Confessions Of A Marvel Puzzle Quest Addict
For the past four-hundred-odd days I’ve been a daily player of Marvel Puzzle Quest, a free-to-play match-3 game featuring Marvel superheroes and villains.
Hear my confession!
This is a great game. It is also a terrible game. It’s addictive (and I’ve been addicted). I’ve also been entertained, and deeply engaged by the game’s many overlapping reward systems. It expanded my interest in Marvel’s characters and storylines and let me have some comics fun when I wasn’t actually reading comics or writing about them. It also took me away from friends and family and shoved other games and even some creative projects to the side.
So, definitely a mixed bag. A game that I recommend, but with reservations.
Marvel Puzzle Quest is a free-to-play game for iOS and Android — there are also versions available on Steam and console. It is a competitive game where you put together groups of characters to battle enemy teams in head-to-head match-3 play. Matching colors powers up your heroes to unleash special attacks, activate defenses, or otherwise affect the game. At its core, matching gems has little to do with superheroics (though the same might be said of shuffling cards, or maneuvering on a chessboard), but the theme of the game shines through when assembling your teams of heroes, building up their power sets, and matching complimentary character abilities to exploit the weaknesses of enemy teams, while guarding against their particular strengths.
It’s very clever, particularly for such a simple game.
But there is a price to pay. At first, it is a price of time and attention.
Later, it is a price of pain.
its price is pain!
The game’s user interface is optimized for experienced players, and it can be daunting for new players to figure out what the heck is going on. You have a group of three characters, and the enemy has a group of three characters, but those groups are often an arbitrary mix of heroes and villains, and you will sometimes see the same character fighting itself. Your guys are on the left of the screen, and the bad guys are on the right, but your characters move and shuffle themselves around a lot, and it can be hard to understand which of your own characters is taking action, or even when the bad guys are making their move. It is ultimately pretty simple — generate enough damage to knock out the other team before all your own characters are downed, and you clear the puzzle. There is a tutorial sequence, and it is adequate, but you should expect to invest a couple hours in learning the ins-and-outs of this thing.
You can watch some intrepid YouTuber play the game here:
Eventually the game will reveal itself to you. You will understand that characters generate different levels of damage based on the colors you match — for example, Hulk smashes great with green gems, while Captain America does great with red. When you make a match, the character on your team that best generates damage using that color will jump to the front of your line … where they will also become the primary target for enemy attacks. Meanwhile, the enemy character in front will be your target — and you can shuffle the order of the enemy to hit the weak link first. You will also learn how matching specific colors gradually powers up the abilities of your characters — each character has three special powers, a mixture of active and passive abilities that you can fire off when you’ve accumulated enough of your target colors. So, to continue our example, Hulk can blast off a shockwave by slapping his hands together when you’ve accumulated enough green power, and Captain America can throw his mighty shield when you’ve banked enough red gems.
Character powers are accompanied by pleasing animations, and for the most part the powers match well with their characters. Captain America stuns with his shield and protects his friends; the Black Widow snaps off precise sniper shots and blazes away with her pistols; Doctor Doom summons demons and progressively builds a master plan that can take down the toughest foe if allowed to come to fruition. Spider-Man … mostly heals people with web-bandages. Hey, you can’t win them all! (And the Marvel Universe really needs more characters with healing powers — who knew?)
(they’re actually very useful)
These three-on-three battles are available in two basic flavors — single-player events, and player-versus-player tournaments.
Single-player events are story-driven, based around the scramble for “Iso-8,” an extraterrestrial mineral that powers-up hero and villain alike and unleashes all manner of mayhem on the world. Through a series of rotating story events, which repeat if you hang around long enough (ahem), you’ll battle Harry Osborn’s Dark Avengers, and get involved in intrigue with Doctor Doom and Magneto as they variously try to capture Iso-8 and manipulate characters to their own ends. Stories are dialogue-driven, and do the job of getting you from one battle to the next … they are generally better-written than they need to be, and they add context to a series of strung-together match-3 puzzles. I did at various times feel like I was battling the Hood’s criminal gang, or fighting Hand ninjas, or trailing a rampaging Hulk around the globe — well done.
at select times in the story, Deadpool goes meta and directly addresses the player … nice touch
Player-vs-player events are identical in terms of gameplay, but the structure is very different (about which much more in a moment). As in player-versus-event mode, you will take your group of three characters up against enemy teams, but instead of progressing through a story, you are competing directly with other players to place well in tournaments and collect game rewards. Play is asynchronous, meaning that you aren’t trading moves one-for-one with other players in realtime — instead, the AI runs the enemy team against you, and informs the owning player if they won or lost when they next log into the game. It works well enough, but the AI is generally terrible … something you appreciate when grinding through the story events, but lament when you realize your team is at the mercy of that same AI to defend against live opponents in player-vs-player mode.
