Kills For Bills! Qp And Fp Events!
#121
Posted 14 November 2017 - 01:31 PM
1D20H30M
???
IT IS EXTENDED or WHAT?
???
#123
Posted 14 November 2017 - 01:39 PM
Can't say I really noticed too much bad behaviour, but being in the bottom tier, it's probably hard to tell as teamwork is not noticeable at the best of times.
Edited by SuperMCDad, 14 November 2017 - 01:40 PM.
#124
Posted 14 November 2017 - 04:47 PM
As for me, it took from the start of the Event, going all the way through to the end of today after the Patch, but I've finally got the Event completed for myself. I'm actually very glad to have been provided this extra chance to be able to finish, and I'm rather sure quite a number of other people are going to be ecstatic as well. Unlike these people who are stuck in "whine mode", however, I was still trying to work to the benefit of any team that I was with, which probably (and unfortunately) caused me to take longer. 10 Million (C-Bills) and 1000 (MC) pocketed, and I'm a happy camper, what with having had to kill some Phoenix Hawks that looked about the same color as the one in the Event Logo.
Anywho, it's time I get my 'Mental Objectivity Hat' on again, and update my Event Review Rating. Why? Re-scaling the Average number of Solo Kills needed per day (down from 5 to about 3, average per day) is a rather good consideration on PGI's part. Further, this potentially decreases the overall stress on MWO's Community, allowing for the seed of Teamplay to have a chance to take hold once again, even amongst the frenzy of people still trying to complete the Event Objectives. Also, while not perfect, it did decrease the "Pressure Cooker" effect which shouldn't have been there in the first place. Plus, the MatchMaker has been responding better since the patch, not letting queue times get too high. I've even noticed an uptick in people finally being willing to work with each other. Let's see... I think we're looking at an Event Review Rating of...
7.9/10
...to mark this one with, and I'm rating this optimistically. That's a darned good recovery, albeit that it accounts for the burnout that has been felt by a portion of MWO's Community, myself included. It actually leaves me kind of wonderous about Future Events, which I'll be looking forward to.
Pardon me at this point, as I've still got Active Premium Time ticking away in the background. I've gotta go make some use of it, and not let it just die away. I would probably take a complete rest right now, if it weren't for that.
~Mr. D. V. "Ohhh, the insomnia and simultaneous sleepiness that I'm feeling right now..." Devnull
#125
Posted 14 November 2017 - 06:22 PM
#126
Posted 14 November 2017 - 07:41 PM
Debated on waking up early this morning to finish out my other 4 Solo kills in FP. Unfortunately, my pillow and quilt wouldn't let me out!
Procrastination pays off I guess?
o7
#127
Posted 14 November 2017 - 08:49 PM
D V Devnull, on 13 November 2017 - 02:07 PM, said:
~Mr. D. V. "Does NOT like being slaughtered when only getting this little for their troubles..." Devnull
Well you got your wish. I expected this event to end when the patch landed and we'd have a Thanatos-related Event, or an Event around the Loyalty mechs, but alas, not yet I guess.
#128
Posted 15 November 2017 - 12:13 AM
Mistriever, on 14 November 2017 - 06:22 PM, said:
Not difficult, but still promotes bad player behavior.
It should be Assist, Lance in formation, protected light/medium. This is better for the game.
#129
Posted 15 November 2017 - 02:56 AM
Dequator Wolf, on 15 November 2017 - 12:13 AM, said:
Not difficult, but still promotes bad player behavior.
It should be Assist, Lance in formation, protected light/medium. This is better for the game.
No offence, It promotes shooting side torsos and dealing damage, nothing more. If you cannot do it - it's your own problem. Just GIT GUT.
Edited by GweNTLeR, 15 November 2017 - 02:57 AM.
#130
Posted 15 November 2017 - 03:39 AM
Dequator Wolf, on 15 November 2017 - 12:13 AM, said:
Not difficult, but still promotes bad player behavior.
It should be Assist, Lance in formation, protected light/medium. This is better for the game.
Well you didnt understand it, i dont have a problem with it.
The problem is with this kill/solo kill that it makes many players go rambo and charge in all guns blazing in a hope of a kill.
I would mention the light chaseing, but it happens all the time.
#131
Posted 15 November 2017 - 03:47 AM
Dequator Wolf, on 15 November 2017 - 12:13 AM, said:
Mistriever, on 14 November 2017 - 06:22 PM, said:
Not difficult, but still promotes bad player behavior.
It should be Assist, Lance in formation, protected light/medium. This is better for the game.
Mistriever & Dequator Wolf, you might not think it difficult... But, when someone is laying down enough damage to get the KMDD, plus others are then jumping in the way and KillStealing, it runs the difficulty of actually getting the Solo Kill into the roof. Nobody with a sane mind wants to do Team Damage just to get that Solo Kill, because they could then get reported & banned, causing them to NEVER get to enjoy their winnings.
Like Dequator Wolf made mention of, and as others have noted, Event Rewards linked to the Solo Kill cause Anti-Teamplay issues that should not be encouraged in any way. Solo Kill should NEVER be used in the future for a challenge. Sure, have meters for both "Kills" and/or "KMDD", but NEVER for doing both on the same target. That just gets royally toxic.
On the other hand, things like Savior Kill would be a better option. I personally find I can't get them very often because it's hard to get to Teammates in time to Save them, but that would seriously promote Teamplay as it requires helping another player to stay alive on the battlefield. Add to that things like "Lance in Formation"/"Spotting Assist"/"Protected Light/Medium"/"TAG Damage"/"TAG Kill"/"NARC Kill", and find people far more willing to work with each other.
