

Dear Pgi, An Idea To Entice New Players To Stay With The Game...
#1
Posted 02 September 2014 - 08:22 PM
Some current topics in the forum are leading to an argument over just HOW a new player should start. Clan vs IS balance being in the forefront.
Mechwarrior Online has a very steep learning curve and requires a lot of grind just to break into beginner level play.
I think the current system with the Cadet bonus is not enough to give reluctant players a true feel for what this game can offer.
Lack of tutorials on how to spend the Cadet bonus as well as no indication on how much difference mech upgrades and unlocked efficiencies FEEL during play barres new players. This likely discourages people needlessly.
I would recommend something like the following:
Each new player starts with a HBK G, P, and J with the G starting with all efficiencies unlocked(basic through master) as well as fully upgraded- except Ferro armor. And also starting with an AC10, PPC, 2SRM6 and an XL 260 engine. This way the new player can EXPERIENCE the difference between how a stock mech with no efficiencies compares to a fully unlocked mech. That way they know what to expect and that there is indeed, a 'light at the end of the tunnel'.
This would be in addition to the starting mech bays.
i would recommend the Hunchback for several reasons:
It is not considered too strong or too weak, the current player base shouldnt feel upset about not getting one.
A new player can have access to the 3 main types of weapons in a 'boating' manner. Instead of a mish-mash of weapons they have only read about in the forums.
The chassis has a weakness(the hunch) which will force the new player to learn some of the basic skills, namely, torso-twisting, ridge-humping, corner-peeking, heat management for the HBK-P, Ammo conservation for the G, LRM usage for the J.
The HBK is an asymmetric chassis which can teach about 'zombie-ing' and 'dead-siding'.
A medium mech is considered less demanding in piloting skill versus Light or Assault chassis.
New pilots should have a distinct icon by their name, visible to their teammates only, so the team can plan accordingly. For their first 50 matches, give or take. If i knew i had a new player on my (solo) drop team, i would ask if they want some friendly advice, etc.
With a tutorial, and said starter chassis in hand, they can immediately experience just what to expect. This should also lead them to try a Clan mech, knowing just how different a mech can feel after efficiencies are gained, and stay with it until it is fully unlocked.
Honesty, trial mechs do no service to new players in regards as to how the mech will end up after efficiencies are unlocked.
This way new players who purchase a mech with real money, know exactly what to expect instead of getting frustrated, quitting, and never buying another mech again. Let alone dropping the game completely.
Beyond that, they can play and grind to their hearts content.
Hope this helps,
-G
#2
Posted 03 September 2014 - 04:04 PM
They've had temporary event to give players a free mech and it didn't destroy the economy; giving all new players a mech to own, especially if given a set of choices, will feel much more satisfying than having only trial mechs.
Edited by Redshift2k5, 03 September 2014 - 04:07 PM.
#4
Posted 03 September 2014 - 08:06 PM
If they removed that [REDACTED] awful "heat scaling".
And that [REDACTED] gauss charge.
#5
Posted 03 September 2014 - 08:40 PM
Also, XL engines on a HBK are not generally advised (even after the side torso buff).
However, in principle, I agree with the idea of gifting new players a set of 'mechs with one fully tricked out.
I also agree that the HBK is a very good "starter" 'mech (others would advise SHD, and there is a reasonable arguement to be made/had for that) ...
... it has several very distinct variants (except the HBK-4H, which is basically a hybrid between the HBK-4P and HBK-4G) that each can encourage exploring different playing styles.
... it is moderately survivable and can pack quite a punch in mid-to-low Elo games (but once you start playing in matches against entire teams who can aim, shoot and avoid damage, you're going to want to start looking for something more, which encourages more playing and grinding to get something better)
#6
Posted 03 September 2014 - 09:10 PM
I chose the G/P/J for the boating aspect to reduce the chances of a new just stuffing all kinds of 'cool weapons' on there.
XLengine, while not the best for the HBK, would let them experience the difference between the two and judge for themselves the survivability. It would also give them something to put in another mech. A tutorial shout state NOT TO SELL engines unless you have more than one of the same rating.
