The game mode is boring and feels to go against all the work they've put in to keep the game fresh and interesting. Fighting 2* champs with a max 2* and no nodes at all isn't at all what this game is about, or should be about. BUT I understand that they want to appeal to everyone, so I could let all of my complaints go, except they added a leaderboard.
The entire idea of the leaderboard makes me mad. You can't see your place on the board so you're forced to blindly grind away to earn your place. Which is fine when theres no cost, but to make us use energy just feels, to me, like they're trying to drain your energy refills and time, so you dont grind revs for Crucible, 9.3, and whatever else they have coming up. Whales will win this event because they can pay for, almost, unlimited energy refills.
Also, RNG legends title is a joke and undermines anyone who actually earned it.
Just my thoughts, im sure someone will be here shortly to call me an idiot.
I have the exact opposite view. We’re just playing poker, with little to no requirement for player skill or champ/game knowledge.
If I wanted to play poker I’d download an actual poker game.
I feel the same way. MCOC is a fighting game and there’s not much fighting here (at least, it doesn’t feel important or significant in any way, it feels like it was thrown in just so it fits as a gamemode)
I don’t mind the concept of something a little different, but with something so RNG based and something that takes none of the skills and knowledge we’ve built up for up to 10 years, it just doesn’t fit in the game super well for me.
I want to use the roster that I’ve spent time and effort on. I want to use the skills and knowledge I’ve developed. I don’t want to sit there and fiddle with cards disguised as champions and try to win a poker game.
Does this mean I will never play the mode? No. I just won’t be grinding it. Does this mean MCOC is dead? No. This piece of content is just not my thing. So I’ll probably just stick to BGs and other content. But it’s nice kabam is trying something new.
It's a very odd game mode. It's like one of those open world games that has a card game side activity. The difference is that the side card game activity usually doesn't provide any benefits to the main game, whereas here, this "side activity" provides rewards that actually funnel into the main game.
It's just a unit sink for gambling addicts. Clever game mode, but borderline evil.
If it were an actual unit sink I'd give them all the credit in the world. Are you saying someone wouldn't think twice if offered the chance to wager, say, 500 units for a potential payout of 5x on a given hand? And if you could get "rooms" of players betting against each other with rounds of wagering and an all-in option? If you thought modders and bots were bad, now you have pro gamblers taking kids' money.
Now that I'd classify as "borderline evil" and genius as well, but I'm gambling scum irl.
I hope this is a trial, and the game mode never comes back.
It’s incredibly boring, not dependent on skill or roster growth whatsoever, and totally reliant on RNG. There’s a small bit of strategy sure, but even deploying that strategy comes with the RNG aspect. You need to get lucky.
It kind of sucks that I’ve played dang near 50 rounds of this, and I’m sitting at barely 30k points because luck just hasn’t been on my side. Whereas someone can just get incredibly lucky a single time and fly past the grind fest I have to go through.
If I want to play Poker, I’m happy to go to a casino or download a poker app. Appreciate you trying, but this one is a massive miss for me
I guess I don't understand the purpose of the actual fighting in the game mode as a side quest. It's like a super easy arena, which I detest. Has anyone actually lost a match? If we're playing poker, could we just use the 'cards' and skip the fighting (and yes, I know it's a fighting game).
I think that would make it shaky as far as gambling laws are concerned. There has to be some level of "skill" otherwise people are buying units/energy refills, wagering them on chance (the poker hands) and winning prizes/rewards.
I have to hand it to Kabam. I haven't seen this much activity on my Line groups ever. Some people are up to like 200k+ points. It is definitely addictive like poker for some people.
Oh well, whatever keeps MCOC in a good spot financially without ruining the modes I enjoy playing (BG, end game quests)...
I guess I don't understand the purpose of the actual fighting in the game mode as a side quest. It's like a super easy arena, which I detest. Has anyone actually lost a match? If we're playing poker, could we just use the 'cards' and skip the fighting (and yes, I know it's a fighting game).
