Lucky Charms Phase 2 Faction Play And Mech Pack Sale
#41
Posted 23 March 2018 - 12:02 PM
Why do i have to jump ship to earn the faction rewards?!
Then you say 'well the penalty is gone for moving faction' then what's the point of being a loyalist at all then. But you still have to grind those 10 extra invasions for probation.
#42
Posted 23 March 2018 - 12:09 PM
James McCall, on 23 March 2018 - 01:53 AM, said:
Highlighted the only part I disagree with. What we have now is an event that rewards people for going full Leroy to get the score and die as soon as possible to get into the next match sooner. What I want is an event that evaluates a player's performance in a match in a comprehensive and cumulative way. I know it can be done because it has been done in leaderboard events like the Night Gyr launch event. Thus the players would be rewarded for playing every game as they normally do (or preferably playing better) without deteriorating the gameplay for each other. Better players will get rewards faster and LRM assault players will have more compelling reasons to get better. Anyone got a problem with that?
#43
Posted 23 March 2018 - 12:16 PM
#44
Posted 23 March 2018 - 12:35 PM
B0oN, on 23 March 2018 - 12:16 PM, said:
Before the end of Trial by Fire I had this silly idea of getting a camo for my loyalty Blackjack. I bought some more BJ's and started grinding. I did not get the camo, sadly, but I did get up to 3 (three) kills per match on an Inner Sphere mech with silly hitboxes and about 5 skill points per mech. But you know what, if someone feels that he needs more artificial help to be competitive in the field, be my guest. Years of unceasing "balancing" that culminated in SNS side torso hitboxes taught me how to deal with it anyway.
I appreciate the bait effort, just try to be more subtle next time.
#45
Posted 23 March 2018 - 12:50 PM
Sniper09121986, on 23 March 2018 - 12:09 PM, said:
Highlighted the only part I disagree with. What we have now is an event that rewards people for going full Leroy to get the score and die as soon as possible to get into the next match sooner. What I want is an event that evaluates a player's performance in a match in a comprehensive and cumulative way. I know it can be done because it has been done in leaderboard events like the Night Gyr launch event. Thus the players would be rewarded for playing every game as they normally do (or preferably playing better) without deteriorating the gameplay for each other. Better players will get rewards faster and LRM assault players will have more compelling reasons to get better. Anyone got a problem with that?
Actually, the FP side of this would do exactly that... Or at least better than the QP edition. 4 high-alpha Leroys in FP will get you, what, 800 damage if you are lucky? and then your MS will take a hit. And then your mechs are locks for another 20-30 min. B/C they don't insta queue FP even when the populate supports it for W/L calculations, you'd eventually end up staring at the "Searching" screen for 1/2 an hour wondering if you did enough in your prior yolos to crack 100MS...
#46
Posted 23 March 2018 - 12:54 PM
Sniper09121986, on 23 March 2018 - 12:35 PM, said:
Before the end of Trial by Fire I had this silly idea of getting a camo for my loyalty Blackjack. I bought some more BJ's and started grinding. I did not get the camo, sadly, but I did get up to 3 (three) kills per match on an Inner Sphere mech with silly hitboxes and about 5 skill points per mech. But you know what, if someone feels that he needs more artificial help to be competitive in the field, be my guest. Years of unceasing "balancing" that culminated in SNS side torso hitboxes taught me how to deal with it anyway.
I appreciate the bait effort, just try to be more subtle next time.
Both sides have good stuff, both sides have crap. Just remember the first 2 1/2 years the clans were in this game and they were exactly what the BT material wanted them to be: OPAF.
#47
Posted 23 March 2018 - 01:35 PM
James Argent, on 22 March 2018 - 12:24 PM, said:
The only comment I have is that you set it up so that there is no real point to having a 50 match score threshold...the event still requires people to achieve 100 match score loot bags the exact same number of times as they achieve 50 match score loot bags to finish the event. You may as well have just kept it simpler with 'two loot bags for every 100 match score achieved.' Nobody's going to attempt to get less than 100 match score, and nobody's going to hit their 50 loot bags for 50 match score and call it quits if they had a few bad matches where they didn't hit 100 match score.
