Matt Newman, on 26 April 2017 - 08:20 AM, said:
Thanks Everyone for the great feedback!
Adding a few items to the lesson learned category.
- Post in the event threads if there is an issue. (even if I can't fix it until Monday).
- When making challenges try to remove the "Luck" Factor, or if I want to include a "luck" factor challenge, make them bonus prizes and not required for "completion"
- When changes happen Update the News post images with the Event adjustments so players are aware of the changes.
- Aussies have Friday on Thursday my Friday is their Saturday because reasons
- Flat Earth Society has members all around the Globe
- Climate change is real and we must work together to transition away from a Carbon Energy
-
Skill tree is on the PTS
Finally
- how is the all done challenge at 25% when the Failed Delivery is at 22%??? Scratching my head on that one. Will see if I can investigate further
Thanks for the transparency, that is such a welcome refreshment. I'd sent a small portion of this through another avenue, but I'll post it here to comply with your first bullet point.
Please try to avoid challenge goals that rely on the choices other players make, three examples that immediately come to mind:
First example - The Failed Delivery challenge. It limited accessibility to the goal by requiring that someone on the opposing team does something they may choose not to do, or may not be given the opportunity to do. If no player on the opposing team retrieves a fuel cell, then that match is completely eliminated from providing anyone on the team a chance for the goal. If players on your team have already collected the fuel cells then it removes them from the field for an extended period of time which for each passing moment gives players on both teams time to secure kills reducing the pool of available players to collect a fuel cell, and reducing the need to defend your own base.
Second example - The latest Lucky Charms event is another example of Game Mode limitations reducing the opportunities of players to get chances at the prizes. I don't particularly care about the Grand Prize for this event, but I would have liked the opportunity to have enough matches to at least attempt meet the goals to score a loot bag(regardless of the prize). Over the course of the 15days(360 Hours) I was only able to get into 11 Siege mode matches, and scored high enough in 9 of those to win a loot bag. I had unlocked all available loot bags in all other game modes with close to(if not more than) a week left during the event. For the remaining period of time during the event, I played almost exclusively Invasion matches to try to swing the pendulum to one end of the status bar or the other with hopes of getting into the last 16 invasion matches I'd need to unlock those loot bags.
Third example - Operation Frontline 2 from September. This was the Faction Play event that three separate sets of goals that were required to win the Grand Prize(available for both IS and Clan if you could get contracts on both sides during the event). During this event one of the required goals was to get 10 KMDD on mechs of each weight class. This is an example of being limited entirely by the choices other players make and not by available of game modes. In Faction Play at the time there was little to no reason or benefit to bringing any kind of light mech into either Scouting or Invasion modes. I obviously don't have the statistics on this, but among the people I was grouped with, meeting in lobbies, and coming up against in game, very few people had secured their 10 KMDDs on lights as the event was coming to a close. This resulted in an organic decision by most of the people in the Scouting queues to only scout in Light Mechs until the event ended.
Hopefully this isn't too much of a wall of text.
Thanks again for everything!