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When Is Mwo Going To Steam?


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#21 Jetfire

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Posted 03 April 2015 - 06:19 AM

View PostKevjack, on 03 April 2015 - 05:45 AM, said:

When? Hopefully no time soon. The game is not ready, and you get ONE chance at a successful Steam launch.

New player experience especially is far from ready for the spotlight.


As I see it this is the minimum launch checklist.

1. New Player Experience:
-Full Tutorial ala MW 2/3/4
-Extend rookie pilot matches from 25 to 100
-upon completion chooses CLAN OR IS, then Lgt/Med/Hvy/Ast and receive 3 mechs of that class (IE 3x commando for lights)
-upon master of those 3 mechs get a 5 million CB bonus and the choice of the next class
-repeatable for all 4 classes and can reselect clan/IS once
-add paint to the CB basic level for 8 total colors, crayola 8 pack 3 primary, 3 secondary, black and white

2.Adjust MC prices with a new multiplier from CB price and reduce costs of cosmetics to be real impulse buys.
-halve the MC costs of everything, gift MC to compensate those who already spent
-create Camo and color pallete bundles to encourage higher spend at better value

3.CW phase 3 complete
-CW is going to be the big draw so it needs to be compelling
-logistics are what will balance the dynamics, pushing further into enemy territory will require more effort

4.Collision
-It just isn't the kind of feature you can just add after a full steam launch. If they go Early Access... maybe but that's an even worse idea as I see it.

5.Fix the pilot skill tree
- at the very least get rid of the convergence skill, don't baffle the newcomers, either put in convergence or take out the skill relating to it.

#22 August55

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Posted 03 April 2015 - 06:25 AM

Russ has mentioned numerous times regarding interest in going to Steam. No ETA though.

To be really fair regarding E:D, the Steam release was rather sudden.

#23 Senor Cataclysmo

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Posted 03 April 2015 - 06:39 AM

View PostJetfire, on 03 April 2015 - 06:19 AM, said:


As I see it this is the minimum launch checklist.

1. New Player Experience:
-Full Tutorial ala MW 2/3/4
-Extend rookie pilot matches from 25 to 100
-upon completion chooses CLAN OR IS, then Lgt/Med/Hvy/Ast and receive 3 mechs of that class (IE 3x commando for lights)
-upon master of those 3 mechs get a 5 million CB bonus and the choice of the next class
-repeatable for all 4 classes and can reselect clan/IS once
-add paint to the CB basic level for 8 total colors, crayola 8 pack 3 primary, 3 secondary, black and white

2.Adjust MC prices with a new multiplier from CB price and reduce costs of cosmetics to be real impulse buys.
-halve the MC costs of everything, gift MC to compensate those who already spent
-create Camo and color pallete bundles to encourage higher spend at better value

3.CW phase 3 complete
-CW is going to be the big draw so it needs to be compelling
-logistics are what will balance the dynamics, pushing further into enemy territory will require more effort

4.Collision
-It just isn't the kind of feature you can just add after a full steam launch. If they go Early Access... maybe but that's an even worse idea as I see it.

5.Fix the pilot skill tree
- at the very least get rid of the convergence skill, don't baffle the newcomers, either put in convergence or take out the skill relating to it.



^ this. They need to not rush it. Steam isn't going anywhere. Deferred gratification will garner the greatest reward.

#24 RG Notch

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Posted 03 April 2015 - 06:41 AM

View PostGreen Mamba, on 02 April 2015 - 08:31 PM, said:

Just noticed that Elite Dangerous has been moved to STEAM and it is a much newer game than MWO. Anyone heard anything?

90 days? That's the usual dodge. ;)

#25 LT. HARDCASE

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Posted 03 April 2015 - 06:46 AM

View PostJetfire, on 03 April 2015 - 06:19 AM, said:


As I see it this is the minimum launch checklist.

1. New Player Experience:
-Full Tutorial ala MW 2/3/4
-Extend rookie pilot matches from 25 to 100
-upon completion chooses CLAN OR IS, then Lgt/Med/Hvy/Ast and receive 3 mechs of that class (IE 3x commando for lights)
-upon master of those 3 mechs get a 5 million CB bonus and the choice of the next class
-repeatable for all 4 classes and can reselect clan/IS once
-add paint to the CB basic level for 8 total colors, crayola 8 pack 3 primary, 3 secondary, black and white

2.Adjust MC prices with a new multiplier from CB price and reduce costs of cosmetics to be real impulse buys.
-halve the MC costs of everything, gift MC to compensate those who already spent
-create Camo and color pallete bundles to encourage higher spend at better value

3.CW phase 3 complete
-CW is going to be the big draw so it needs to be compelling
-logistics are what will balance the dynamics, pushing further into enemy territory will require more effort

4.Collision
-It just isn't the kind of feature you can just add after a full steam launch. If they go Early Access... maybe but that's an even worse idea as I see it.

5.Fix the pilot skill tree
- at the very least get rid of the convergence skill, don't baffle the newcomers, either put in convergence or take out the skill relating to it.

Can't disagree with any of this.

I also see increasing Cbill earnings across the board as mandatory. Probably 2.5x the current amount, to keep people playing without the grind being so painful, as it is now.

If I was new today, and didn't buy mech packs as they release, I'd quit playing after a few weeks. I can't imagine what it's like to grind for 3 Timber Wolves or the IS/clan assaults.

edit - we also need a UI that explains EVERYTHING. It's crazy that the Endo, Artemis, etc still don't have tooltips explaining them in detail.

Edited by Kevjack, 03 April 2015 - 06:48 AM.


#26 Deathpactt

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Posted 03 April 2015 - 11:13 AM

tutorials for new players will not help much. MWO need a AI/PVE mod and without an AI mod steam sale will do nothing.

#27 Timuroslav

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Posted 03 April 2015 - 01:33 PM

View PostDeathpactt, on 03 April 2015 - 11:13 AM, said:

tutorials for new players will not help much. MWO need a AI/PVE mod and without an AI mod steam sale will do nothing.


On the contrary to this statement. On Tutorials; While they are skipped because of new player excitement 80% of the time. When players are baffled or want to get a leading edge, they Return to the tutorial, and even gain a new edge on their own ELO tiers. In Addition to this player Retention is actually known to be higher the higher quality the tutorial is. Look at how Planet Side 2's tutorial evolved from text Junk to a full on Voice Acted Player guide mini level. From a boring hint text. When I first played Planet Side 2 I died within 6 seconds because of the Hot Drop, due to an explosion. Their solution at first to train me was to give me hint boxes. Sigh* Now it has good tutorial.

The more players understand the game. The less frustrating it is. If the game's first couple learning steps are too steep; people walk away or even avoid it like the plague.

Edited by Timuroslav, 03 April 2015 - 01:35 PM.


#28 Quxudica

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Posted 03 April 2015 - 02:21 PM

View PostKevjack, on 03 April 2015 - 05:45 AM, said:

When? Hopefully no time soon. The game is not ready, and you get ONE chance at a successful Steam launch.

New player experience especially is far from ready for the spotlight.


I and others pretty much echoed this exact sentiment back when they ended Closed Beta. Here's hoping history does not repeat and they address these things first this time.





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