Edited by ShooteyMcShooterson, 26 March 2018 - 06:59 PM.
Faction Play Event Issues Work Around
#21
Posted 26 March 2018 - 06:52 PM
#22
Posted 26 March 2018 - 06:56 PM
#23
Posted 26 March 2018 - 07:09 PM
Penang
#24
Posted 26 March 2018 - 07:25 PM
ShadowKing, on 26 March 2018 - 05:54 PM, said:
10 scouting matches if you're "average" should do it (figuring 1 killing blow and 1 kmdd per match). I keep taking advantage of some davion flagged 4-man group from a unit called CWM... they've been good enough to lose both the scouting matches I've face them in so far, and good for 4 kills and 3 kmdd's. It took me exactly seven scouting matches to get the 20/20 goal for steiner rewardsl.
#25
Posted 26 March 2018 - 07:32 PM
#26
Posted 26 March 2018 - 07:52 PM
#27
Posted 26 March 2018 - 08:53 PM
Dee Eight, on 26 March 2018 - 07:25 PM, said:
This assumes the casual player has played enough to learn the game and is aware of the current trends, tech available and tactics employed. In which case, the casual player can on average be considered below average in skill.
As such, they are also more opt to buying what they want to use because they believe that is what will be fun or just like the design for 1 reason of another ( as in they know it from the books or another game, etc ) rather than what is considered optimal to get a perfect win.
Since they are casual, they are more than likely dropping solo in a match rather than as part of a unit or even a group ( discounting the LFG since that rates the same or worse than just dropping solo with randoms ) .
Even if during a game, they go about following along with the rest of the team as instructed, if the other team has the more optimized builds and/or tactics, more often than not, you are going to lose. And when the teams you are with ( in scouting specifically ) , can hardly manage even 1 kill total, nevermind a win, you are not going to build up the stats very fast. With the non-scouting, assuming they stayed with the group, are likely in the middle or back of the group and unable to get shots off to provide enough damage because everyone else in the team keeps walking in front of them whenever they find an open shot to due everyone holding to choke points.
At which point, they then only get shots because either a.) they wandered away from the team to prevent the blocking only to get picked off going solo or b.) because everyone else that was in front of them died leaving the entire other team now directly in front of them, which now being the only target, results in an almost immediate death.
And by way of time frame, the casual player is likely to only be able to play 2-3 matches in a hour as the first thing on logging in, they're likely to spend 10-15m just looking at their mechs to see what they have or changing things around if they feel (or need (as due to an event)) on doing something different. Then spend another 5-10 minutes after a match again re-arranging things again as depending on how the match went. Then there is the time required in finding a match and however long it takes to finish it.
Which then brings us to how much time a casual player is likely to have available to invest in actually playing during a single day, be it weekday or weekend.
Of course, this is all off topic now though.
My only point was in that, while I appreciate the events, sometimes the only things that get me to log in, there just needs more though on the requirements. Placing a high requirement total with a short expiration during a time frame when most people are occupied by other things (such as work or school), seems poor planning to me.
Edited by ShadowKing, 26 March 2018 - 08:54 PM.
#28
Posted 26 March 2018 - 09:08 PM
i could cite examples, but i do not really want to start a wall of text.
lets just say that it covers nearly everything that we have seen in the last couple of years, and i dont hold out much hope for solaris.
proof read. check your work. test everything before going to the live environment. dont abandon projects directly after implementation.
#29
Posted 26 March 2018 - 09:27 PM
My thoughts to remedy this situation: 1) Reopen Phase 2 Faction Play: Phase 1 to March 30th. Or 2) Give everyone who participated any unearned loot bags.
Thank you!
