Debate on Character Valuation
Comments
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@entrailbucket said:
What does this have to do with MPQ? Well, we're all playing "Eternal" MPQ. In most events, all characters back to 2013 are technically legal, but if you actually want to win, you need to use the most powerful ones. I can't bring any old guys to shield sim against 550 Chasm/Hulk/Colossus -- I'd lose without getting a turn. At the highest levels, only a few teams are truly viable.
The barrier to entry for competition is massively high. New characters that are competitively playable are rare, because we're evaluating them against the strongest possible strategies from the entire history of the game. If we had some kind of rotating format (and the boosts kind of do that), then someone like Magik might be more playable -- she'd be compared to a weaker set of characters, so she'd look much stronger.
This is an appealing explanation but it feels wrong both sides .
MTG : MTG had to deal with early card creation with really strong cards and wonky rules on set whose availability is extremely limited (no reprint). So the barrier of entry is between for vintage is 50K$ and 100k$ and noone plays that. However if you pick modern (cards printed since 2003) , it is actually evolving regularly with cards from latest set being picked up.
MPQ : if you look at 2022 5*releases, many of them are meta. Only recently (wong, magik probably jeff) have we got "weaker" chars. Besides magik or jeff could be strong chars with only number changes. I bet that with all the ops issues they are having, their QA metrics are also inaccurate and number nerfs are due to botched tests.Also the games economy are very different (and also physical vs digital ). I'm pretty sure MPQ is able to keep releasing new competitive chars for a long time.
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Yeah, it's not a perfect parallel at all -- they're very different games.
I would point out, though, that some of the best MPQ characters are quite old now -- Okoye, Apocalypse, Colossus, Hulk, and others have been around for quite a while. Even though Chasm still seems new, it would be hard for a player starting today to get him covered, since he's been in Classics for some time.
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Just so you know, I've played MtG professionally, casually, and in almost every format available. I don't have legacy cards, so no I don't play vintage tournaments, but I've been around the block with set releases and how they play out.
I honestly think, at the reduction point, these games are incredibly comparable. Think of the investment to receive boosts, vaults, and other offers. Very comparable to buying box sets, or even the 5,000 random card box. The reality is that a single character here is about equal to a full set mechanic from MtG. Roughly equating to one set from MtG = a character release in MPQ, and the reason I say that is because of the integration, the front selling, the playtesting, and player reception.
There's been so many times that a single card in MtG has upheaved all kinds of formats for wins, and its been banned or limited very quickly. Other times, its a card mechanic that overcomes play styles, but the grouping of those cards aren't banned, they're countered by a new release. MPQ has not paid attention to this same kind of reception. Furthermore, the legacy characters vs current meta vs new releases is actually very comparable again. Legacy characters are incredbily hard to build, their very rare in the game, and they only really bring up the play styles that match them. Attempt to bring them to the modern tournament, and you'll lose handily.
However, in their own setting or comapared to similar sets, these cards/characters begin to shine. Same thing here, the kind of characters released that require synergy with legacy characters to be really good are at a huge disadvantage, where as the ones that hit biggest get the biggest hype and attention, and everyone brings them to tournament.
The similarities are actually more numerous than the differences, but here's the biggest catch around that. Because MtG has such an incredbile wealth of cards and characters to build from, they have an incredible range of "path to victory." MPQ is naturally limited more by design, but its even more limited when combating the same PvP teams over and over, and they require the same tactic to beat them, over and over, and when I don't have those mechanic specific characters maxed, I'm at even MORE of a disadvantage.
Honestly, the boost list helps, and playing for wins instead of points helps too, but by the time I'm reaching 18-20 wins, its damn exhausting because I'm facing the same mega meta teams over and over. MtG has a path to overcome any other play style, but MPQ has a much more limited vein for that.
If you don't use exactly the right counter to a situation, you will not win. Period. MtG allows for a much greater range of luck meets investment meets creativity. Here, we're limited in creativity, we are hamstrung in the luck department (thanks Chasm's instant turn 1 stun) and to pile on these meta team players have been at meta top for so long that they've built rosters that could absolutely stomp mine into the ground. Its the worst of pay-to-win meets legacy players dominating the game.
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At the risk of turning this into an MTG thread, I played in the very early days. My friend had a Black Lotus and some of the Mox stones, my brother still has several Ancestral Recalls. I had full sets of everything from Revised onwards to Weatherlight but stopped playing in about 2000. I sold all my cards to him about 15 years ago and it makes me a sad panda when I see the figures quoted.
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@Alex502 Well, I feel pretty silly writing all that out now! I started playing MtG in 1996, quit for a very very long time, and only picked it up again casually a few years ago. At least I didn't get any of it too terribly wrong?
