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Before Launching On Steam, Something Needs Immediately Attention...


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#41 HellJumper

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Posted 30 March 2015 - 12:07 AM

View PostDarthRevis, on 29 March 2015 - 11:48 PM, said:



Would be great if you could drop into the traning grounds in a few scenarios like you stated but also would be great to have a FREE 1v1 arena.

That way you could train cadets and new guys 1v1 in a arena mode. OR allow for a 2 player training mode and let someone show you the ropes.



or pick them on them...free kills :D

#42 Sean von Steinike

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Posted 30 March 2015 - 12:11 AM

An actual, real, in game tutorial mission/s is definitely needed.

#43 Lily from animove

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Posted 30 March 2015 - 12:39 AM

View PostNovakaine, on 29 March 2015 - 10:13 AM, said:

The best training aide would be to allow new players to drop in the training ground with a friend.
That's the only real way to train someone.
After the cadet period is over toss em to the sharks.
Experience is the best teacher.


this arranged matches are the best, people without mapknowledge, without movement behavior will just get wrecked if the opponent does not adjust his playstyle to a training level first.

View PostGrisbane, on 29 March 2015 - 10:56 AM, said:

as far as the trials are concerned, they are actually pretty decent tbh. there were more than a few decent trial builds when i started. the stormcrow was very good (i just suck with meds) as was the Nova, Timberwolf, and many of the IS champion builds... they weren't meta (except the stormcrow already being set up for laser vomit) but they were well built with a few different options of how to use the build. I would suggest however severely limiting the exposure to lrms in trials.. my own bias against them aside.. lrms are a very easy trap for new players to succumb to and it can really stunt a new players growth and enjoyment if they can rack up 'easy damage' by sitting 800 meters back and clicking anything that turns red


the starting newbie has no idea which trial is good and which not.

Edited by Lily from animove, 30 March 2015 - 12:39 AM.


#44 Sandersson Jankins

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Posted 30 March 2015 - 12:49 AM

Improved documentation is the top priority for a better new player experience, imo.

Why?

Simply because this is the easiest, simplest measure to take immediately. Players have written extensive useful guides, but they're only located on the forums. I've seen time and again with games, many new players won't go to the forums at all, or will only go after playing a few games to complain.

Therefore, manuals, guides, and proper documentation is necessary to implement into the game itself. I'll give a small anecdote to help my point:

When I first started playing this game again, I got several other people to play it. These people are completely inexperienced in any sort of BT universe or game. Now, my goal was to make a group to play well in CW with these guys. First problem we came into was this: THEY DIDNT KNOW WHICH MECHS WERE CLAN AND IS

I was at work, I got home, and someone was all excited he finally got his first mech and its awesome. I ask him what it is, and he says its a timberwolf. I inform him that he won't be able to use it in CW with us. He was very confused, and didn't understand why! To a completely inexperienced player, they won't even know which mechs are IS and clan, much less advanced things.

Thing is, PGI doesn't even need to generate content at all for this! It's already here on the forums!

Edited by Sandersson Jankins, 30 March 2015 - 12:49 AM.


#45 MikeBend

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Posted 30 March 2015 - 02:29 AM

What this game lacks is ingame descriptions of everything. Can anyone confirm that there is an ingame indication, that CLRM does damage under 180 meters? What does ingame description of BAP or command console say? How many threads we had on this forum, when newbie unlocks camo, just to find out it doesnt apply to every mech? Lots of those little details really. The game needs polish. Lots of it.

#46 Sarlic

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Posted 30 March 2015 - 05:49 AM

View PostMikeBend, on 30 March 2015 - 02:29 AM, said:

What this game lacks is ingame descriptions of everything. Can anyone confirm that there is an ingame indication, that CLRM does damage under 180 meters? What does ingame description of BAP or command console say? How many threads we had on this forum, when newbie unlocks camo, just to find out it doesnt apply to every mech? Lots of those little details really. The game needs polish. Lots of it.

Yep.That's why the overlay or a ingame learning centre.

#47 Dimento Graven

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Posted 30 March 2015 - 07:14 AM

View PostMeeso Thorny, on 29 March 2015 - 10:20 AM, said:

Without getting too heavyhanded with my opinion, I disagree. There is evidence this game is hemorrhaging players pretty hard. Retention of players should be a major focus. Some of it will require a better experience for newbies. Some of it will require charming the founders back with legitimately addressing longtime concerns.
What is this evidence do you speak of?

View PostBurktross, on 29 March 2015 - 10:20 AM, said:

I like everything except for the bounty system, really. Screw over people you disagree with, and nerf their payout to boot... Nahh.... I'd pass....
I kind of liked the bounty system...

#48 Dimento Graven

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Posted 30 March 2015 - 07:21 AM

View Postbobobobobiy, on 29 March 2015 - 10:26 AM, said:

The free access period would ruin the game for me, imo. Instead of grinding mechs, I would just keep making new accounts to play mechs I wanted to play.

...
If this were tied into Steam, I don't think it would be that much of an issue, considering a lot of steam players wouldn't continuously make alternate accounts just due to the fact that all your games on your primary account wouldn't be available, and it's kind of bothersome to switch around.

Quote

Making trial mechs better would make the new player experience 50x better.
That's opinion and perspective. Of the recent trials, none have been what I would consider "bad". Sure, they are usually not "optimized" or "meta" builds, but, that's a good thing, otherwise what's the point of buying your own 'mech?

