michaelius, on 04 April 2015 - 05:16 AM, said:
Is the supposed to be event for Easter ?
Perhaps that new community manager should look at WoT webpage to see how you should run succesfull MMO game.
Well they did start reporting events run by the community.
The events that MWO has usually are:
1) challenges, where you have to grind
2) MC sales in some form (20% more, free mech/bundle/mech bay, etc)
3) Mech MC discounts
4) Color/Camo MC discounts
5) 2X exp along with 2x Gexp conversion (to promote MC usage)
6) Mech C-bill discount
Other MMO's typically give some type of gift just for logging in. Like when the population of League of Legends was a bit lower three years ago, they emailed 90 day absent people a champion or skin.
World of Tanks is currently offering 50K silver just for logging in and run several different types of events all month long, currently (now calling them missions). They are themed to some extent because they have a tech tree.
Also this game tends to favor better skilled players/veteran players heavily versus new people.
1) Module costs are very high, often costing more than most IS mech chassis. - Allows perks to people that can afford them thus new players are at a higher disadvantage.
2) Elite Mech bonuses gives a lot of extra perks.
3) Also latent differences in mech builds, map knowledge, general strategy, heat management etc makes PUG battle results very skewed.
Basically, MWO has a relatively low population, with few new players, no advertisement, etc. PGI knows that this is a issue but has yet to figure out what to do except their epiphany of putting this game on Steam. However they realize that due to the many bugs, this game may be in a worst situation due to the possibility of the many negative reviews.
They added the 25 free C-bill achievements for new players but is that enough? World of Tanks allow new players to get the base model Tier I's of every country for free whereas MWO offers trial mechs that are not optimized. Perhaps they need to make "loaner" mechs that are simple to play (few weapons groups and low chance for ghost heat), have many heat sinks and have max engines) so that new players can do more than 10 damage their first few matches.
It's odd that each game is logged in many ways (such as each player having a battle ID of the game they've played for point verifcation during events) and stats are logged as well. Does PGI do any analysis of these numbers besides trying to determine quirks? And even some of the quirks are "quirky". If an OEM variant comes with a AC10, why in the world would you give it UAC5 quirks? That skews an inherent advantage to veteran players (due to having more c-bills/earning more c-bllls per match).
While PGI is striving hard to try to make the game better, with the limited resources they have (manpower, technical knowlege of the game engine, limitations of the game engine), they do not have any people with marketing experience. They do read the forums and take note of the complaints, however this is a very small portion of the MWO population. They do not do a customer needs analysis or analyze statistics in general. Most new players do not "wander off the internet" onto MWO. They are all referrals by friends and family. Many other MMO's, even sales companies or jobs recognize referrals and reward them accordingly. MWO does not have a program nor recognizes that it is their primary means of new customer generation.
In summary, PGI's business model is focusing on the heavy spenders of MWO. They know that a few select players are willing to spend thousands of dollars per year on this game. So yes, PGI needs to identify how to generate more money. If they find the right person, that person's salary would be paid for within a month. This product has a lot of man-hours invested in it, yet it feels lacking in a lot of areas. Perhaps it's just the nature of this beast.
Successful MMO's have noted that, while there are loyal gamers, their company would be better off with a lot of traffic, which in turn causes additonal referrals (if the product is good), and reward players for logging in. Instead of players investing 10 hours to get an item valued at $10 (electronic value - no cost associated with manufacturing), they reward them just for logging in to get more traffic. Or they will go after players that used to play and invite them back to check out the changes in the game by offering them something free.