You have to clarify this for me. I guess you mean that as Su your stats are overshotting mine by a large gap? Which would be in your benefit
Disagree. The game, and any game in general, should have mechanics that are possible to fail in all content that isn't labeled "Practice".
It was a rough estimate, but let's think of it this way. 8 players in the field require 8mins to clear the quest assuming everyone plays their best. Someone dies and they are unable to perform for 10-15 seconds until someone else rezzes them. Then they die a second time, and then they die a third time. That's 45seconds of them not contributing, or in other words 435/480 = 90,6% upkeep. At the same time, 3 other players also spend 10 seconds each to stop their damage actions, so that they run and rez the dead player, and then run back to the enemies. The upkeep of those is 470/480 = 97,9%.
So we can consider that the group now has 4 players with 100% upkeep, 3 player with 98% upkeep (the ones who stop to rez) and 1 player with 90% upkeep (the player who dies). So the total group performance is at around 98%, or about 2% slower. 2% of 8mins is 7 seconds. This does not take into account downtime between waves which can be used to rez players without performance hit, as well as performance hit due to losing buffs. But I think that on average, assuming that the above numbers are realistic, then having 3 deaths in a quest just slows it down by about 10seconds.
Yes, it makes or breaks getting another run. And that's a good thing, it gives players an incentive to want to strive for better performance.
The players who care to improve are exactly those who care to improve. What I mean is that if I want better results, I will have to see what I am doing wrong, what I can change, what I can fix, what of those changes and fixes is within my time and currency budget etc. This also applies for Expert. Those who gave up, and this includes me, are those who see that the amount of effort and changes required to overcome the obstacle are too great to be a quick and easy fix.
Tying rewards to player performance may not make players want to improve, but it will make some of them. And that's a win for everyone.
I have entered Ultra Fields a total of 4 times since they were implemented. In 3 of those there was an afk person staying at a distance from the group, but strangely enough moved to the boss remains once it was cleared. It might have been someone's alt account, who took advantage of the guruguru design to get twice as many rewards for no additional effort, who knows. I wouldn't be surprised.
Yes, and I agree on that. The key is to determine what is extra rewarding vs what is punishment. For example, I mentioned above that S gives 100%, A gives 75% and B gives 50%. What if I said that S gives 200%, A gives 150% and B gives 100%? And I echo your observation regarding 2-1 vs 2-2 runs, because I have had similar happen to me.
Yes. I prefer ranking per player than per mpa. Which is why I like the grading system in the Ultra Fields. And the good thing is that the reward isn't exactly game breaking either; 1st takes 3 xcubes, 2nd and 3rd take 2 xcubes, 4th and below get 1 xcube. You could say that the rewards are split 100% - 66% - 33% or 300% - 200% - 100%, but in the end they are a small extra reward for players who actually try to perform what is asked of them.
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