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Battle For Tharkad, Event Details!


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#481 MovinTarget

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Posted 28 November 2017 - 04:04 PM

View PostZangief79, on 28 November 2017 - 03:23 PM, said:

And look more into teamwork, because that can be another advantage in faction play.


Teamwork and communication are OP. After spending time as a merc, the one constant on both sides is pug teams typically get crushed by premades...

Unless PGI wants to force us all to solo drop FP and then apply some sort of ELO/MM we will never get conclusive proof the the offensive clan meta trumps the durable/quirked IS meta or vice versa.

#482 Apollo777

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Posted 28 November 2017 - 05:03 PM

Thx Matt.Posted Image

#483 Stridercal

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Posted 28 November 2017 - 05:26 PM

View PostMatt Newman, on 28 November 2017 - 12:44 PM, said:

Additional prizes are up there for the taking now folks and everything should redeem correctly.
If anyone has any remaining issues please let Customer Support know and we will do our best to make it right!
Again I apologize for the way this played out and in future events, we will be able to avoid these pitfalls.


What are these 'additional prizes' you mention?

#484 Monolith53

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Posted 28 November 2017 - 06:07 PM

I am surprised at the number of Lessons Learned that Matt is taking away from this event. I am glad that he is learning, but very disappointed that it is at the expense of the player base.

I think most Steiner Loyalists would agree that this was a major hit to Moral. I know that you can't make everyone happy, but you also can't expect good decisions with Bad Information. And this Event defiantly had Bad Information in Spades.

It seems like most of the events are being made up on the fly, implemented with little or no notice and have not been Tested at all. I mean play testing must be happening at PGI (I could be wrong) so why aren't the Event Setups being Tested?

Learn through Testing not in Production. Make too many more f-ups like this and players will stop buying DLC and just stop playing.

May be another lesson or Two there.

#485 MovinTarget

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Posted 28 November 2017 - 06:08 PM

View PostStridercal, on 28 November 2017 - 05:26 PM, said:


What are these 'additional prizes' you mention?


If you look at the "previous events" section in-game, I think you'll see there are additional rewards to claim...

#486 Tier5 Kerensky

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Posted 28 November 2017 - 06:19 PM

I think he ment the victory or defeat rewards.

https://mwomercs.com/events/43


I got some unneeded cbills and Steiner LRM Atlas for my main account as well as Night Gyr and more useful cbills for my second account. Plus it was nice to play.

#487 Khalcruth

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Posted 28 November 2017 - 07:31 PM

I will not redeem that "reward". I have principles, and I cannot be bought off.

#488 Commander A9

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Posted 28 November 2017 - 08:30 PM

The $4,000,000 C-Bills have to be reprogrammed manually, according to Matt Newman last I read.

Otherwise, it's about original intention and correcting a programming error.

Can't spin it any other way fellas.

Edited by Commander A9, 28 November 2017 - 08:32 PM.


#489 MovinTarget

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Posted 28 November 2017 - 08:59 PM

View PostCommander A9, on 28 November 2017 - 08:30 PM, said:

Can't spin it any other way fellas.


I feel a disturbance in the force, like a thousand angry spheroids screaming "Challenge Accepted!!!!"

#490 MischiefSC

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Posted 28 November 2017 - 09:11 PM

View PostMatt Newman, on 28 November 2017 - 10:06 AM, said:

Luthien Faction Battle played out as it was designed (however poorly) and the end result will not be altered
Lesson learned I attempted to make it impossible to have a tie.
By attempting to make it impossible for it to tie I set the Win threshold to 0.
By setting it to Zero the code interpreted it as "set to Default Values".
The event played out but not as it was designed so it has been corrected after the fact.

Here are all the Faction Play events we have had since the events system was added in the game and the results of each event.

Posted Image

Interesting side note.The reason people were unable to claim the victory prize is I didn't create a defeat prize.
Yet another lesson learned.

I just wanted to point out that I am making changes to these events and trying to right by you guys.

Some positives from this event as I see it:
  • Mechs were not behind the victory conditions.
  • Time investment was challenging but very achievable.
  • Ended event during peak hours on Sunday.
  • 250 min match score did get more people in the Invasion Que except those that wanted to try and get 250 in scouting (you know who you are.)
Listen, I am as frustrated as you guys but I'm going to get up and dust myself off and make the best events I can with what I have. We will have a bunch of really cool events coming in December and armed with the knowledge of what happened with these 2 events I am more confident than ever.


Finally, you can count on one thing if something is ****** up I will own up to it and tell you the truth of what and why.

I'll look into the progress of the rewards.
Matt.


No matter what happens people will always be upset.

Really, really appreciate your attitude though. This was the right way to deal with it.

#491 Manxfire

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Posted 28 November 2017 - 10:08 PM

Forgive if this has been raised before.

With Multiple planets up for grabs in this event, and the clans taking the Capital world in the final battle. What happened to all those other planets in this event, surely if IS dominated for 4 days, most of those minor worlds would be back in the IS. Would it not help to ease tensions showing the IS steam-roller vs the clan last day strategic strike in the results?

