Appreciation Thread: TDW event objectives make game play enjoyable!

NickBKK
NickBKK Posts: 97 Match Maker
As I am playing TDW event, I feel I must acknowledge the Dev team for making event objectives that don’t suck the fun out of the game play. Thank you for listening to the voice of customers, trying to be creative, and making a difference. 

I hope the team continue to improve the game play experience and make it more enjoyable like it should be. Thanks!
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Comments

  • HarryMason
    HarryMason Posts: 136 Tile Toppler
    I concur. I wasn't looking forward to 5 nodes, but this event is surprisingly fun. More like this, please! 
  • DumasAG
    DumasAG Posts: 719 Critical Contributor
    Agree for the most part. Only two I’m iffy on are the play 3 creatures in a turn and play 3 spells in a turn. Makes you hold back to get the objective while the computer is under no such obligation, and you run the risk of holding things in hand for a big turn only for the opponent to cascade into Etali, infinite obliteration, Eldest Reborn (or something similar) and simply steal the game out from under you. 

    Casting three or more creatures, and requiring fat creatures to be played (3 or more with 5 toughness) seems an especially odd pairing. You’re basically having to hold three creatures with cost between 8-12 minimum.

    everything else is cool with me. Winning with a deck costing 12 or more was an especially interesting deck-building challenge.
  • TomB
    TomB Posts: 269 Mover and Shaker
    DumasAG said:
    Casting three or more creatures, and requiring fat creatures to be played (3 or more with 5 toughness) seems an especially odd pairing. You’re basically having to hold three creatures with cost between 8-12 minimum.

    That one cost me 2 matches... :/ 
  • andrewvanmarle
    andrewvanmarle Posts: 978 Critical Contributor
    Nice event with just the richt pacing
  • jtwood
    jtwood Posts: 1,285 Chairperson of the Boards
    I have loved this event. Best one I’ve ever played in the 10 or so months I’ve been on the game. It helped me realize that I’ve got a bit lazy with deck design, because I didn’t have to think too hard or outside the box. Even my losses have been enjoyable. 

    So thank you for making the game fun again. 
  • tfg76
    tfg76 Posts: 258 Mover and Shaker
    +1!

    The event is still too long though. Maybe think about 12-16 hour recharges for these 5-node events?
  • DBJones
    DBJones Posts: 803 Critical Contributor
    That summon three creatures in a turn objective looked tricky, but when I used Saheeli's ultimate to pull out four of the discard pirate boat, it counted for both objectives! Heck, even the Failboat would work. Kiora's ultimate has been reported to work also.
  • cmassive13
    cmassive13 Posts: 23 Just Dropped In
    I’ve been using Huatli2 ramp + dinosaurs for playing 3+ fatties in a turn. Works like a dream

    fantastic event, devs! Keep this up
  • Kinesia
    Kinesia Posts: 1,621 Chairperson of the Boards
    tfg76 said:
    +1!

    The event is still too long though. Maybe think about 12-16 hour recharges for these 5-node events?

    Ok, I've been talking to people on the side about it. Noone completely agrees BUT the biggest thing seems to be most people are only thinking about their own time zone.

    For a weekend event to cover all timezones it NEEDS to last three days, otherwise some people will only be able to play it on saturday _or_ sunday, not both. (And people who work weekends get one day they can join in too!)

    This event being 1 starting node 4 max helped hugely in making it flexible.

    A few more things are required...
    Move the starting and ending times back 12 hours. Currently there is a GAP where nothing is on at all but it is Friday night (prime free playing time) for those at -10 GMT.
    Because it's 1/4 moving the starting time earlier does NOT lead to anyone losing nodes, but adds freedom for a bunch of people and fills an empty spot on the calendar.

    2ndly, many are arguing there are too many charges, this ties into our old conversation about leaving an extra 8 hours after the last node... In this case you can just ditch the last charge but leave the end time alone.

    1/4 over 3 days, start/end 12 hours earlier, 1 less node.  It _should_ wind up playable in most timezones and with most job/home arrangements I think... I think most flexibilities end up covered.

