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Balance & Retention Misconcetptions..


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#1 I am

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Posted 03 July 2013 - 07:54 AM

This game has soe of the worst balance issues I have ever seen, look at how it is impacting player retention. .01% of everyone that has ever tried MWO has stuck with it. Point zero one percent? MWO can do better, if they improve in some major trouble areas.

1. weapons? (being worked on)
2. team stacking (not being worked on)
3. growing the population so the matching making can be more successful (see 1 and 2)
4. boating (being worked on)


Positives
1. cool looking mechs
2. mech lab

Suggestions
1. aim for making all weapons balanced to boating considerations, not individual viability. (sorry stock builds)
2. make teams smaller, require premium, or makes matches include twice as many player. (if you want 4v4, aim for 16v16 matches or higher)
3. sweet gifts, sweet sales, address pin point accuracy to weapon dmg ratio(cone maybe?), less cockpit items, more community interaction, bring back gen chat, update through forums over twitter, more camo/color selection, a new mode or 3, honestly level about deadlines, dx11, optimize code so it puts less strain on VCs, state positions on issues, commit to a slower strategic or faster run and gun meta, clan wars needs to be sweet, weekend specials corresponding with cannon events, apologize when appropriate, stop being {Richard Cameron} on twitter, stop lying, play the game more and be seen playing it (like you love it), and think outside the box.

View PostOthello, on 02 July 2013 - 01:05 PM, said:

Gamasutra is an online site covering the game making industry.

This article reports that there are 1,000,000+ registered gamers on MWO (people who have downloaded the client and played the game). This brief article covers the role and value of a publisher in game development. It specifically mentions Kelly Zmak, IGP's president, and the MWO game.

summary:
  • 1,000,000+ users who downloaded and played at least 1 game.
  • 490,000+ forum members
  • ~ 3,000 <===> 7,000 players online (playing at any given time, est. average) based on close beta number and NGNG #79 (start at 49 minutes in)
source: The publishing philosophy behind MechWarrior Online's million-user milestone



Lets push for .02%! Who's with me?

Edited by I am, 03 July 2013 - 07:56 AM.


#2 Bilbo

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Posted 03 July 2013 - 07:58 AM

How, exactly, have you managed to come up with this number?

Edited by Bilbo, 03 July 2013 - 07:58 AM.


#3 Jestun

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Posted 03 July 2013 - 07:59 AM

Is this 0.01% based on the quoted 1,000,000+ and the 3,000 - 7,000 online at one specific time?

Because that's not how player retention is calculated, and your post doesn't state how those figures are collected.

Edited by Jestun, 03 July 2013 - 08:04 AM.


#4 xDeityx

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Posted 03 July 2013 - 08:04 AM

View PostJestun, on 03 July 2013 - 07:59 AM, said:

Is this 0.01% based on the quoted 1,000,000+ and the 3,000 - 7,000 online at one specific time?

Because that's not how player retention is calculated, and your post doesn't state how those figures are collected.


I'm pretty sure he had another post where all of this was already pointed out to him.

Also, .01% of 1,000,000 is 100. 1% of 1,000,000 is the number he's looking for.

All around math fail.

Edited by xDeityx, 03 July 2013 - 08:05 AM.


#5 RG Notch

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Posted 03 July 2013 - 08:05 AM

You do realize that it's not the exact same 3-7k people on line all the time right? Probably not. :(

#6 Jestun

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Posted 03 July 2013 - 08:08 AM

Listening to the NGNG file they don't even state 7,000 as the anything other than a hypothetical number in a complaint.

Something like "we don't show playercount because people would complain that MWO only has 7,000 and WoT has 30,000"

At no point did he state that was actually an accurate figure, it was used in the context of an example complaint.





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