Mentorship Systems - Designs, Ideas And Suggestions
#141
Posted 14 December 2014 - 07:06 AM
i´d like suggest to developers, add some quirks to Highlander, IOT reflect the special endurance of its legs. (Highlanders should kill enemies using the "highlander burial", but in fact, often lose his legs in a stupid and not severe fall in alpine peeks).
Thanks for yours efforts IOT improve this amazing world!!!
#142
Posted 14 December 2014 - 07:33 AM
Ulises, on 14 December 2014 - 07:06 AM, said:
i´d like suggest to developers, add some quirks to Highlander, IOT reflect the special endurance of its legs. (Highlanders should kill enemies using the "highlander burial", but in fact, often lose his legs in a stupid and not severe fall in alpine peeks).
Thanks for yours efforts IOT improve this amazing world!!!
How does this fit in with Mentorship Systems???
Stay on topic please. There are other threads for Mech feedback.
#144
Posted 18 December 2014 - 10:13 PM
Kyle Polulak, on 13 October 2014 - 01:18 AM, said:
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PGI are picking themselves up from being knocked down too many times, now that IGP are gone from the picture, and that's all to the good; however, what we need, now, are ways to show new players they are not alone, and the best way to do that is to give them a FREE place to gain training from the unit they have chosen to join, rather than throwing them immediately into the meat grinder.
Edited by Kay Wolf, 18 December 2014 - 10:15 PM.
#145
Posted 18 December 2014 - 10:29 PM
Karl Streiger, on 13 October 2014 - 04:29 AM, said:
Mentors should be appointed by their units, but they are called Training Cadre members, and a unit could have one per 36 players for Inner Sphere -Battalion-, or one per 30 players for Clan -Binary. Training Cadre/Mentors should receive only what they are given by the unit in the interface, or on the external web page, or whatever, for their service. Then, make it so the unit Commander can purchase Premium Time, as they see fit, for the Training Cadre completing the tasks, now that it's available in the store, but they can use C-Bills to do it, whatever the conversion rate is from MC to C-Bills, just reverse it, but it can come from Unit Coffers.
Thus endeth page 1 of this discussion.
#146
Posted 18 December 2014 - 10:53 PM
Gauvan, on 13 October 2014 - 07:34 AM, said:
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Ovion, on 13 October 2014 - 10:46 AM, said:
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That's it for page 2, and it's late, so I need to go... maybe more tomorrow.
#147
Posted 19 December 2014 - 06:15 AM
It looks like he has a couple fresh ideas and a few repetitive ones. I think that's a good thing because it offers some new perspective and reinforces some of the more common themes found on this thread.
Like I've said before, the biggest thing we need, in terms of Mentorship Systems, is the ability to easily pair unseasoned pilots with a vet player for drops against similarly comprised groups (probably from the same Unit or pool of unseasoned players if we're talking solo pugs) or drops on the Training Grounds. This allows the relatively equal groups to fight it out on a level playing field while the veteran players teach them about Mech movement and combat. Even a new training grounds map with turrets replacing Mechs would be helpful because new pilots could learn about Mech and component damage.
#148
Posted 19 December 2014 - 01:25 PM
Nightmare1, on 19 December 2014 - 06:15 AM, said:
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#149
Posted 19 December 2014 - 03:20 PM
Kay Wolf, on 19 December 2014 - 01:25 PM, said:
Thank you.
The squeaky wheel gets the grease, right? Or, is that the squeaky wheel gets greased? Hehe, I never can tell.
Truthfully, though this WOULD be a nice addition to the game, Command & Staff members, of which the Training Cadre Officer-in-Charge should always be one- need to be mindful of incoming cherries, and make time to train them, to engage them in email and PMs to get them into the game for training.
Yep!
Although also, while I agree with you about Training Officers staying on top of new recruit training, I think that some of the focus here has been on potentially having Community Mentors that can help teach new puggers, not just as a service for Units.
Yeah, I getcha about getting to page three (rats, that's where a lot of my stuff is, lol). Life is super busy right now for me too. Sadly, it looks like I may miss out on the entire winter rewards that PGI is giving away!
#150
Posted 19 December 2014 - 04:49 PM
#151
Posted 23 December 2014 - 12:18 PM
Kay Wolf, on 19 December 2014 - 04:49 PM, said:
That's a possibility.
Overall, I think the big push is for a Mentorship system that both Puggers and Units can use. Right now, Units can organize training drops via Private Lobbies, but lone players are left out in the cold. A system that serves both would make it easier for Units to train new players, while still providing lone pilots the chance to learn the ropes without being forced into a Unit. I know a lot of us prefer Units and feel that it is the way to go, but some players can't commit the time to be a part of one, or are simply leery of joining one.
I can't deny that it would be a good tool for Units to use in scouting new recruits. Frankly, I suspect that most Mentors will be Unit members anyways since Unit pilots seem to be the best at both playing and teaching this game. I don't think that would be an abuse of the system though; rather, I see it as a side perk to taking on the responsibility.