You may not want to have one loot bag for EVERY 50 match score achieved per match, (I can tell that request will be in here somewhere) but...c'mon, what's the point of giving people half of the reward for a match when they're still going to have to add another entire match to get the 100 score? If you want the 50s to count for something, make the overall requirement a flat 100 loot bags required from either the first 50 or the second 50, not fifty bags from each category...so if someone scores a 98 and a 95, they don't have to do two more matches, just potentially one.
the 50 match score is a good consolation prize if you have the misfortune of getting roflstomped and you only get off one or two shots before being killed, for all 4 mechs. Especially when enemy mechs reach the spawn points and you die before clearing the dropzone. I've had to go against comp teams and end up with a match score under 50. I don't know how match score is done but I've had kill assists and 300 damage but don't get 100 match score.
#48
Posted 23 March 2018 - 03:07 PM
MovinTarget, on 23 March 2018 - 12:50 PM, said:
Chound, on 23 March 2018 - 01:35 PM, said:
This is based on the assumption that someone will bother to play regular matches, but a much more exploitable way would be to load up on Streaks and go into scouting. Much shorter matches, still four targets to Leroy and actually a better chance to get away with it than in QP. Previous FP events had separate prize buckets for scouting and regular matches. Or I missed something and it really is for regulars only? In that case I might even care
#49
Posted 23 March 2018 - 03:36 PM
more faction events that overlap the test period of the sydney server - what?
it still looks like the sydney server test was designed to fail. pgi please prove me wrong
#50
Posted 23 March 2018 - 03:57 PM
#51
Posted 23 March 2018 - 04:05 PM
Really wanted to give those Thanatos rotting in my backyard that camo and maybe try other builds for them, but not when the first part ends like this. Might've helped if the bonus loot bags weren't so ... unevenly? ... distributed, 2x uninteresting mechs for QP part, 2x interesting mechs, 1 of those a mix of chassis for FP part.
Edited by Buenaventura, 23 March 2018 - 04:08 PM.
#52
Posted 23 March 2018 - 04:16 PM
Matt Newman, on 22 March 2018 - 11:41 AM, said:
I'm feeling like this event is at least a 9/10 on the D V Devnull Event Rating System.
Honestly?
0/10 Matt.
- Contract bonuses are broken since the patch for Mercenaries. They are all 0% no matter the population. Major Bug since the patch.
- The population % calculation is still broken. 2 years now - Happy to explain how to fix it.
- Loyalists get totally shafted, yet again*
- Invasion matches are worth the same as scouting? It should be worth 3-4 lootbags due to time investment.
So I'm wrong on that one, just pointed out to me I'd read patch notes wrong. Apologies. Instead there is still the 10-match probation where things do not count.
Does it take 10 matches before the lootbags count? or
Do the count instantly and it is just the loyalty points that do not accure until 10 matches are done (the normal thing).
End of the day the way the Loyalist tree/option has been treated since Faction Play 3.0 was deployed has been extremely bad for the playerbase and a constant source of frustration that caused players to quit in droves. I don't get how this is not a priority to be fixed?
I am happy to explain further what PGI are constantly missing and need to do to resolve it.
Thanks.
Edited by justcallme A S H, 23 March 2018 - 05:01 PM.
#53
Posted 23 March 2018 - 04:29 PM
Scouting
80 match score - 1 bag
120 match score - 2 bags
Invasion
100 match score - 3 bags
150 match score - 4 bags
Otherwise all that you are doing is filling the Scouting Queue and the Invasion Queue gets much reduced efforts for the time invested. Again stuff that players have posted about constantly but keeps getting missed.
Edited by justcallme A S H, 23 March 2018 - 04:34 PM.
#54
Posted 23 March 2018 - 04:50 PM
#55
Posted 24 March 2018 - 03:31 AM
/sarcasm
#56
Posted 24 March 2018 - 03:33 AM
Nema Nabojiv, on 23 March 2018 - 04:50 PM, said:
Scouting is fun, but not for 50-100 matches,
and the bribe for getting stomped by premades is not enough.
#57
Posted 24 March 2018 - 05:20 AM
B0oN, on 23 March 2018 - 12:16 PM, said:
ITS not the mechs, its the players... my main account plays IS my alt plays clan... and so far with the alt, i'm experiencing nothing but losing invasion games and winning scouting games. Like all events, lots of players showing up new to FP just chasing loot bags, but barely able to get 50 match score let along 100. And the majority of the newbies want to experience respawns of drop decks... while the experienced ones go to scout matches. I like to mix it up but really i should stick to scouting.
Edited by Dee Eight, 24 March 2018 - 05:38 AM.
#58
Posted 24 March 2018 - 05:22 AM
#59
Posted 24 March 2018 - 05:27 AM
Edited by arcana75, 24 March 2018 - 05:27 AM.
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