Mentorship Systems - Designs, Ideas And Suggestions
#101
Posted 30 October 2014 - 11:59 AM
I think the Very Best thing you could do is get them set up with Team Speak and Talk them Live through all the screens and a few games.
In just an hour or less you could help a person very very much if it were live like that.
Each person would have a custom walk through just for them.
#102
Posted 05 November 2014 - 12:59 AM
3. Any player can be a trainee if he had played for less than 24 hours in total.
4. Players with 100 hours or more can become mentors.
5. There is no limit in mentors and trainees in a game, but both are picked before the match or on the forum. A selected value can be one-time (1 game) for casual players or full-time (6-12 hours) for real-life friends or unit leaders. One-time mentoring will give only a custom forum title to both sides.
6. Both must have voice chat enabled, and it must be built into the game.
7. After 6-12 hours of successful full-time mentoring and training (the time, income, and damage are accrued only during the mentor-training status games), both players may get a cockpit item if the trainee's overall damage and C-Bill income will have been increased on average over time of the training compared to the previous values before the mentorship. All values without a mentor will not come into any equation.
9. The cooldown for mentoring is 1 month. Each mentoring will give different cockpit items (showing the status).
10. In case of a smaller playerbase (a 10-year plan), a difference in 60 hours of playing can lead to the mentor-trainee ability selection.
11. The overall undertaking must not be a big thing. It should be only supplementary.
12. There should be no "observer"-like mentoring, as it must correspond to the feeling of a real Mechwarrior warfield.
Edited by lunticasylum, 05 November 2014 - 01:33 AM.
#103
Posted 05 November 2014 - 01:49 AM
(60 hours would take most people around a month to pull aswell)
What you'll find is there'll be a few people that go in for occasional mentoring and a few people that go in for regular / 'career' mentoring.
Locking out the regulars would massively impact both number of mentors available, and quality of.
I sort of agree there should be something in place to stop quick abuse of it, but something like a small bonus per match in C-Bills / GXP, then a bigger payout each patch day (say MC maybe), combined with a rating system taht allows trainees to rate their mentor, which will affect their rewards.
Obviously Trainees would need to have played under so many games and mentors over so many games, but locking people out of it for a month at a time would kill the system.
#104
Posted 05 November 2014 - 09:43 AM
#105
Posted 05 November 2014 - 02:49 PM
Edited by deathmeck, 05 November 2014 - 04:20 PM.
#106
Posted 06 November 2014 - 12:02 AM
I, personally, am not sure what problems can there be at all in playing Mechwarrior Online. If I take someone absolutely new to computers, I have to teach him to use the mouse. As soon as he can do that, he can play the game. Look at World of Tanks. Even children play it without any mentors.
If someone does not know how to play, write a manual for him. A manual is enough to understand the basics of the game. Reading is the key. Even scanning over the controls might be enough.
If someone does not want to learn to play or has a short-attention span, then he should not play competitive games. There is no other solution unless one wants veterans or other players to suffer.
Edited by lunticasylum, 06 November 2014 - 12:04 AM.
#107
Posted 06 November 2014 - 12:36 AM
#108
Posted 06 November 2014 - 01:16 PM
#109
Posted 11 November 2014 - 09:43 AM
Hence the second question - how to interest mentor? - Prime time (which could be already on for years), GXP for 1/2 the price of a certain amount, a discount on mechs in MC \ CB (i.e prize for work), a stack of priority artillery imp. coolshoots? ..- list goes on. Here I suppose that Mentor and Padawan 'sign contract', means there are deadline, rules, prize, verification option. Like they will play together 30-50-100 matches, they choose a prize for mentor (with validation by trainee) and set or some tool they like to use. This means that the mentor award may vary in importance, and it depends on the complexity of the problem worked out.
What could be interesting for newbee (or just a guy who enters new community - unit - clan...)?
- try a mech with open elite perks;
- fight against more experienced one;
- watch the whole game from teachers POV (better not in record, not after the dead...)
... could be extended by community.
So we came to obstacles:
- No pure spectator view, except after death. It is impossible to watch without doing minus to teachers team. Playing as a team with much greater ELO generally is not always productive. Participation in game with a mentor has drawbacks for someone almost always - this must be eliminated.
- Try the elite is important to feel real tool, not a parody. Leveling up a mech is 3 weeks for a new player. Trials do not disclose the essence of chassis and type-size for new born. Therefore, wrong choice of mech to start a career can cause loss of courage etc.
- Skirmish 1 vs 1 is a problem of time for more experienced one - he might be just not interested in. Again - the presence of premium on both sites.. even if he is interested in teaching - may not be willing to buy a premium time.
- Current statistic is not useful for progress evaluations.
Hence it comes to more or less obvious suggestions:
- Give the opportunity to play together in rules for the beginner - replace mentors ELO for the term of training contract; provide an opportunity to exchange mechs at the start of battle; allow be only spectator on mentor or make mentor first body in after the death list of current spectator view; enable the mentor to view student mech's config.
- To enable the share premium time between two players (or buy the premium for two, valid as long as we play together); allow to gift 1-3 days to other player. allow the contract sum in MC or CB (with reasonable limitations) as succeeded couching contract.
