#681
Posted 24 November 2014 - 01:41 PM
most times I would play bait and my allies would agree to cover me, but I would die in the last 30 seconds of the match almost every time as the chase for the last few stragglers turns into a *********** and I'm left out in the cold without support, as my mech is open all over and usually spotted by the last enemies as I try to get back to formation.
nothing is worse than seeing yourself die alone as your allies sweep the last few kills and win the game.
11/20 completed... 40 games won because I was willing to step up and pick up the slack.
----
only a few people I was running with was willing to provide me cover fire and get into the mix with me when it hit the fan... but that was few and far between and I don't think they completed the challenge in the end either.
anyone willing to put themselves in such dangerous situations to help others deserve everything good in the world.
...That Victor challenge has shown how many more people are cowards than warriors.
#682
Posted 24 November 2014 - 02:39 PM
After seeing 2 ties in those 9 matches, and 7 of those 9 matches lasting over 12 minutes with lots of scared pilots, I simply didn't play any further. Rewarding cowering isn't something that PGI should be encouraging.
#683
Posted 24 November 2014 - 02:52 PM
Lots of good times, some bad times, but over-all an excellent challenge! Keep up the good work, PGI!
#684
Posted 24 November 2014 - 03:21 PM
#686
Posted 24 November 2014 - 03:56 PM
Could we maybe have a weekend off from events? That would excite me, a chance to just relax for the weekend and not feel compelled to participate in anything for prizes, just gameplay as normal. Don't get me wrong, I appreciate the opportunity for free stuff, but too much of a good thing makes it less of a good thing...
#687
Posted 24 November 2014 - 04:25 PM
#688
Posted 24 November 2014 - 04:37 PM
Felt like a wasted weekend overall, I'll consider it lesson learned when the next "challenge" rolls around.
I'll just pick up some rum, play another game and not feel crappy about being shafted by supposed team mates.
#689
Posted 24 November 2014 - 04:49 PM
Had 2 games where I had No CT armour and the enemy had 1 light left that was hunting for 1 or 2 last kills before he lost
not often you hear an Atlas cry for mommy to get rid of the monster in the closet
Think that was point 18 and 20.
Edited by Revener, 24 November 2014 - 04:50 PM.
#690
Posted 24 November 2014 - 04:57 PM
Edited by Adamma, 24 November 2014 - 05:38 PM.
#691
Posted 24 November 2014 - 05:03 PM
While I enjoyed the challenge, in the future would it be possible to implement a tier system for the rewards? Like after 1 point you get the premium time, after 5 a cockpit item, 10 something else, 15 something, etc.
While I appreciate that Russ plan to extend it, I still feel that the frustration incurred Sunday nigh by this challenge wasn't worth any mech.
#692
Posted 24 November 2014 - 05:28 PM
#693
Posted 24 November 2014 - 05:41 PM
Thanks for continuing to try new things and working to come up with challenging events that encourage people to try playing in different ways. And offering great prizes for those who accomplish truly impressive feats is also a Good Thing! Like many others, I'd like to offer my humble suggestions:
Overall, I'm a pretty "average" player from a skill perspective. I am a 41 year old father of 2 and play a few matches a night after the kids are in bed, a little more on weekends. I have the ability to spend as much cash as I want to on the game, and I generally spring for Premium time (as game play time is harder for me to come by than real-life cash.)
I like to think I generally pull my weight in PUG matches, but only rarely do I "carry" the game. I'm not part of a regular group and before this weekend had never actually dropped with a group in a game. In this event, I found it was a fantastic advantage- to the point that I intend to seek out a group that I can join so I can have a "posse" for future challenges like this. To quantify what I found:
I played a total of 115 matches to get the Victor. Of those, I dropped a total of 20 times with a group of 1 or 2 other lancemates, 85 solo. My overall stats for the 115 matches were as follows: Win: 58% of the time; 1+ Kill: 48% of the time; survive 27% of the time; 1+ Assists: 94% of the time; Qualifying match: 17% of the time. However, for the 20 matches where I dropped with a small group: Win: 80% of the time; 1+ Kill: 65% of the time; survive 65% of the time; 1+ Assists: 100% of the time; Qualifying match: 40% of the time.I'm an accountant by trade but you don't need to be a CPA to tell that these results are significantly different. A natural assumption to make would be that the guys I teamed up with carried me, but if you ask them I don't think they'd tell you that was the case... it was just the difference that REAL teamwork makes. As you're designing Community Warfare I urge you to think about ways to bake encouragement for teamwork into the system as much as possible. For a "casual" player right now it is very difficult to go in-game and find someone to team up with... I realize that goes on here on the forums, etc. I've just never seen the point of making time for seeking it out, and the demands of my young family and travel schedule make getting on regularly difficult at times. However, now that I have hard evidence of the different it makes- both in the stats and in the fun of the game of watching others backs and knowing they have yours... I am changing my tune. Whatever you can do to facilitate the grouping up process will help with player retention... and eventually... spending.
