4* if it were much harder, and just jump in the 4* pool, because it’s the 5s, again, that are the draw. Just like how you have a load of 5 players at SCL 7 because that’s where you get the 4*; it’s fast, you get rewards, that’s the draw. Same thing here.
- The described implementation actually wouldn’t help newbies much. Frankly if you’re fighting a level 266 boosted 3* from a player that’s dupli-champed their 3*s, and you’re using your whatever level 167 . . . yeah that’s not very nice. Veterans will have a broader roster so will be able to choose from much higher level characters with team synergies. Newer players will have a much less broad roster so won’t be able to choose from as many characters, and of their limited selection, the ones they do have will be of far lower level and some won’t even be fully covered. Which means if the implementation did go off as described, newer players would still get smashed.
All this is not to rain on the parade and say it’s bad conceptually. It’s just to say that though the concept is good, there may be structural issues that need to be addressed (will it actually be workable with the playerbase?) and there’s also conceptual issues such as vast disparity in strength even when using characters of the same tier.
Hopefully the developers at least think on the points made though. I do think the game isn’t particularly good for new players.
Here’s my advice to new players: Forget your stupid 1* Iron Man. Most of those 1s you got in Prologue you don’t want to even invest iso into. You pick up 1 Juggernaut (in what, the third or fourth part?), you use him. Then you roster the non-Bagman 2s, and do events. You use HP for roster slots only, don’t look at the store sales. Fast track Iron Man and Doctor Strange for 3s, and check blah blah wikis for what 4*s you should collect. Then blah blah like four paragraphs short version.
What I’m getting at is . . . yeah okay new players maybe have fun, play non-optimally. But the way the game works, you just get dumped into this big world of options and there are so many bad choices, and who wants to do a lot of study outside of game to perform better in a game? I would, but I’m not your average player. So if your average player feels lost, if they feel they’re not earning rewards, if they don’t feel they can really progress, where in the game does it really provide guidance?
And yes there’s alliance chat and you could ask alliance mates, but there’s so much BAD advice out there. Ugh. Plus the in-game chat system is pretty limited . . .