Re: Changelog 28/07/2015 (SC Weapons)
Posted: Thu Jul 30, 2015 2:01 am
I've been playing scs for two nights now and I have some observations. I've played order both nights and have probably a 25-30% win rate. The game dominance ebbs and flows to be sure.
1. The game scs meta has changed to actually playing the scenario to win by capping bos, getting organized, strategizing etc and it is a good thing.
2. The impetus for playing scs it to win. If the scenario is obviously favoring one side, the impetus to play the remaining minutes is gone. In a good majority of the scs I've played, I've known the outcome in the first two minutes. I can decide to leave, not play or just try to kill something and roll against 12+ people for a 20% drop chance. When the scs are dominated by one side for a span of 3-4 hours, with no impetus to actually play, it gets old fast. It's very tempting to jump on the dominant side which I have thus far resisted.
3. The belief that giving some reward to the losing side will encourage AFKs to join the scs is vastly overblown. It will probably happen some but it can just as easily happen on the winning side.
4. Everyone will get their weapons eventually but its possible that some will not for a very long time or possibly even ever. For example at my current rate, it will take me 40 days for one character. It will be much shorter for some and much longer for others.
5. I realize the slow emblem gain is intended to keep people interested in the game but right now I'm becoming interested in playing the dominant side. I want a reward for playing and trying my best but it seems I will get rewarded even more by joining the winning side.
6. Conclusion, 1 emblem for every 250 points = 2 for winning, 1 or 0 for losing. 250 points is attainable if you try your best against a couple parties with 3 tanks, 2 doks, and a random dps. It keeps hope alive whereas currently hope is often lost in the first two minutes.
Troll away
1. The game scs meta has changed to actually playing the scenario to win by capping bos, getting organized, strategizing etc and it is a good thing.
2. The impetus for playing scs it to win. If the scenario is obviously favoring one side, the impetus to play the remaining minutes is gone. In a good majority of the scs I've played, I've known the outcome in the first two minutes. I can decide to leave, not play or just try to kill something and roll against 12+ people for a 20% drop chance. When the scs are dominated by one side for a span of 3-4 hours, with no impetus to actually play, it gets old fast. It's very tempting to jump on the dominant side which I have thus far resisted.
3. The belief that giving some reward to the losing side will encourage AFKs to join the scs is vastly overblown. It will probably happen some but it can just as easily happen on the winning side.
4. Everyone will get their weapons eventually but its possible that some will not for a very long time or possibly even ever. For example at my current rate, it will take me 40 days for one character. It will be much shorter for some and much longer for others.
5. I realize the slow emblem gain is intended to keep people interested in the game but right now I'm becoming interested in playing the dominant side. I want a reward for playing and trying my best but it seems I will get rewarded even more by joining the winning side.
6. Conclusion, 1 emblem for every 250 points = 2 for winning, 1 or 0 for losing. 250 points is attainable if you try your best against a couple parties with 3 tanks, 2 doks, and a random dps. It keeps hope alive whereas currently hope is often lost in the first two minutes.
Troll away