Overall I have to say, I really love the tiered rewards style of the event. It's a very nice thing I think to see. It's interesting and rewards more participation, but lesser participation can still receive something for their efforts. It ends up not being an all or nothing event, but instead encourages people to play to the level of rewards that they want.
Some things I don't like about the event is the fact it's based on the number of victories (wins) in solo play. Now, I think group play should have also been included into this (even though I almost always PUG anyway). My reasoning is that groups only ever fight groups now, so being in a group doesn't "increase" your chances of winning any more than going it solo now.
I also would have liked for it to, instead of being based on "victories" if it was a tiered system based off another state in the game. Some steps I could have suggested instead of just a "win" condition:
- Deal X amount of damage total. (Could be stepped up)
- Earn x amount of points (like last event, was nice. Tier the points and it could be interesting.)
- Could even mix and match. (Get X kills, win this prize. Deal X Assists, win this prize. Deal x points and you can earn this prize as well.)
I just feel that, sometimes, victory isn't as easy to achieve, seen as (in theory, not always in practice), Elo balancing should be giving everyone a 50/50 w/l anyway... I just don't feel (my opinion, not meaning any offense here) that victories are a good prize goal.
Honestly, I also want to mention, while on the subject of the challenge events, I really liked the limited mech selection (so long as Champions remain avalible). This really helped to provide more variety within the event itself, making mechs one normally didn't see too often bubble back up to the top and being seen again in play. It was really nice to see the lesser played mechs again for a while (even if people mothballed them again as soon as the event was over).
Edit: I wish to add why I feel that the win condition is a poor choice for challenges. I feel it's not a good choice because the win condition makes it so not every match is progressing the challenge forwards, which tends to lead to frustration. It also leads to more people trying to game the system to earn wins faster, such as the often complained about "suicide rushes".
If the challenge was based after a different stat, this would make it so every match would go towards the challenge, making one feel like they are making progress in the challenge with every game they play. Currently, you only feel you achieved something if you experienced that win, and close loses (though fun) start to be a great disappointment and adds more frustration.
A win also is not something that is a personal challenge, but is more of a team challenge. Though I understand that this is a team game, solo queue often boils down to 12 random people who try to work together, but can't communicate very well with each other. Depending upon the win to progress your challenge isn't based on you (personal challenge), but becomes quickly based upon the 23 other people in the match with you, and what they do (a team challenge).
Most of the other stats are also considered to be more "skill based", something many desire from this game (more skillful play). It would reward participation within the match more, far more than just showing up to the match and being counted on the winning team. The more skilled the individual is, the more they preform and participate within a match, the faster they will achieve the challenge. This makes the challenge feel more personal and more skillful.
A challenge should have some challenge to achieving, but at the same time it should not be frustrating to participate within the challenge. I also feel that it presents a better experience if every match counts a little for the challenge, which increases enjoyment of the game overall.
Edited by Tesunie, 25 August 2014 - 07:58 AM.