capt hungry, on 23 January 2015 - 12:14 PM, said:
These challenges are nice (and perhaps, a bit too challenging), but being on the losing side for 85% of the drops I was apart of isn't fun. It wasn't for a lack of trying either. I appreciate what PGI has been doing and I look forward to see what they will come up with each weekend.
Chester63, on 23 January 2015 - 12:53 PM, said:
I enjoy the game very much, I enjoy the mature players, I enjoy the challenges. Just not this one.
It was through some serious frustration that I managed to earn the Victor. That felt like a true exercise in frustration where you needed to earn a win (hard to very hard), a kill (sometimes hard with the kill count people out there), an assist (easy enough), and live through it. The last part of living through the experience provided the hardest challenge of all. This produced some cowardly players who had to run/hide to keep their points lest they be lost; I'll admit to being one of these players when I hit the 16 near 18th point mark. I believe it took me close to 75, maybe 90, matches before I obtained the necessary points.
This time around, I found it easier, yet it was still frustrating. The problem comes from the reliance on teammates when you go "pugging," as some like to call it. Teamwork is the key. I was stressed that by my friend who brought me into this game. You don't stick with your team then you best be doing 1 of the following:
1. Hunting down a wounded mech.
2. Killing an assault chicken with a light mech
3. Have an almost assured game (talking 10 of your teammates alive with 2-4 on the other) to run get caps.
I'm sad to say this, but I'm reminded of my L4D2 days. You can be an awesome player. I've managed to live through some hard scenarios in that game. If you get some jerk who ruins the PvP match for you though, it's impossible to recover at times. The standard rhetoric that many said -- which I still hate to this day -- is "play with friends." This can be a problem if people are just starting off and have no friends to play with. Still, that's most of what I read/heard from the snobs.
A "challenge" by definition, at least my definition, isn't something that should be easily obtainable since that defeats the purpose of a challenge. On the other hand, the Victor challenge showcases a primary example of where things can be taken to the extreme. The challenge this time around feels almost right, with "almost" being the term here. I feel that more emphasis should be placed on team aspects of the game vs. a simple formula of kill, assist, win = point, or, heaven forbid again, kill, assist, win, live = point.
I won't harsh the PGI team because these challenges are exactly what the game needs to keep players engaged. New players can earn something, while older players can earn a mechbay for themselves. Down the road though -- as stated above -- I would like to see some new formulas cooked up that are used in specific events to highlight the true meaning behind the game.
Maybe have a challenge where you stick together with your lance, earn points like you earn credits/xp in game, and get points for taking down foes in your group.
Anyways, just my 2Cents on the subject.