If anyone is designing their builds for selfish "Quick Kill and don't worry about the consequences" operation, then they're working against the Team. Someone said "There is NO 'I' in TEAM", and they happened to be very much right. MWO is NOT "Call Of Duty"/"Counter-Strike" or any other 'One Man Army'-type game, and people need to be informed and rewarded for helping each other.
Now, with all of this said, and because this whole post is worth another's notice, I've one other person to respond to...
Matt Newman, on 10 November 2017 - 01:28 PM, said:
Hi again, Matt, as I've had to take a little while to think back properly. If I remember correctly, it was actually the Kills that were bugged on the Weekend Warrior Challenges. Kills didn't want to read into the same meter as KMDD, but the KMDD was detecting properly. My semi-educated guess would be currently that the system still isn't able to handle multiple criteria qualifying to a single Challenge meter, albeit that it can handle several separate meters all at the same time being required to complete one Challenge. Hopefully, whoever is handling the coding for that can eventually fix it.
As for me, everyone, I'm headed for the battlefields. I lost the ability to stay awake before I could launch another match earlier, so I've got lost time to make up for. See you out there.
Oh, and there's this guy...
arcana75, on 14 November 2017 - 08:49 PM, said:
Just look forward to 4 PM UTC Thursday. This Event will end then, and they could easily start their Next Event, if they don't choose to wait about 12 to 18 hours to allow the player base to cooldown from this one.
~Mr. D. V. "So much to cover, so little time... Now where was I? Right... Launch Time!" Devnull
#132
Posted 15 November 2017 - 04:23 AM
Mistriever, on 14 November 2017 - 06:22 PM, said:
I mean, even LRM boats can do it.
#133
Posted 15 November 2017 - 05:25 AM
As a result people are going out of their way to secure those kills and are making life difficult for those that need/want the solo kills. This conflict is in my opinion causing the negative responses and apparent issues with securing those solo kills.
I am done with the challenge already, but I also have to confess that it was sometimes frustrating having those kills stolen from me. PGI, please consider such conflict of interest when preparing future events.
#134
Posted 15 November 2017 - 06:23 AM
MrKvola, on 15 November 2017 - 05:25 AM, said:
As a result people are going out of their way to secure those kills and are making life difficult for those that need/want the solo kills. This conflict is in my opinion causing the negative responses and apparent issues with securing those solo kills.
I am done with the challenge already, but I also have to confess that it was sometimes frustrating having those kills stolen from me. PGI, please consider such conflict of interest when preparing future events.
That's odd. Solo Kills did add to the Kills for me.
#135
Posted 15 November 2017 - 06:25 AM
#136
Posted 15 November 2017 - 07:04 AM
At first I was really put off by the solo kill thing, but about half way through, I realized that it wasn't going too bad. Sure I had craptastic matches with no kills and miserable damage, but in a good match I was usually able to squeak out a solo kill or at least a couple regular kills.
If the FP queues moved quicker, I would have considered doing that portion, but as a solo drop I felt my time was better spent elsewhere.
Still, that little bit of extra time made the event for me. Good stuff!
#137
Posted 15 November 2017 - 07:24 AM
the other thing is, despite what the git gud loudmouths with pay2win mechs in brawl approach try to establish, it is not realistic to go after 12 solokills each round, nor is it easy to go after a solokill without borderline suicide.
you are limited by heat, ammo, range, speed, mech+build viability and pilot skill. So you find your personal primetarget and fight it... coz 1 solokill is realistic. but however you do that, be it the "go in suicide" or the waiting game, you mostly ignore the rest of the enemy team, coz solo kill!
for some that is a big change in playstyle and a dealbreaker, for some not, apparently.
so for everyone who came here just to say that this was a nice and easy event, you are welcome to post your easy way of dealing solokills without undermining team efforts.
#138
Posted 15 November 2017 - 10:07 AM
Once again, my doubt is justified. Also still no shortage of "git gud" morons out there who probably aren't actually very good in the first place, they just adjust their playstyle to conform to the toxic nature established by solo-kill criteria. Which is easy to do if you don't give a **** about playing well.
#139
Posted 15 November 2017 - 10:23 AM
How is getting solo kills not good for the team?
One guy focused another guy down - and is still alive to fight with the rest of the team.
It now is a 12v11 and he thus helped his team.
He didn't switch target so his prior primary target can cool down and deal some more damage.
Of course I don't count chasing the squirrel or ramboing into the enemy team (even though that could be used as a push initiator) cuz that's plain trolling if ya wanna win.
Besides that - 1 solokill isn't realistic, it's the output one should have. If every one has 1 solokill the game is won - everyone put in equal effort and got equal payment out of it.
That's how it should go, not what one should be happy to get.
#140
Posted 15 November 2017 - 11:04 AM
IF you mange to solo an enemy and did not lose armor yourself big time, its more of an insta-gib situation. You care to elaborate how-to ?
in my normal games when every enemy goes down, my kills+assists usually add up to a two-digit. means i spread my damage across almost the entire enemy team, and its the same light or assault. dont know what suicidal folks are out there, but the enemys i open up dont really care to stay and serve as solo kill, they tend to run and never face me again this round. someone else makes the killshot and i open up the next can.
Fun fact: when u open up and slightly damage the center torso with good aim, it hardly nets a kkmd, maybe 1 out of 4 times.
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