There are sundry lesser systems too — hourly “lightning round” player-versus-player mini-tournaments during weekdays; special story events when Ultron or Galactus attacks the Marvel Universe; story-based character intros for new-to-the-game characters like Ant-Man or the Totally Awesome Hulk; and the very welcome Deadpool’s Daily Quest, which affords players the chance of winning a specific character cover if they can beat that day’s challenge.
rewards, rewards, rewards!
All of these things feed into the heart of the game, which is the reward system — an ingenious chain of overlapping pushes and pulls that really makes Marvel Puzzle Quest more than another matching puzzle clone. The core of the game is characters — the more characters you have, the more you can do in the game. Characters are built from comic covers, which are awarded by progressing through the game, or by draws from blind packs. Covers come in three different colors, corresponding to different powers that character may have. A character can have five covers in any given power, but no more than thirteen total covers, leading to asymmetrical character builds (5-5-3, 5-4-4, etc.). Once you’ve cashed in your covers to earn powers, you level up your character by spending ISO-8, with the maximum possible level driven by a character’s relative rarity, or star level (one- through five-stars).
For example, here is one my fully-leveled three-star characters:
From the above three screens, you can see that my three-star Cyclops is at Level 166, and that he does the most damage by matching red, yellow, and black gems. He has five levels of Optic Blast, four levels of Mutant Revolutionary, and four levels of Full Blast.
And here you see how each of those powers breaks down. My Optic Blasts are at the highest possible level, but because I can only have thirteen total powers per character, if I want to boost (say) Full Blast to level 5, I will have to drop a level of something else (and I won’t be able to do that until I earn, find, or purchase another Full Blast cover).
Once you understand how the reward system works, it quickly becomes the most important part of the game. Your every decision becomes driven by the quest for covers. You will scan the rewards sequence of every story event to see if it is worth grinding for a specific cover reward, and you’ll determine how much time to invest in tournaments based on the covers they (might) award.
nice tournament rewards if you are looking for Luke Cage covers … and you should be!
Because there are dozens of characters at five different star levels to pursue — and because new characters are introduced monthly — the rewards system is overlapping and never-ending. If you get all the covers for a specific character, you may still wish to re-arrange the covers you have (like my desire to improve Cyclops’ Full Blast). Even if you build the perfect three-star version of a character, then there might be a better four-star version out there for your next project. And the way the characters work together becomes important, too — to compliment that Cyclops, you might also want to collect the Scarlet Witch, who hits hardest with the colors of purple, green, and blue. Paired with Cyclops, those two characters cover all the colors of the game’s rainbow … and you still have a third character to add to your team. Will they be a defensive specialist with a game-ending knock-out punch, like Luke Cage? Someone that manipulates the board, like Loki? Maybe an exotic character that drains enemy colors and builds up a damaging special attack over time, like Blade?
Remember that most awards in this game are random. You never know if the next card pull will give you the cover you most desire.
And that’s how you go down the rabbit hole with this thing.
the White Rabbit is NOT part of Marvel Puzzle Quest (yet)
So far, so good … but now we get to the bottom of that rabbit hole. The game’s best rewards come through the player-vs-player system … and that system is patched-together, un-thematic, and deeply flawed. Players join tournaments of a few days’ duration, built around a specific character (often one that has recently been introduced). The feature character fills one of your team’s three spots, and a low-level “loaner” is provided if you don’t yet have that character on your roster. Filling the other two spots is up to you, but you will wish to pick characters that synergize with each other while keeping an eye on who is buffed that particular week. This is a nice touch — by rotating required characters and buffs, the game achieves some variation in tournament teamings, though high-level four- and five-star teams still rule the roost.
Where the system comes apart is in tournament standings. Marvel Puzzle Quest player-vs-player tournaments are basically a greasy pole. There are treasures near the top of the pole, and everyone is trying to climb it at the same time. The only way to rise is to drive someone else down, which means these tournaments are a messy brawl, with everyone bashing everyone else in their attempt to get to the top.
substitute rare cover drops for bicycles, and you’ve pretty much got it
The problem is that you can only attack enemy teams one-by-one, while you are exposed to many more attacks at the same time. This means that you might beat Team A and score 25 points, but in the five minutes it took to beat Team A, you were attacked by Teams B, C, and D, and lost 75 points. Because your team is run by the game’s cruddy AI when it is attacked, it is practically impossible to defend in this game, aside from the intimidation value of having outrageously high-leveled characters. The result is a battle of eggshells armed with hammers, with everyone trying to bash the other guy faster than they are bashed themselves. Add to this that the penalty for losing a match frequently exceeds the benefit for winning and PVP mode quickly become a game of mutually assured destruction.
