Jump to content

New Player Experience - Especially Readiness For Steam

Gameplay General

74 replies to this topic

#1 masCh

    Member

  • PipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 407 posts
  • LocationMalaysia

Posted 26 May 2015 - 08:36 AM

Dear PGI

Many people do not understand MechWarrior, and being a niche game it might need a little background to help new players overcome the learning curve.

1) First up is during installation. You can furnish the patch/download page with a little bit of lore, about what are the 6 Successor States and how they relate to Terra/Earth, who is in charge of Davion or Steiner or Liao and why are there borders. Once this is done, describe how Battlemechs fit into the picture, why did they come into existence, and what do they do, and then dedicated pages to what is a light mech, medium mech, heavy and assault, then a single page about aerofighters, dropships and tanks just to intro what they are. Last few pages would be about the politics and a little bit of lore, how Alexandre took SLDF out of the Inner Sphere to prevent its weapons be used by new rulers to oppress rather than to defend and making these techs out of reach of ambitious IS houses, then briefly describe the formation of the Clans and their purpose to return to Terra - (I don't think there is a need to describe warden/crusader factions at this time, just a bit about how the Clans fight each other too to improve their knowledge and skills but their main goal is Terra). Then explain once in the game the player can choose to play as IS, Clan or mercs. I believe this will help many new (Steam) players understand what is a MechWarrior about and will encourage people to try it out.

2) Next up, once they've loaded the game for the first time.

---------------------------------------------------------------------------------------------------------------------------
i) They will have to run a cadet training (not the existing cadet reward system, will get into that in [ii] later).

---------------------------------------------------------------------------------------------------------------------------

a) The cadet training will have them on a 3D in game view on the floor of a MechBay looking up at a medium mech, say Hunchback. The player can rotate the view but can't move (to minimize work involved for PGI) and all they can do is press a button on the platform that says "Mount Mech" or something. The platform then lifts up the player from the ground and turns the player to face the cockpit, where he automatically enters the cockpit of the Hunchback, on rails. The Mechbay then opens up its huge doors and the player listens to voice & text instruction on how to move the Hunchback using the arrow keys.

B) Let the pilot only be able to move the mech forward at this point. He moves the Hunchback out of the door and the instructor will tell the pilot that he can turn his mech left and right and reverse using the arrow keys. The pilot is tasked to move his mech forward and exit the Mechbay.

c) At this point, the mech will have to turn left at this point and move mech forward, as there is a big fence in front of the mech and there is no other direction the mech can go towards, he will have to turn the mech left and move to a specified point.

d) If this maneuvre is successfully completed then the instructor will tell the player how to move only the torso using the mouse.. left and right and up and bottom and commend the player if he successfully moves the torso to specified directions.

e) Now the hard part, realign the torso to where the legs are facing and move the mech right, where he will face a channel with tall walls on the left and right so he can only go straight. He will have to navigate through to the end of this channel until he reaches an opening on the right with a short fence to keep the mech from moving in that direction but he can still see in that direction. The pilot is now tasked to keep moving forward but shoot a UAV down on the right while moving forward at a certain speed (say, 40kmh).

f) Once that target is down, the instructor describes heat management and heat issues if a weapon is fired too frequently (let there be no heat sinks in this Hunchback to make it simple, or alternatively let it be a really hot planet).. to test the player's understanding of heat management, let him kill a dummy Catapult target in the channel path without shutting down.. if the Hunchback shuts down then another Catapult will be dropped in front of him.

g) Once this is done, the next lesson is Weapons Group where the instructor will instruct how to choose different weapons for different targets. Have a fence in front of the mech with a target locust at 90m and a target jenner at 600m. The Hunchback is only equipped with 2-4 med lasers and 1 LRM15. He will have to destroy both mechs, and the instructor will tell the pilot which weapon he should use to destroy the two mechs.

h) Once that is complete, the fence gate will open and the pilot is asked to destroy a dummy Awesome in an open field (like the Training Grounds but only 1 mech). He will have to travel to find the Awesome (about 1000m away behind a hill) and might be able to detect the Awesome from between hills. A timer might be good here so that if there are any problems with the training (pilot got lost, torso not aligned to legs and mech is going in circles, etc) PGI could know and make appropriate adjustments.

i) Once the Awesome has been destroyed, the instructor will ask the pilot to return to the Mechbay and the Cadet Training completes and the player will have access to Mechlab UI-lite, without the Faction and Pilot Skills tab.

p/s The reason for choosing Hunchback is because it is a fair medium mech that is slow enough in movement for new players but also comes with decent hardpoints to mount lasers and lrms. Players would then later appreciate the speed offered by lighter mechs and be impressed with the arsenal mounted in heavier class mechs. Hunchback is also a founder's mech and exists before many of the current mechs.