A second point I feel compelled to make, is to echo what many players have said about how including the "you must survive" requirement changed game play in PUG matches for the WORSE. It basically forced each person to truly adopt the "mercenary" in MWO Mercs. We were all out for our individual paycheck... the only reason we cared if the match was won or lost was our indivdal point. I do hear what some posters on this thread have commented: Mechs are precious and keeping your machine in one piece to fight again- for decades- was important in the fiction for Mechwarriors whether they were mercs, house or clan. However, in this challenge if I was the only guy on my team to survive... that victory still counted as a point for me. In one match, my team was rolling to an easy victory. I had my kill and we were about to win, so I decided to back off from the last enemy mech and decided to get away so one of my teammates could get the kill. Only a CDA was left on the opposing team and he decided to go down bull-rushing me, trying to get at least one kill. (Understandable.) What sucked was that my teammate standing behind me was so concerned about being the one to finish him off that he sent his AC/20 shells THROUGH my jager to get them... and thus my point was lost. I know many others reading this had similar experiences. My point is this: In future challenges where survivial is a factor consider making it a TEAM goal... Say 50% of the team must survive (or even 80%). If I played my part of the team and the team won but I individually didn't take care of MYSELF first, in this challenge I was punished. I think that is opposite of what you want to encourage if you want to promote engaged players (who stick around and buy stuff.)
Overall, a worthy challenge and a great prize. I learned some cool things in the process, most notably that I wouldn't want to play a similarly "mercenary" challenge again, even for a big prize. Thanks to all of the great players who I had the privilege of teaming up with!
Edited by Kev Rosse, 24 November 2014 - 07:10 PM.
#694
Posted 24 November 2014 - 05:42 PM
Very frustrating meeting the criteria for winning each point, but all the more glorious for it!
I was disappointed with pilots in more than a few games who disengaged after securing their kill, regardless of their teamates requiring support. (Granted, some were near cored but others were barely scratched).
I suppose that was probably as I'm an exclusive PUGer?
That said,in a few games I shared in some wonderful teamwork with pilots going out of their way to assist those that had yet to score a point. Was very good to be involved and I raise my foamy tankard to those involved.
So, for those whining...
It's not much of a challenge if everyone can make off with the goods.
How do you define "challenge"?
Thanks for the Mech/Bay and more challenges like this please!
...oh, and repeating the odd giveaway thingy like at Samhain would be nice for Yule!
#695
Posted 24 November 2014 - 05:43 PM
C J Sparrow, on 24 November 2014 - 05:42 PM, said:
Very frustrating meeting the criteria for winning each point, but all the more glorious for it!
I was disappointed with pilots in more than a few games who disengaged after securing their kill, regardless of their teamates requiring support. (Granted, some were near cored but others were barely scratched).
I suppose that was probably as I'm an exclusive PUGer?
That said,in a few games I shared in some wonderful teamwork with pilots going out of their way to assist those that had yet to score a point. Was very good to be involved and I raise my foamy tankard to those involved.
So, for those whining...
It's not much of a challenge if everyone can make off with the goods.
How do you define "challenge"?
Thanks for the Mech/Bay and more challenges like this please!
...oh, and repeating the odd giveaway thingy like at Samhain would be nice for Yule!
I agree with what you said.
This challenge was hard, though I'm ok with that.
#696
Posted 24 November 2014 - 06:29 PM
#697
Posted 24 November 2014 - 06:34 PM
PGI just keep having events... I like prizes but also the adaption to the win conditions. This one had an element of communication & cooperation (if you know Game Theory) that has been absent from all others and I liked it. I set a text macro about letting people who needed kills to get them if we were winning for the Ready Screen & would mention it a few times in play as we went along. Friday didn't get much response but by Saturday when I was finished) teams were responding cause they knew how hard it was to get a point. So I got to spend Saturday night and Sunday still trying to help get others to complete their challenge which I found personally rewarding even if there whenever no in game rewards for doing so. One of the most meaningful events you have had... not just run around with a tag & spray multiple mechs to rack up spotting/kill assists to meet the point criteria.
Nathan
#698
Posted 24 November 2014 - 06:55 PM
#699
Posted 24 November 2014 - 07:00 PM
#700
Posted 24 November 2014 - 07:05 PM
And just saw this on Russ's Twitter feed for those of you who didn't quite make it this time around...
We will turn on "To the Victors" next weekend to give those that didn't quite make it a second chance. (link here - https://twitter.com/...016878661525504)
My one suggestion for any upcoming similar versions of this event PGI, would be remove the "kill + assist + survive + win" criteria, and make it "4-6+ kills OR assists in any combination + survive + win". I really would love to see how that one pans out.
I feel like I've seen WAY more complaints about "kill stealing" and whatnot than I have about "surviving", and the truth is, I actually think it's kind of nice having "dying" have a negative impact on your reward.
Out of curiousity, to all of you who didn't qualify this time around, how might the above change have affected your score this time around?
How many matches did you have where maybe you might have won, AND survived, AND have had 4-6 or more asisists, but no kills?
How many points closer might you have been? And for those of you unaware of the graph, you should be able to scroll down and see your stats for this challenge near the bottom of this link here - https://mwomercs.com/tournaments
*Edited to add link to Russ's tweet.
Edited by Rip Snorgan, 24 November 2014 - 07:10 PM.
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