To solve this the developers have resorted to a patchwork solution — players can spend their high value currency (Hero Points) to erect a “shield” for several hours. While shielded, your team can still be attacked, but you won’t lose any points for a defeat. The winning strategy in PVP mode is thus to build a quick-strike attack team, smash a bunch of high-value targets as fast as you can, and then pop up your shield to avoid retaliation and to better hang onto your precious spot on the pole. Later, after your health packs have regenerated, you drop your shields and repeat, “shield hopping” several times over the course of the tournament to attain the highest possible ranking before time expires. It is a tedious process, and one prone to disappointment — it requires that you play the game at specific times of the day, to properly synchronize your shield hopping, and there’s still no guarantee you won’t get plastered in the minimal time that your shields are down. It is also unthematic — your heroes hide in the shadows, emerge just long enough to beat up someone weaker, and then go back into hiding.
Does that sound like a super-team beatdown tournament to you? Me neither.
MPQ Player vs. Player mode … or maybe In Pictopia, by Alan Moore and Don Simpson
After you’ve built out your three-star roster of characters, you will find that four-star characters are only awarded through these crapshoot player-vs-player tournaments, or through long grinding sessions with single-player story events … and by grinding, I mean playing several hours a day, every day, for the three-to-seven days that most story events require. The virtue of single-player grinding is that rewards are guaranteed — you know that if you play each day’s event three times inside of twenty-four hours, and repeat for most of the week that follows — that you will get whatever card you’re aiming for on the reward schedule. The downside is that your soul will be cauterized by the mindless reputation of mundane actions.
Pretty much all of these criticisms spring from the same source: the monetization methodology of Marvel Puzzle Quest. Before I dive in here, let me go on the record as a player who likes free-to-play games and feels developers should be paid for their efforts. I always buy something if I play one of these games for any substantial length of time. It’s the polite thing to do, and after all, these games are free-to-play, but they’re not free-to-make. And, yes, full disclosure requires that I state I work in the free-to-play games business, but I would have come around to this position sooner or later regardless of my profession. I think people should pay for their entertainment, whether it is a free mobile game, a web comic, or a story on the internet. You’d never walk out of a restaurant without offering a tip. Why not leave a buck for the people who create your entertainment?
here comes the pain
I have no problem with Marvel Puzzle Quest passing the collections plate — I’ve spent somewhere around a hundred bucks on this game in the year-plus that I’ve played it. But I would have spent a lot more if the game didn’t have such a regressive monetization system. In effect, MPQ inflicts pain on players, then expects them to pay to make it stop. They are not alone in this approach — plenty of games are set up the same way — but that doesn’t make it any more palatable, and the inevitable result is a player base bifurcated between payers and non-payers, which isn’t an attractive thing for a game driven by player-vs-player tournaments. And no matter which class you are in, you aren’t likely to feel very positive toward the game. Wouldn’t you rather spend your money on something fun? Who likes to pay money to stop pain?
(The answer to that question: addicts).
And what pain do those addicts pay to avoid?
Primarily the pain of losing what they’ve earned. The goal of the game is to accumulate comics covers, and use them to build characters to take on still greater and greater levels of opposition. These covers can be earned by placing well in player-vs-player tournaments and grinding through the story events. But only a select few of these characters can be retained by the starting player — if you wish a full and versatile stable of characters, you will need to purchase additional character slots with Hero Points, earned (infrequently) from grinding, or purchased with cash. If you fail to purchase needed slots within a few weeks, those covers you earned will expire, and turn into (low-value currency) dust. Want to avoid the pain of sacrificing covers it took you hours to earn? You Must Pay.
There’s also the pain of retaining your position in player-vs-player tournaments. Remember how I described them as a greasy pole? Well, you can kind of hold your position for up to a day by purchasing shields — and again, this will cost you Hero Points, most often acquired with cash. Achieving a Top 50 position in most tournaments will likely require at least one shield purchase. A Top 10 position will require many more. The alternative is to hope you don’t get hit too hard in the closing hours of a tourney by the players coming up behind you. (You can guess how that works out). Want to avoid the pain of sacrificing dozens of ranks in that tournament you’ve been playing for hours? You Must Pay.
the wrong kind of shield, unfortunately
The game does offer fun purchases, but they make for poor value. You can buy individual character covers directly, but it is prohibitively expensive. A three-star cover costs about six bucks in Hero Points, and the first cover in each color must be earned through a game reward or a blind draw, meaning that up to ten covers may be purchased, so a fully-leveled three-star character might cost sixty dollars. The cost of leveling four-star characters is in the hundreds, and five-star characters run into the thousands (!). It is satisfying to buy that last, key cover to complete a character to your specification — dropping prices to allow players to do this more often, and more profitably, might make players feel better about the money they spend on the game.
