What's It Like To Be A New Player, Well Let Me Tell You.
#61
Posted 12 April 2013 - 03:48 AM
#62
Posted 12 April 2013 - 06:05 AM
If the issue at hand is player retention then I suppose a separate queue makes sense. This way players who have no intention of getting good at the game and just want to blow up stuff in a Death-Tank can do so without being roflstomped. I understand that there is concern this would fracture the player base, but if it's between having two player bases or one player base that is set up to be a cliff on the learning curve the strategically (business-wise) sound option is to go with two. Remember, you can't fracture the player base if technically, one of those bases does not exist because those players leave after 25 games.
Although, now that I think about it, there is already a two queue system in place: the 8 man queue and the 4 or fewer queue. Outside of player-organized play, I don't think many players do 8 man queues anymore (I could be wrong, I don't have the data). If we look at this as an indication that the current player base leans more casual than hardcore, then an additional queue system that allows players to be sub-optimal may do more good than harm. All that is necessary to deter better players from queuing in a casual queue is to reduce the rewards (fewer c-bills and exp points).
Now I'm thinking, what if the reason there is no plan to set up a more casual queue is because most of the game's revenue comes from the hardcore players? This would make sense business-wise. If free players are content to paying players, and free players are usually casual, why cater to them unless there's a way to convert them to paying players?
I guess the answer to that question is, how invested can you make the casual player in this game? That goes into consumer psychology, player mindset, and branding. And branding is a suuuuper expensive investment. If you do it right people will pay for whatever you make. If you do it wrong you're millions in the hole and a cautionary tale.
#63
Posted 12 April 2013 - 06:26 AM
Eddy Hawkins, on 11 April 2013 - 05:24 PM, said:
i am guessing you have never played EvE Online....
Actually, Eve was less brutal as you start with pve. I.e. you can tool around in hi sec without dying.
I mean, the psychopaths will kill you eventually, and pvp is a nightmare. But I really enjoyed the first 20 hours of eve just minin' and rattin'. Thenn you run into the fact that blowing up other people's property is not a crime and quit :-).
PGI has said that they are seriously thinking about starting new players off at a lower elo.
I strongly support this :-). Err on the side of lower.
And yeah. Tutorial plus dhs & full armor trials is a must.
Fairly sure the population is too small to support a cadet queue though.
Some kind of cadet lobby in game for grouping with new players would be great. Course, elo disparity would be killer... hmm.
I certainly like the idea of a cadet/trial mech queue, just not sure it's feasible.
Edited by DanNashe, 12 April 2013 - 06:36 AM.
#64
Posted 12 April 2013 - 06:46 AM
When and if it ever reaches a release state, and they advertise.... (if they can afford to advertise) then alot more players will come in.
But the key to keeping them will be the experience they have as a new player. What are our poor devs going to do hmm....
Appogee, on 11 April 2013 - 11:21 PM, said:
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.
Did you use the training grounds?
#65
Posted 12 April 2013 - 06:53 AM
Teralitha, on 12 April 2013 - 06:46 AM, said:
#66
Posted 12 April 2013 - 06:54 AM
BladeSplint, on 11 April 2013 - 05:19 PM, said:
Meh...I was trying to show a friend who's new to the game how to play using the trial version of a Stalker on his account a few weeks back...I was floored at how much harder it was. The intro curve is not friendly right now, it just isn't.
#67
Posted 12 April 2013 - 07:00 AM
#68
Posted 12 April 2013 - 07:14 AM
#69
Posted 12 April 2013 - 07:15 AM
There needs to be a cadet vs cadet only part in the elo. Perhaps first 25 games of account are cadet only, and if the matchmaker has to, it throws in others to fill teams but absolutely NO premades.
#70
Posted 12 April 2013 - 07:17 AM
Just sayin', it's old news.
Edited by Syllogy, 12 April 2013 - 07:18 AM.
#71
Posted 12 April 2013 - 07:26 AM
You basically have no viable matchmaking system whatsoever...