#492 arcana75

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Posted 28 November 2017 - 10:46 PM

Don't quite understand what's happening with the Conflict Rewards. It says 4 things now:

IS Victory Condition: 12/12 150MS games - 4m cbills.
IS Defeat Condition: 12/12 150MS games - 1m cbills.
Clan Victory Condition: 12/12 150MS games - 4m cbills.
Clan Defeat Condition: 12/12 150MS games - 1m cbills.

I did 12/12 for both IS and Clan on the same account. So I clicked REDEEM, and got 4+4m cbills. It wasn't a printing error cuz my cbills did go up 8m.

Huh? Both IS and Clan achieved Victory conditions? I thought Matt said Clans won. Shouldn't it be 4+1m cbills?

#493 McGoat

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Posted 29 November 2017 - 08:00 AM

Any update on event stats?

#494 JonDoeIowa

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Posted 29 November 2017 - 08:02 AM

Two problems I will give the event.

The time frame put it over Thanksgiving weekend in the US, I had very little time to get into the game. Minimum time for planet fights like this should be 7 days.

Second of course you addressed was tie seems a rather weak result.

#495 McGoat

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Posted 29 November 2017 - 08:07 AM

View PostJondoeiowa, on 29 November 2017 - 08:02 AM, said:

Second of course you addressed was tie seems a rather weak result.


Just stop with the tug of war - base it off percentages.... Side with the higher win rate wins the system.
Going with the 7 day suggestion Jon gave - keep the event to 7 planets.. Each day each side has a chance to win a planet by... Winning more! *Gasp* Since you can't win 3.5 planets there is no chance for a tie. Once the 4th planet is won (if it's not the last planet and both sides have managed to go 3-3) have a sub event triggered so that remaining planets offer a high cbill value for ammo expenditure, transpo, etc (inject some immersion into it).

(edit - off topic)
Also, can we get a war horn for the winning side - an audio clip with boosted spoken word of Russ saying "Cheapskates".
That'd rock to have go off for a kill...

Edited by McGoat, 29 November 2017 - 08:29 AM.


#496 D V Devnull

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Posted 29 November 2017 - 09:52 AM

Well, lost some time I needed for responding rapidly yesterday, and I'm only catching up with this now... Due to the amount below, I'm also skipping emotes, which is a rarity for me.



View Postnaterist, on 28 November 2017 - 01:04 PM, said:

my 2 cents though, hide the prizes behind a wall. you gotta be in a group to be eligible for your score to go into getting prizes. then spam the event screen with links too the different houses teamspeaks. force those fools to join a group, or not play fw, becqause these solos come in every event and have a pretty rough time because they think soloing fw is a good idea. thats how i started fw, and its freakin brutal, like, demoralizing and makes you leave brutal. p[lus, what would constitute "proper behavior" in fw would be joining a group and going for the win as a group, so that kind of thing can be rewarded, encouraged, and made easier to do with these events.
what the rewards are dont matter as much, as at this point, everyones got the stuff they want unless its still preordered, but giving solo players and pugs that kick in the rear to join a group if their going to do fw is a thing to think about. helps them have a good time, and helps the fw side grow, instead of leaving countless pugs with bad memories of the mode.

Have you forgotten that everyone's set up in a group, just by the Match Setup Systems? It sounds to me like you don't make use of the Pre-Match Chat enough. In order to make the situation welcoming for Solo players, you have to start there in making things inviting. Further, you have to make use of the In-Game VoIP during matches, and you can further see below why this is needed.

As noted, and worse, due to MWO's lack of In-Game VoIP when between matches, there becomes an extra requirement to load another program on the computer. Many people are rather naturally (and well justified too, thanks to all those 'Black Hat' Hackers and their damned ransomware) suspicious of anything extra like that going on. Trying to force it down their throats is a literal impossibility, as many will actively reject and raise hell over this. TeamSpeak might be a reputable program, but its' attempts to shove updates down people's throats simply don't go over well. The constant harassment by the "Update Now" dialogue will cause people new to the program to Uninstall instead, as they don't want to be constantly harassed. The same issues can be chocked up to other things like Discord/Ventrilo/etc., and the Web Interface for Discord is junk (sadly enough) that causes people to reject picking up the local client program.

To deck this all off, you sound to me, naterist, like you think you have some kind of deity-given right to tell people how to use their time, and you simply do not. Many people come home tired and worn out from their job(s), or come home from school with so much homework that they end up with their time wasted out from under them. They don't have the time to dedicate to being in a group for an extended period, barely having the time to get into maybe one or two drops before they have to stop for dinner/sleep. Not everyone feels physical (and/or even mental) recovery from MWO, so they have a limited pool of energy and/or resources that they can put into it before they have to put it back down.

So, to attempt to put everything behind such a high access wall is worse than criminal, and will actively drive people away from CW/FW/FP without any regard to what you intended. PGI might be able to get away with making ONE Challenge require Pre-Building your Group. But, anything beyond that will result in an uproar from the rather large segment of the player base that I'm speaking of.

