Can we get a countdown somewhere that tells us how much time is left on the after party plunder bonus? Like how jets and all the boosters are on your profile under โTemporary Bonusesโ. At the moment Iโm not seeing it and honestly canโt tell if that part is even working because the plunder seems to be the same.
thank you!! I knew about the light switch but was getting confused about the bass, not sure why it has to be so confusing! thanks ๐๐ซถ๐ผ
I wanna say even though I understand how this party works and appreciate the fact ATA wants to do something new this kind of party isnโt something that I personally would want on a day to day basis or even if only comes out during specific hunts like how invites are. For a party on PIMD this is way too much work haha not only that the first bar especially favours big stat players (which means so many DNโs wasted for big players) And to add to that The whole party takes up SOOOO many dns even with a full club hitting.. I like the concept of WORKING TOGETHER < something I absolutely enjoy about the community campus parties but I donโt like how we have all these steps to complete it.
So....here's my feedback. Short version, I still hate this party. Long version..... 60 keys: Sucked. It is way too hard to coordinate 60 key drops even with people having the possibility to earn 5 keys. It doesn't seem worth the effort at all to round up that many keys. Flirt bar: Moved very quickly for my club. No complaints there. Not quite sure what stats were needed to hit successfully, but I hope it's not being a pain for smaller clubs to get through if they manage to get enough key drops to even try. Vibe bar: Moved very slowly. Was like a DN sucker. I wanted to make sure to leave enough time for my club members to drop the bass and get their hits in. Trying to kill this bar took over 20 DN easily. I used at least 20 across 2 accounts and others were using DN or ad regen ad well. Drop the bass: I had members saying they activated their boost right before trying to hit once we got to that bar yet they were still failing hits ๐คท๐ผโโ๏ธ Not sure if they just misunderstood things, if there was a glitch, a stat level needed to hit or what because the post says nothing about stats for this bar. Light switch: Still find it kind of dumb that anyone at all could mistakingly get it if they're not paying attention and end everyone's chance to hit the bass bar. Last dance bar: Moved quickly, but it appears you had to be kind of decent stats here to hit as well. My alt that 45mcs was failing hits. Conclusion: This party sucked the first time it was around. It still sucks this time. I'd be fine never seeing it again. It doesn't seem worth it. I would much prefer just dropping cats/dogs to give my club members the drops they could get from this next weekend and not even go through the headache of this again. I like the concept of the club having to work together, but this just isn't it. Too complicated for no reason.
๐ฐ Mayhem Mansion Review ๐ฐ 2.0 Strap in folks, I've got another long one. Occult is currently a 30mcs+ club, with many larger members and some under. We testing this party towards the afternoon/early evening of Saturday. Right off the hop this is an improvement from the Thursday 24h window we we given with Mansion Mayhem 1.0. It's much easier to coordinate this type of party on a weekend than on a week day. I am pleased that this was addressed as it was a previous gripe of mine with the last iteration of this party. Collecting keys through daily xc and being able to hold multiple per account is also an implemented suggestion that was taken into account going from the previous Mansion Mayhem to this one. The first time around our club members were waiting for an hour from party start to even begin hitting while key droppers signed on and joined. By comparison this time it took us 17 minutes. That is a significant improvement on the ability to actually start a party, but I still feel like requiring 60 keys for dropper coordination is too much. I suggest again for this to be dropped down to 30 and maintain the ability to collect keys via daily xc as well as holding multiple. With the current structure of this party the time spent waiting vs the ability to actually party is ridiculous. The flirt bar is absurd. I understand this is meant for the heavy hitters to "unlock" the rest of the party. I understand and appreciate that this prevents the alt clubs with 100 nub alt account - used to farm rewards - from capitalizing on this. But I should not have clubbies who are 110mcs FAILING this bar. That is WILD. And worst yet? It was over in less than a minute. So we have clubbies who waited 30mins to FAIL or not get to hit this bar. Thats not right. Any POTD club who doesnt have someone 130mcs+ who can land for them is going to struggle with this. This is not a party that should exclude the new/growing clubs from being able to participate that dont regularly have multiple triple digit stat accounts in them. Or if that is what you want it to be then it needs to be marketed and labeled in a very different way like how the invite parties increase in difficulty or the PRO POTD is obviously more difficult than reg. POTD As it stands this party is avaliable to all without any sort of unlocking, and should be completeable by all. Onto the Vibe bar it took us about ~10mins to get through. Again, we are a 30mcs+ club with many members who are hundreds of mcs. Clubs without those heavy hitters are still going to struggle ON A NON MONEY BAR to complete it in any decent length of time. Then we've got the dance bar. I LOATHE this so much. **So much.