Really, I'm just glad to see some folks around here who are aware of other games where relative balance is important, and where it's actively maintained. Whether it's WoW or Magic, or even something like Borderlands, efforts are made to keep things from getting stale and boring by creating multiple "best" strategies.
One of the weird things I've found about this game is that for a lot of MPQ players, this is the only competitive/multiplayer game that they play or have ever played. When I hear things like "well, of course MPQ has one best character and everyone uses them, that's how every game works!"...no, competitive games don't generally work that way.
Usually designers try to create a metagame where players can pick from several competitive strategies. When there's one best deck in a Magic format, that's a massive, flashing-red-lights problem, that the designers watch for and fix as soon as possible. A metagame that's completely solved, in the way that MPQ is, and has been since Chasm showed up, is boring.
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It's a bit easier when you have more than one designer.
I'm guessing at this point there's maybe two people working on characters in MPQ and they have to release 3 each and every month.
You are seeing the effects that causes - Chasm, not enough playtesting, Chasm, Borked events, Chasm, Magik nerfed before release, Chasm, no communication.Oh, did I mention Chasm?
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I think it's completely understandable that balance takes a backseat to making money/keeping the lights on, in a game that's designed and built by such a small team (not sure if this is accurate, but Crunchbase says BCS has 1-10 total employees). Also, a lot of really vocal players at the top end are really invested in an extremely unbalanced metagame.
It's still an issue, and we can still complain about especially egregious examples. They don't have to create a massive playtesting and balancing team to see some of the biggest problems.
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Can you talk about how dota does balance? How often do heroes get adjusted? Are there multiple "best" strategies? From a quick search, it seems like it's maintained pretty well, but I've never played it.
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Following along in the thread (and countless others) and I had an idea of something they could potentially do without nerfing characters (came to me after reading about how Magic the Gathering allows only certain sets).
Maybe instead they should adjust the team restrictions rules for balance purposes. For example we know the only restriction now is you can't play multiple characters of the same type on a team (ie 2 Wolverines). Maybe the answer to the Immortal reign of terror is to add another restriction that you can only have 1 character on your team who can resurrect.
So not only would the Immortal Bro's no longer be able to be team mates but neither could 5* She Hulk or Ikaris etc.
KGB
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You gave me a very interesting idea.
What if they had Affiliation styled PvP?? Where only characters from a selected list of affiliations are allowed? This would really change up the dynamic, and to avoid Mirror Matching the whole way, it could be as simiple as "Pick either 3 Heroes OR 3 Villains" but could go to something like "Pick 3 'Hero Spider-verse' OR 3 Symbiotes".
Really introducing the idea of 'sets' to PvP. Could also do a theme on year released, even.
This brings a new dynamic to PvP they can rotate in to give some relief to the Meta, doesn't punish or change any characters, and they can keep the current dynamics to PvP as well.
I've been trying to think of an all positive change that doesn't punish anyone or any character as they are, even if I (and many others) think Chasm (or revives in general) need addressed. This answer brings fresh interest to the affiliations they're doing, while being a win - win for every involved otherwise.
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Can I make a new Poll asking the forums if they'd like that?
I think its actually a really great idea.
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@Alex502 said:
You gave me a very interesting idea.What if they had Affiliation styled PvP?? Where only characters from a selected list of affiliations are allowed? This would really change up the dynamic, and to avoid Mirror Matching the whole way, it could be as simiple as "Pick either 3 Heroes OR 3 Villains" but could go to something like "Pick 3 'Hero Spider-verse' OR 3 Symbiotes".
Really introducing the idea of 'sets' to PvP. Could also do a theme on year released, even.
This brings a new dynamic to PvP they can rotate in to give some relief to the Meta, doesn't punish or change any characters, and they can keep the current dynamics to PvP as well.
I've been trying to think of an all positive change that doesn't punish anyone or any character as they are, even if I (and many others) think Chasm (or revives in general) need addressed. This answer brings fresh interest to the affiliations they're doing, while being a win - win for every involved otherwise.
Honestly doing a pvp of full spiderverse or full "gamma mutate" seems narrow with current affiliations. That said maybe with a pick 2 with affiliation restriction +1 open spot it could add enough variety. Also it needs to be workable for people with smaaler rosters, because mirror loaners would be gruelingly boring.
That also reminds me of heroic PVE (I think it is how it was called) where you can use only a list of char. It looked nice at first but was a pain to play, the more so with incomplete rosters
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I appreciate that. Could even expand the cast, like I said it could be as wide a net as "Heroes VS Villains" or some combination there in. And just boosting those themed characters would probably be enough, rather than a limited entry list.