The game also allows you to purchase packs of cards, of varying rarities, quantity, and content, but given the poor draw rates, this quickly reveals itself as a mug’s game. Such purchases should be a highlight — it’s fun to open packs in Hearthstone, or even something like Star Wars Card Trader — but not so much here. The value of packs also diminish as your roster matures, as the odds of getting covers you can use dwindle, so veteran players (who might otherwise be the most inclined to spend) instead generally ignore pack purchase option. This is another place where I think the game’s very punishing and conservative rewards system is leaving a lot of money on the table for the developers.
But I can see where the developers are trapped — they’ve created a game where the value of their goods is established by the long and painful grinding needed to attain them. To avoid that grind, You Must Pay. If the grind is made less painful and time-consuming, then it undercuts their entire economy. This is the corner you paint yourself into with a pain-based economy. A solution might be allowing players to “power up” their experience for six or twelve hours at a time through cash purchase — pay, say, $1.99 or .99 to earn double or triple rewards during the time their power-up is active. This would keep the fundamental grinding economy in place while allowing players to speed up their progress with select cash purchase, feeling smarter for optimizing their playing time, and sending more cash to the developers by better monetizing a hardcore base of grinders who might never otherwise be convinced to pay. Better than offering sales — which trains players to wait for discounts before paying — this system would allow players to declare “sales” of their own whenever it suited them, and would get them making those small, regular purchases that are the gateway to larger spending. I hope the developers do something like this. It would get me back into the game!
Because I am out, mostly.
we’re free! let’s go!
From being a daily player and sometimes payer, I am down to playing once a week or so, and never paying at all. Having filled out my roster of one-, two-, and three-star characters, it’s just too daunting to make the transition to four-star play. The four-star characters are too difficult to attain, and it is dispiriting to play for hours only to earn duplicate three-star rewards that I end up burning for low-value currency. And with the developers introducing new four-star characters every month, I see the pool of four-star covers expanding and diluting even as my ability to draw from them diminishes, meaning increased chances of my pulling the first cover of a new character I cannot use, rather than the sixth or seventh cover for a character I have long nurtured toward viability. Finally, the recent introduction of five-star characters, like the Silver Surfer and Phoenix, indicates that yet another wave of power escalation is coming, pushing me even further down the pole in competitive play. I can’t even complete the jump to four-star level, and now the goal posts are shifting to the five-star realm?
And so my review of Marvel Puzzle Quest ends on a down note, but it should be a qualified down note. I played this game for well over a year, and had fun with it, most of the time. It was confusing to understand how the reward systems fit together at first, but once I’d tricked out a team of one-star heroes, and started to accumulate two- and three-star covers, the game became a lot of fun. Completing my first few three-star heroes was a great accomplishment, and joining an alliance and experiencing some small success in player-vs-player tournaments was also great fun.It was awesome to finally put together a killer team of Wolverine, Daken, and Hulk to bomb the board with escalating rage bonuses, or to team Professor X, Black Widow, and Scarlet Witch to create match-5 events that unleashed Xavier’s instant-killing psychic attacks. But once I’d exhausted the three-star level of play, it just became too exhausting to play — the time and scheduling demands too onerous, the rewards too infrequent and too scattershot. Add to this the wholesale dilution of the card base by the rapid introduction of new characters, along with the specter of possibly having a critical character “nerfed” because that selfsame rapid pace knocks the meta-game balance out of whack, and it is easy to opt out of the game as an advanced player.
But for a beginning player, or more accurately an intermediate player, this game can be a ton of fun, and I’m glad to have had a year’s worth of joy with it. If you are a new player, I encourage you to jump in … just be prepared to jump out again! And remember that if the game starts to cause you pain, it isn’t a bug. That’s a feature!
And finally … a word about addiction. For a time I was deeply hooked on this game, and the near-four thousand words of this review have been part of breaking free from Marvel Puzzle Quest. Several times over the past year I have scheduled — and then rescinded — this review, which I always figured would be the exclamation point at the end of my experience with the game. It was only in the past month, when I found myself grinding away in a player-vs-player tournament to score a tenth Professor X cover … on freaking Christmas Eve … that I decided enough was enough. Since that time I’ve imposed rules for myself that make the game less available, and broke my many months long consecutive playing streak. It was the right choice, and I’ve already put time that might have gone into Marvel Puzzle Quest into more profitable ventures (like writing this blog!) I do expect to play in bursts from here on out, but the days of playing first thing in the morning, every morning, are gone forever. We geeky folk are prone to all sorts of dorky addictions, but a good match-3 game, with its swirling cloud of slot machine-like enticements, makes for an especially heady brew. With great game comes great responsibility. So if you do elect to play … play responsibly!
