I've been very curious about this event and trying to figure out how to instruct my alliance on playing it. I've got a very unreliable group of players, and only a few of us who are strong enough to take on the deadly nodes. I've seen a lot of complaints about the lack of knowledge about point values. And, I'm probably in the minority for it, but I think this is great. A hero shouldn't know exactly what the enemy is planning prior to going in, a hero should be prepared for surprises and be strong enough to adapt.
Here's the things I really like about this new event so far:
1. No recharge rates. I can play as casually as I want, when I want, and as long as I do all 40 of my battles in 24 hours, I'm performing at 100%.
2. I get to think about strategy. I don't have 20 players that I can just say 10 go here and 10 go there. I have to call out for the 4 or 5 of us who can play deadly to see if we can hit an appropriate intermediate reward. We're not going to get the LT, so it's making me strategize and deploy players to different areas to gain the biggest rewards for what we can reasonably accomplish.
3. It feels more epic. Think about the story here, we're trying to defend these places from bad guys. We can assign players to go defend them, and someone may not come through. They may not play all their missions, or they may go to the wrong node. In the comic books (movies) if someone goes to the wrong place or fails in their battles, the bad guys win. Instead of thinking of the alliance getting cheated out of a token, it's the alliance didn't work together well enough to protect these places fully.
I'm sure that some hardcore players and alliances may feel cheated if they don't get every reward possible for every event, but for the players who are a little more laid back and like to play relaxed, it's a fun event. We'll see how the rewards stack up compared to a normal boss event or even a normal PVE.
The language here is a bit disturbing to me. Seriously, this event is an order of magnitude more generous than anything we've ever seen before, and people are complaining that they may miss out on one LT? Out of a potential 8?
So, I'm trying to figure this out - for high-level alliances, it would still be in our overall best interest to having people doing the "normal" and "Hard" sub-chapters, rather than just all jumping into "Deadly?"
The way I read it is, you can earn all those alliance rewards as long as your alliance splits evenly between doing the Normal, Hard and Deadly missions.
If everyone jumps into the Deadly missions, then all the other alliance rewards will go to waste.
Once a chapter is fully complete, you work on others. But yes, probably best to spread between all 3 to try and earn all possible rewards.
Wow, that is THE one thing you really shouldnt do, spread out between all levels. Could spread out between normal and hard or go all-in on deadly, but if you go all 3, you will screw yourself out of 2 top prizes. Would expect a little more caution from a mod. Different color posts get extra attention... this case, less info was better i suppose..
My Math confirms the impossibility of getting all alliance rewards! 10 players for Deadly subs, 6 players for Hard subs, and 4 players for Normal subs. So, with 20 people, you could get HALF of the total alliance rewards. Or just pile 20 people into the 2 hard subs, which appears to be the best strategy right now. Somebody at D3 screwed this up.
D3 just the badly informed middle man, give all credit to Demiurge.. ;-)
I'm a little bummed it takes all 20 people to clear out both dailies, but not terribly surprised. that's still much better rewards than any other event.
One change I would really like to see D3 make to this. Commanders pick where people go.
Instead of letting people go and possibly not follow instructions (or not have coordination if they only have the horrible in game chat), let alliance commanders drag and drop players to their assigned nodes.
Now this is something that should be a manual toggle that is off by default so absentee commanders don't ruin it. Also if a all commanders in the alliance are away for more than 4 days this should automatically untoggle.
The language here is a bit disturbing to me. Seriously, this event is an order of magnitude more generous than anything we've ever seen before, and people are complaining that they may miss out on one LT? Out of a potential 8?
Perhaps shame on us for getting our expectations worked up.
But speaking just for myself, when they released the rewards table and preliminary info, it sure seemed that with careful planning, a full alliance would be able to "protect" each place and earn all the rewards for each place.
Also, look at any other alliance event. There's typically more than enough points to easily obtain full progression. Even incomplete alliances can get full progression on boss events, or casual ones can finish if a few people go above and beyond. Heck, even look at regular PvE; you can get full progression for five clears without doing a sixth, even though there are six available rewards on each node.
We've been conditioned to believe there are more than enough points in each event to comfortably obtain all rewards possible. Again, maybe it was just me, but I was operating under that assumption for this event as well. They could have nipped that in the bud by clearly telling us beforehand this event will be different and not possible to earn all the rewards at each tier. It would be up to us to decide as an alliance what level of rewards we want to pursue. It would have tempered expectations and let us plan accordingly.
The language here is a bit disturbing to me. Seriously, this event is an order of magnitude more generous than anything we've ever seen before, and people are complaining that they may miss out on one LT? Out of a potential 8?
