Omega Red's Villainous Community Challenge
Comments
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Yeah, I’m wondering too, we still make progress, any news on discord?
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The rest of the CM team has been out of the office recently so I might have “accidentally” forgotten to turn off the challenge.
They're all back Monday morning by 9 AM PST, so I’ll have to call it by then. Keep pushing, I believe in you all!
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@MPQBlaine said:
The rest of the CM team has been out of the office recently so I might have “accidentally” forgotten to turn off the challenge.They're all back Monday morning by 9 AM PST, so I’ll have to call it by then. Keep pushing, I believe in you all!
Every body hit those omega red teams in sim 😆
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@MPQBlaine said:
The rest of the CM team has been out of the office recently so I might have “accidentally” forgotten to turn off the challenge.They're all back Monday morning by 9 AM PST, so I’ll have to call it by then. Keep pushing, I believe in you all!
They'll read this you fool!
You've damned us all!!!!!!2 -
If anyone wants to grind the best bet would be picking a pve node with big health Villain enemies that you can beat easily and either grinding (forgetting about high placement) or retreating after two downed (I think all health contributes).
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It's now at 8,97 (8,23% overall) it's still possible!
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It would have been possible if the Challenge rules had been clear and unambigous from the start.
I’m still confused where you find „Super Villains” in mpq?1 -
@maqbaq said:
It would have been possible if the Challenge rules had been clear and unambigous from the start.
I’m still confused where you find „Super Villains” in mpq?Exactly. The event was not explained well at all. Very unclear of exactly what we were supposed to do and how we scored points. Just vague "hit the super villians".
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Remaining health is now 6.66
Very villainous indeed.
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The greatest trick the devil ever pulled was to convince the world he didn't exist...but also to enable Supports in PvP...
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Congrats on completing 4 out of the 5 tiers in the Omega Red Community challenge! Rewards will be sent out within the next couple of days!
Also, we see all the feedback and questions coming in around the latest Community Challenge so wanted to try and share a few things to shed some light on these.
For starters, we view these events as true "Challenges." Meaning that we fully intend that for full completion, the community needs to come together and push their gameplay to work towards the challenge goal, and not just play normally to earn all the prizes. To get the goals, we take multiple sets of data over various moments in time to come up with a good "Total Goal" to chase. Tier 4 is generally set as the goal that we fully expect players to reach with minimal additional community push. Then, Tier 5 is set so that it should still be completable, but requires real effort by at least a portion of the player base to achieve. Rewards are then set for each of the Tiers accordingly, with Tier 5 providing strong rewards, but not being something that players should just expect to be handed without effort.
We've gotten questions about why these goals aren't tracked in-game. We agree that it would be better if that was the case! However, the engine doesn't easily allow this. Some players have pointed out that the original run of the 7 Day PVE event The Hulk had a community unlock in-game. The existence of that unlock bar is actually a large part of the reason why we haven't been able to run that event again; It's very much a bespoke piece of tech that is difficult to rework or even excise from the event itself. In terms of the publicly visible dashboard, the tool itself works in general for getting visible data out to the player base, but it's not really being used for intended purposes. It's more built for getting relatively static numbers out to stakeholders that don't need up to the second data, so it has some built-in limitations. We've looked over this a few times internally, and it's just a data visualization issue and not an actual data aggregation issue. So seeing a percentage "stuck" at a percent for a half hour, or a jump of 1-2% after the data auto-refreshes is normal for the visualization.
As we've already mentioned recently, don't trust leakers or rumors at face value as well. This most recent event, we had an issue arise where dataminers noticed that a boss wasn't set with a specific Affiliation, and they then assumed that because of that, the Community Challenge wasn't tracking data appropriately. We've triple-checked the incoming data and it was properly tracked, as we weren't actually using that Affiliation at all, but instead tracking anything containing the character's name overall. What we did see is a small but noticeable drop in activity that we can tie to around the time the rumor started which could show that some players took this poor information into account and stopped pushing, resulting in lower than expected numbers for that time.
Our suggestion for reaching the final goal in all of these challenges is literally gather the community! Spread the word everywhere, on our socials, forums, Alliance chats. We can run on-launch notifications, but there's only so many of those we can push without annoying players with too many pop-ups at launch. You have the power!!
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Oh man, I shall just do some popcorn and sit in my favourite seat in preparation for this
On my word, unleash hell3 -
LOL at people listening to the "dataminers."
