Okay, this is a thread to see if people can ‘upvote’ a set of ideas that Can and Will drastically change the course of the game (for the better).
(Note this is a ‘longer’ read and best looked over by those with the time and inclination to do so, who really want to see something “More” in Gems, fulfilling it’s potential)
Short and Long post versions, short with the ‘ideas’, long version with the ideas and some technicalities addressed along with venting etc (please read what is appropriate for your mindset, thank you)
SHORT VERSION -
1 - Customizable cards (‘secondary heroes’ or just basic ‘forged’ from scratch cards) for the premise of putting in your own ‘traits’ into troops, so as to counter the repetitive pvp aspect of the game always forcing you to select a mish-mash of troops just for their one or two necessary traits (like impervious).
2 - Kingdom ‘pvp’ that actually involves attacking each kingdom individually, with a more structured form of pvp whereby each kingdom has to have at least 2 (with your hero) or 3 (without hero) units from that said kingdom.
Each ‘kingdom’ territory being attacked has it’s own ‘buffs/debuffs’ to troops based on theme, i.e. Krakens that are ‘water’ based will get a massive debuff in hot, arid areas like the Lion Desert Kingdom and Blighted Lands, making them ‘unviable’ to use in such areas. All units would have a base ‘bonus/neutral/debuff’ aspect to each territory and they would be easily shown off the same system the ‘identify traitstone’ feature currently used to show which kingdoms have the ‘bonus’ traitstones in the explore mode.
This practically eliminates the current problem of the same 5 over-powered cards dominating pvp as well as providing a much more fun’ realistic’ strategic aspect to the game, as it would have the same ‘world map’ used as a weekly pvp mode (much like guild wards now) and would give completionists, theme-oriented players as well as veterans something new and exciting to ‘work towards’, as well as making things much more fair than the current pvp.
3 - Cool down timers to ensure abilities (spells) are not ‘spam’ cast in the same continous ‘match-4’ turns over and over (i.e. Kraken getting to cast devour repeatedly in the same ‘turn’).
This is BASIC Puzzle Quest mechanics in all 3 prior games (and other puzzle games like ‘Puzzle Chronicles’ etc) but somehow got missed in this.
Also note people argue, “well it’s too late for that it was designed as not having them”. Premise here is that not having timers was appropriate in the earlier stages of the game when units like ‘Krakens’, Mabs etc didn’t exist, when the ‘average’ skill was doing ‘4 damage’.
Now, with ‘insta-kill’ spells, not having timers is completely unacceptable, as it’s become the ‘norm’ to play for 10-15 minutes constantly building up your guys, then all the sudden to be wiped out in one ‘turn’ (through repeated match 4s) by AI spamming kraken devours etc.
The game is not what it was and therefore needs to be ‘changed’ with cool-down timers.
Please see this Puzzle Quest 2 video before commenting on this idea (!!)
Let’s Play Blind - Puzzle Quest 2 part 111 HD Finale
LONG VERSION -
It goes without saying the last ‘update’ was a dragging through the mud generally speaking, and the lame repetitive same-units over and over in pvp are pushing the last straw of reasonableness in the game. (Making reasonable people want to leave).
Here are 3 ideas that can totally change the ‘random’ nature of the game the way it is now (some sort of frankenstein ‘cash-grab’ without any real direction) and make it into something that will get players excited to long into…
Without further ado… -
- Add “Heroes” to the game -
- I have no idea if it’s been mentioned before (probably has), but I’m reiterating it here and now for a proper clarification and discussion of ‘why’ this would be a great idea, and how to go about implementing it.
‘Why’ -
Heroes, simply put, allow you to ‘custom-make’ the type(s) of card(s) you -like to play-, to counter specific other cards (cough kraken cough etc) that have an unreasonable strangle-hold on the game as it is now.
Clarification - since I’m sure countless people will be saying, “But I WiNZ AlrAyDEEEE NouZZZ!!!111” and not quite get it, note the stress in ‘like to play’
Part of what’s driven off (and will continue to drive off) many players from a game like this with infinite potential, is that of late most have been noting how you’re getting ‘forced’ to play into a certain set of cards, units and general strategies… Why? because it’s all in an attempt to counter those few lame ‘op’ (overpowered) cards (such as kraken etc).
This ‘Hero’ idea isn’t just ‘about winning’ (or trying to win, more correctly put), it’s about being able to play the ‘style’ of game you want, without having to be pigeon-holed into the few cards that have a certain counter, like ‘impervious’ for kraken.
