Pavorus said: I just wish they would leave 16 or more hours from the last charge. If they would do that the end time would hardly matter.
Gilesclone said: Pavorus said: I just wish they would leave 16 or more hours from the last charge. If they would do that the end time would hardly matter. I’ve been saying this for months. 6 hours at the end means somebody has to finish in the middle of the night and somebody else is playing at work. If they give us at least 12 hours we can finish when it works where we live.
ZW2007- said: I think there are two reasons why we don't get extra time at the end of an event:1.) Node refreshes are programmed to automatically happen at certain intervals, if the even was just extended by 12 hours, they would need to figure out how to program it so that refreshes stop happening at a certain point while the event continues to exist. A simple solution would be to eliminate refreshes in general but they seem to be against this idea, probably something to do with player engagement blah blah blah. If I get 8 charges per node, I'll still spend the same amount of time playing those 8 charges. Odds are I'll enjoy it even more if I can do it whenever works best for me within an event window.2.) Extending the end times of events leaves less time in between events for player movement within coalitions. This could be solved with a little tweaking of current event lengths (number of recharges really) and with the weekly scheduling of coalition events but with the current system, we sometimes only have two hours in between a coalition event ending and a new one starting.That said, I totally agree that something needs to be changed. My coalition has players in almost every time zone across the globe so there is almost always someone getting the short straw with event end times.
DumasAG said: Maybe a solution to giving out all nodes at once while maintaining player engagement would be to give an extra bonus for the first three wins each day in a multi-day event? If you want, you can use all your nodes at once when the event starts, but you'll finish with 6 less points total. Or, you can wait and use your charges each day for the bonuses, but because all of the charges are already yours, you can use the ones you need for the day all at once. This keeps everyone playing each day (that are playing for rank), but also allows players to customize their playtime to fit their schedule.
Kinesia said: The problem with everything at once is that it'll work differently for different mindsets.Some people will do everything straight away and then complain that there is nothing to do.Some will think this is great! I'll get my work done and then finish later. And they'll end up missing out on playing everything because they actually _don't_ manage to manage their time well.There are probably other possibilities too.
Kinesia said: Grin. I _like_ my underscores.As for the two problems... Psychologically this game has tricky lines to walk (like most F2P things) it needs to get people logging in regularly without overwhelming them, there needs to be something to do all the time, but not so much that other people feel they miss out on too much because they can't do it.And _yes_ much of this is on the people playing, but the company needs to actually think of these things because the fringe cases of people who can't manage themselves at either end are still people the company wants to keep playing without getting too frustrated.In my own life I already see the conflict, not quite as severe as I can see it being, but one person runs out of stuff to do and then gets bored while I have trouble fitting everything in, but mostly manage it. HoD with 5 charges at the start is much harder for me than other events to do everything in, so I can see "all charges at start" leading to me playing less instead of more.
Matthew said: Kinesia said: Grin. I _like_ my underscores.As for the two problems... Psychologically this game has tricky lines to walk (like most F2P things) it needs to get people logging in regularly without overwhelming them, there needs to be something to do all the time, but not so much that other people feel they miss out on too much because they can't do it.And _yes_ much of this is on the people playing, but the company needs to actually think of these things because the fringe cases of people who can't manage themselves at either end are still people the company wants to keep playing without getting too frustrated.In my own life I already see the conflict, not quite as severe as I can see it being, but one person runs out of stuff to do and then gets bored while I have trouble fitting everything in, but mostly manage it. HoD with 5 charges at the start is much harder for me than other events to do everything in, so I can see "all charges at start" leading to me playing less instead of more. On your first point, I think the answer to that is quite simple: just give us more events to play. I know for a fact they can handle as many as 7 concurrent events, because they did just that at one point over the holiday. More events means more opportunity for rewards, which should be enough of a motivator to keep a majority people logging in regularly.-snip-
Kinesia said: It's hard to work out exactly what I'm trying to say, but it's something along the lines of... 5 charges for HoD already looks completely daunting to face, I dread it. More... I'd find it hard to even touch the event.It's the _only_ event that gives me that feeling. 5 nodes with 3 charges is less confrontational to me than 3 nodes with 5 charges, it's just psychology of some sort. I don't understand it really but it is how I feel.
Brigby said:In my personal opinion, more options is always better than less. Players like having that flexibility, so logically it makes sense to have a bunch of events available, and have the players decide which events they want to participate in.What ends up happening though is that players see all these options, and instead think, "Oh man. I have to play in so many events! I don't know if I can do them all" This is particularly true when Coalition events are part of the schedule. There is this pressure to compete in as many events as possible, in order to acquire the max number of rewards as possible.TL;DR: More events are seen, not as giving more flexibility in choices, but rather as lost resources due to limited time.
Skiglass6 said: Kinesia said: It's hard to work out exactly what I'm trying to say, but it's something along the lines of... 5 charges for HoD already looks completely daunting to face, I dread it. More... I'd find it hard to even touch the event.It's the _only_ event that gives me that feeling. 5 nodes with 3 charges is less confrontational to me than 3 nodes with 5 charges, it's just psychology of some sort. I don't understand it really but it is how I feel. Actually 5 nodes with 3 charges is not the same “work” as three nodes with 5 charges, at least not in the beginning of the event. 5 nodes means you have to come up with 5 decks. Now if you have your decks already saved or at least know what you are going to use, this additional “work” is minimal. But if you want to tweak previous decks or even worse blow them all up and start from scratch, it takes additional time to consider PW choices, plan of attack and optimal card choices. When the weekend event starts Friday around noon, while I am at work, with 2 charges with max 3 to hold, I feel the pressure. Octagon has extended the end of these events whinch is nice but unfortunately this does not help me as the extra time is when I am already at work. So when I start losing time on a node, I am pushing the start time on the last node I have to play.Now I am not crying, Personally I do not mind the 5 node event and I do not mind starting with 2 charges. I wish for these events you can hold 5 charges. After the initial setup of the event I can catch up, I just do not like feeling under the fun at the beginning of the event. So, truthfully it is not just psychology why you feel there is more work for 5x3 vs. 3x5.