Okay, Everyone... I don't normally do this, but it's time for me to rebuild my Event Review from scratch. This has become necessary because I 'jumped the gun' initially a few too many times. Over the course of this First Phase, I've seen...
- various changes in the Event Structure
- some Bug Fixes
- a few Hidden Caveats
- things that even remain as Outstanding Problems
Also of note, this Review is coming from someone who is a "Completionist-class, Casual-type Player", and this Review is geared only in regard to anyone of the "Above Average"-type or lesser Skill Levels... If you're a "Competitive-Type Player", I can't properly cover you in my Reviews at all as I've never hit that level... Try not to read too much in, would you?!?!?
Anywho, the Positive things that I've seen so far (and a few sub-notes to go with them)...
- Scouting DID get allowed, which stopped many possible problems with people having time-limited situations
- Scouting being allowed might not be the solution that many wanted regarding the Constant Skirmish in the Invasion Queue, but it was better than nothing
- Thanks to Scouting being allowed, People with Old Computers were NOT left unable to take part in the Event
- Where we could have ended up with only 5 Days for the Faction Warfare, we got 6... (Having 7 Days WOULD have been desirable, but it was at least good to not see "Labor Day" used as some sort of Terminating Factor)
- PGI repaired the Camo Pattern Redeem (Albeit NOT quite as players would expect of such a fix...)
- If you jumped back to a Faction after finishing it, then at least your progress would reappear. (At least, this is what I heard from someone else. I haven't had the chance as of now to double-check it.)
- PGI's Event Team deciding that Constant Skirmish Game Mode on the Invasion Queue was a good idea. After 6 days of this (which I decided was something I needed to avoid, so I've been Scouting the whole thing myself), some people must be totally burned out by now on it. They REALLY should have taken up and used their Player Base's suggestions on adding in the flavoring of Conquest in the mix. (Fair Tip: If they DID change this, I'm not aware... Please kindly let me know ONLY if you saw something OTHER than Skirmish on the Invasion Queue!)
- If the above item remained true (and Conquest was NOT added from Player Base Suggestions), then Spawn-Camping likely happened as well. Anybody with a sense of Fair Play has no taste for that, and I've even been a direct victim before, so I know how people feel if that happens to them.
- If the 1st item in this section remained true, then people were being pressured to get Premium Time before they played at all in the Invasion Queue. That only really works out if people have the time to spend on actually using some. Otherwise, Premium Time and playing in the Invasion Queue both ended up an unusual waste in unwanted ways. My instincts tell me that's rather bad.
- Again with regard to #1 of these Conditionals remaining true, Mechs that were NOT Medium/Heavy were severely devalued during this period of Constant Skirmish. In order for Lights to have any value, players had to get really lucky in Scouting Queue. Assaults were left totally devalued, as it's hard to bring one without potentially leaving a team short on power at some point in a Match due to having to bring a Light Mech in one or more Drop Deck Slots.
- PGI's Anti-Unit Behavior with regard to this Event's Faction Warfare Phase. By restricting to "House Kurita vs. Clan Smoke Jaguar" ONLY, instead of allowing Full "I.S. vs. Clan" access, there were undue penalties placed against anyone in a Loyalist Unit (in some cases, a Mercenary Unit as well) who had a Leader that was unwilling to change the Contract for some reason. Should the Unit in question be large enough, then beyond any Unit-Specific Rules that would cause a Unit Member to be in trouble with their superiors, there was also the effective losses of any (C-Bill) Rewards from the Loot Bags and Challenges on this Event. Add to that the Penalty of 10 Probationary Matches against Loyalists who left their Faction temporarily, and that's really overkill against anyone who's in a Unit larger than just a mere handful of people. A player pretty much gets stuck as a One-Man Unit just to avoid problems in this regard, and that's NOT funny. Frankly, I can't find any subset of people not affected if they're trying to get everything that they could from the Event this time.
- While we DID need additional players in Faction Warfare, the Experienced Players should NEVER have had to suffer the pressures and problems placed upon them by Newbies who were incapable of communicating or working with a Team. Sure, everyone's got their own preference of Combat Style, but being unwilling to make it work with the rest of a Team helps nobody... and particularly it works against the non-communicating Newbie to go off on their own for sure, regardless of what they think of how people should play. While some have no ability to play what others want them to play, PGI needs to set up measures to get everyone to just work together somehow, and respect the Combat Styles that other players prefer to use even if it's not their own or the Community Standard.