I just remember the old Cap V Iron-Man event and that was a fun concept that also kind of fell flat. That happened because of the failed affiliations and imbalance between Cap's team and Tony's. Now, though, Iron-Man would still need a rebalance before he'd be workable, but a Team Cap VS Team Iron-Man would also be an interesting PvP event.
I'm just trying to find solutions that don't take away from anyone's gameplay, but really push for variety. Choosing between two different boost lists to use in VS is, perhaps, a good start.
PS: There's nothing saying the choice for the list should be something as narrow as Mutants VS Inhumans, clearly the Inhuman's don't have the roster to compete there. Combine them. Maybe "Inhumans and Mutants VS Gamma and Symbiote"?
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Hi @Alex502 , I'm enjoying reading your ideas. Fight4thedream started this thread a while ago to discuss how the PvP game could evolve:
https://forums.d3go.com/discussion/88238/idea-environmental-zones-the-final-frontier-of-pvp/p1
I'm going to try to bring this thread back on the topic of character valuation, though 🙂.
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To focus that direction, bringing light to the affiliations through any kind of event balances some of the evaluations, yes? I suppose my suggestion would require a careful eye to affilated teams and the balance between those. Combine the right affiliations against ones that can't compare, there's little option to work with that.
So in what way can we properly evaluate characters that breaks new ground in organizing the overall game synergy? Can we utilize Affilations to help with this categorization? And in doing this analysis, would an affilation based boosted list even bring balance if they were paired off in a PvP format?
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Mod mode off
I think that's right. I think the affiliations is a really good way to create a new model for different types of events. Previously events that had limited character availability haven't been popular but having a wide enough selection should help with that. I'm a big fan of shaking it up a little and I think the effort that has gone into affiliations would suggest they'll become a bigger part of the game going forwards.
So in terms of character values, the meta would get far more complex - each affiliation or combination of affiliations would have its own rock, paper and scissors teams. The blend becomes the important thing, not the individual. Will one affiliation become the meta? Is there a good enough defensive scarecrow in each affiliation? I think this is then where tactics come into play. It's all new so whilst vets will have an advantage with wider rosters and more experience of synergy but everyone will have to adapt to a new play style. And then add supports into the mix it becomes a new ballgame again.
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I'd feel confident of affiliation (or any themed pvp) based pvps if the devs could manage the basic scheduling issues. Aside from the affiliation idea, we have already had many themed events that had significant restrictions such as Call to Arms, Balance of Power, various class of, Black Vortex (the xman one) etc etc. These have all been relatively successful and welcomed by the community as a good break from the traditional pick 2.
With that said, does anyone feel confident about their ability to do the scripting/development work for this pvp when they have consistently missed on event scheduling? Yes, Demi's game development was tedious and predictable, but at least events ran smoothly and consistently with out errors.
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So they used to run limited-roster events all the time, but in PvE. They called them "Heroic" events. Some of us loved them, because we had everyone rostered. And back then PvE enemies scaled to your full roster, but Heroic events only scaled to your roster of allowed characters.
Everybody else pretty much hated them though. For newer players with lots of gaps in their roster, they might find themselves totally locked out, or limited to 1* and 2* characters (if they didn't have any of the allowed 3* rostered).
They have occasionally run "Heroic" type PvPs over the years, but they're really rare. I'm not sure why that is. There was a Heroic boss event a few months ago, and I don't think that was very popular.
Really, the boosted list pretty much does the same thing, without the unfortunate side effects of locking players out if they don't have a featured character rostered. The boosted list isn't as effective as it could be, though, because some characters are better than the boosted guys.
So we return to their initial problem -- there's no variety because some characters are way too good.
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Wanted to come back to say that my PvP lists have some variety of like, a dozen characters I'm facing mostly, which is better than the cast of like, only five that I was getting previously.
Still begs the question of how is MMR calculated within the game? Why do I see such a disparity of what I can opt into? Does or should the game weigh characters differently based on solo performance, or some other metric? I still feel like this system is a big wonky. Furthermore, does adding different strengthed Supports into PvP change my MMR?
Also, if we follow the same vein, does an Affiliation bring any weight to the in game value of a character? Namora has only 2 Affiliations total (thank you to @helix72 for their excellent work in listing out Affiliations here). As must as they're trying to work in new dynamics to bring different valuation to characters (retro adding affiliations to work with new released passives, for example) I feel that this requires a shift to the inner valuation systems too.
Furthermore, I'd love to discuss the points you've made about my idea around PvP, but Scofie already suggested we bring that conversation to the thread they quoted, so I'd like to encourage that conversation continue there.
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