Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Shion Typhon
Intara Direct Action Caldari State
227
|
Posted - 2013.08.23 07:21:00 -
[1] - Quote
OK, the last 2 events have me convinced that the event design guy needs to be put on duties more his speed, like janitor.
When you are designing events can you at least make some attempt to put some forethought into player meta-behaviour before you unleash these things. Just sit back and think to yourself ... "How are the selfish/lazy/griefing tools, or poor gameplay mechanics going to ruin this event?
Mordu's challenge: - 2 challenges that directly compete with one another (hack objective and destroy objective) so you now have your own team competing against you (who can hack an objective first), tankers trying desperately to kill turrets before infantry can hack them - A challenge that creates an incentive to allow the enemy to win (better to let the enemy hack that turret so you can rehack it or blow it up rather than defending it) - Rewards being high level binaries (huge amount of effort to get a reward but if you miss by 1 and get 99 installation kills you fail outright). Low level binaries are OK (X success every 20 kills or some such), huge ones are not. - The best reward being completely inaccessible except to predominantly one playstyle (redline tank sniper was pretty much the best way to get 100 installation kills unless you farmed an Oceanic server) good luck if you were just playing the game - The best reward being an insanely large value reward out of all proportion to the rest of the competition
Kaimera's Objective - The current ridiculous situation with afking/matchmaking means your ability to succeed here is based on two options: 1) Gather your 16 pubstomping buddies and smash 15 matches in a row, 2) rely on sheer luck to get randomed onto the team with least quitters - No ability to pull back from bad luck, once you lose X matches, that's it, you can't then win a good streak to come back, your Win/Loss ratio is done for the purposes of the competiion. - Time: Up to 50 matches a week? With Skirmish cycle time being 1/2 an hour at least that's 25 hours per week, that's half a full time job every week. Don't play for 2 days that week and its 5 hours a day. Seriously, is this a game or work? Though I suppose all those matches you spawn into as the MCC explodes will help smooth this one out ...
So basically, when you design an event just look at it and think "Assume the worst behaviour and every negative playstyle is brought to bear against this event, how will it go to the toilet".
This might seem a negative attitude but really, in a game where the majority of players MCC afk farm SP, because they know it is the most economical success path, then you can assume that your events will be pressured by the worst forms of behaviour. It also leaves the rest of us pretty disengaged in taking part. |
Foundation Seldon
Gespenster Kompanie Villore Accords
66
|
Posted - 2013.08.23 07:24:00 -
[2] - Quote
In all honesty I completely forgot there was an event this week. As a pure vehicle user there's absolutely nothing for me to gain here. I'll just cap out as usual I suppose. |
Nemo Bluntz
TeamPlayers EoN.
405
|
Posted - 2013.08.23 07:28:00 -
[3] - Quote
This current event is making me want to pub stomp.
Pub stomping is boring as ****. But... you know, events and whatever. |
Mobius Kaethis
Molon Labe. League of Infamy
653
|
Posted - 2013.08.23 07:58:00 -
[4] - Quote
I disagree that this event is poorly planed or ill intentioned. Think about it this way.
1) AFK players get no benefit from the event since you need 100 wp for a match to count as a win, and thus play (not AFK play either) is incentivized.
2) 30 games at a half hour a game is 15 hrs. which is enough to provide a reward for a casual player. 50 games is much more the realm of the hard core player. The larger goal is not one that is intended to be won by people who can't play everyday or can't play for large amounts of time over the weekend. This style of rewards promotes either casual or hardcore play.
3) Players don't even need to win 50% of their games. This is a stupidly low bar to set. Typically 50% success is considered failure. If you get 50% on a test you fail, if you get 50% of your work done you have failed to complete your work, if you read 50% of a book your still a long way from finished. Since the goals start at 48% CCP is being rather generous with handing out this prize since you have a better chance of success then you do if you were just randomly flipping a coin hoping for heads every time (not we are talking about mathmatical probability not experimental probability).
If you are having a hard time simply adjust your measure of success. Maybe 50 games is impossible for you because of work. That is fine make 30 your goal.
Perhaps you are having a hard time with pub stompers, try waiting a day or two and player after many hardcore players already reach their goal. Alternatively you could squad up, start playing more tactially, and actually work with a team (all things which will definitely help you beat an opponent. I
hate to be the 1 millionth person to say this but a squad in starter fits, working together, can destroy a proto fit player. Teamwork is your window to success. |
|
|
|
Pages: 1 :: [one page] |