#30
Posted 26 March 2018 - 09:32 PM
#31
Posted 26 March 2018 - 09:48 PM
#32
Posted 26 March 2018 - 10:12 PM
Asym, on 26 March 2018 - 07:52 PM, said:
from the UI go to the in game events at the bottom and click on it, from there hit Davion vs Steiner lucky charms on the bottom right you will see "Go Now" click on that
now hit scout or fight now
#33
Posted 26 March 2018 - 10:24 PM
#34
Posted 26 March 2018 - 10:58 PM
#35
Posted 26 March 2018 - 11:19 PM
Davegt27, on 26 March 2018 - 10:12 PM, said:
now hit scout or fight now
You forgot to add that you need to be either Steiner or Davion in order to participate. Otherwise the Go Now button is not available.
#37
Posted 27 March 2018 - 12:08 AM
I cant want to, on 26 March 2018 - 09:08 PM, said:
i could cite examples, but i do not really want to start a wall of text.
lets just say that it covers nearly everything that we have seen in the last couple of years, and i dont hold out much hope for solaris.
proof read. check your work. test everything before going to the live environment. dont abandon projects directly after implementation.
I see it as a fitting farewell to the history of this game mode. It should never have been "faction" play, (Yes, I know I just made the loreheads have a stroke). it should simply have been a battle for the inner sphere, Clan vs IS, with mechs unlocked and usable on either side and every quickplay match adding to the taking and losing of planets. Everyone a merc, which is where we ended up anyway.... MWO never had the size of community to support anything else.
#38
Posted 27 March 2018 - 12:42 AM
#39
Posted 27 March 2018 - 12:54 AM
GaelicWolf, on 26 March 2018 - 06:23 PM, said:
PGI,
I don't want to break loyalty
Why do Loyalists continually get the shaft?
And guess what, we still need 10 matches to qualify as a loyalist while mercs can two-face all day everyday.
justcallme A S H, on 26 March 2018 - 06:33 PM, said:
Has been the case since ever. Remember the Rasalhague Galactic Empire in FP 2.0, I guess? Or the Smoke Jaguar and Jade Falcon Galactic Empires that followed? "We go to FP to get good matches in strong teams", yadda-yadda. Then why is everybody on the same faction? Besides, we have comp queue now, where proper comp teams hang, and they are hardly interested in FP... oh wait, that actually explains things.
#40
Posted 27 March 2018 - 12:57 AM
LUCKY CHARMS PHASE 2 FACTION PLAY
Lucky Charms Faction Play Event
Start Time = Friday, Mar 23rd 3 PM PDT (10 PM UTC)
End Time = Friday, Mar 30th 3 PM PDT (10 PM UTC)
Plus whenever you have run a internal same side conflict in the past you have left normal FP mode on.
Plus in game Event screen shows 7 days to complete part 1, but does not say you only have 7 days if your 1 of the later part conflict sides, and only 3 days for all other factions.
TURN FACTION PLAY NORMAL CONFLICT BACK ON PLEASE. I was at 94/100 when i went to sleep, intended to finish it in the morning, only to wake up to find out the 7 days event shown in game was actually only a 3 day event unless I take penalties i do not wish to take, or extend it a couple days after the Clan vs Clan mini conflict ends.
Please tweet Russ, since they ignore us for 3+ work hours on forums before the end of their work day when this debacle started. Tweets seem to have the best chance of working.
Spunkmaster, on 26 March 2018 - 05:44 PM, said:
I'm in a unit. As I am unable to change contracts, I can't play the event unless I leave said unit. So I lose two days in the Lucky Charm event? Did anyone think this event through?
Thanks!
+the cbills it will cost to rejoin your faction.
ShooteyMcShooterson, on 26 March 2018 - 06:01 PM, said:
or who may have not realized the patch eliminated penalties for changing contracts on the fly.
It does NOT eliminate penalties. There is still 3+ penalties.
10 game faction probationary period where you dont earn cbills.
Unit leader with faction control being away for 2 days, forcing you to leave unit to do event, + cbill cost to rejoin unit after event.
Loss of merc bonus contract % rewards.
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