Here’s the details - Using myself as an example, I love to play strong, beefy, gladiatorial ‘Valorious’ types of cards/units/heroes/characters in any type of game I play. In this game, that was provided for by units such as ‘Anointed One’, Jarl Firemantle, etc It went great, till units like Mab, Kraken , etc came out.
As we now, cards like anointed etc have become all but useless. In order for me to have a ‘chance’ at getting a reasonable ‘win rate’, I now have the old “If you can’t beat them, Join them” scenario, if i want to actually win once in a while, I too have to play with Mab, Kraken, etc.
This is not acceptable, as pairing up an Ice Queen, with a squid, with some whacky troll, is simply not my idea of a ‘Strong, Masculine Valorious’ team.
It just isn’t, before we all get uptight about political correctness, understand there are ‘themes’ involved here. Sometimes I want to play a ‘Mechanically inclined group of robots and dwarves.’… Or a dark sinister "Sorceror and Magick’ team.
Etc… the idea is you want to play a certain ‘theme’ and style, NOT just have the same ‘5 cards’ in your build, Kraken with some troll with some whatever random mess that just happens to be the ‘leetest unit’ at the time.
At this point the premise should be clear, you either play ‘how’ you want in the style you want, and still enjoy the game, OR, currently, have a chance at ‘winning’, but be forced to pick the few units the game provides. Giving you no ‘theme’ or role-playing (for lack of a better term) aspect whatsoever.
There are two types of gamers, those who want the ‘end result’ of ‘just winning’.
And those that play for the ‘journey’, which includes feeling the ‘theme’ and trying new things out etc.
Obviously, the first types are currently ‘satisfied’ with the game, since their gaming ritual simply involves in getting the newest ‘best’ card, then proceeding to imitate said other similar types of gamers who then beat each other over the head with the same basic cards over and over.
The other second type, who enjoy the ‘journey’, most have long since left and few who are still here are severely strained in their enjoyment of the game (obviously my current position).
Technical Details - This ‘Hero’ card is NOT the main ‘guy’ you are, as it is now. (although if it was more ‘feasible’ to implement your main guy could be made the focus of this idea). The idea here is you basically get to build ‘custom cards’, starting from the ground up, around how -you- want the card to be.
This means things like ‘race’, ‘type’, and the associated special skills/traits etc.
This allows you to build a ‘theme’ based team, that makes people who like to explore new ways and themes in the game feel satisfied, but still give you a reasonable chance at winning somewhat.
So for me, I love golems and units that ‘build’ up their power, like Anointed one. Using the Anointed one as an example, I would basically build a card like that, but change up one of his traits to include ‘impervious’. So now, as if by ‘magic’!.. He all the sudden becomes viable in pvp again.
Wow amazing.
Continuing the example, I would love to have an all golem (or golem+plus main Hero) type team. So I would custom build various golems who would have ‘impervious’, plus the various cool things I’d want them to have.
Again I can now face pvp again without having to constantly be destroyed by krakens.
There is simply no reason -not- to have this feature in the game. It basically allows certain ‘personality’ types the chance to play the types of units they want, without being forced into the ‘drawbacks’ that the units in the game force on you if you want to play those types of units as they are already in the game. (being stuck with their current-build traits etc).
The fact that whatever you ‘customize’ is already limited to what all the other units are limited to means no, you can’t ‘overpower’ any other card out there.
Only last (expected) reflexive response to this idea would be ‘but elite cards give devs money’. It’s cheesy to have to point this out, but it goes without saying ‘crafting’ Heroes would take a bunch of time and resources (akin to the ‘Forge’) which would, if anything, give the devs A TON OF MONEY as now people actually have something they WANT to give money for, as compared to now which is just trash random chests ‘hoping’ to get those same 5 units to ‘beat’ everyone else with.
(If a personal note has to be said, I will never put a cent of money into this game again after the recent Krakens and UI update. Put in customizable Heroes however, and watch the money flow… (lol…))
2nd Idea -
A mind-blowing awesome idea, which is in fact rather ironic (see the end of this part for that…).
Basically, - Proper PvP Where you ‘Fight’ to Take Over Each Individual Kingdom on the World Map (as opposed to just the random ‘set teams’ people are using now)
Explanation - The way pvp is Now, is a horrendous mess of just fighting the same basic units over and over, since they are the most ‘leet’ and everyone wants to win etc. (This has already driven off a huge chunk of players, it is a noted problem as the devs themselves tried to set up a system of ‘better rewards’ the more varied your teams are in defense).
Now imagine this - You log in, and your ‘weekly Guild Wars’ pvp has started.
You open up your ‘Guild Wars’ tab, and what do you see? the World Map, but this time each kingdom has a ‘Unbattled’ icon on it.