-----------------------------------------------------------------------------------------------------------

ii] Existing Cadet Program

----------------------------------------------------------------------------------------------------------

a) Make a separate match queue for cadets. Most of them will run only Trial Mechs anyhow. Let cadets queue up with only other cadets.

B) Preferably cadet level 1 only play against other cadet level 1's.

c) I'd even venture to propose let them play with a Trial Hunchback for their first 2 cadet levels and unlock others (implies the cadet matchmaker removes the class chassis restrictions of 3/3/3/3).

d) Let the matchmaker only run for 1 min, first match them with their own cadet level, then after 5 seconds expand to +/- 1 of their cadet level, then +/- 2 of their cadet level and so on. Let the matchmaker populate both sides of the queue (team blue and red) and if after 1 min only 14 players are found then let them play 7v7 instead of forcing 12v12, and if so let them play on a smaller map like Mining Collective or Frozen City until they are Cadet Level 10 or so.

e) Once they have completed their cadet training, I recommend PGI asks the player to choose a faction at this time as Clan, IS, or merc, and they will have full access to MWO MechLab UI.

f) Have some cbill/MC reward once they have configured their first 'mech in the Mechlab to run different weapons or different engine and probably even make this their final task in their Cadet Program - (eg, a mission to instruct the cadet to remove the 2-3 medium lasers and replace it with 1 large laser, therefore dropping the engine or other weapons or armour, with heat efficiency of 1.3 or above).

g) Optional : Let Cadets only play InnerSphere trial mechs or mechs they own for the entire Cadet program. Once they have this completed, they would appreciate the different cockpit and weaponry of the Clan mechs.

-----------------------------------------------------------------------------------------------------------
iii] User Interface
-----------------------------------------------------------------------------------------------------------
a) There are so many things I want to say about the current User Interface.

B) But lets have a big wide open chat window so that the cadet player can type questions other players can answer, a big open lobby but have it easy for a veteran player to reply to (like click on his name in the Chatbox will open his Cadet profile and/or send a specific message to that new player.

c) Have a notification sound or the chat box popup when he receives a private message or personal reply.. (note that many people, including people who have been in my IS unit for 2 months, still unaware I have sent them a private message for entire the 3 hours they have been online).

d) Let the social window all be on one side of the screen including the BACK button, the friends online, the chatbox.. either left side, or right side, or drop down from the top of the screen filling up half the screen with a different background overlay colour. The current one with friends list on the right side, chat window on the bottom left, and then back button in the top left, is really-really confusing! Hunting for the close/back button all over the screen is not fun!

e) In-match chat: Let the Enter button be the button a player can press to open up a Chat window instead of the letter T. I know T,Y,U has been used throughout all Mechwarrior games but many newer games use the Enter button, let the user be able to configure the Chat button from Enter to T in the Keyboard Shortcut Config, or better let both Enter and T be the button to open the chat window and the player can turn off Enter button if they wish so from the Keyboard Shortcuts screen.

My apologies this is not well presented and sorted. I wrote this based on helping my wife to learn the game (she could not even find out how to launch the match, didn't know how to select a mech, etc without my having to sit behind her and describe things for her - this tells me a lot more players out there could be having the same problem but with no instructor behind them), and numerous real life friends who has downloaded the game but did not know how to pilot a mech and gave up with the learning curve. Those that told me the problems they were having a few of them did eventually learn after it has been carefully described and have enjoyed the game and and some have spent money on MC. I imagine if PGI wants to be successful with this game (as a founder it is also in my interest for PGI to be successful) then I think this is the approach PGI needs to spend some time investing into to encourage and retain new players in this game especially if PGI wants to encourage the flood of players from Steam to try the game and keep playing this game.


Advantages of this proposal:
1) Makes MWO accessible to people who are new to this genre
2) De-niche MWO to the world of gamers
3) Helps with the learning curve
4) Gets assistance to people who need assistance (new player/global chat window)
5) Helps retain new players, encourage spending to help fund PGI (topic for another day)

Disadvantages of this proposal:
1) Veteran players starting a new account will have to go through the whole Cadet training thing which they won't like
2) Less self-discovery (not sure if that is a real disadvantage)
3) Time and money resources required of PGI to make a new map (small map with the channel/tunnel described in part [2 (i)].
4) Time and money resources required of PGI to simulate the 3D environment inside view of the Mechlab for the first time player to climb into a mech for the first time. (I think this is nice to have for first impressions of immersiveness, that 'mechs are giants..)

If PGi wants, let it be a standalone downloadable module that uses some existing resources in our MWO directory for this new player experience and players can provide feedbacks if they so wish.

I'm sorry about the wall of text. Thank you for your kind consideration.

#2 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 26 May 2015 - 08:42 AM

Let me see if I have this right.

WASD for movement

Number buttons or Mouse buttons for attacking.

M for Map

Other than torso twisting MW:O isn't that different from other computer games I've played. I haven't played other shooters but I'd guess z is zoom and there is a key for night/low light vision too.