(And if you get whacked by LBoxGraveyard in PVP when I was supposed to have quit the game … then spare a prayer for this poor addict!)
NOVEMBER 2016 UPDATE: It’s been awhile since I published this article, and it continues to do well at Longbox Graveyard, so I thought it was worth updating, particularly as Marvel Puzzle Quest has changed and evolved in some key ways since this review first went live.
A key and welcome addition to the game are Champions. As fate would have it, this paradigm-changing addition went live right after I published this article … and, yes, it sucked me back into the game, big-time. Champions allowed players to continue leveling up their heroes after hitting what was the previous maximum limit. Now, instead of selling off excess covers for fully-leveled heroes, you can spend those covers for additional levels. You can also freely change around the cover schemes of your Championed heroes, allowing you to experiment with different character builds and fine-tune your teams on a battle-to-battle basis. This has been a great addition!
Sweeping in with Champions were changes to the game economy that loosened things up and made it easier to transition into those 4- and 5-star hero ranks. Legendary Tokens allow players to draw from packs that contain only 4- and 5-star heroes. The tokens are available for placing well in the game’s various competitions, and are also (cleverly and crucially) awarded by leveling up your Championed heroes. In effect, Legendary Tokens provided a bridge across that gulf I lamented between the 3- and 4-star level of play, and since their introduction I have added several fully-covered 4-star characters to my roster (and, yes, Championed them too!). Along with Command Points — a new high-level currency that let you earn Legendary Tokens on a slow drip — the developers have considerably improved the overall character leveling up flow and substantially increased the lifespan of their game.
New characters have continued to be introduced, of course — this past month saw Doctor Strange come out, in tandem with his movie. There have been a few new story events and boss events. There’s a premium “VIP” system that provides additional awards every day you play. You can now elect to view ads now and then if you want a little rewards boost. The game also introduced SHIELD Clearance Levels, which are effectively reward tiers that players unlock by earning experience points during regular play — they help provide a more guided path for new players as the game unfolds, and theoretically partition players into groups as they compete against each other in the game’s various events.
Unfortunately, the game’s multi-player structure is still as regressive as described above. The developers did tweak the way defensive teams are selected, to close a loophole where alliances were effectively throwing matches to each other to progress in multi-player tournaments, but they offered nothing to replace the very real (and often fun) alliance cooperation that powered that quasi-legal process. Now, PVP is back where it started — you build your team, you climb as high as you can, you get whacked by a wave out of nowhere, and you quit the game in disgust. Whee!
And that brings us up to the moment. Overall, the game has made great strides in the last ten months and continues to improve. If they can finally get PVP dialed in, they will suck me back in! Right now, I only play a little bit. Honest.
(If “every day” can be considered a “little bit.” Grrr!)
NEXT MONTH: #156 Beneath The Longbox Bookshelf
Posted on January 6, 2016, in Other Media and tagged android, D3 Go!, Demiurge, games, IOS, Marvel Puzzle Quest, MPQ. Bookmark the permalink. 27 Comments.
I really enjoyed reading this review, Paul. The length of it was very surprising … but you final comments provided the explanation for that. Your comments at the end were especially relevant to me, since I am in the process of extracting my own iOS gaming monkey “Loot & Legends”.
There seems to be many great aspects to Marvel Puzzle Game; I may take a look though I am a bit wary of signing into a new time-suck. Like you I have some projects I would like to tackle but seem to put off in favor of wiggling my fingers on a piece of glass for several hours instead.
I also found myself inspired by your stance on ponying up some dough for these games, instead of just constantly playing for free. L&L in particular I have played quite a bit and enjoyed a lot, so I’ll be spending some money there.
PS Nitpick alert: typo in second to last paragraph: addition instead of addiction
(I corrected that typo — thanks for catching it).
I do (cautiously) recommend this game, for the first two hundred days or so. Set yourself a calendar limit and a budget and go for it. Just don’t fall for any sunk cost fallacies when you start to get an inkling that it is time to quit. Like most free-to-play games, there is intentionally no end to this design. You will run out of fun before you run out of game — everyone will. No shame in walking away when that realization has been made clear.
(And thanks for walking the walk when it comes to paying for these free experiences … you know what I mean when I say that, and it is deeply appreciated)
Loved the write-up LB and have/had a very similar experience with MPQ. I actually quit the game cold turkey over the summer when it was making me anti-social and eating thru my phone data package. As addicting as it was I feel better for dropping it. The PvP system was just unforgiving and felt inherently unfair. The addition of new characters was also maddening because while it added depth it usually came at the cost of older characters that I was still building thereby stunting my growth on certain guys and making my time feel wasted.
Interesting to learn you had a similar experience, Mark, and it makes me feel a little less lonely in my assessment.