** I repeat my previous critique, the "Drop the Bass" buff SHOULD NOT BE IN MOLLYS. Many many people dont read fourms. Some people I know litterally cannot access fourms and have sent a help ticket that has been left unaddressed by you for a week. Mollys deals is for microtransacrions. Its where you put "seasonal" for IRL money items. And the occasional freebie to sucker people into not totally ignoring it and perhaps being tempted to spend their money on pixels. PARTY REQUIRED ITEMS DO NOT BELONG HERE. The drop the bass buff should be beside the care packs to activate or used like pots/drops for activation. Not in Molly's. We have had a good dozen people who spent 30 minutes waiting for the party to start, fail or miss the first bar, hangout during the second, only to not be able to hit the dance bar because they scooped up their Molly's freebie and didnt realize what it was for. We have other clubbies who waited, got it on the dance bar as instructed, and then we're left confused on how to activate/ use it that their entire 5mins to hit had passed them by despite the help others tried to offer to clarify. This was a HUGE complaint many had from the first release of the Mansion Mayhem party and why this was not something that got addressed is beyond me. Why is the design so unfriendly to your playerbase and the response is "we're not gonna change anything, hope you read and comprehend this weird thing we're trying to implement but also not respond to help tickets for people who dont currently have access to fourms" like???????? AND THE KICKER THE MOST DISGUSTING PART OF ALL YOU NERFED THE **HUGE** PARTY PAYOUT. Last time I spent about ~5dns and my cash moved ~1t. This time I spent 17dns and my cash moved 2.37t. With the use of a care pack. The drops are even more disgusting. Previously we were awared 3720 main story drops and 600 side story drops. THIS TIME? we got capped at 1k main story drops and 350 side story drops. Disgusting. 50% cut on the side story drops and ~73% cut on the main story drop. I did the math last time on how this compares to p/potd for drop rewards vs time spent. I'm not going to bother this time because obviously the gap is closing with how the rewards have dropped. So we're doing all this work collecting keys, communicating with our clubmates, arranging schedules for a once a week party & waiting for the party to even start and for what? So we can unknowingly waste our dns for mediocre rewards? So our club mates can still be lost and confused and unable to participate? So lower stat players can struggle? So our opposite timezone clubbies can be left out completely? We might as well bang out a couple pizza parties for the time spent on all of this and just call it a day. Since the story rewards got reworked and cats have been removed and replaced with pizzas for players progressing towards the end of the main story theyre in abundance. Easier to coordinate drops for, can be run anytime, more time spent partying vs waiting, straightforward without confusion and in x4 pizzas we can get the same drops. Honestly the more I consider what has been done with the 2.0 version of the Mansion Mayhem parties the less I'm convinced our feedback is truly being considered from a player perspective. I was previously optimistic on the potential these parties had to be something new and exciting to incorporate. This is a game. Its supposed to be fun. None of this is fun. TLDR: I don't think this is working. I dont support this and I'm tired of the one step forward two steps back approach to how player feedback is considered when you update the "new exciting things you're trying out". Double thumbs down ๐ ๐ Here's my critique from the 1.0 Mansion Mayhem for comparison for those who arent going to go to the previous thread but still want to compare:
IDK WHY IM STILL HERE. PIMD HASNT UPDATED MY IGN EITHER BAHAHAHAHAHAHAHAAHAAHAHAHAHHAAHAHAAHHA :help:
800 hits but I'm capped at 1k main drops, 350 side drops, and 1.3t cash ๐ซ ๐ yh I'm never doing this again and hope y'all would focus on other things than this mansion project. Like changing the party dynamics to where ppl win more cash and rewards from potd and kinis. We definitely deserve more than what ya offering
I don't normally make posts but I'd like to add my two cents to this one so hopefully ATA can listen to the collective. We've run five parties currently so I feel like we have a good baseline for the party itself. 60 Keys: Might be controversial but we had no issues running 5 parties back to back so I think 60 keys is fine, it's meant to be a team event and we had a week to prepare. I think the teamwork is fun. Flirt Bar: I think it's absolutely crazy that +100mcs players are missing hits. Not even Pros or 22 invites are that brutal. It makes it unnecessarily hard for players that spent time collecting keys all week. Collecting the keys is hard enough without half the club being able to hit the bar. Vibe Bar: Once again, maybe controversial but it was easier to hit so at least the smaller members could get max plunder, I think it was alright because it is supposed to be a four hour party but it would be nicer if it was a money bar because the smaller players couldn't hit flirt and it does take a lot of hits to get through. Drop The Bass: So unnecessarily complicated, and putting it in mollys when ATA knows people won't read before buying is cruel and unusual. So many people bought it right at CO and then missed out on the bass bar. I can't explain to you how stressful this bar is as an admin trying to make sure everyone can participate. There shouldn't be so much room for error, it's just an unfriendly game mechanic. Light Switch: I'm so irritated about this one. There is absolutely no reason why you should have to use it with an active bass, or that a random person could accidentally end the party. One person asked me if they had to use the lightswitch to start the amp for one of my parties and almost ruined the entire thing for everyone. If anything it should be reserved for president/vps. It seems very unnecessary and between the bass and the lightswitch that bar is literally what makes the party so miserable to run. If you have to collect 60 keys there's no reason people should have to jump through hoops on the last bar. Dance Bar: Didn't have many problems with this one as it flashed by for us so I don't have much to say. Conclusion: It's a fun party and I really like teamwork events that don't cost $$$ to do. I hate the bass bar, make it a normal bar and everyone will be happier and lower the stats to hit the party. As for the drops, I can admit that the drops really isn't worth coordinating 60 keys but I could overlook a lot if it wasn't for the bass bar. Thank you and welcome to my ted talk ๐
The whole party was a total headache and not worth the resources I put into it. But am I stupid or is the dance bar not supposed to take energy when the drop the bass buff is active? ๐ซฉ โHit the Drop The Bass bar for 5 minutes after activating the Drop The Bass buff from Molly's. Without this buff, your hits will fail and take energy.โ ๐ค