Initial Review, 2016 August "Weight Of The World Event" ---
PGI, I've already had a good read, and thrown Likes on many of the above posts. I'm afraid you've blown it this time, on multiple points. I was at first filled with hope that I would give you another perfect review rating, but I simply can NOT do that this time without my conscience bothering me, and directly due to your mistakes. Let's just get right down to it...
- Time versus Rewards
While the sizes of the rewards are actually good, you have provided far less than the minimum sufficient time for most of everyone to be able to have a reasonable chance at completing enough of their matching Personal Challenges. Not everyone can complete everything in one sitting, and many Casual-class players unfortunately have run into major problems for this weekend. Real Life has decided to horribly choke their available time, and that's going to already cause problems with Active Player Retention. However, you've effectively done worse and created another "Pressure Cooker"-type situation here, trying to forcibly compress another event into such a short time frame as well. This is going to drive players away, instead of keeping them active as I would have thought you wished to do. If you wish to fix this and undo the mistake here, then double your current time limit from 4 days to 8 days, at the minimum. If you wish to show good faith toward your player base however, then please make it 12 days long in total.
- Timing before Game Update
It's always a bad idea to place an event just before a Game Update, especially both an Event and Patch of these sizes. Unless you have silently planned to keep the event running on the other side of the Patch Period, this event is already doomed to several types of failures. Events of this kind should always be kept on hold until mid-way between Patch Releases, as to allow proper Timing and Time Provisioning. That, or delay the next Patch until after the Event has run a proper course of time.
- Running at the same time as needing PTS testing done
Again, another thing that should NEVER be done. Launching a PTS session at the same time as an Event is an absolute error. Doing one or the other is fine at a time, but launching both at the same time is an utter mistake, as that will cause conflict in Player Participation Levels for both, and therefore a loss in Active Player Retention for both. You don't have robots for a Player Base, and there is a limit on how fast we can realistically move and play through these things. It even comes in many forms and names, including Reality, Physics, & Real Life, and the list just goes on from there. If you wish to fix this, only launch one or the other at a time, leave proper spacing between launches, make sure Time Limits are actually reasonable and long enough, and NEVER make your Player Base feel like they're "Under The Gun" in a "Pressure Cooker"-type situation to get things done.
- "BloodThirsty LeaderBoard Insanity"
Yes, I'm going to call you out on this one for this time around, albeit that I'm going to consider this one of your lesser errors. Why? Unlike before, where it was everyone for just one Weight Class, it is now everyone for every Weight Class in a clashing collision. This creates an unnecessary ultimate bloodthirsty chaos which totally works against what is supposed to be a game that involves usage of TeamWork. But worse, you're only rewarding the top 75 players in the entire game on each Weight Class, in a situation that should reward up to the top 150 to 200 players in each Weight Class. The fix here? Extend the LeaderBoard Listings to about 200 to 300 players, and number of people that can be rewarded in each Weight Class to 150 to 200. I'm sure a meager "200,000
" consolation reward would be properly suitable at that low a position on the LeaderBoard.
...and that pretty much sums up the situation. You've once again messed up, and have things to fix, PGI. I thought you liked happy players and perfect ratings, but it appears that you have gone back into error, and missed the lesson from my previous perfect ratings. (
Hell, I'm starting to wonder about things in your corporate infrastructure that shouldn't cross my mind.) Your current rating for this event is only a mere '6 out of 20 points possible', and it would be worse if the Personal Challenge rewards were anything less. I'm showing actual rating numbers here, PGI, directly because this is the worst rating that I have ever had to give to you. The summary of causes of your severe loss of rating are again "Multiple Time-Related Failures" and "Collision Against Another Important Issue", with lesser effect from "Anti-TeamWork, BloodThirst-Causing LeaderBoards", the combination of which have utterly stripped most of the rating you could have earned. Please learn from these errors, PGI, and do better again so that I can give you better ratings. I do NOT like having to give less than a perfect review rating, but I wouldn't be doing my proper task as a good player (
which includes looking at things from both sides of the fence) if I didn't remain critical with my reviews.
With that review done, I now look at my own situation. I've unfortunately got a worse run of things than the average player this weekend, as Real Life has decided to ensure that I've got more family home than usual. I'll be surprised if I even get to complete one mere whole set of Personal Challenges this time around, let alone trying to complete a sufficient amount of all of them. I'll be even more surprised if I can get much from this event at all, what with my time being limited to extremely less than my usual, already-chaotic online time limits. Heck, as it stands right now, I don't even know if I'm going to have a chance to get onto the battlefield during this event. So if you see me out there, I'm already in severe need of any help you can provide during those meager few match rounds that I'll happen to have any chance of being in. I just hope I don't go insane from a mix of severe stress and lack of mech piloting this weekend.
~Mr. D. V. "
In need of time that just isn't there, caused by too many issues at once..." Devnull