I’ve dropped plenty of games “cold turkey,” but this one still has its hooks in me, just a little. But I’m having fun with playing a couple times a week, instead of every day, and I recognize that I am on the glide-path to abandoning it completely, so I think all will end well.
(And it is apropos of nothing, but in the brief time since publishing this article and writing this comment, MPQ has adjusted their leveling and currency system to create additional headroom for characters to grow after having previously achieved their level cap … and I am of mixed feelings about it. The good part is this invites me to return to the game and continue growing with those 3-Star characters that had previously reached a dead end. The bad part is that it means the game is even more “unfinishable” than it was before, and that way lies madness!)
holy hell that was an extensive review and lovely breakdown of this game amigo–
I sorta feel validated for playing this as much as I do, knowing that it’s not a game that’s full of bots lol.
i’ve struggled with over playing too, I’ve probably missed a few deadlines because of it — so I feel your pain! starting to cut back on it now as well– here’s hoping we dont get sucked back in lol
Since posting my grand farewell to the game I have of course doubled-down and am play more than ever. They introduced the “Champions” feature almost the moment I posted my review — this lets you continue to develop your characters past the original Level 166 hard cap, opening up progression right when I had stalled out, and giving players another way to bootstrap themselves to the 4* tier. So, of course, I did it. And then I joined a new group of alliances for the Civil War event, and started coordinating with them to advance in Player Vs. Player mode (which means throwing matches, bascially), and here I am now with a more powerful roster and hooked on the game more powerfully than ever before.
It’s not just bots, friend … though if I could hand off a lot of the game’s grind to a bot, that would be a thing. Hmm.
Spidey is not the first person that comes to mind when someone says healer, but his web bandages have saved my ass in a few games.
It still seems a missed opportunity that Spidey doesn’t play more of a role in that game.
1-Star Spidey is a good character, but as a 1-Star he doesn’t play a role in the game after the first few months. He helps with onboarding new players, but that’s it.
2-Star Spidey is “Bagman” — a literal joke and widely regarded as the worst character in the game.
3-Star Spidey is situationally useful with his stuns and web-bandages, but never the feature player that a character of this stature might suggest.
4-Star Spidey is Miles Morales, and is another decent-but-not-great character, second-tier among 4-Stars.
5-Star Spidey is the Black Suit version, and he’s actually a terrific character, but as a rare 5-Star most players will never field him in anything approaching a viable build.
Feels like Bagman should go, the current 3-Star Spidey should slide down to the 2-Star level, and a solid 3-Star character be introduced in his place, maybe with a characteristic power like “Determination” that sees him developing a big comeback attack when he’s down to his last 20% health or something.
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From your descriptions it sounds like the console version only got three star Spidey and Bag Man. Ouch. I would have preferred black suit over the joke character.
Thanks for the clarification — haven’t played the console or Steam versions of the game, so I’m unaware of the differences, but I’m sure there are plenty. Whatever the platform, Bagman really needs to go …
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Perfectly worded, exact recitation of my personal experience with MPQ. I really enjoyed it from day one for over two years, and actually placed first in several lightning round events (which I would actually set alarms for and wake up at 3:00 a.m. to play!). I paid inyo the game about what I would pay for triple-A console video game, but once I hit the realization that I was going to have to continually pay even larger amnd larger amounts, I became disenfranchised.
I did, however, transfer my addiction over to M:tG Puzzle Quest, which I have found to be far more entertaining, more in-depth, with much more variety particularly in the PVE story mode. I have been playing M:tG PQ since its release and haven’t paid a dime yet because of my experience with Marvel PQ. The developers may actually be losing more money in the long term precisely because of their money-grubbing tactics with Marvel PQ.
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I tried that Magic: The Gathering Match-3 game but it didn’t take with me. I’d give it another shot, but I really don’t need another addiction. Yep, I’m still playing MPQ. The only other game in my rotation right now is DC Legends, a DC Superhero clone of Star Wars Galaxy of Heroes. Might have to review this DC game here at LBG …
For my part, I’ve reached a kind of equilibrium with MPQ, settling into a style of play that takes a few minutes a day and is self-sustaining without spending cash. Spent my last dime on this game over the summer and don’t intend to spend again. The creators have received just (and even generous) compensation from me for their game and I feel perfectly comfortable playing it for free until the servers burn out.
haha i have been playing this game and hearthstone together, and always hesitant on using money, and ESPECIALLY THE HERO SLOTS 😦 gonna take so long to grind for them hero slots, so i try hold off opening any tokens as they will expire, great article yeah i think i will be tired of this in a year or so but damn every morning, GREAT ARTICLE though couldnt of wrote it better myself, exactly what i have thought continuously by wasting my restless nights or mornings preparing for uni, it is such a time waster, i should use to as a reward for my study breaks haha stay classy
the only game that i have found that is really good with free 2 play friendly is SHadowverse, its a card game similar to hearthstone but with a different mechanic and every expansion or time they have maintenance they give out free 20 packs of cards or arena tickets, yeah check it out
I’ve been playing DC Legends for the last couple months. It’s just good enough to keep going. It is a cloned-to-the-bolts DC superhero take on Star Wars Galaxy of Heroes. I like it, most of the time, and the best thing about it may be that it does not overstay its welcome. I play once in the evening, sometimes once in the morning, and that does me fine. Will probably blog about it here, eventually.