    Flexibility is the key, we all have different requirements.
  • Tilwin90
    Tilwin90 Posts: 662 Critical Contributor
    The nodes still take a long time and I'm having some difficulty finishing all matches properly (as this event calls to not rush your matches). But it's nice to see that we are staying away from:
    - Deal X or more damage to creatures YOUR OPPONENT controls. This is a nice fix when facing creatureless decks, which was warping events in the past and made for very annoying objectives.
    - No X or less damage, thank you! That's again very difficult to avoid!
    - More deckbuilding challenges making for a real challenge, while also minimizing mess ups during playtime.
    - Coming back to allowing tokens or enter from other zones act as creatures being summoned. Again, the current formulation suggests this is buggy rather than proper implementation and would be great to have to the two approaches properly defined so that we avoid confusions and frustrations.
    - Staying away from "summon X creatures or less". While I enjoy the challenge, I know ultimately interaction in games comes from actually casting creatures. They are the bread and butter of most strategies, and without them it narrows down the decks a bit too much for my taste.

    Thumbs up!
  • HJ16
    HJ16 Posts: 26 Just Dropped In
    Agreed with OP, it's an enjoyable event.
    There are other issues though, some already mentioned, that downgrade this event for me. Time required to finish all nodes... Big thumb down.
  • Machine
    Machine Posts: 857 Critical Contributor
    edited August 2018
    HJ16 said:
    Agreed with OP, it's an enjoyable event.
    There are other issues though, some already mentioned, that downgrade this event for me. Time required to finish all nodes... Big thumb down.

    I ended my last post that the downsides may overshadow the upsides. After playing two days, it turns out to be just a grindy event like RtO no matter how enjoyable the flavor is. I really should end after two days.
  • gogol666
    gogol666 Posts: 316 Mover and Shaker
    Of course I'm the one disagreeing with @Kinesia (but I'm not alone). To me 3 days are too many no matter what and too much of a good thing is just too much (yes I like the event).
    First, progression is reached at 11 matches. 1 day provides 15 matches. If the event lasted 2 days, players achieving 37% of the max score would get allprogression rewards. Now 25% of max score is enough. After that is pure grind for coalitions.
    Instead of changing the start time (there will always be someone in the world that is not happy), why not giving all the charges up front? It has been asked multiple time from almost everybody.
    Why keeping proposing 3 day events? RtO was the same and you had to change it to 2 days.
    #allChargesUpfront
    #max2days

  • souki12
    souki12 Posts: 46 Just Dropped In
    Nice and fun event. A bit lengthy though. I don't mind if it's for 3 days, but a new charge every 8 hours produces a lot of matches. Anyway, good job. Thanks devs.


  • Mburn7
    Mburn7 Posts: 3,427 Chairperson of the Boards
    My only issue with this event is the length of some of the matches.  Waiting to draw and cast 4 creatures and 3 supports can take a while, and trying to cast 3 spells in a turn is also a bit frustrating when you only draw supports.

    Otherwise, its great!
  • madwren
    madwren Posts: 2,259 Chairperson of the Boards
    DumasAG said:
    Casting three or more creatures, and requiring fat creatures to be played (3 or more with 5 toughness) seems an especially odd pairing. You’re basically having to hold three creatures with cost between 8-12 minimum.

    Summon Octopi.
  • Gideon
    Gideon Posts: 356 Mover and Shaker
    edited August 2018
    I enjoyed the event very much. It was the most fun I’ve had playing the game in a while but new releases make old bugs come back. Tokens count as summoning again. Maybe it was intended? Who knows? Your guess is as good as mine.
  • babar3355
    babar3355 Posts: 1,128 Chairperson of the Boards
    And back to RTO and ROTGP the next 2 weekends with nothing but boring PvE in between. 😪😟
  • madwren
    madwren Posts: 2,259 Chairperson of the Boards
    It'd be nice if they could retroactively change annoying objectives in events like RtO, too. I have hope, since they redid RotGP, that they're considering it.
  • Kinesia
    Kinesia Posts: 1,621 Chairperson of the Boards
    gogol666 said:
    Of course I'm the one disagreeing with @Kinesia (but I'm not alone). To me 3 days are too many no matter what and too much of a good thing is just too much (yes I like the event).
    First, progression is reached at 11 matches. 1 day provides 15 matches. If the event lasted 2 days, players achieving 37% of the max score would get allprogression rewards. Now 25% of max score is enough. After that is pure grind for coalitions.
    Instead of changing the start time (there will always be someone in the world that is not happy), why not giving all the charges up front? It has been asked multiple time from almost everybody.
    Why keeping proposing 3 day events? RtO was the same and you had to change it to 2 days.
    #allChargesUpfront
    #max2days


    Because 2 days is ONLY 2 days for a very specific and exact timezone and this is a worldwide game that needs to cover every time zone. It NEEDS to be 3 days to cover the entire weekend for everyone all over the world.

    The way charges are handled though... _That's_ the place to fix things to make those of you who are already in the right timezone happy too.