Board Thread:Game Discussion/@comment-9713390-20130621174237/@comment-9200727-20130626014026

24.179.73.24 wrote: while agree with your train of thought your leaving out a huge part of the equation. the same part the devs are leaving out. You outlined how the game is ment to be played. that is sometimes a huge diff in compared to how ppl actually play. Ppl will always try to min/max everything in a game. It up to the devs to make corrections to find the middle ground that is both fair and fun. these devs seams to be struggling with this concept in this event. If devs try to force players to play a certain way instead of steer, bump or nudge. Ppl will just leave in a mass exit. On to the next game and rinse and repeat. Its the devs jobs to stop this from happining and find a middle ground somewhere. This makes the differance between a long last game or just the newest fade for a couple mos. but this is just my 2 cents I do understand what you mean. I only posted my view because in my opinion some viewpoints were just off base. I play games competitively and thus understand what you mean by minimizing and maximizing game functions. I just thought that I would keep it simple.

I have seen players in my battle log expend one cube hitting a boss with hundreds of thousands of HPs when their dpc is 10-15M. That dpc will not carry any players very far. But if those players would like a piece of the 50k bounty, but don't expend more than one cube in assistance then even if I expended 4 cubes, I will let that boss time out.

On the contrary, I have placed help requests and not seen the bosses HP decrease at all. I then check the battle log and notice that players only expended 1 mil points of damage. I then check the player list generated for help and notice new accounts. If a player or two expends another cube, then I will finish the boss just so that it will help them with the points because they tried to help lower the boss' remaining hp.