This is pretty much exactly how I feel. The fights feel like an unnecessary requirement. It's just paying for leaderboard points with energy/units with extra steps.
They could turn this mode into a premium mode where you have to wager units to enter a fight for better rewards..and this could be a test for it. Careful what you wish for.
So, this was a very hot take, that I think has been adequately discussed and rebutted (eg. Fin).
In an effort to provide feedback on how it might be made more competitive, less *entirely* rng based, and less of a grind, here are some pain points (read: opportunities for cool improvements).
1. Champs have nothing to do with the assigned card (and yes, I’ll be referring to this using the words card/suit/etc) values except for the fantastic four, which was a cool idea. If they could be related, then that would be a nice but not totally necessary addition. You could skew the mechanics slightly by creating your own classes, or just using the 6 champion classes that already exist and revising how combinations work. It’s a fun idea, but the ease of adoption by means of piggybacking off poker knowledge is offset by the fact that we are specifically playing a marvel fighting game, and that’s less relevant in this mode than blatant poker rules. I’d be happy to iterate some ideas for math on a new system/mechanics if you’d like.
2. As previously stated, the actual gameplay isn’t particularly difficult at all. Not related to the star value, but moreso that the opponents are at a comparable level to crazy boosted (~400% often) attackers. I don’t think anyone wants to have really long fights, but neither should it feel so easy that it loses stakes. Some ideas to up the stakes while also upping enjoyability of the mode: just up the defender difficulty across the board, make their health pools a similar level but increase attack or fight complexity, don’t allow us to use an entire team if one of our champs gets knocked out but make a knockout mean that you lose that round and fail to swap out cards, increase the star level of opponents (or difficulty) as the rounds of swapping progress (eg. Round 1 is vs a 2 star, round 2 is vs a 3 star, and round 3 is vs a 4 star with appropriate ranking/leveling).
Side note, but one awesome benefit to the red/blue-under style of node buffs is that it incentivizes weird matchups that aren’t ideal. This is an awesome mechanic that can be strategized around slightly, but at the detriment of your ideal card draws.
3. The ranked rewards structure is ridiculous. I get and approve of milking whales, but this is just wild. At least make some sort of lower-tier solo rewards like battle chips that can be gotten after the “top” significant milestone. And also, increase the milestone limits.
4. Give us some defined rules as to how the “rng” of the system works. I assume it’s practically the same as a 52-card deck, but nowhere is that stated, and the animations give a similarly untrustworthiness to the gacha box style as they do with crystals. It’s not a requirement, but some even loose description of “there are a max of 4 cards of any given value” or “when you discard cards, they don’t go back to the possible draw/generate new card pile” or something would go a long way to making the summoner feel like they have a grasp enough to form strategies without watching hours of poker tutorials on YouTube.
Everybody is saying that their energy refills are expiring. What are you gonna do once you use them and they are over? What will you do next week or on the 3rd week. You can only have so much energy remaining if you are not doing EQ ..doing the daily revive farm etc. And you gotta do BG too. Guess if you don't do BG this sounds more attractive
Comments
The entire idea of the leaderboard makes me mad. You can't see your place on the board so you're forced to blindly grind away to earn your place. Which is fine when theres no cost, but to make us use energy just feels, to me, like they're trying to drain your energy refills and time, so you dont grind revs for Crucible, 9.3, and whatever else they have coming up. Whales will win this event because they can pay for, almost, unlimited energy refills.
Also, RNG legends title is a joke and undermines anyone who actually earned it.
Just my thoughts, im sure someone will be here shortly to call me an idiot.
I don’t mind the concept of something a little different, but with something so RNG based and something that takes none of the skills and knowledge we’ve built up for up to 10 years, it just doesn’t fit in the game super well for me.
