

Territorial Challenge ... Don't Expect To Complete It
#121
Posted 20 September 2015 - 07:41 AM
#122
Posted 20 September 2015 - 07:48 AM
#123
Posted 20 September 2015 - 08:09 AM
#124
Posted 20 September 2015 - 08:13 AM
Mawai, on 18 September 2015 - 10:36 AM, said:
Once again PGI fails at math.
http://mwomercs.com/tournaments
We have a territorial challenge this weekend where you need to get a match score or 300+ and 400+ on each of 9 maps in the public queue in order to get a prize.
Sounds good right? Maybe 20 games if you get good results ... maybe 40 if you only make the match score on half?
Unfortunately wrong since it doesn't factor in the random selection of maps. It is most likely that you will be hard pressed to get that last map you need and getting that last map is usually going to take a while.
Here is a link to the math ...
https://en.wikipedia.org/wiki/Coupon_collector's_problem
TLDR ... to get one match on each of the 9 maps will on average require on average 26 matches (sometimes a lot more) and that doesn't factor in whether you make the match score or not.
Getting 2 matches on each is the same as collecting 18 coupons in the table so on average it will take 63 matches just to get 2 matches on each map.
NOW factor in the match score.
How easy is it to get a match score of 300? 400? Do you see that 50% of the time? More? Less? Factor that in and you will need upwards of 120 matches in the public queue to complete just the public queue challenges.
Given how long a CW match takes ... it will take about 38 matches to get 2 games on each of the 6 maps. Hope it is easy to get a match score of 200 or 300 since with requiring an average of 38 CW matches seems to me will take most of the weekend just to see the maps.
LOL. PGI and math just do not go together.
I suspect there may be an IMMENSE amount of FRUSTRATION with this current tournament as the weekend rolls on ... as folks try to get that last match on that last map with the minimum required match score. A few will get lucky ... the rest ... well I will leave that to your imagination.
You're assuming the maps are weighted equally... they aren't. PGI missed something (conjecture is they forgot about client datafile weights)
Forest and Caustic are much lower in the rotation (probably appearing around 33% less than they should)
Tourmaline, Canyon and Mining Collective are much higher, appearing around 11% more than they should)
Edited by LORD ORION, 20 September 2015 - 08:14 AM.
#125
Posted 20 September 2015 - 08:26 AM
Nightmare1, on 20 September 2015 - 07:41 AM, said:
The first time that happened to me, I unchecked Assault.

#126
Posted 20 September 2015 - 08:37 AM
LORD ORION, on 20 September 2015 - 08:13 AM, said:
You're assuming the maps are weighted equally... they aren't. PGI missed something (conjecture is they forgot about client datafile weights)
Well here are the 2 sides of the coin.
Heads - Players feelings that the maps are nto weighted equally.
Tails - PGI saying they are.
You cannot take the vocal minority complaints as solid fact as they do not speak for everyone.
#127
Posted 20 September 2015 - 09:09 AM
#128
Posted 20 September 2015 - 09:39 AM
Vlad Ward, on 20 September 2015 - 07:08 AM, said:
I'm not treating the Gauss Jager like it's a strong Mech by any means btw. It's just an extreme example of the trouble with aiming for killshots which award practically no points at the expense of damage.
A Gauss Dire will definitely put out more damage than a Gauss Jager, since your burst and DPS are both higher and you're getting more of each target to yourself. There's an upper limit on how much damage you can inflict without spreading to other components, though. Intentionally spreading solves that problem - and if you're spreading on purpose, the higher DPS weapon wins.
Assuming a 53~ kph Mech can engage all 12 targets in a match is a bit of a stretch, though (both the crab and dire are slooooow). Unless your tier is significantly more organized than mine, chasing down a bunch of spread out Reds is straight impossible for me most games. I may only get 5-6 total targets in an 8 minute game depending on the map and what the rest of my team's doing (a lot of good positions become less viable if the team runs to the other side of the map).
My solo queue gauss/erll crab goes 62kph, it's my most consistent 1000+ dmg multi kill mech. The Dire I do feel needs a group to shine most of the time, but it certainly has an even higher damage potential than the Crab when there's teamwork.
I'm not really arguing against the theory here, I'm just saying that what I see is the most accurate players doing the most damage, and also my most accurate matches giving ME my highest damage scores.
The fact that the observations don't match the predicted results of the theory tells me there is something wrong, or missing, with the theory.
What would be needed to convince me that bad accuracy=high damage is true in practice is empirical data that shows it is actually the case. More theoretical argument isn't going to cut it as long as I observe the opposite while playing.
Now, it could be that I'm wrong or biased in my observations. It could be that it is actually the less accurate pilots that score the highest damage. But don't currently believe that is the case.
But if I'm right, what could be the missing variable? It could be that inaccurate fire has a higher rate of completely missing with part of the beam/missiles/etc. It could be that spread damage has worse hitreg. It could be that killing mechs has a psychological "in the zone" effect that catalyses the pilots performance the rest of the match. It could be that accurate fire affects the match more so that you get the upper hand, and that upper hand lets you do better trades and score more damage. It could be all of those things or something else.
Edited by Sjorpha, 20 September 2015 - 09:58 AM.
#129
Posted 20 September 2015 - 09:42 AM
8 of them were on Caustic Valley, which to no ones surprise, I had already gotten my 300.
Stupid random element is really screwing me around.
#130
Posted 20 September 2015 - 10:18 AM
Talorien here has a brilliant idea for how to fix this event so that everyone isn't so furious and frustrated: http://mwomercs.com/...-fix-for-event/
Edited by Commander A9, 20 September 2015 - 10:19 AM.
#131
Posted 20 September 2015 - 10:40 AM
I don't feel like I've accomplished something rather I feel stupid. Why did I put that much effort in such a badly thought out event? The goodies aren't even that good.