Quote

TK'ing really needs some work. Not just killing, but damaging as well. Maybe give the players the option to punish people for team damage, or forgive it.
Crap happens, ESPECIALLY during challenges. Some of the kill based challenges are the worst as you constantly have people purposely jumping between you and a target trying to get the kill for themselves.

Sorry, but if you're not paying attention and walk into my dual gauss, dual ERLL alpha, get cored out from the rear and die, how is that MY fault?

Yet the self involved weenies will piss and moan, and report you to PGI because of their greedy self centered play...

Quote

Also, the economy needs some major work if PGI wants to keep new players interested in the game. Researching modules takes a ton of GXP, which new players won't achieve easily. Actually buying packs of mechs needs to be a bit cheaper ($55 a la cart, are you serious?).
Probably some truth to this. The economy of these things is NOT scaled towards casual play. Hell I know of quite a few people I see play almost every day struggling to afford modules and engines. It can be hard grinding cbills and exp, that's for damn sure.

#49 Sarlic

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Posted 30 March 2015 - 08:43 AM

Steam players can be very harsch.

#50 StLeco

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Posted 30 March 2015 - 08:49 AM

For new player the training grounds could teach you basic skills in small scenarios like was done in MW2. Basic manuvering and gunnery skills.

Ya gota luv the old training instructor:






#51 Novakaine

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Posted 30 March 2015 - 03:02 PM

View PostSarlic, on 29 March 2015 - 10:17 AM, said:

While true. But that's how to learn to get used to the mechanics. My point is also to soften up the learning curve in terms of the economy.

More experienced player should reward the lesser experienced player.

Forgot to mention that each experienced player can reward a small amount of their income to other recruits.

But as far your response goes: it's also time consuming, i think it would fit more if PGI implented more scenario's. Basic attacking, flanking and reading. Perhaps even small roles. Instead of stationary mechs. You gain already huge experience by playing your first multiplayer games after the learning grounds.

What do you think of the rest?

Agreed, on all points.
But I think opening the training grounds to a recruit and experienced player would the less resource intensive.
For PGI in the long run.
I understand that the trying to sell premie time for this.
But you got to get the customer in the door before you can sell them something.
Training scenarios would be great with a small cbill bonus for learning, by the way.

#52 Kilo 40

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Posted 30 March 2015 - 05:16 PM

The bounty idea has real potential

#53 Xenon Codex

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Posted 30 March 2015 - 05:57 PM

I'd like to personally put a C-bill bounty on some players...having a bounty would be a mark of respect, not shame.

However, I believe an in-game system of reporting misbehaving players is definitely needed but should only be visible to PGI. A public marker will only encourage a true griefer, as notoriety is really what they are looking for.

#54 HellJumper

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Posted 30 March 2015 - 09:21 PM

i take the bounty system as this...


FOCUS FIRE FOR PUGS :D

they see a guy with bounty on their heads.. free cbills if you kill him... pugs dont do focus fire...bounty can make them do it :D

#55 Sarlic

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Posted 31 March 2015 - 05:41 AM

Thanks! However the Bounty system needs a little bit more thoughts. But i like the basic idea.

I hope the Devs take notice.

Edited by Sarlic, 01 April 2015 - 07:06 AM.


#56 Sarlic

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Posted 01 April 2015 - 07:03 AM

View PostXenonCx, on 30 March 2015 - 05:57 PM, said:

I'd like to personally put a C-bill bounty on some players...having a bounty would be a mark of respect, not shame.

However, I believe an in-game system of reporting misbehaving players is definitely needed but should only be visible to PGI. A public marker will only encourage a true griefer, as notoriety is really what they are looking for.

View PostKilo 40, on 30 March 2015 - 05:16 PM, said:

The bounty idea has real potential


I agree. But it needs to be thought out further. I just provided a basic example of myself.

#57 Sarlic

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Posted 03 April 2015 - 11:46 PM

View PostStLeco, on 30 March 2015 - 08:49 AM, said:

For new player the training grounds could teach you basic skills in small scenarios like was done in MW2. Basic manuvering and gunnery skills.

Ya gota luv the old training instructor:






Something like that, yes!

#58 Sarlic

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Posted 14 April 2015 - 01:30 PM

Made a mockup of filters for each specific que.

I can only dream, but probaly our playerbase is not big enough.

Posted Image

Posted Image

Bigger version: http://i1320.photobu...zpsxisbzzji.jpg

Edited by Sarlic, 14 April 2015 - 01:32 PM.


#59 Sarlic

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Posted 19 July 2015 - 01:12 AM

Sorry, bumping this thread again. Summer has arrived and i am not sure when Steam release is planned. Last year it was abount this Summer.

Still good idea's. But i doubt if anyone from PGI would read it.

Thank you for your contribution so far!

#60 TyphonCh

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Posted 19 July 2015 - 01:18 AM

View PostSarlic, on 19 July 2015 - 01:12 AM, said:

Sorry, bumping this thread again. Summer has arrived and i am not sure when Steam release is planned. Last year it was abount this Summer.

Still good idea's. But i doubt if anyone from PGI would read it.

Thank you for your contribution so far!


Not a problem at all!! It'd be nice if a dev would respond at the very least... Give us some kind of hint.
It's ok, we don't pay to play this game. we don't care about it's future.... NAWT





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