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Bruh, at least wait until MO is actually lost
The reason we're losing MOs is because most people have no clue what the best course of action is or don't care. And more likly they're running around farming SC on planets that have no impact at all to buy the warbond or super store stuff.
Yeah, that's not how it works buddy. It's based on percentages, not raw count. But keep trying to prove a point while you ALSO are here. Did you bother reading it? I guess not based on your stupid reply.
None of these is explicitly/absolutely bad. The issue here is not so much that arrowhead has a particular story they want to tell; it's that they can't tell it if the playerbase has the cohesion and the motivation to win where they need losses to happen to drive the story. This says to me that most, if not all, of the story decisions so far have been primary forks, and that they don't have much in the way of divergent pathways in their story's development. I think they've built too much around the primary narrative they want to develop to let the story stray too far from it.
Player agency in an unfolding story is a wonderful thing in theory, and - when properly prepared for - in practice, too. But actually putting the effort in for that prep and pulling it off properly is a metric ♥♥♥♥♥♥♥♥♥ of work, particularly when you're building that sort of story in a game. I think that the people who built the game and the people that are maintaining and building the post-release content have two different visions and levels of competency, and the difference means that the post-handover devs aren't willing to be flexible and risk potentially have to make new story content (ie. more work when they're already struggling with the extra workload made by stuff like bad decisions/PSNgate) when they could instead lay a firmer hand on the reins and force the story into a more linear channel for less work.
Once again - I'm not saying this is a bad thing. If it is an issue of the post-handover devs struggling with the story style, the issue isn't implicitly their competence or lack thereof so much as the original team no longer managing the game, which is either that team's choice or a corporate one. These guys are probably making the best choices they can where the story's concerned. But it does mean that the game is currently being advertised as an emergent narrative when it more resembles a managed one (yes, pun intended).
Arrowhead's made mistakes, and will probably continue to make mistakes. But not all of their choices are wrong. This could be the least bad choice in a scenario where there's too much work to do in too short a time period. Granted, the workload is a direct consequence of their prior poor choices - but they're still working, and are making an effort to do better. Let them cook.
1. No, you clearly misunderstood my point. The MO is rigged BECAUSE they knew a new warbond would be out and they want to keep players grinding it longer to increase retention. Most players aren't banging out a ton of high difficulty missions every day like you and I may. In fact, most play a couple low difficulty missions, then log off. So no, not everyone is getting "loads of medals" as you say, ESPECIALLY when the MO is designed to fail.
2. There is no way for players to communicate on the galactic scale except third party apps, so it's poor design, or willful incompetence on the part of AH of that is the case. If we assume you to be correct, how do we win other big MOs during times when there is no new content?
I get defending AH but you only stand to benefit from this being pointed out, so why so hostile?
I find it frustrating they damage the story narrative with these MOs that are built to fail to slow progression on new content and keep numbers up. I think they're well within their right to do so mind you, but I wish they'd find some other route.
I like everything you said, but I don't see how it's relevant to my statement I guess. I just wanted to point out to people that AH gives us big Impossible MOs the week or so after the release of a new warbond to attempt to keep casuals grinding longer.
Could help some, but most people quitting mid mission are crashing out, especially after the last updates.
(The mega nerf that is "More players online? Well each one now contributes less)
The MO's have been getting failed constantly.
They kept their ridiculous regen rates, but removes player pushing power.
Then wondered why everyone stopped giving a rats **** when they realized they had become powerless and the global map was now 100% automated and player input did nothing meaningful.
For much the same reason as them purposely building MOs to fail (delaying content, slowing progress, and such) they also CAN force progress.
If they chose to, they could set the liberation rate to Gacrux to 100% / hr (and maybe they do and we win)
But that also means that if we all quit tomorrow to let the bots take super earth, since there is no Super Earth map ready, or even started in development most likely, they would just set all the liberation rates to 100% / hr near Super Earth, and nothing would happen.