I finally managed to quit this game, once and for all. Been off it about two months now. It was great fun but enough was enough. Freemium has its charms but we really need to beware games that have no end.
A excellently written piece. I look forward to the next update.
Very good article that hit on the very cornerstone of what hurts this game… the PVP AI. I’ve been playing for a whopping 936 days (and I’ve never even played a game nearly this long) and that doesn’t include the ~200 days I spent on the game before I had a phone migration disaster.
I am also a developer (primarily web but dabble in gaming) and I think one of the biggest draws for me was how much could be played at once (compared to other “freemium” games). I think a lot of other games could adopt the method used by MPQ. They allowed players to play as long as their characters have health remaining. Many other games only allow certain amount of plays per a given amount of time. MPQ awards good play by allowing you to play as much as you want so long as there is a available team to play with.
Furthermore, they have accommodated us veteran players very recently by awarding 4 star and command points more easily in both PVP and story. At the end of last season they awarded PVP progression based on the number of wins and NOT the current point value in the tournament. That finally allowed me to complete my first 4-star, X-force Wolverine!! But now it seems they took that away (Aug 4, 2017).
The favorite system is a good play and is allowing us to somewhat control which covers we draw.
Admittedly, I’ve fell in the same rut of playing only Deadpool Daily every day unless an especially enticing Story or PVP mode is available. Hopefully, they will make some adjustments to their PVP and bring some excitement back to the game. I’m sure that’s something that most players have been waiting for.
I’m glad to hear the game is continuing to evolve. Well, maybe not too glad, as I have deleted the game and manage to get over it (haven’t played for several months) … I don’t want to get pulled back in!
I agree with you that the game struck a good balance between a shut-down energy system and letting players play as much as they want. If you had a broad stable of characters, you could indeed play several hours each day even if you ran through all your health packs. Of course, the downside to that was you were playing several hours each day! But I did enjoy my time with the game. Until I didn’t.
Since last November I’ve been playing DC Legends, pretty much daily, but it is a less demanding mistress than MPQ. It might require … an hour a day? And that’s if you are really pushing it, most of the time I think I’m around 15-30 minutes. But I have run through all the content and need only to review it here at LBG before I delete it from my phone, probably in September. And then I will be looking for another mobile game obsession … pretty much anything, so long as it is not MPQ!
(Because one game of MPQ is too much, and a million aren’t enough).
Perfectly thorough article that hits most of the issues in MPQ. I’ve played almost consistently for over two years. My roster is ridiculously tricked out with 4 and 5 Star heroes. This has come at great cost, however. I can’t afford to leap tall Loonies with a single bound, but the values of my ‘micro’ transactions must easily be in the hundreds of dollars by now.
Which is one of my issues with MPQ. First, the Reward Point system is a slap in the face of any MPQ player, much less one who regularly pays-to-play. You get 1 CP for most major missions, which sums up to a whopping…3 CPs per segment of story. (Assuming i’s one of the typical story events with a three-act structure.) Considering my Legendary Phoenix needs 275 CPs just to level up one freaking level, I can forget about leveling her THAT way.
So I favorite her and buy Legends cover packs with my CPs. MPQ deliberately lies about the odds of receiving a Legends pack in the draws. it’s listed 1:20 (INCLUDING JEAN!!) I have drawn literally hundreds of cover packs and gotten only ONE Jean Grey. (And a total of, like, three Legends altogether.) I would rather pay to level my characters up than try to earn CPs for the privilege.:/ (OFC, this encourages players to spend thousands and thousands of dollars to by Loonie packages, which feature CP points added to the purchase. >_>)
And for all my four and five star clout, it’s still impossible to hit hard in the PVPs, because those players spending thousands of dollars are granted a certain immunity in the programming by default. (I kid you not. Notice when you go against high powered players, or CP NPC’s in events, that the opponent gets freely cascading tiles, more matchable colors, and more five shots off of YOUR own matches.) I mean, I know the player has some control in this. I’ve more than once made a match that I knew I shouldn’t have to get colors I needed but which I saw ahead of time would open a five shot, but I’m talking about random cascading elements where matches are made as a result of your match and then…oh, the other player gets a five shot!)