It's less about the event and more about their handling of the event. Had they been upfront about the point totals and not being able to clear everything people could have planned accordingly and wouldn't currently feel like they are being tricked out of prizes. Beyond that requiring 10 for the deadly, and only making it possible to get both with 20 active players that can handle deadly is horrible design.
the event is clearly saying that going forward if you want the best prizes make sure to not show any love period to newer players as they will just drag you down. All other alliance events it's possible to get the best prizes with 15 active players and 5 newer players. This one makes it abundantly clear that we shouldn't treat newer players as valid members of any alliance wanting to get the best rewards in alliance events going forward, where previously allowing them to join, build up their roster with you, and work with them towards having a better roster was a valid thing you can do.
this oversight is really horrible, as wanting some newer players that you can help guide and build up seems like a good thing to me
We've been conditioned to believe there are more than enough points in each event to comfortably obtain all rewards possible. Again, maybe it was just me, but I was operating under that assumption for this event as well. They could have nipped that in the bud by clearly telling us beforehand this event will be different and not possible to earn all the rewards at each tier. It would be up to us to decided as an alliance that level of rewards we want to pursue. It would have tempered expectations and let us plan accordingly.
It doesn't help that there is a 360 point discrepancy between Deadly Left and Deadly Right. We could concentrate our fire on the right and just ignore the left.
Its a new event guys, c'mon. This event is the most interesting PVE we've had in years and people still moan. We've had a try of it, and we know for next time what has to be done differently. I've already got way more rewards than I'd normally get from a PVE, its already a huge win.
The language here is a bit disturbing to me. Seriously, this event is an order of magnitude more generous than anything we've ever seen before, and people are complaining that they may miss out on one LT? Out of a potential 8?
Before you could get 2LTs and 4 4stars three of which are consolidated covers, meaning the same hero. So that is 6LTs. This was achievable with a mix alliance of experience and hardcore players with a few beginners and casuals. If you have mix alliance your looking at 4LTs and a 4star if you did everything right with 120-150 command points if you had people complete a hard node. Overall a bit better, but not as initially hyped I think
Like I said before I think people were super hyped to get 2LTs and 60 command points a day.
I think the main problem with this event is the lack of communication. Had we all know the number of people needed to do each progression, we can do coordination within our alliances way more effectively. We can expect what we can accomplished and what's not ahead of time; thus less disappointment.
I think the main problem with this event is the lack of communication. Had we all know the number of people needed to do each progression, we can do coordination within our alliances way more effectively. We can expect what we can accomplished and what's not ahead of time; thus less disappointment.
What? Communication? I don't think that they know that word.
I think the main problem with this event is the lack of communication. Had we all know the number of people needed to do each progression, we can do coordination within our alliances way more effectively. We can expect what we can accomplished and what's not ahead of time; thus less disappointment.
I'm a little bummed with the communication also. In my alliance we sent scouts out to 1 of each difficulty to get point totals so now we can't mathematically do deadly full twice on day 1. Not a huge deal but it stinks to lose out on an LT and 10 CP.
I'm also interested to see how lower alliance fair with this. They will have gotten 0 warning/explanation and may well have no way to coordinate because the in-game chat is absolutely awful.
I like the event and the concept. I'm also fine with an alliance not being able to do all 3 effectively. In the end just saying 10 to each side of deadly is going to be a lot easier to not mess up then, you 6 go here, you 6 go here, you 3 go here, etc. The way they communicate the new feature was the real problem, as usual. It's really striking the difference now that I also play another game which I'll probably get a warning if I say, nut you probably know the one. Way better in game communication, it's constant and detailed.
I just wish one person could have nabbed the 10 CP at Deadliest per day... Otherwise, it was a fun hour power through the event and only took me 10 health packs with my roster.
So if it is impossible to secure all 6 nodes, then we were meant to fail? That was a sarcastic reference to the first Galactus event.
I love this game, I really do and have been playing for most of the 5 years. And they get SO CLOSE to doing something awesome and then fail in the last moment.
One change I would really like to see D3 make to this. Commanders pick where people go.
Instead of letting people go and possibly not follow instructions (or not have coordination if they only have the horrible in game chat), let alliance commanders drag and drop players to their assigned nodes.
Now this is something that should be a manual toggle that is off by default so absentee commanders don't ruin it. Also if a all commanders in the alliance are away for more than 4 days this should automatically untoggle.
The problem there is if someone wants to coast and just do easy with their 5* roster and you put them in Deadly, they can just sulk and not do any of it.
