Well, the first of the Ultron events is done, and I thought I’d share my impressions, good and bad.
Pros:
New gameplay mechanics. Loved the Ultron fight. It actually felt a bit more like a puzzle than your average fight, and encouraged you to make moves not for maximum ap, but to get tiles to the right spot to take out bombs. New enemy types were also fun for the first 5 to 10 times I played them. The balance between swarm and meltdown was perhaps a bit too thin, as I did get obliterated by meltdown crit cascades more than once. Overall design concept is good, but may need some minor tweaks if you’re going to have us face them so many times in an event.
Rewards. It was generous with the tokens and HP. The prime nodes seem like a good way to do it. I may have a skewed perspective here, since I had fairly good luck with the token draws, managing to pull a Star Lord and a few three stars. If you pulled all Moonstones and Bagmen, I realize how that could be even more frustrating than winning nothing at all. I accept I could just be an outlier, but my experience here was very good.
Cons:
Core meltdown (on the game’s servers, not the skill). We were on the node about to unlock Scarlet Witch, had Ultron under a third health left, and couldn’t log in. This, unfortunately, leaves me with the opinion they failed with the event. We’ll see if they address this with any compensation. But, knowing the pattern that SW will be required to do well in the next event, I’m not happy.
Repitition. All of the side nodes were two part survival nodes against the same enemy type. I understand that an army of these sentries may fit in thematically with the movie. But, having us grind the same match dozens of times isn’t good gameplay. The tone of the alliance chat was very excited at the beginning, but made a gradual change to getting tired of the grind over the course of the event. I’d say the progression points need to be lowered.
Lock out. I understand that alliances with heavy hitters could burn through before the more casual players got to play. That wasn’t our alliance, by any means. But, it is an issue that happened for some, and needs to be addressed. I think there are a number of possible good solutions here, and this was just a problem not really thought about until after it happened. You could easily keep nodes unlocked for individuals until the final prime was unlocked AND they hit the last progression reward. The heavy hitters would be locked out when the final prime was unlocked and they cleared their individual progression, while slow players could continue even after the prime was unlocked, up to the point they finished their progression rewards.
Alliance morale. As a commander, this is the one I’m ultimately extremely concerned about. We’re a casual alliance, and we did not unlock Scarlet Witch. Now, with the server outage, I think we can direct a lot of the frustration directly at D3. But, had the servers worked perfectly, and we had not managed to pull it out, I think I’d be on serious alliance damage control today. At best, we politely decide the events like this are not worth it, and then have no shot at them in the future since no one will bother to make a serious effort. At worst, the people putting up the higher scores will demand a serious effort, and want to kick people who aren’t putting up big numbers in favor of roping in mercs. Seems dicey either way.