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50 Wins In Challenge
#1
Posted 23 August 2014 - 06:24 AM
Almost got the 20 wins. I think the premium time makes up for not getting 50
#2
Posted 23 August 2014 - 06:45 AM
#3
Posted 23 August 2014 - 06:47 AM
#4
Posted 23 August 2014 - 06:52 AM
At 18 wins after six hours.
Edited by Aliencreature, 23 August 2014 - 06:52 AM.
#5
Posted 23 August 2014 - 07:52 AM
probably like 1 to 20 ratio of wins to losses.
LOL,
match I was just in....I started in Desync and was dead a minute later....fantastic!
Edited by Bigbacon, 23 August 2014 - 07:55 AM.
#6
Posted 23 August 2014 - 08:02 AM
#7
Posted 23 August 2014 - 08:05 AM
apprently Imperius, made it look easy
Edited by BLOOD WOLF, 23 August 2014 - 08:06 AM.
#8
Posted 23 August 2014 - 08:25 AM
#10
Posted 23 August 2014 - 08:40 AM
#11
Posted 23 August 2014 - 09:10 AM
#12
Posted 23 August 2014 - 09:23 AM
I went from a 15-3 winning streak when i started playing to a 15-0 losing streak. The game that broke the losing streak... My unmaxed kit fox. Time to get the other ones and start grinding it out to max them all out.
#13
Posted 23 August 2014 - 09:26 AM
BLOOD WOLF, on 23 August 2014 - 08:40 AM, said:
Does it activate older Premium times I stored in my account? If yes, that sucks.
Edited by El Bandito, 23 August 2014 - 09:28 AM.
#15
Posted 23 August 2014 - 09:57 AM
I appreciate that they want to do weekend events and give away free ingame swag, but they need to make sure the challenge criteria actually lead to good behavior.
#16
Posted 23 August 2014 - 09:57 AM
#17
Posted 23 August 2014 - 10:01 AM
#18
Posted 23 August 2014 - 10:04 AM
AssaultPig, on 23 August 2014 - 09:57 AM, said:
I appreciate that they want to do weekend events and give away free ingame swag, but they need to make sure the challenge criteria actually lead to good behavior.
It's not that bad. They just need to add a minimum connect/damage requirement. Otherwise I like wins being a challenge flavor as instead of folks dying (literally) to get /steal kills or what have not they are only rewarded when their team wins. They may have also hopped that the upper elo group players would help lead/instruct some of the bad puggers. Of course the average group player is about as bad as the average pugger and are used to getting directions from someone else.
That said, it does kinda suck that folks can't get any of the 20/50 while grouped with friends. It would have been nice if at least half of each challenge could be ground out in group queue.
Edited by Sorbic, 23 August 2014 - 10:07 AM.
#19
Posted 23 August 2014 - 10:14 AM
It seems like they want to model the game on WoT, insofar as to the demographic aimed at. Promoting it as a team based game but actively encouraging players who can't/won't join units or group up? Seems a bit counter productive no?
#20
Posted 23 August 2014 - 10:15 AM
I play with my e-mail pulled up. When I see it I pop over and report at the end of the match.
I like rewarding wins more than kills. Rewarding kills/damage promotes behaviors counter to solid team building.
No matter what the game or challenge is there will be ways to exploit it. The smart thing to do is have the challenges and just make sure that people who exploit mechanics for an advantage in the tournament get reported for what they're doing.
Pro sports rewards things like doping, because the challenge is to get as good as possible. That doesn't mean you just ignore doping; it means you do your best to keep the field even when people cheat. It doesn't mean you just don't have any games, because any game can be cheated at.
Edited by MischiefSC, 23 August 2014 - 10:18 AM.
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