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Path To Victory Challenge


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#521 Flashripper

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Posted 25 August 2014 - 07:50 AM

View PostHydrocarbon, on 25 August 2014 - 06:33 AM, said:

Make the goals teamwork-based!

That would make these events more fun for everyone while teaching the n00bs about teamwork. Here are some thoughts:

Win = 1 point
Kill = 1 point
Assist = 2 points
Savior kill = 3 points
Defense kill = 4 points
Spot = 5 points
Tag/Narc = 6 points
ECM counter = 7 points

etc...


better like this:

Win = 1 point
Kill = 1 point
Assist = 100 points
Savior kill = 10000 points
Defense kill = 10000 points
Spot = 10000 points
Tag/Narc = 10000 points
ECM counter = 10000 points

#522 3xnihilo

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Posted 25 August 2014 - 07:50 AM

Good challenge! It was fun to see base capping and other "new" strategies that came into play when winning was the main goal and not just collecting XP/C-bills. Well done PGI.

#523 Revis Volek

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Posted 25 August 2014 - 08:00 AM

This was super agonizing for me.....took 3 days to 28 wins. I'm done.....Went on a 14L streak at one point.

Lots of MM Fails, Team fails and me getting pissed and pulling a LEROY!, my new thing is polling the players as soon as the match starts, surprising who is in my ELO!? <_<

I will also agree that most of these challenges are completely bass akwards?!
Why would you promote SOLO drops and SOLO play and Induvidual Challenges in a TEAM GAME? I mean we just had the DEV Vlog on GROUP and UNIT CREATION but the weekend after we SOLO weekend it?

Can I get a team Challenge along side a SOLO? Not all of us live or even enjoy the PUG LIFE!

Edited by DarthRevis, 25 August 2014 - 08:08 AM.


#524 Pyrrho

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Posted 25 August 2014 - 08:04 AM

View Postsabujo, on 25 August 2014 - 07:45 AM, said:


That makes no sense. Groups are always trying to play together in order to raise their skills as a team. Even if one gets 50 kills, many would continue playing. As if a challenge was needed for team members wanted to play with their own "game family".



That's my point. It makes no sense to have a win based challenge for groups. As soon as a group completes the challenge, they would be "in the way" so to speak.

#525 Tenacious B

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Posted 25 August 2014 - 08:13 AM

View PostGannycus, on 25 August 2014 - 07:29 AM, said:


So Premade and Pugs are divided, can you confirm that? For example if I join a group of 2, launching a public match I will face another group of 2 dudes, 4 player in total, is this correct? Thanks.


If you have a 2 person group, you will be thrown into group queue.. where 100% of the players are in many different sized groups. It could be your 2 with another 2 and an 8 man, up against 2 6 mans.. or really any combination, just all groups... Even to the extent that you can't drop 11 man groups because the last fill-in guy would have to be solo.

#526 Boyka

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Posted 25 August 2014 - 08:28 AM

Got my 50 yesterday, my experience:

I only used mode and mechs with good W/L ratio: Timberwolf & Warhawk only in conquest mode. In this way I waited a bit longer to enter a match but with more probability to win (--> less wasted time for a potential loss)

Starded with Timberwolf (LRMs laser based) giving simple orders at the beginning of the match (leave eps, push kappa, 2 to gamma, 2 lances to sigma, ecc..) people need objective to do and coordination is key to victory, conquest mode is ideal for that, basically you have to lead more mech where probably enemy have less and kill them, or you deal with enemy mistakes (for example they try to cap clockwise in river city) .

First 30 victories was piece of cake, then ELO start to make the situation worse, last 10 wins were a pain, no matter you giving orders, doing damage, kills, assist.. simply when you die you see why that doesn't work: tons of bad pilots in bad mechs, your ELO have to compensate a lot of bad player in your team.

At this point switched to a Warhawk (LRM boat based) preferring indirect fire support rather then the precision of Pulse Lasers.. and in some way leading people by hand, going in the first line (with an LRM boat lol!) cause people don't move to pushing orders, praying that they followed me, losing piece after piece, leg arms... and finally challenge completed but what the tribulation..