- Export statistic to csv
Edited by Bagor Aga, 11 November 2014 - 09:49 AM.
#110
Posted 11 November 2014 - 08:09 PM
I am a veteran player now; but looking back, excessive rewards really spoiled the experience leading me to the brink of quitting the game.
Too many rewards or rewards for being taught or mentored is a bad thing that should never be included!
#111
Posted 11 November 2014 - 09:11 PM
- lone player entered MWO and doing his way to satisfaction even in unit
- player got friend in MWO
reasons to stay, develop character and self evaluation are different if we know we are part of something and somebody looks at us. I should say: developing of Mentor institute is building new community capable for new gaming experience because they will use imagination to form their own world.
#112
Posted 14 November 2014 - 02:32 PM
The game you see is already complex, but things like quirks, ghost heat, etc. working behind the scenes make it even more.
Look for simpler, more overt ways of decreasing the effects of massive burst, make mech size apparent in the UI, and fix the problems with the UI both in the menus and in the actual game and it will go a long way to helping new players feel welcome.
#113
Posted 15 November 2014 - 05:35 AM
It should be showed in general stats tab in your profile.
Reason: information about your preference between classes.
Edited by DrSlamastika, 15 November 2014 - 07:19 AM.
#114
Posted 16 November 2014 - 10:53 AM
#115
Posted 16 November 2014 - 07:44 PM
Skribs, on 14 November 2014 - 02:32 PM, said:
The game you see is already complex, but things like quirks, ghost heat, etc. working behind the scenes make it even more.
Look for simpler, more overt ways of decreasing the effects of massive burst, make mech size apparent in the UI, and fix the problems with the UI both in the menus and in the actual game and it will go a long way to helping new players feel welcome.
On the contrary, complex things make the game engaging. People are happy to discover something new, work and learn something, as opposed to brainless games out there in the market. The more complexity the game has, the more appealing it to the customer, new or old.
"The learning curve" for each individual is different. Some cannot split the torso and legs in their mind (they have training mode to get to that basic control) and some cannot stand the simplicity of the game (they wait for patches with more depth, diversity, and meaning that can challenge their minds and reactions). And a good manual will always radically help a person with learning.
Fortunately, it is a PVP game. Almost all PVE MMORPGs suffer from the simplicity syndrome: a game is released as challenging and interesting (everyone joins it) and ends up as boring and simple, catering to the instant-gratification generation (veterans leave; only short-attention span 'casual' players are playing it).
Edited by lunticasylum, 16 November 2014 - 07:52 PM.
#116
Posted 17 November 2014 - 12:10 PM
For a Mentor System in game that benefits both the new player and the old player I suggest a sort of hands off approach.
The Mentor would be able to take a battlemech they own and put it up to be 'rented' by new players. This mech would function in the same way as a trial mech in that it could not be modified and all equipment is determined at the time the mech is placed up to be 'rented'. While the mech is being rented the owner does not have access to that mech and any equipment or modules that were equipped on the mech (consumable modules are removed when rented out). The owner also determines a lease period for anyone who rents the mech, 1 day, 1 week or 1 month, this period also determines the benefit the mentor receives for renting the mech out, 5%, 10%, or 20% of c-bills earned during matches is awarded to the owner when the mech is returned.
Limits on renting. Each account has 1 free rental slot and can rent additional mechs using empty mech bay slots. When you accept a rental contract the mech remains with you for the duration, the contract cannot be cancelled early. I also suggest putting in a system to rate mechs and the mentor; the renter could rate how competitive they felt the particular mech variant is, helping generate a live codex for PGI to look to for moding the quirk system, and the renter would rate the mentor player who put the mech up for use, helping other new players by keeping highly rated players at the top of lists and pushing the poorly rated players to the bottom of lists.
If this is done I'd also like to see a sub version of this put into place for the merc companies. But instead of a contract duration the mechs are used while selected and the c-bills go to the company coffer instead of mentor player. This would be useful for company training as new players to a company can begin training with the preferred designs of the company while saving up to purchase there own model.
#117
Posted 18 November 2014 - 02:20 AM
Leopardao, on 17 November 2014 - 12:10 PM, said:
not only new players will benefit.
- What if I put my 2 (non prime) DireWolf on rent program _before DW became available for CB?
- What if I put 2 DW _after, and 1000 other's do like me (because we prefer DW in 12-party and no really need 2 variants w\o bonus). This will make obsolete need to buy DW for own use - they'll be always present as rent cars.
I suggest to make it possible to swap for one game mentors and newbee's mechs - limited use, controlled against systematical abuse (if needed). But I see it also affects private purchases.
#118
Posted 18 November 2014 - 11:48 AM
You already have achievements and being able to see if people you've grouped up with have completed this achieve or have just started playing should be easy to set up....
just a quick thought i had...
#119
Posted 18 November 2014 - 05:11 PM
#120
Posted 19 November 2014 - 07:56 AM
Beo Vulf, on 18 November 2014 - 05:11 PM, said:
Dude, this isn't a new player thread. This is a thread for veteran players to discuss ways to create a Mentorship System to help new players learn the game. No need to state the obvious here.
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