#152
Posted 06 January 2015 - 11:25 AM
#153
Posted 15 January 2015 - 05:21 AM
Scurry, on 13 October 2014 - 01:58 AM, said:
For example: Ghost heat multiplier, heat ceiling, hitbox locations (seriously, it's kinda ridiculous that we have to find this out ourselves), ammo consumption order, crit mechanics, Gauss rifle mechanics, Ultra-AC5 jamming, minimum range, Lock-on mechanics.
A set of videos explaining the basics of the game would help massively as well, perhaps linked through the launcher.
Also, you know those tips that appear while the match is loading? It would be nice to have them consolidated and displayed in a single location.(...)
This!
The issue ain't about tutoring, it's about keeping players interested in this game.
I've introduced 4 players to this game, trying to play with them and show them around.
One ragequit after 3-4 games without even realizing why did he die. He still wasn't over 3rd person and the arm lock in 1st. Kay Wolf mentioned new players feeling like being thrown in a meatgrinder. Yeap.
Another plays whenever he can. Although we have very different ways of playing every role in the game, we both agree that this game ain't for new players. Especially not ones that aren't introduced to BattleTech lore. He wasn't either, but he had learned from TvTropes or something. No thing BattleTech related comes delivered in a fancy package fitting today's market. Nobody bothers to study it even a bit and many look at giant stomping robots as too expensive, too impractical and scientifically impossible to exist without any magic.
One found the game too complex to enjoy and quit after about a week. He had the same experience many people have with Dwarf Fortress.
The last one is usually playing WoT because he appreciates the timeline and the history behind each tank. Some cinematics would be more than welcome to give insight in some of the BattleTech lore. Check the Supreme Commander serial and the cinematics from that game. That's what I mean. Being able to "Read more" after it hooks you up doesn't hurt, either. Another thing he ain't continuing to actively play MWO is that there's no rewards of any kind for anything except spending money. Maybe a star or a strip added to a mech's paintjob... Maybe an icon rank beside your name. Anything to show off that you've got something to brag about.
Ultimately, what this game will always need is a short single-player campaign on the maps we play in multiplayer. That would be the best of <topic title here>. No matter how hard it might be to implement, it would offer so much of the needed insight to the game.
Now... Remember Starcraft? What does this game NOT have at that one does? Yeap, we need all of that. Short, cheap and easy solutions won't bring as much result as wrapping the game in a nicer package would.
Edited by Uthael, 15 January 2015 - 05:34 AM.
#154
Posted 15 January 2015 - 10:54 AM
My recommendation for dispensing the knowledge of BattleTech is to build short videos, chapters -perhaps this is something NGNG could be challenged to do- representing various stages of the history of BattleTech. I'm talking about the whole of the story, not just the recent time concerning the damn Clans, but give some REAL context to it all. Give players a reason to be here that is not "oooohhhh, big stompy shooty robots, kill, kill, kill". I would be willing to bet that less than 33% of this community have enough knowledge concerning BattleTech to desire putting time into it.
#155
Posted 22 January 2015 - 04:03 AM
It is a niche teaching role.
But still happy to help.
I usually have one apprentice but I feel I could teach one more. Plus I reward my apprentices with real life e vouchers, paypal etc
Famous atlas pilots taught the mastery of this assault : Lord Dio, Bloodlink, Mycrus, Pocket Aces, Kid Tijid, and currently Head just to name a few.
#156
Posted 26 January 2015 - 02:00 AM
#157
Posted 26 January 2015 - 06:40 AM
As far as labels go, it's just a term. Newb is short for new player/pilot. From what I've seen, that's conventional with most every online game these days.
#158
Posted 26 January 2015 - 11:05 AM
Otherwise, if you're looking for system, I'd recommend PGI consider a simplified version of the concept used in League of Legend's post-game screen. PGI can add a dropdown button into our post-game screen, where we can recommend people for 1) Good attitude, 2) Team Player, 3) Helpful player. (if this kind of UI is not possible in the match, then maybe the post-game screen can be moved to a UI 2.0 window?)
#159
Posted 26 January 2015 - 01:58 PM
chiron, on 26 January 2015 - 11:05 AM, said:
Otherwise, if you're looking for system, I'd recommend PGI consider a simplified version of the concept used in League of Legend's post-game screen. PGI can add a dropdown button into our post-game screen, where we can recommend people for 1) Good attitude, 2) Team Player, 3) Helpful player. (if this kind of UI is not possible in the match, then maybe the post-game screen can be moved to a UI 2.0 window?)
Sure, naming some helpful vets would be one good way of nominating potential Mentors for the program.
I've never played LoL, but what you describe sounds like a good system too, although a bit generic for a true Mentorship System. Maybe it could be adapted to be specific to Mentorship Matches like what have already been described on the thread.
#160
Posted 26 January 2015 - 02:38 PM
This system branches out beyond just mentorship and would include sportsmanship, and even includes honoring your opponents, if you wish. But I'm just refering to the actual UI system, as a means to allow players to recognize helpful veterans with a single click, after a match.
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