I mean sure you could just kick that person, but the same's true without ruling the event with an iron fist, too =/
i love the event, and think the rewards are perfectly fine if not better. while true that it would have been nice to know in advance all the alliance needs to hit deadly for the 2 LT's, i believe the failure to communicate that was on both the event posting and the players - we took it as granted that everything can be achieved, and they didn't bother to correct us.
in any case, after running through the sub with 5*thanos murdering half my roster, i had a crazy thought. since we aren't on a timer, tomorrow i can play PVE.... without thanos.
Comments
Here's the things I really like about this new event so far:
1. No recharge rates. I can play as casually as I want, when I want, and as long as I do all 40 of my battles in 24 hours, I'm performing at 100%.
2. I get to think about strategy. I don't have 20 players that I can just say 10 go here and 10 go there. I have to call out for the 4 or 5 of us who can play deadly to see if we can hit an appropriate intermediate reward. We're not going to get the LT, so it's making me strategize and deploy players to different areas to gain the biggest rewards for what we can reasonably accomplish.
3. It feels more epic. Think about the story here, we're trying to defend these places from bad guys. We can assign players to go defend them, and someone may not come through. They may not play all their missions, or they may go to the wrong node. In the comic books (movies) if someone goes to the wrong place or fails in their battles, the bad guys win. Instead of thinking of the alliance getting cheated out of a token, it's the alliance didn't work together well enough to protect these places fully.
I'm sure that some hardcore players and alliances may feel cheated if they don't get every reward possible for every event, but for the players who are a little more laid back and like to play relaxed, it's a fun event. We'll see how the rewards stack up compared to a normal boss event or even a normal PVE.
Would expect a little more caution from a mod. Different color posts get extra attention... this case, less info was better i suppose..
One change I would really like to see D3 make to this. Commanders pick where people go.
Instead of letting people go and possibly not follow instructions (or not have coordination if they only have the horrible in game chat), let alliance commanders drag and drop players to their assigned nodes.
Now this is something that should be a manual toggle that is off by default so absentee commanders don't ruin it. Also if a all commanders in the alliance are away for more than 4 days this should automatically untoggle.
But speaking just for myself, when they released the rewards table and preliminary info, it sure seemed that with careful planning, a full alliance would be able to "protect" each place and earn all the rewards for each place.
Also, look at any other alliance event. There's typically more than enough points to easily obtain full progression. Even incomplete alliances can get full progression on boss events, or casual ones can finish if a few people go above and beyond. Heck, even look at regular PvE; you can get full progression for five clears without doing a sixth, even though there are six available rewards on each node.
We've been conditioned to believe there are more than enough points in each event to comfortably obtain all rewards possible. Again, maybe it was just me, but I was operating under that assumption for this event as well. They could have nipped that in the bud by clearly telling us beforehand this event will be different and not possible to earn all the rewards at each tier. It would be up to us to decide as an alliance what level of rewards we want to pursue. It would have tempered expectations and let us plan accordingly.
Had they been upfront about the point totals and not being able to clear everything people could have planned accordingly and wouldn't currently feel like they are being tricked out of prizes.
Beyond that requiring 10 for the deadly, and only making it possible to get both with 20 active players that can handle deadly is horrible design.
the event is clearly saying that going forward if you want the best prizes make sure to not show any love period to newer players as they will just drag you down. All other alliance events it's possible to get the best prizes with 15 active players and 5 newer players. This one makes it abundantly clear that we shouldn't treat newer players as valid members of any alliance wanting to get the best rewards in alliance events going forward, where previously allowing them to join, build up their roster with you, and work with them towards having a better roster was a valid thing you can do.
this oversight is really horrible, as wanting some newer players that you can help guide and build up seems like a good thing to me
Like I said before I think people were super hyped to get 2LTs and 60 command points a day.
Edit: That was a little mean of me, right?
I'm also interested to see how lower alliance fair with this. They will have gotten 0 warning/explanation and may well have no way to coordinate because the in-game chat is absolutely awful.
I like the event and the concept. I'm also fine with an alliance not being able to do all 3 effectively. In the end just saying 10 to each side of deadly is going to be a lot easier to not mess up then, you 6 go here, you 6 go here, you 3 go here, etc. The way they communicate the new feature was the real problem, as usual. It's really striking the difference now that I also play another game which I'll probably get a warning if I say, nut you probably know the one. Way better in game communication, it's constant and detailed.
I love this game, I really do and have been playing for most of the 5 years. And they get SO CLOSE to doing something awesome and then fail in the last moment.
in any case, after running through the sub with 5*thanos murdering half my roster, i had a crazy thought. since we aren't on a timer, tomorrow i can play PVE.... without thanos.
so happy about that.
Edit - got a better look at the alliance rewards differences between levels