Your ‘mission’ now, for the weekly Guild Wars pvp, is to systematically ‘take over’ each and every individual kingdom.
So why is this such a great idea? because that’s the start of it… the way it ‘works’ is this -
Each kingdom now has it’s – Own Units – tied into that kingdoms defense.
So - That means No More Krakens in the parched desert sun of the Lion Kingdom, no ‘Knight Khorvashes’ in the dark sinister Undead Kingdom, etc… (!!!)
The idea is each kingdom has a ‘unique defense’ team set to it, worked out something like Your Hero (actual named Hero), 2 of the - Kingdom’s Own - units, plus ‘one extra’ you are free to decide on.
Forcing at least 2 units (or maybe 3 if you don’t want to use your own ‘Hero’), means you’re always going to face a basically different team in each kingdom. So basically people will actually have FUN playing this game again cause now each ‘kingdom’ you fight you -Know- it’ll be a cool team that’s somewhat based off the actual units in that kingdom, NOT just trash krakens over and over.
It goes without saying another layer would be to ‘add’/subtract bonuses and stats from units based on their current kingdom battle. Meaning this, if you take an ice/water dwelling creature (like mab, kraken etc) and ‘use’ them to fight in a dry/desert/fire themed kingdom, you’re going to get such a debuff to your stats it’ll make using that creature not worthwhile.
So you’re not only “facing” different teams based on the kingdom, but you’re also being forced to USE different teams in extreme situations, making the game that much more fun cause now you’re actually using different teams, you know, not just mab/kraken over and over (lol…)
So if I’m going to take over Blighted Lands (fire scenario), or Lion Kingdom (heat/desert scenario), then if I bring a kraken it’ll have lowered stats, -and- a lowered blue mana (etc) collection rate, making kraken an unwise choice in that scenario.
What to do? WOW, could it be?? You know, actually use one of the other 200 units in the game, one that wouldn’t face such a massive debuff and still provide fun and enjoyment.
This also ties into the ‘weekly’ event, whereas now it’s a lame ‘hope to get more gems’ treatment, doing things to collect points to get ‘rewards’.
With this new “World Map” take-over scenario, the ‘event’ will actually be COOL, as in that one kingdom (i.e. ‘forest week of maugrim’) and it’s creature types, will get massive bonuses that will make taking over that kingdom really really hard (and therefore fun).
It would be the ‘final’ kingdom people would want to face, and they would do so after sharing strategies and tips and tricks in chat and the forums.
(spelled out - meaning greater player retention as people worked together to ‘beat’ the game, instead of people venting their frustrations at pvp and then being fanboied out of the game etc, as it currently stands now)
Properly done, there is absolutely -No- downside to this whatsoever, as it basically simply ‘opens up’ the game to the way it was meant to be played.
The ‘ironic’ note mentioned earlier, was that what do you think the dev intended to begin with?
He had that idea to begin with for sure but the development cycle probably didn’t have time to implement it as intended, and they started with a more basic format.
Put another way, if you ever play Puzzle Quest 1 you’ll see exactly what this idea is about, as that whole game is you with your ‘Hero Team’ attacking the teams relevant to the kingdom.
The fact it’s a ‘World Map’ gives completionist types something to strive for, knocking off a couple of kingdoms each day and feeling good about it. Take a bit of time to form a team against that kingdom, try it out, rinse/repeat as necessary.
People would be ‘ranked’ on how many kingdoms they beat, how many attempts they had to make, etc.
The purpose of this thread was to see not only the interest in this idea, but also to see the ‘nay-sayers’. I’m very excited to see how anyone could possibly think this a ‘bad’ idea, especially considering it’s almost already easy to implement considering that’s partly what the ‘flag’ idea is for (each ‘flag’ (“kingdom”) is set with it’s own team.
This just makes it more ‘tangible’ by having a concrete ‘World PvP Map’ players can use to set both ‘defense’ and ‘attack’ teams with.
Please let me know what you guys think!!
3rd ‘idea’.
I put the ‘idea’ in quotes because, it isn’t something ‘new’ or whacked out.
It’s something that was done in ALL the Puzzle Quest games by the main dev of this game (three of them).
That is, A LIMIT TO THE NUMBER OF CASTS PER SINGLE TURN.
Put another way, using the 3 prior Puzzle Quests as the example, every spell ‘cast’ has a cool-down timer.
– Please view this Video showing how any/all ‘normal’ match-3 games work, also consider these were all made by the same dev of this game and were massive best-sellers (meaning the ‘mechanics’ of the combat made sense, if it would have been ‘frustrating’ they wouldn’t have sold so well).
