SteveS wrote: There shouldn't be any mechanic that actually penalizes you for playing the game.
SteveS wrote: My biggest gripe with this game is the timing issues. ie. You get greater benefits if you can play at a specific time. This is the antithesis of casual gaming. There are even times where it is detrimental to play. ie. You don't want to join an event at a time that will put you in a hard bracket. This is just dumb. There shouldn't be any mechanic that actually penalizes you for playing the game. Then there is the whole issue of tanking. Intentionally losing leads to greater rewards? Come on..
Chimaera wrote: Its not really exploiting the mechanics because nothing is being broken. We are optimizing our play to best provide the most positive results, ie win. The dev's keep pushing things in the opposite direction to allow newer undeveloped rosters to win, so we need to figure out how to take the advantage back, if we can. If I cannot win rewards consistently after being so invested in the game, then why bother playing, its a fine line. The metagame as you describe it is to educate everyone and work towards a common goal to win some deserved prizes. Nothing is more frustrating than losing because of something out of your control and you don't understand why you lost. i.e. the 150 people who passed me in ISO-8 since the 14 hours out from the end of the event.
Shadow wrote: The moment a game has the concept of being multi-player, there is a limit on how casual it can be. It's the human factor that comes into play. People want to win other people. Simple. If I ran a marathon, I want to finish the last 2 km well too. I can't just run very fast for the first 40 km and be leading all the way and walk the remaining 2km. People would definitely be overtaking. It's not the fault of the game. It's the fault of the human factor.
scottee wrote: Some of this could be fixed by just explaining the rules better in the info page. Explain when the refreshes will be, that the enemies get harder the more they get beaten, and that you get more points the farther you are behind.
scottee wrote: I also like the idea of progression rewards only for PVE. That'd be much more casual.
Dr Spaceman wrote: scottee wrote: Some of this could be fixed by just explaining the rules better in the info page. Explain when the refreshes will be, that the enemies get harder the more they get beaten, and that you get more points the farther you are behind. I'm guessing they are thinking like most game devs do these days: "You figure it out. Some of you nerds will make a wiki page anyway, so no need for us to bother."
finwe wrote: It's not because of human competition. The game mechanics amplify some of the issues massively
Katai wrote: Well, the problem is that it benefits those who play in the 2 hours the most, while others who play all day except for the last 2 hours are at a disadvantage. The primary problem with the overall metagame as it stands is that the last moments before an event ends is always the most important. Which means if you want any chance in ranking top 50 in any tournament, you better have the 2 or 3 hours before the event ends scheduled to play the game. This is true in PvE, when rubberbanding guarantees that the nodes are worth the most points in the last hours, or in PvP where everyone pushes hard right before the tournament ends.
jozier wrote: Katai wrote: Well, the problem is that it benefits those who play in the 2 hours the most, while others who play all day except for the last 2 hours are at a disadvantage. The primary problem with the overall metagame as it stands is that the last moments before an event ends is always the most important. Which means if you want any chance in ranking top 50 in any tournament, you better have the 2 or 3 hours before the event ends scheduled to play the game. This is true in PvE, when rubberbanding guarantees that the nodes are worth the most points in the last hours, or in PvP where everyone pushes hard right before the tournament ends. This is true in all competitions. I can't think of anything where the response is "play a bit when something starts and then forget it" and expect to win.