#7
Posted 03 September 2014 - 09:13 PM
#9
Posted 04 September 2014 - 11:07 AM
#10
Posted 04 September 2014 - 02:12 PM
I have been getting my friends into MWO recently and I have to agree that this would have helped out a lot. Most of them are a little disappointed that they only have 1 'Mech to play with after they bought their first chassis with their cadet bonus. I like either PGI giving them a starter 'Mech or giving them the ability to gain a 'Mech through a unit commander. This is a great alternative to unit'mechs.
#11
Posted 04 September 2014 - 02:29 PM
#12
Posted 04 September 2014 - 03:28 PM
Darth Futuza, on 04 September 2014 - 02:29 PM, said:
Dunno, how many new players are there at any given time?
What about the spike in mediums because of the Nova?
PGI can figure that out.
#15
Posted 04 September 2014 - 06:37 PM
Darth Futuza, on 04 September 2014 - 02:29 PM, said:
Favoring mediums? Without CW and/or role warfare, mediums and lights, aside from 4x3 reqs, are less viable in a game that rewards pure damage output.
Lights are for those who like that playstyle, or those who want cheap thrills.
Mediums? Aside from Shads? Most would rather roll Heavy.
#16
Posted 04 September 2014 - 06:47 PM
InspectorG, on 04 September 2014 - 06:37 PM, said:
Favoring mediums? Without CW and/or role warfare, mediums and lights, aside from 4x3 reqs, are less viable in a game that rewards pure damage output.
Lights are for those who like that playstyle, or those who want cheap thrills.
Mediums? Aside from Shads? Most would rather roll Heavy.
Yeah, but you're an experience player that has tried multiple roles before. I'm talking about complete inexperienced newbies, who if exposed to only medium mechs initially may gain a tendency to favor them which would be bad for the role warfare balance. Sure they might eventually figure out they like heavies too, but if there are newbies always streaming in the % ratios might never recover.
#17
Posted 04 September 2014 - 08:19 PM
#18
Posted 05 September 2014 - 01:23 PM
Bashfulsalamander, on 04 September 2014 - 08:19 PM, said:
Also I do not think a player should have a fully unlocked MECH as it takes away from the sense of self achievement or curiosity as to how those effect the mech. Lastly it would be nice if it showed the new player as a "cadet", but it would also be nice if the new player said "hey I am new how do I do this", or if new player sent a random friend request to a player to ask how to play. (or just had real friends)
I dont think one unlocked mech will take the sense of achievement away, rather i think it would show them what they NEED to do to each chassis to get the most out of it.
I say this in trying to negate a new player getting frustrated at only having stock-locked mechs and not know just what exactly unlocked efficiencies do and how the feel of the game changes with them.
With one average medium fully unlocked, they can experience out of the bag, what the heat, acceleration, speed tweak, etc do to the game before they get upset at having an 'inferior' mech to start with vs the established players with all the best weapons and efficiencies.
This game isnt like CoD with respawns where they can keep trying and get lucky to get a kill. You get one chance per match, and if they are new to that kind of game, they may not be aware of the climb ahead. I think this idea can mitigate it somewhat without spoiling the game.
#19
Posted 05 September 2014 - 07:25 PM
#20
Posted 06 September 2014 - 05:56 AM
They should be allowed to choose what 'Mech they want.
The cadet bonus is basically perfect for this.
The only thing i would add is some sort of text that tells the fist time buyer when they are about to purchase something... um... not good for a beginner.
EX:
"Locust-1E is not recommended for a first time buyer, as it is extremely fragile. Are you sure you want to proceed?"
"Spider-5V is not recommended for a first time buyer, as it has extremely low firepower. Are you sure you want to proceed?"
Or, better yet, offer then a 30% discount on 'mechs that are GOOD for beginners, so that they are encouraged to make a good decision. Most importantly, slam this info in their face, so that they don't miss it.
example, mechs that would be on sale:
Jenner-D
Raven-3L
Firestarter-K
Blackjack-1
Hunchback-4P
Shadowhawk-2D2
Catapult-C1
Jagermech-S
Cataphract-3D
Victor-9S
Stalker-3F
Atlas-D-DC
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