LazySusan, on 23 March 2013 - 11:39 AM, said:
I don't understand this mentality. Why is it assumed that a new player doesn't WANT to worry about that, and should NEED to? I want to fire the right weapon at the right time, and if I don't, I will die, my team will suffer and most likely yell at me and may be defeated because of it. So, when is it that you think a new player should worry about this? 5 matches, 10? It will be even more if they don't understand range because they won't cbill up enough to buy their own to see this "needless complication" in their Mechlab.
What is this thinking about not wanting new players to understand BASIC strategies of when to fire what weapon?
It would be much less of an issue if there were an in-game tutorial. As it stands, these sorts of weapons are just likely to frustrate new players, because they won't be doing damage and they won't know why. Trial mechs are generally only used for the first 10-20 games, until players can buy their own mech. That makes the goals of the trial mech to 1) spark a new player's interest to keep them playing, 2) help them get a feel for MWO, and 3) get a feel for the particular chassis. Inundating the new player with obtuse ill-documented mechanics right off the bat can kill a new player's interest, which is bad for everyone. We want newbies to keep playing!
So yes, things like LRM minimum range, streak locking, etc. should wait until a new player is hooked. This amount of time varies from player to player, but the amount of time spent in trial mechs is so short that leaving such mechanics out of trial mechs will let players learn them at their own pace, once they're already invested in the game.
Edit: If Piranha is serious about new player retention, they should consider running some focus groups with new players of different backgrounds / familiarility with Mechwarrior.
Edited by Stickasylum, 23 March 2013 - 12:03 PM.