If you guys want to shut them down (and you should!), how about just NOT putting the details of everything in literal plain text in files anybody can read? It's not like these folks are geniuses doing complicated decoding work -- any attempt to obfuscate will completely shut them down.
Another fantastic option would be discrediting them by inserting fake characters/events/whatever. Encrypting the (again) literal plain text might be difficult for some reason, but I have no idea why you haven't destroyed their credibility by pushing fake stuff.
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@MPQBlaine said:
Our suggestion for reaching the final goal in all of these challenges is literally gather the community! Spread the word everywhere, on our socials, forums, Alliance chats. We can run on-launch notifications, but there's only so many of those we can push without annoying players with too many pop-ups at launch. You have the power!!That might totally work if this was easily tracked in game. I don't know the metrics but I would guess a small fraction of the community is socially engaged.
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I thought they would have given us the last reward with how close we were and how unclear the task was. We didn't find out until it was almost done that it counted how much health was depleted and not number of times a villain was defeated. With the boss event going so many of the enemies had pitiful health.
As someone else said, if we would have known the rules a bunch of 550 players could have used sim to put out 550 OR with other villains and hit each other repeatedly.
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@MPQBlaine said:
Congrats on completing 4 out of the 5 tiers in the Omega Red Community challenge! Rewards will be sent out within the next couple of days!
Also, we see all the feedback and questions coming in around the latest Community Challenge so wanted to try and share a few things to shed some light on these.
For starters, we view these events as true "Challenges." Meaning that we fully intend that for full completion, the community needs to come together and push their gameplay to work towards the challenge goal, and not just play normally to earn all the prizes. To get the goals, we take multiple sets of data over various moments in time to come up with a good "Total Goal" to chase. Tier 4 is generally set as the goal that we fully expect players to reach with minimal additional community push. Then, Tier 5 is set so that it should still be completable, but requires real effort by at least a portion of the player base to achieve. Rewards are then set for each of the Tiers accordingly, with Tier 5 providing strong rewards, but not being something that players should just expect to be handed without effort.
We've gotten questions about why these goals aren't tracked in-game. We agree that it would be better if that was the case! However, the engine doesn't easily allow this. Some players have pointed out that the original run of the 7 Day PVE event The Hulk had a community unlock in-game. The existence of that unlock bar is actually a large part of the reason why we haven't been able to run that event again; It's very much a bespoke piece of tech that is difficult to rework or even excise from the event itself. In terms of the publicly visible dashboard, the tool itself works in general for getting visible data out to the player base, but it's not really being used for intended purposes. It's more built for getting relatively static numbers out to stakeholders that don't need up to the second data, so it has some built-in limitations. We've looked over this a few times internally, and it's just a data visualization issue and not an actual data aggregation issue. So seeing a percentage "stuck" at a percent for a half hour, or a jump of 1-2% after the data auto-refreshes is normal for the visualization.
As we've already mentioned recently, don't trust leakers or rumors at face value as well. This most recent event, we had an issue arise where dataminers noticed that a boss wasn't set with a specific Affiliation, and they then assumed that because of that, the Community Challenge wasn't tracking data appropriately. We've triple-checked the incoming data and it was properly tracked, as we weren't actually using that Affiliation at all, but instead tracking anything containing the character's name overall. What we did see is a small but noticeable drop in activity that we can tie to around the time the rumor started which could show that some players took this poor information into account and stopped pushing, resulting in lower than expected numbers for that time.
Our suggestion for reaching the final goal in all of these challenges is literally gather the community! Spread the word everywhere, on our socials, forums, Alliance chats. We can run on-launch notifications, but there's only so many of those we can push without annoying players with too many pop-ups at launch. You have the power!!Why even play anymore . anything less for full progression. Rewards are a jokev
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"Why even play anymore . anything less for full progression. Rewards are a joke",
Absolutely agree, the time and effort vs the "rewards" was not enticing at all, I would rather play not looking after this paticular challenge.
We DESERVE better communication, its a game, but its also a business model, we are "clients" as well
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What an interesting social experiment this turned in to, perhaps that was the true intent!
I feel I have read enough comments across this forum to deduce that the community would have actually been happier had this challenge not even existed at all. I get all of the points on how this could have been better, just interesting to see how something that I believe was intended to be a free reward sparked so much negative emotion.
Now, do they take away community challenges completely, or risk more backlash and try to up their communication with another.
1
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