At the end good challenge but too long for me, 6,5 millions does not worth 50 wins, 30-35 victories was enought, or 10 millions for the final prize.


For those trying to complete the challenge: a good mech and a good plan or task will be very hard.
Using clan mech, by the way for my playstyle Thunderbolt and Stalker were good as well.

#527 Revis Volek

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Posted 25 August 2014 - 09:00 AM

View PostPyrrho, on 25 August 2014 - 08:04 AM, said:



That's my point. It makes no sense to have a win based challenge for groups. As soon as a group completes the challenge, they would be "in the way" so to speak.

The same thing happens with SOLO players after completing their challenge in the SOLO Queue? Whats your point? I still don't understand.....

SOLO Challenges in a TEAM ORIENTED AND PLAYED GAME is just silly....IMO.

#528 sabujo

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Posted 25 August 2014 - 09:16 AM

View PostPyrrho, on 25 August 2014 - 08:04 AM, said:



That's my point. It makes no sense to have a win based challenge for groups. As soon as a group completes the challenge, they would be "in the way" so to speak.


Err, no. I meant that it doesn't matter if for some the challenge has ended or not - they will keep playing and even helping their team mates to get more wins.

#529 StrakAttack

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Posted 25 August 2014 - 09:22 AM

I'm going to hash out my last 2 tonight plus take advantage of the sale and get some new mechs. But as many others have found, it was feast or famine for me. Would play a long stretch of matches where we would have instant disconnect, no coordination, uncooperative teammates, and then go on a long win streak.

#530 Dawnstealer

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Posted 25 August 2014 - 09:27 AM

View PostFlashripper, on 25 August 2014 - 07:50 AM, said:


better like this:

Win = 1 point
Kill = 1 point
Assist = 100 points
Savior kill = 10000 points
Defense kill = 10000 points
Spot = 10000 points
Tag/Narc = 10000 points
ECM counter = 10000 points

I'd drop with a 4-TAG Atlas D...

#531 Lukoi Banacek

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Posted 25 August 2014 - 09:29 AM

I ran this in Stormcrows. Tooks me 79 matches. Very grindy and frankly.....not that enjoyable. Pugging in and of itself is a hit or miss experience imo. Can be very fun but also horribly and painfully streaky. These challenges though, seem to engender even more frustrated, cranky players flailing about, trying reach a goal swiftly rather than enjoying the journey.

I think the goal being set high (50 wins in this case) is ok. Tough goals, even when they are just grind oriented are ok. But relying purely on wind did not promote what you wanted PGi. As people feel pressured for time or to reach a ridiculous number, they oftrn cut bait on any match that they do not quickly feel they have an optimal chance to win.

You use W/L as the metric in the hopes that it promotes teamwork. What it promotes however, is overly simplified and stilted assessments by some people who...when dissatisfied dont try to play the match with great teamwork. Instead they disco, charge the center bug zapper or just suicide farm the match.

In the future consider win/loss PLUS a point system that rewards specific actions vice specific scores. Assists, spots, ECM, NARC, TAG, capping, savior kills, and less on damage and kills. Both of the latter are important facets of performance but not the ONLY important indicators of factors leading to wins in this game. Look for a more holistic approach to this style of challenge.

Additionally....seriously consider making the 3x4 weight class requirement MORE rigid and not as open as it is now. Mediums were heavily underplayed....it was even more noticeable than normal. I know...people wanna play their victors and timberwolves....no biggie to wait in the queue imo if you are a diehard for a certain weight class. It will engender more teamwork, not less imo.

#532 WintermuteOmega

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Posted 25 August 2014 - 09:38 AM

View PostDarthRevis, on 25 August 2014 - 09:00 AM, said:

The same thing happens with SOLO players after completing their challenge in the SOLO Queue? Whats your point? I still don't understand.....

SOLO Challenges in a TEAM ORIENTED AND PLAYED GAME is just silly....IMO.


