I'm an
actual new player, of two and a bit weeks.
I've played Mech games for decades, and was immediately familiar with the controls and weapons and so on. While I was of course not as immediately skilled as long time MWO players, and didn't know the maps, I don't believe my skills were significantly lower than an average player. The game isn't all that different at its basic level, vs MWLL or MW3 and 5.
Here is my experience, in my first week of playing...
0. Felt like a usual Mech game, which was great. HUD weapons and movement all immediately familiar. Electronic warfare seemed quite limited, and was surprised to learn I could only get ECM on a few (non-trial) Mechs.
1. Lost one in five games. Quite a few of these were ROFL-stomps where my team had zero kills.
2. Was surprised how hard it seemed to kill enemy Mechs, given my trial Mech (usually a Stalker or CTF) seemed to get cored fairly quickly. After a week, my k/d was disappointingly low, something like 0.5 or 0.6. I wondered why I sucked so bad when I'd been an above-average Mechwarrior in the previous games.
3. Was delighted how quickly I gained experience. It was a double XP weekend, it stacked with my Cadet Bonus.
4. Was surprised to find I'm better in a fast Medium than in an Assault. (I think MWO better balances the classes than any prior game.)
5. Sometimes wondered whether bugs were features. (''Why do I have no cross hairs?'' ''What is the significance of those rainbow colours on my minimap?'' ''How come I can't tell who is a friendly or enemy in this match?'')
In the past week, now that I've bought a Hero Mech (X-5) and upgraded my Catphract, and unlocked basics on both, my k/d is rapidly improving. XP seems to be earning woefully slow compared to the glorious Cadet Bonus + 2XP weekend! In fact, I only just amassed my first 5000 GXP last night.
So, what can the game designers learn from this, in the unlikely event they ever see this post or read this thread...?
1. The ELO system was usually putting me and my teammates up against
much better teams. I noticed some of them were clearly collaborating together in packs, sometimes with the same camo markings.
2. Trial Mechs are generally deathtraps. They overheat, they can't hit as hard as an upgraded Mech, they die easier, etc. It makes a BIG difference to how encouraged you feel about progressing in the game. While new players should expect to have to lose at first, casual players could well get turned off by having the odds so stacked against them at first.
3. The Cadet Bonus is a great idea.
4. Official training resources are woefully inadequate. I had to spend hours and hours reading the forums to be able to deduce the nuances of the game to be able to become an ''average'' MWO player. You just don't learn how important getting out of trial mechs, using Endo-Steel and double heat sinks are, how useless ballistic weapons are on a 230 ping (!) etc etc etc from any of the official training resources.
I think a Cadet queue would be a great idea. Also ELO should assume new players aren't very good, because their unupgraded trial mechs will almost certainly ensure any new player is fighting at a significant disadvantage.
Hope this helps.
Edited by Appogee, 11 April 2013 - 11:24 PM.