Let's Play Blind - Puzzle Quest 2 part 111 HD Finale - YouTube
Let’s Play Blind - Puzzle Quest 2 part 111 HD Finale
(what you need to look for is both at how the gems ‘light up’, signifying you have ‘enough mana to cast’, but -also- the slow but sure ‘charging’ of the cool-down timer from left-to-right, represented graphically by the ‘light vs shadow’ hiding or revealing the spell.
So if I cast simple/basic spell ’ do 4 damage ', you would assign the minimum cool-down of 1 turn.
If you got something ridiculous like Krakens " EyE KeELLZZZz uuuUUURRRR TeeeeMMMM " devour, it might have a 3-4 turn timer (because it’s a much more powerful ‘spell’ than simply doing 4 damage).
OR, it might just be limited to ‘once-a-turn’, more on that later.
In practice (and why this is important) -
Okay so you’re doing your match, as we all know there are ridiculous situations where you might be playing for 15+ minutes, building up your guys (like anointed ones raising his stats etc), then all the sudden BAM!!!
AI gets 4s OVER AND OVER… and BAM one by one all your guys die INSTANT-LEEEEEEEE
as Kraken drowns them ALL WITHIN ONE TURN.
The premise is that when you start ‘matching 4s’, you keep in ‘one turn’, but you’re getting the mana.
Hence you get these ridiculous matches where you play for minutes on end, building up your guys, and in one ‘fell-swoop’, units like kraken get to use their massive magic ability OVER AND OVER.
because there is no ‘cool-down’ timer.
Whether you have it ‘geared to the power of the spell’ (as in minimum 1 turn or up to 3-4 turns) cool-down, OR, a minimum ‘one turn’ simply to prevent ridiculous repeat ‘spam’ casts by the same unit (leading to total wipes in 10 seconds after you played for 15 minutes), the idea is the same –
– By Limiting Casting to Once a Turn you Effectively make this game Playable Again. (!!!)
Can’t be stated enough, this was defacto STANDARD in all three prior Puzzle Quest games (lol funny part is I’m currently replaying through Puzzle Quest 2 and it struck me how much more ‘fun’ it is than GoW, yet I didn’t think of correlating the cool-down timers as part of it… at least not to put in GoW forums…)
I believe I owe thanks to ‘Rabash’ in chat for mentioning it (reminded me of how the game should be done, lol…)
Anyways guys give a heads-up to what you think of the ideas!!
These 3 ideas implemented all have the power to totally change the direction of the game.
If it has to be said there are only two main ways to ‘design’ as game (yes, there are tons of ‘studies’ that prove this you can look up, but as a long time gamer it’s become obvious over the years…)
You either -
1 - cater to the ‘new’ crowd, usually typified in ‘mobile’ markets, gaining profit by that ‘quick fix’ method where new players with ‘rose-tinted glasses’ on want to do anything to ‘get a better chance’ at winning in the game. (This is done by creating a ‘friction’ element whereby anything they try to do is slowed down/made less fun/takes too long etc, driving them to ‘purchase’ to shorten the ‘get their fix’ aspect)
This method almost always comes at the cost of ‘long-term players’, who, you know, expect things like game design, ‘fun’, fairness, and long term viability in the game they like to play.
Recent updates have shown this all too clearly in this game.
2 - cater to ‘long term players’, by providing ‘value’ for their gaming time. Stuff isn’t a ‘grind’ (“friction”), but instead, so much -fun- that even though things take ‘longer’, people still like to play and do so willingly.
Strangely, this leads to the effect whereby people put in money to the game not because they ‘Need’ to, but because they – Want to --.
Stuff like, "hey Man I’m so Excited to build that New Hero Card I want!! Yeah I don’t mind paying 10 bucks to get it underway with that one trait I want to stop that @$#%@!$#^$^&%&$% Kraken’s Insta-Death scheist!!!1111
Woo-Hoo I’m so happy after that I want to try taking over the kingdoms see if I can do it with an average win rate of 4 tries instead of 6, I want to beef up my ogre kingdom I like ogres want to craft some traits for them think I’ll buy some diamonds for crafting … "
etc etc
The game was designed around the ‘friction’ route, when they decided to put such unbalanced spells like devour etc (knowing full well so few cards have a chance against it). The theory is that leads the ‘whale’ buyers to purchasing gems to get kraken ‘faster’.
This in turn alienates those that actually ‘want’ to play the game for the game, not just to ‘win’.
The 3 aforementioned ideas would put the game back onto the ‘long term’ “actually playing for fun” second road, instead of the cash-grab 1st road.
You, as the players, can decide which way it goes…