Well yeah, but there are People that play solo. And since there are events for 12 Man groups, it is a try to balance that by giving solo-pugs their thing. And PGi tries to alternate the Faction-Challenges so that there is something different every week, which is good on their part.

#533 Deathlike

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Posted 25 August 2014 - 09:41 AM

View Postmoonwind69, on 25 August 2014 - 12:46 AM, said:

hello,
i had a problem wth this challenge, i played yesterday and i had 10 or more victories(i dont know exactly) but when i look at the challenge stats there s only 4 victories....
is it a bug? my victories are not recognized?


If you weren't playing solo at any point in this challenge, those wins would not be recorded.

#534 Jon Gotham

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Posted 25 August 2014 - 09:48 AM

View Post3xnihilo, on 25 August 2014 - 07:50 AM, said:

Good challenge! It was fun to see base capping and other "new" strategies that came into play when winning was the main goal and not just collecting XP/C-bills. Well done PGI.

Except if you were not interested in the "challenge" and were just trying to finish off your Dire Wolves, only to be left behind every game while your team runs off and caps the base. Leaving you with 400xp and about 35k cbills.
Making it take hours longer because your "team" were more interested in getting their hands on 6.5 million cbills.....and not actually trying to have a good match....

Yeah good challenge! Well done PGI........

#535 Pyrrho

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Posted 25 August 2014 - 09:53 AM

View PostDarthRevis, on 25 August 2014 - 09:00 AM, said:

The same thing happens with SOLO players after completing their challenge in the SOLO Queue? Whats your point? I still don't understand.....

SOLO Challenges in a TEAM ORIENTED AND PLAYED GAME is just silly....IMO.


Yes, I understand that a solo player who is done with his challenge is still playing to win. As would groups be playing to win, because what else would we want to do when we play this zero sum game?

The challenge is to get to 50 wins (or 10 or 20, or whatever level you think is right for you). Now, there has been much discussion about group play versus solo play here on the forums (and I imagine on reddit and elsewhere) in terms of how grouping up has an effect on an individual's win/loss ratio.

Is it "easier" to win when grouped? Do some groups have a better chance at winning versus other groups?

For a win based challenge, I think limiting it to solo players does a better job at leveling the playing field for everyone--more so than allowing group wins to count. This is my opinion. Also, as an event labeled as a "challenge" there are an awful lot of people claiming it is "too hard" to do alone. Challenges are hard, otherwise this would be the Path to Victory give-away.

#536 Dawnstealer

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Posted 25 August 2014 - 10:07 AM

View Postkamiko kross, on 25 August 2014 - 09:48 AM, said:

Except if you were not interested in the "challenge" and were just trying to finish off your Dire Wolves, only to be left behind every game while your team runs off and caps the base. Leaving you with 400xp and about 35k cbills.
Making it take hours longer because your "team" were more interested in getting their hands on 6.5 million cbills.....and not actually trying to have a good match....

Yeah good challenge! Well done PGI........

One word: Skirmish.

#537 IllCaesar

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Posted 25 August 2014 - 10:09 AM

I want to state this at the beginning of my post. I have never played MWO in a group. Never, not once, ever. Closest was me and a friend switching off every match on their profile.

This challenge should've allowed for group drops. I cannot conceive of a reason not to have them. It only ensured that more players would behave suicidally in a way that is detrimental to their team in an attempt to reach the win goals.

Edited by MarsAtlas, 25 August 2014 - 10:16 AM.


#538 Voodoocz

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Posted 25 August 2014 - 10:23 AM

Challenge complete! But for price of slightly lowered excitement for any other challenges to come. Really, PGI, please either stick to point system or if you really need to make "win challenges", allow them in group queue too. Other than that, thanks for the mechbay, premium time (that was instantly added to my currently active one, so disapointment there) and some money...

#539 Galahad

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Posted 25 August 2014 - 10:28 AM

Was i suppose to get an email about this challenge!?!?

#540 StrakAttack

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Posted 25 August 2014 - 10:50 AM

View PostGalahad, on 25 August 2014 - 10:28 AM, said:

Was i suppose to get an email about this challenge!?!?


Nope, it was posted to the main page.





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