Necessary Roughness Event
#621
Posted 25 April 2017 - 05:07 PM
#622
Posted 25 April 2017 - 05:09 PM
Here's my best suggestion for all future events: Never leave an event on autopilot over the weekend. Someone with the authority to make changes resulting from overwhelming player feedback needs to be on hand at all times. This person (or team) will have to read the announcement thread to collect the feedback. And they will need to respond to the feedback in the announcement thread so that details can be hashed out, such as the suggestions about KMDDs on the power carrier...should the KMDD have counted if they weren't carrying the power cell when the KMDD damage was done? If so, why? They weren't responding to the mech carrying the power. The lack of response to player feedback was almost as maddening as playing for days trying to chase just one event task.
This event was someone's creation...they should be proud enough of it to stick around to ensure it succeeds.
#623
Posted 25 April 2017 - 05:16 PM
#624
Posted 25 April 2017 - 05:23 PM
Thank you for the event.
I really do not understand people that are be annoyed by not completing one event... This is an EVENT, so, you can complete or not! Even if you have or not chance, if you are good or bad player, this is ONLY ONE EVENT!!! A BONUS!
I agree with players that open tickets about in game lagging/spikes, low FPS, texture quality, problems with bugs, game speed, exploitations that are vunerable because of the patch and etc , but, make reclamations because of people that can not complete the event or do not have the capacity to complete it?! OMG! MECHWarrior Players, grow up!
Completing, I salute the PGI because of the proactivity that they are having with ALL players openning the public tests for EVERYTHING, doing us voice in the objective of helping the game being better.
But really, you, that made a post for PGI reclaming about the event? Oh my god, in my you are a "Pela Saco"!
PS.: If you do not know what is a "Pela Saco", Google it!
PS2: I hope that I can face some of this "Pela Saco" in the battlefield and do some headshots on them!
#625
Posted 25 April 2017 - 05:33 PM
#626
Posted 25 April 2017 - 05:43 PM
thanks PGI
#627
Posted 25 April 2017 - 06:28 PM
Matt Newman, on 25 April 2017 - 01:14 PM, said:
And once the issue became apparent I was unable to increase the Frequency of the mode.
I posted a possible solution here but only 3 likes... could it have worked?
Matt Newman, on 25 April 2017 - 01:14 PM, said:
These are the folks that may say "too EZ" or " I have a family! How can I complete this?" (I know I have a family too)
Amen
#628
Posted 25 April 2017 - 06:34 PM
#629
Posted 25 April 2017 - 07:22 PM
I spent hours trying to get the cell kill. I did volunteer two deaths for other team to get their cell kill but couldn't convince anyone in the next match to pay it forward. After that I would pick up a cell and go fight, without dropping off the cell. I did convince another light to meet me in a far off quadrant for 1v1 but my team went for the base kill
I do like the idea of cell carriers showing up on radar, as well as a suggestion I heard in game chat: cell carriers should be able to deal extra damage. I think the two ideas would work well together.
In frustration, I made mechs to kill carriers. LOLLRMRaven LRMCat 3SPL Locust PB... just not enough carriers.
Killing a cell carrier doesn't really coincide with incursion strategy. No great loss as cells regen.
While delivering cells most of the game gives good XP and C-Bills, it's horrible for your match score: no team play, little to no combat/kills.
#630
Posted 25 April 2017 - 07:27 PM
#631
Posted 25 April 2017 - 08:01 PM
PGI you impressed me, because you have taken some chances with that event and then, adjusted your things to make up for the lacking points right away.
GG, keep up with this trend.
Edited by Spectralfx, 25 April 2017 - 08:02 PM.
#632
Posted 25 April 2017 - 08:43 PM
I would have liked to have been able to enjoy extensions, but worked comes first. I missed mech bay by 1 battery delivered.
good to see you listened to us and added so consolation prizes.
#633
Posted 25 April 2017 - 09:01 PM
#634
Posted 25 April 2017 - 09:29 PM
#635
Posted 25 April 2017 - 09:49 PM
#636
Posted 25 April 2017 - 10:20 PM
Matt Newman, on 25 April 2017 - 12:15 PM, said:
Here are some additional Completion Stats
First Foray 86.3243%
I've Got The Power 28.1888%
Powered Up 26.2549%
Rock'em 67.9991%
Sock'em 60.2637 %
Delivery Failed 22.1744%
All Your Base 26.0837%
Raid Complete 55.9565 %
Necessary Roughness 57.6313%
All Done 25.3528% (before we changed the requirements)
How did 25% get the "All Done" , but only 22% get Delivery Failed? Didn't you originally need to complete them all to get "All done"?
#637
Posted 25 April 2017 - 10:33 PM
#638
Posted 25 April 2017 - 10:57 PM
#639
Posted 25 April 2017 - 11:01 PM
Jman5, on 25 April 2017 - 10:20 PM, said:
How did 25% get the "All Done" , but only 22% get Delivery Failed? Didn't you originally need to complete them all to get "All done"?
Now that is a bloody good question.
#640
Posted 25 April 2017 - 11:15 PM
Edited by Crazywolf77, 25 April 2017 - 11:16 PM.
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