I want to use the roster that I’ve spent time and effort on. I want to use the skills and knowledge I’ve developed. I don’t want to sit there and fiddle with cards disguised as champions and try to win a poker game.
Does this mean I will never play the mode? No. I just won’t be grinding it. Does this mean MCOC is dead? No. This piece of content is just not my thing. So I’ll probably just stick to BGs and other content. But it’s nice kabam is trying something new.
Now that I'd classify as "borderline evil" and genius as well, but I'm gambling scum irl.
It’s incredibly boring, not dependent on skill or roster growth whatsoever, and totally reliant on RNG. There’s a small bit of strategy sure, but even deploying that strategy comes with the RNG aspect. You need to get lucky.
It kind of sucks that I’ve played dang near 50 rounds of this, and I’m sitting at barely 30k points because luck just hasn’t been on my side. Whereas someone can just get incredibly lucky a single time and fly past the grind fest I have to go through.
If I want to play Poker, I’m happy to go to a casino or download a poker app. Appreciate you trying, but this one is a massive miss for me
I have to hand it to Kabam. I haven't seen this much activity on my Line groups ever. Some people are up to like 200k+ points. It is definitely addictive like poker for some people.
Oh well, whatever keeps MCOC in a good spot financially without ruining the modes I enjoy playing (BG, end game quests)...
Indeed, @GroundedWisdom , its enjoyable and fun
Kabam only have to be worry with energy spent, because a lot of summoners may be so addicted to this and forgot Battlegrounds exist.
This can be a real issue...
In an effort to provide feedback on how it might be made more competitive, less *entirely* rng based, and less of a grind, here are some pain points (read: opportunities for cool improvements).
1. Champs have nothing to do with the assigned card (and yes, I’ll be referring to this using the words card/suit/etc) values except for the fantastic four, which was a cool idea. If they could be related, then that would be a nice but not totally necessary addition. You could skew the mechanics slightly by creating your own classes, or just using the 6 champion classes that already exist and revising how combinations work. It’s a fun idea, but the ease of adoption by means of piggybacking off poker knowledge is offset by the fact that we are specifically playing a marvel fighting game, and that’s less relevant in this mode than blatant poker rules. I’d be happy to iterate some ideas for math on a new system/mechanics if you’d like.
2. As previously stated, the actual gameplay isn’t particularly difficult at all. Not related to the star value, but moreso that the opponents are at a comparable level to crazy boosted (~400% often) attackers. I don’t think anyone wants to have really long fights, but neither should it feel so easy that it loses stakes. Some ideas to up the stakes while also upping enjoyability of the mode: just up the defender difficulty across the board, make their health pools a similar level but increase attack or fight complexity, don’t allow us to use an entire team if one of our champs gets knocked out but make a knockout mean that you lose that round and fail to swap out cards, increase the star level of opponents (or difficulty) as the rounds of swapping progress (eg. Round 1 is vs a 2 star, round 2 is vs a 3 star, and round 3 is vs a 4 star with appropriate ranking/leveling).
Side note, but one awesome benefit to the red/blue-under style of node buffs is that it incentivizes weird matchups that aren’t ideal. This is an awesome mechanic that can be strategized around slightly, but at the detriment of your ideal card draws.
3. The ranked rewards structure is ridiculous. I get and approve of milking whales, but this is just wild. At least make some sort of lower-tier solo rewards like battle chips that can be gotten after the “top” significant milestone. And also, increase the milestone limits.
4. Give us some defined rules as to how the “rng” of the system works. I assume it’s practically the same as a 52-card deck, but nowhere is that stated, and the animations give a similarly untrustworthiness to the gacha box style as they do with crystals. It’s not a requirement, but some even loose description of “there are a max of 4 cards of any given value” or “when you discard cards, they don’t go back to the possible draw/generate new card pile” or something would go a long way to making the summoner feel like they have a grasp enough to form strategies without watching hours of poker tutorials on YouTube.