- The Kill/KMDD Meters for several of the Challenge Indicators are failing to stay properly filled due to constant regard to the choice of Faction. PGI's Event Team could have kept the indication of which Faction you're currently affiliated to as a separately-displayed item. As of when I'm posting, this effectively means that even if someone does complete everything and redeem all of it, they'll never see certain displays of their efforts all properly continue to show as completed. That just ain't right for someone to see their Kill/KMDD Counter look like it reset and disappeared just because they switched what Faction which they're linked to. For some, this makes their efforts feel flatly disappointing and worthless, and I think that's NOT nice to do to those people.
- The upcoming Quick Play Phase of This Event is still showing in the Events Browser as only running for 4 Days, where 5 Days has been originally shown as what was meant to be allocated. Let's hope PGI adds that last day back in, or 25 Kills/KMDD is going to be rough for some to do in a 4-Day Period.
- PGI's must be slightly off their mental rocker with the expectation of people to do 500+ Match Score in one single game round in Quick Play. This STILL seems extreme, as it's very likely that most of the Player Base will be unable to do this. As I noted once before, with the grinder effect that people will likely have already experienced in Faction Warfare, stressing people out over (C-Bills) is unnecessary overkill. It would have been better for PGI to not exceed asking for 400+ Match Score at this point, as having that higher minimum is disillusioning abuse of their Player Base.
- PGI expecting people to actually make it to all 150 Gameplay-Linked Loot Bags in order to get a Pick-A-Prize Heavy Mech... Yes, it's FREE, and I get that! However, there should have been a margin of error for the F2P Player Base that helps to keep the queues loaded so that anyone is even able to play MWO at all. My recommendation to PGI would be to set the Pick-A-Prize Access to 10 below whatever the Maximum Loot Bag Count available without 'Real $$$ Purchases' is on an Event. In this case, with 150 Gameplay-Linked Loot Bags being the maximum available to all with no usage of 'Real $$$ Purchases', then 140 Gameplay-Linked Loot Bags is where the Pick-A-Prize Access should have been set. Therefore, heavy effort (>93%!!! That's between 90% and 95%, and is quite reasonable!!!) is still needed, but it would NOT take total perfection to gain the Final Item. Put simply, if it takes total perfection after more than 100 to 125 Matches Played (an estimate of how long it might take some people, should they be aiming for getting everything) across BOTH Phases, it could push some people who fall like 1 or 2 counts short into thinking MWO wasn't worth their time and leaving over disappointment with MWO in general. Anyone still active on MWO doesn't need the Player Base to get any smaller than it currently is right now, as we've already had too many recent exoduses. (Sorry this one's a little long-winded... That happens to me when Math gets involved! Also of personal note, I would have enjoyed seeing some people coming at me with their Pick-A-Prize Heavy Mech shortly before both they and I had all of our Gameplay-Linked Loot Bags, which is something I know some people could be capable of.)
- Heat Issues that were rumored to be happening to some players, particularly Clan combatants. Frankly, I think this might be linked to some people's internet connections.
- Hanging Cockpit Items --- While I would have enjoyed seeing some in this Loot Bag Event, it's not touching the Rating in ANY way now. However, I do hope that PGI will make some more available in Future Events. If we're getting Standing and Mounted things, it helps to be able to complete the layouts. Heck, I appreciate when PGI throws Hanging things our way! Please don't construe this the wrong way (even though I know some of you would), but Cockpits get to feeling a little bare when they lack Hanging things.
I think for now, I'll start a little toward what feels low to me with a...
6.5/10
...but note that this Rating Number is merely tentative and rather much NOT set in stone. I might actually raise it some, and soon, depending on my first-hand experience with what remains of this Event.
~Mr. D. V. "Trying to post a better Event Review & Rating here..." Devnull
(p.s.: If anyone wants to know it, feel free to ask what I've gained from the Event thus far.)
(p.p.s.: This post just took me more than 3 hours to build. You would be surprised how many times I had to go back over the darned thing! Please, enjoy the read!)