#132
Posted 20 September 2015 - 10:47 AM
And the CW portion is pretty silly as well. While maps can be chosen somewhat selectively, you've built in selfishness and 12 mans who are both pug stomping and farming to the last mech wasting everyone's time and ability to get another match, since maybe 3 people on the losing side of a 48-15 match are getting their scores. Basically if you want to get your score, you need to be a 12 man to stomp pugs and not die more than once.
#133
Posted 20 September 2015 - 10:57 AM
Kira_Onime, on 20 September 2015 - 07:26 AM, said:
Kay

.. oh wait.
Congratulations! You have both the luck to get the maps, the skill or mech to get the score and the TIME to play however many matches were required to do so.

Edited by Mawai, 20 September 2015 - 10:58 AM.
#134
Posted 20 September 2015 - 11:01 AM
LORD ORION, on 20 September 2015 - 08:13 AM, said:
You're assuming the maps are weighted equally... they aren't. PGI missed something (conjecture is they forgot about client datafile weights)
Forest and Caustic are much lower in the rotation (probably appearing around 33% less than they should)
Tourmaline, Canyon and Mining Collective are much higher, appearing around 11% more than they should)
If that is the case then the situation would be even worse. I hope they didn't make a mistake like that for the sake of everyone playing the tournament.
#135
Posted 20 September 2015 - 11:06 AM
LORD ORION, on 20 September 2015 - 08:13 AM, said:
You're assuming the maps are weighted equally... they aren't. PGI missed something (conjecture is they forgot about client datafile weights)
Forest and Caustic are much lower in the rotation (probably appearing around 33% less than they should)
Tourmaline, Canyon and Mining Collective are much higher, appearing around 11% more than they should)
#136
Posted 20 September 2015 - 11:11 AM
Mawai, on 20 September 2015 - 10:57 AM, said:
Congratulations! You have both the luck to get the maps, the skill or mech to get the score and the TIME to play however many matches were required to do so.

It took me ~6-8 hours to complete.
The event will also run for around 6 days until the patch hits on Tuesday.
I just find it enjoyable to have a challenging event every now and then and honestly, unless you have 10 hour work days, time is not an excuse. The time is there, you simply have to take it.
#137
Posted 20 September 2015 - 11:35 AM
#138
Posted 20 September 2015 - 11:40 AM
Luck should never be a major factor in these challenges. That they are means PGI intentionally intentionally intended for the majority to not succeed regardless of skill.
What? Getting stingy with the rewards now?

#139
Posted 20 September 2015 - 12:11 PM
Edited by Absurdia, 20 September 2015 - 12:12 PM.
#140
Posted 20 September 2015 - 12:25 PM
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