Paul Crux, on 07 January 2015 - 06:17 AM, said:
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This game as opposed to most games is designed for team play. Even as a Pug (which I am exclusively till now) the greatest skill is reading your teams actions and complimenting them, not purely aim and reaction times. If you are getting high K/D and low W/L you might just be playing the wrong game.
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Lastly, in relation to the idea that the game is hard for new players...That is kind of the point isn't it. It's a high learning curve game. If it was easy for new players it wouldn't be the game it was meant to be. The vast majority of players, I think, enjoy the complexity and would probably like more, not less. I do agree that PGI can maybe add a que for new players that only allows players that have been playing below a certain amount of games but personally I don't think its really that necessary. I do think a detailed and constantly updated manual would go down well though.
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Just a couple of things I would like to add/emphasize here:
The Mechwarrior series is first and foremost a simulation. Elements that have been added to it for the new player experience (i.e. 3rd person camera, arm lock, throttle decay, etc.) when utilized make MWO simulation-lite, but it's still a simulation. The simulation genre has been somewhat niche since forever, and one of the draws of these games are their complexity. Comparing MWO to an FPS is a little like comparing dinosaurs and peanut butter. About the only things they have in common mechanically is a first person viewpoint, and (while it helps to have good reflexes) in no way do you need to have "twitch-shooter skillz" to be good in MWO. In fact, oftentimes patience and tactics are rewarded far more that reflexes. Playing MWO like an FPS is a recipe for personal disaster. I'll assert that anyone who thinks the complexity in MWO is too much is playing the wrong game.
Note that this is significantly different from those who say the game is too hard, or they are losing all the time. Generally, these folks are frustrated because of the seemingly "impossible" matchups they are thrown into. The reality here is that often they are missing fundamental skills necessary to play this game. As a result, they get killed early on or don't contribute much to the match... and we all know what generally happens when a team is down a mech or two. Have this happen enough... and for some folks (of a particular character) rage-quitting ensues. Sometimes, threads such as this are born.
This game could only benefit from a 0-level ELO tier for brand new players as well as people who need a longer amount of time to "get it" and learn fundamental skills. There is no shame in this... Nothing else out there right now is similar to MWO which is in itself an evolution of previous Mechwarrior titles. It can also benefit from access to a tutorial/manual/videos that explain these fundamental skills beyond their mechanics, and go in depth into their impact on game-play. Also, I would add that skills which need more emphasis revolve around team-play.
Many good resources already exist for this, and brand new players who post on the New Player sub-forum are inundated with friendly help. Somehow, we just need to make this information even more accessible. As of this writing, there isn't a single place to locate all of the key and fundamental information necessary to be successful in this game (the New Player sub-forum is too fragmented to fill this role as of now). Having one compilation of resources where we can point new players to and say "Go here to learn everything you need to know to play this game" would be fantastic.
One last note about player retention:
We also need to keep in mind that this game isn't for everyone, nor do we necessarily want everyone playing this game.
Quite frankly, I could easily do without folks that scream in all caps at their teammates in chat or talk about "l33t haxor skillz" and such. I have a feeling others feel the same way and the community as a whole would be better off for it.
Edited by DustySkunk, 07 January 2015 - 08:14 AM.