Shields no longer hold your position, because there are so many players you slide down that ‘greasy pole’ faster than you used to. If your roster’s powerful enough (like mine) you can hold the inevitable off for a short time, but barely.
Every new perk introduced by D3GO (parent company of MPQ) is a slap in the face of their loyal fan base, as it is geared exclusively to the mega-spenders and piss on the little guys who spend hundreds of dollars instead o thousands, on supporting MPQ. Yeah, D3GO says y’all can go CENSORED yourselves.
Her’e a small portion of my Roster, the biggest hitters. Also, it should be known that you can only earn up to, I believe it’s eight, player slots. All others must be purchased, and the costs escalate according to the number of extra slots already owned. I have 80, so what does that tell you?
Try this link. I didn’t realize PB’s Slideshow was that damn slow…
Thanks for reading and commenting, William … and for reinforcing my decision to quit this game, must be going on a year now. I quit DC Legends, too, so my iPhone is blissfully free of endless games. Of games of any variety, actually! I do sometimes miss MPQ, though. Match-3 and RPG-style leveling is a powerful brew. I was about to type that I wished there was a way to play without committing to a lifestyle, but who am I kidding? With games like that, playing once is too many, and playing a million times is not enough. The games are slot machines without levers.
I will share my thoughts on the game. On steam, I have been a MPQ player for about 696 days or close to 2 years.
I do agree with most of the comments and thoughts of the game. I am “burned out” from this game. I use a search engine and found this article. There was a realization that the game is not going to end.
Something I foresee or needs to be fixed.
I see many versions of Wolverine, Captain America, Spider Man and Iron Man. Where are the villains? Where is Saber tooth, Red Skull and Hydra at?
Most of the prizes are random packs. You get one cover. Mostly from the lowest level. Yes, you can convert real money into virtual currency to increase your chances and buy more packs. That is still not a guarantee you will get the character cover you want. When you play this game, you will know that the random number generator [RNG] loves to troll everyone.
There needs to be an easier way to get 4* covers. 4* covers are already outnumbering 2* and 3* character rosters. Idea – maybe have a DDQ for a 4*. I am by no means a top 100 player. I got lucky championing 4* covers due to vaulting feature.
Vaulting is when the prizes were restricted to the most recent 12 characters released. However, there is 0 chance of getting a character outside of that. For example, if Jean Grey was not on that list, then you can forget it.
Hoarding tokens is a real thing. Tokens do not expire. Character covers do.
Selling covers in our queue is still a problem. We have 13 days either to use, sell or lose it. I think they should use these covers in the queue to discount covers in your roster that you are still working on. A 4* character cover is about 120cp for a guarantee color.
For example, I have a 4* character [Mr. Fantastic; blue] I do not want to use in my queue. I can use [Mr. Fantastic; blue] to discount a 4* character I am working on from 120cp to maybe 60cp to help out my working progress.
Another example, using the same [Mr. Fantastic; blue] cover in my queue. If my roster has [Mr. Fantastic; blue] at 5 covers. I can pay 20cp to change the color cover to something I need. This feature to convert to many different conclusions will sell me back rather than straight up sell it for 1000iso.
Another option would be to “trade covers” when you have VIP. That has yet to be seen.
yes, it is still a thing. I do not play PVP due to what you said in your article. I used to play story mode consistently. Now just a bit of DDQ not even consistently.
5. New features/modes
The newest feature was the shield training with “Rogue” being the newest character. The newest pay gate feature. I seen it with her and Nightcrawler. it was bad for most people due to not having the specific characters to run thru that mode. See link: https://forums.d3go.com/discussion/67854/s-h-i-e-l-d-training-and-rogue-and-friends-vault-9-27-17.
Shield clearance is a nice addition to make more ISO currency. Unfortunately, it does not match our rosters if you are 4* or higher. The higher the shield clearance you enter, the more levels the CPU is when you fight it. There are some currency differences but is it worth 50 more HP and 50 more CP than the level below you. I feel that is the reason why some of the veterans go to lower clearance levels. It is easier to win prizes at low cost.
I guess I will end my rants and ideas here. My roster list: https://mpq.gamependium.com/rosters/Hun-grrr.
Thanks for reading and posting, and apologies for this very late reply.
My article is months out of date, but it still continues to pull significant traffic here at Longbox Graveyard. I feel like it might do a service to the community to set up a MPQ Anonymous site! I have managed to stay well clear of the game but I do appreciate comments that help reinforce my choice. My hat is off to the developers for creating such a compelling game, and for a very strong treatment of the license in an abstract game format … but man, I have to tell you, I don’t miss that daily grind at all.
Well, maybe a little.
(Checks app store on phone …)
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