I've decided to make a big list of suggestions that I hope PGI has the time to read and other users too.
1. Retaining new players - There should be a more "strongly recommended" (Possible small MC reward for completing the tutorial or tutorials) in game tutorial that teaches weapon groups and there default binds. How to change weapon groups, explantation of the heat generation followed by ghost heat, followed then by minimal damage range (PPC - LRM). Tag and narc and ECM should also be in the tutorial. An advanced in-game tutorial should show the uses of modules. When UI 2.0 comes out there should be a built in tutorial for pilot trees and mech trees. This game have a very high learning curve and it's hard to retain people because of it. Creating better tutorials with the incentive for people to complete them would really help.
2. UI 2.0 - I haven't followed everything on UI 2.0 so I apologize if this is already in UI 2.0. Ability to create custom lobbies/private games for people in the community who want to do in game tourneys or for friends just trying out new builds. With a custom lobby, make vastly decreased cbill and exp gains so no one uses it for grinding. Right now you have a list of ready mech, with UI 2.0 increases that list to an unlimited amount. Then when solo or group dropping use these groups of mechs for better matchmaking since there will be a big pool of mechs to choose from the tonnage limit should be easier. Make it easier to chat with friends and create groups.
3. Weapons - Adding multiple weapons of the same type with different varieties from different manufactures in the battletech universe. This could also be expanded to house rewards for not only mechs but also unique weapons.
4. Modules - For modules lower the price by a lot, most people who solo drop or group drop have to keep switching in and out there modules for whatever mech they are going to play. If you lowered them to the price of lets say a medium laser people could afford to use them on all there mechs and then have them available in the ready list would could then be used as a pool for matchmaking when it comes to tonnage limits.
5. Challenges - Adding weekly challenges and monthly challenges. The weekly would grant CBILL bonus for completion while the monthly could be used for either a color/camo/cockpit/mechbay item (one time use).
6. Tournaments - Monthly something everyone could apply for, similar to challenges. Like the highest damaged assaults for the month in one round. These tourneys would give out MC rewards.
7. Customer Service - Be proactive and not reactive, create a global broadcast that lets people know that matchmaking is being turned off for a server restart or store update. Don't just disconnect people mid match. Turn off matchmaking let the games finish then patch the game or update store after peoples matches have finished. If for some reason the servers do go down unexpected give out 1 day of premium time for anyone that logged in that day. That they can use when they want too.
8. Active in the community - By that I mean your forums possible weekly updates. By continue to show what is being worked on and what is being done.
9. Achievmetns - with MC rewards, nuff said.
Suggestions Please Read & Comment
Started by Primez, Sep 29 2013 10:36 AM
2 replies to this topic
#1
Posted 29 September 2013 - 10:36 AM
#2
Posted 29 September 2013 - 06:57 PM
As well as the items listed by the OP, I kind of want achievements. They don't even need a reward, except maybe a decal for my mech. Achievements could include; 1000 mechs killed, 200 wins on "XXX" map, 6 enemy mechs killed in 1 match, or 1000 damage in 1 match. I found in other games some ppl tried to get them all. I never was that into them but it is nice to get some Pavlov type of reward for doing something extraordinary. Food for thought.
#3
Posted 29 September 2013 - 09:12 PM
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1. Retaining new players - There should be a more "strongly recommended" (Possible small MC reward for completing the tutorial or tutorials) in game tutorial that teaches weapon groups and there default binds.
Yes! An incentive to a tutorial is a sure-fire way to make sure that the majority of players will complete it. However, building a more detailed tutorial runs the risk of boring the player into irritation and ruining hope of retention.
A better alternative would be smaller, incremental tutorials that were optional, but with incentive. Per se; the first tutorial covers basic controls, weapon grouping, and then gives you a target mech to destroy. (An AI-driven opponent would be even better) Completion awards a dowry of C-Bills to start off the grind to the first 'mech.
Then the next makes a Heavy or Assault mech completely immobile and loads a Medium Lazer, an ER Large Lazer, and an LRM20 to teach the player how to use the range finder in relation to their weapons, and how Long/Max Range affects damage.
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3. Weapons - Adding multiple weapons of the same type with different varieties from different manufactures in the battletech universe. This could also be expanded to house rewards for not only mechs but also unique weapons.
Brilliant! They'd have to update the garage with Manufacturer and Model tabs to cut down on the clutter, but variation in the weapon's stats makes design even more immersive. It is, however, a monumental update in terms of the game, and would probably need a tutorial section to explain the system. (This could threaten retention too)
This is perhaps a project for when the game is more steadily on its feet and with more than two game modes. A grand idea, but not practical for how little goes on at the moment.
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5. Challenges - Adding weekly challenges and monthly challenges. The weekly would grant CBILL bonus for completion while the monthly could be used for either a color/camo/cockpit/mechbay item (one time use).
The tried and true method of "Feed them, and they come back". Definitely a good idea, and a boost in the direction of retention! However, the monthly reward of a One-Time Use credit for a skin or color would lose effect quite quickly, and PG would have to eat the lost revenue or open another function for MCs. ...I'd prefer a small dowry of MCs for the monthly challenges over that fiasco.
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7. Customer Service - Be proactive and not reactive, create a global broadcast that lets people know that matchmaking is being turned off for a server restart or store update. Don't just disconnect people mid match. Turn off matchmaking let the games finish then patch the game or update store after peoples matches have finished.
I like this one, since it's so crucial to the quality of the game! Yes, the mods would reap massive benefits from a pre-update warning. Maybe not so extreme as to prematurely cut off matchmaking, but a 1-hour warning/countdown timer that flashed to all players in the garage would be more than sufficient. Anyone bull-headed enough to ignore it would complain either way.
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If for some reason the servers do go down unexpected give out 1 day of premium time for anyone that logged in that day. That they can use when they want too.
While it is good to apologize to the players, handing out free benefits whenever something goes wrong isn't really the best way to go. I can't agree or disagree, but it's important to understand that PG is also losing out when the servers fail - the players are not alone in the suffering.
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8. Active in the community - By that I mean your forums possible weekly updates. By continue to show what is being worked on and what is being done.
This is done fairly well already. I don't understand the desire to have progress updates before any significant progress has been made. Would you really like a weekly update that basically says "Progress is being made, but nothing is quite done yet. Sorry!"
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9. Achievmetns - with MC rewards, nuff said.
Why not have tiers of achievements that grant MC rewards when completed? Per se; "Component Destruction", an achivement type that can easily be set into teirs based on number. Say for the first, destroy 200 components and be rewarded with a dowry of C-Bills. Then, for the end of the tiers, earn a credit for a One-Time Use skin or color.
Then, possibly for an incredibly strong player rention hook, offer ONE Champion 'mech for completing all achievements of every tier. How pumped would you be to stay in the game and participate if you knew that you'd get a free 'mech for doing it? (Even if it wasn't an amazing 'mech. Champion, not Hero.)
The free 'mech might be suggesting a lot of reward for no income to the company, but let me be clear that I'd love to see an achievement tree that needs a minimum of a month's grind to complete fastest - it would be a killjoy to get a free mech for no real effort. Seriously.
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