Further, you have to keep in mind that while some people may understand English, they can't speak it at all, which causes them to not use (or install) their microphones. There are even some that flatly can't understand English, and have disabled their In-Game VoIP, as well as actively refused to use any other forms of voice chat. Language is a deadly barrier, and only rarely can be overcome, due to still existing lack of perfect translation in this world. Those "Universal Translators" from Star Trek just don't exist yet.

Long and short, have consideration for more than just yourself and those like you, and find a way to make that "Signaling Wheel" work as well, along with the In-Client, Non-Voice Chat Features. The rest of MWO's Community will thank you for working with them and their setups, which include those who are physically deaf (I've had the odd luck of running into at least two of these type of people.), and those who have disabled their In-Game VoIP because their minds can't handle the extra tasking of listening for voice alerts directly from other players. Neither of those groups of people can ever find extra clients with voice capabilities of any kind of use to them.

~Mr. D. V. "Your way is not the only way. Learn this, and you'll function better with others." Devnull




(p.s.: I've already had to learn this myself. Many more will have to.)

#497 Maple Nachiman

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Posted 29 November 2017 - 10:46 AM

To Matt, I think it's awesome you guys have been doing these little events frequently...it gives us a reason to play...ie something to play for.

Has PGI thought about using this same system to do some daily merc contracts or daily loyalist goals or something. If people have a reason to log in every day...IE daily quests...than maybe people will play more, buy more, etc.
These daily contracts could reward faction points, mechs, c-bills, salvage, etc.

For planet battle there should never be a tie. Whether the planet gets wrecked or not, if its defended...its defended.

Also, I don't think match score is the best metric to use. As Matt mentioned, some of us are capable of earning 250+ in scouting mode *wink* *wink*...also, I think a few players found the 250 match score difficult in invasion because of the mech death penalty.

If you're on the losing team and all 4 of ur mechs die...you need to do something like 1700 damage and 4 kills to get 250 match score (rough estimate math). Although I don't have a problem doing this...in most losing drops I was the only person on my team to earn 250+ match score...I'm sure some of the lower/mid tier players found this disheartening...especially going up against large pre-made groups.

Also some people figured out that not dying meant they could easily get their 250+...even on the losing side. So then they just bring a ER laser vomit, sit outside the gate, wrack up a small amount of damage (like 500) then let time expire without dying...ZZZZZzzzZZZZZzzzzZZZ...whats the point?

I think the best bet is to reform the mech death penalty against match score in invasion mode. The time invested versus match score should be much higher than quick play...currently it seems like twice as long for the same amount.

#498 MovinTarget

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Posted 29 November 2017 - 11:19 AM

Why not have different challenges and a player can only "sign up" for one/some of them?

Example:

Joe Tater is a new(ish) player. He could choose to do the "easy" challenge that does not require as much time/ offer as big a reward.


Charlie Comp-player has the time and leet skilz to handle anything PGI throws at him. He takes the "hard" challenge.

Terry Tryhard has been around for a while, he thinks he could do better than the "easy" challenge but isn't positive he's got the time/skillz for the "hard" so he takes the one in the middle.

This way, everyone is responsible for their own decisions (terrible, I know!)

Perhaps have a one-reevaluation during the challenges ("Easy" was too easy, so upgrade to Medium/Surprise family emergency, switch to "Easy" from hard so you get something)

Edited by MovinTarget, 29 November 2017 - 11:41 AM.


#499 MovinTarget

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Posted 29 November 2017 - 02:48 PM

New idea: Make it almost like a Token collect system where during the event (and for a while after) time-sensitive tokens earned during the event can be spent on specific rewards. There is no limit to the tokens that can be earned but there will be some swag that can only be acquired by those that have acquired a notable # of tokens so that they are the "leet" rewards... but there will be something for everyone.

#500 GamerPro4000

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Posted 29 November 2017 - 03:00 PM

View PostMatt Newman, on 28 November 2017 - 10:06 AM, said:

[*]250 min match score did get more people in the Invasion Que except those that wanted to try and get 250 in scouting (you know who you are.)


I am one of those guilty of achieving this by scouting, but I want Matt to know the reason why I did it and it's not because it was hard, but its more fun for me.
1) weight class is more fair and manageable.(No assults vs a light. Skills of the pilots are counted more here)
2) the chances of success against a 4 man pre made is way higher then a 12 man.(less chance of getting steam rolled)
3)the battle mode is more fair. (Both sides can choose to play defensively or offensively in engaging the enemy at all times)
4) last but most important. the game play Dynamics are very different. 98% of scout matches will be a close and personal brawl which is very refreshing considering from my experience 85% of invasion and 95% of quick play is the meta poke, hide, and alpha game and kills the brawler experience.

Matt is not wrong for promoting invasion since it does need more players, but I hope he knows the pros of scouting mode when he is promoting only invasion.

Edited by GamerPro4000, 29 November 2017 - 03:36 PM.






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