First...the newbie tier for matchmaking is a MUST....however the game as a MMP with absolutely NO PVE must focus on placing these newbies into units (like chromehounds) where they are taught the ropes by the more experienced players.
As one of those newbies (to MWO) not MW....I joined my old MW3/MW4 unit Federated Suns...and we have been doing double 4 drops to begin unit training.... You know...how to play together using teamchat...as a unit...getting those hammer and anvil and other plays back into the game...
Right now...the developers have nerfed the broken matching system so that only 4 or full 8 man teams can drop together....
I like the question of having a matching that gives priority to the newbie only grouping....but after a unsuccessful search period...then allows those of us 4 and 8 man units to have somebody to shoot at...
Yea its painful...but it also gives strong incentive towards serious newbies to join these units to be taught by the more expert players...
That is frankly what this game should be all about
#73
Posted 12 April 2013 - 07:41 AM
Ilwrath, on 12 April 2013 - 02:20 AM, said:
That is correct. The point is that a brand new player was facing those premade whales. I think.
It could have been even worse. It could have been those awful poptart sniper premades. Those are seriously
unfun to play against even if you have understood how the game works and are able to hit.
The jumping Aspergers...
I feel like PGI could fix this quite easy by limiting number of jumps with JJ to like 2 or 3 per JJ. Infinite fuel for JJ is quite bad specially when JJ are not using energy from engine but should use separate fuel.
#74
Posted 12 April 2013 - 07:45 AM
#75
Posted 12 April 2013 - 07:50 AM
#76
Posted 12 April 2013 - 07:55 AM
Unless ofc you think what happened in eve with 2 powerblocks controlling everything making the game stale as hell and boring is a good idea because that is what will happen if all newbies swarm into one powerblock.
The guy running one of the powerblocks in eve leaving and cashing all the ingame currency out and using it to pay the deposit on his house causing the whole block to collapse was a highpoint for a filthy pirate like me ><
#77
Posted 12 April 2013 - 07:59 AM
VladoG, on 12 April 2013 - 07:41 AM, said:
I feel like PGI could fix this quite easy by limiting number of jumps with JJ to like 2 or 3 per JJ. Infinite fuel for JJ is quite bad specially when JJ are not using energy from engine but should use separate fuel.
I am mostly against randomness in games that deal with shooting at targets but I think adding some "shake" to the aim while airborne would do the trick without messing with anything else in the game.
#78
Posted 12 April 2013 - 08:01 AM
Having an artificially high ELO on the very first drop is rather stupid.
Cadets should have ZERO ELO and have to work it up.
I did exactly the same as the op with another account and I was dropping against people I usually drop against on my regular account. i.e. people that have been playing since closed beta, hell, i even went head to head with some of my unit mates in my brand new trial commando on the third drop.......
#79
Posted 12 April 2013 - 08:13 AM
GlycerineOxide, on 12 April 2013 - 08:01 AM, said:
I did exactly the same as the op with another account and I was dropping against people I usually drop against on my regular account. i.e. people that have been playing since closed beta, hell, i even went head to head with some of my unit mates in my brand new trial commando on the third drop.......
This can also be a result of the tiny population. Maybe there simply is very few new players?
#80
Posted 12 April 2013 - 08:13 AM
It's so hard to suggest solutions to a problem that you don't have all of the variables for....
I do not think lowering elo will work for player retention because lone wolves are matched with games that are missing a couple of players. Casuals will still get games where they get completely outclassed and as we all know, negative experiences outweigh positive ones by a wide margin.
GlycerineOxide, on 12 April 2013 - 08:01 AM, said:
Having an artificially high ELO on the very first drop is rather stupid.
Cadets should have ZERO ELO and have to work it up.
I did exactly the same as the op with another account and I was dropping against people I usually drop against on my regular account. i.e. people that have been playing since closed beta, hell, i even went head to head with some of my unit mates in my brand new trial commando on the third drop.......
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