#3 masCh

    Member

  • PipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 407 posts
  • LocationMalaysia

Posted 26 May 2015 - 08:45 AM

Yes, assuming one has played other shooters instead of rts. If a prerequisite to playing MWO is having to play another shooter, then maybe that should be specified beforehand.

Besides, WASD is only the very-very-very first part of the Cadet Training proposal

#4 Sarlic

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 4,519 posts
  • LocationEurope

Posted 26 May 2015 - 08:46 AM

View PostJoseph Mallan, on 26 May 2015 - 08:42 AM, said:

Let me see if I have this right.

WASD for movement

Number buttons or Mouse buttons for attacking.

M for Map

Other than torso twisting MW:O isn't that different from other computer games I've played. I haven't played other shooters but I'd guess z is zoom and there is a key for night/low light vision too.


Most crowd is used to Battlefield, COD etc gameplay: Banzai and hope for the best.

That is so not done on MWO, ha.

#5 Lostdragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,713 posts
  • LocationAlabama

Posted 26 May 2015 - 08:46 AM

View PostJoseph Mallan, on 26 May 2015 - 08:42 AM, said:

Let me see if I have this right.

WASD for movement

Number buttons or Mouse buttons for attacking.

M for Map

Other than torso twisting MW:O isn't that different from other computer games I've played. I haven't played other shooters but I'd guess z is zoom and there is a key for night/low light vision too.


That's a bit of oversimplication. Your typical FPS does not involve nearly the level of customization you can do for most mechs in MWO, and it usually only involves access to one weapon at a time with maybe a hot key for a grenade or melee attack. MWO gives you access to all your equipped weapons at once and you have to deal with heat, which is usually not something you see in an FPS. Range is also a big deal in MWO, more than in many FPS games. I've seen tons of new players not know that shooting someone with a ML at 1000 meters is pointless.

MWO is also different in that the non-CW queue is super unforgiving. You only get one life per round, and if you die your mech is locked until that round is finished.

Edited by Lostdragon, 26 May 2015 - 08:47 AM.


#6 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 26 May 2015 - 08:48 AM

The NPE barely exists in this game, so while you are still hopeful and have nice/good ideas... it would take a while for PGI to implement any number of them before Steam.... if they even get to implementing the bare minimum...

#7 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 26 May 2015 - 08:49 AM

You should tweet this to Russ. 140 characters at a time.

#8 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 26 May 2015 - 08:51 AM

View PostLostdragon, on 26 May 2015 - 08:46 AM, said:


That's a bit of oversimplication. Your typical FPS does not involve nearly the level of customization you can do for most mechs in MWO, and it usually only involves access to one weapon at a time with maybe a hot key for a grenade or melee attack. MWO gives you access to all your equipped weapons at once and you have to deal with heat, which is usually not something you see in an FPS. Range is also a big deal in MWO, more than in many FPS games. I've seen tons of new players not know that shooting someone with a ML at 1000 meters is pointless.

MWO is also different in that the non-CW queue is super unforgiving. You only get one life per round, and if you die your mech is locked until that round is finished.

How many guns can you switch while in game? I have seen vids of someone switching weapons at least 4 times IN GAME... That seems more custom than what we have. It would be being able to switch from Ballistics to Missiles once you land on Caustic.

#9 masCh

    Member

  • PipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 407 posts
  • LocationMalaysia

Posted 26 May 2015 - 08:52 AM

View PostDeathlike, on 26 May 2015 - 08:48 AM, said:

The NPE barely exists in this game, so while you are still hopeful and have nice/good ideas... it would take a while for PGI to implement any number of them before Steam.... if they even get to implementing the bare minimum...


Yes I agree. But I thought I'd at least notify PGI that NPE is lacking in this game.

I'm sure PGI is still wondering why the number of people who are playing the game does not come close to the number of people who have downloaded the game. (Yes I aware there are many reasons for this apart from the NPE)

#10 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 26 May 2015 - 08:53 AM

View PostAlistair Winter, on 26 May 2015 - 08:49 AM, said:

You should tweet this to Russ. 140 characters at a time.

I would pay to see the results! Russ before and BALDDDDD!
Posted Image

#11 masCh

    Member

  • PipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 407 posts
  • LocationMalaysia

Posted 26 May 2015 - 08:53 AM

View PostAlistair Winter, on 26 May 2015 - 08:49 AM, said:

You should tweet this to Russ. 140 characters at a time.


I am hoping that someone with a Twitter account might be willing to tweet a link to this thread to Russ..

#12 madhermit

    Member

  • PipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 159 posts

Posted 26 May 2015 - 08:55 AM

View PostJoseph Mallan, on 26 May 2015 - 08:42 AM, said:

Let me see if I have this right.

WASD for movement

Number buttons or Mouse buttons for attacking.

M for Map

Other than torso twisting MW:O isn't that different from other computer games I've played. I haven't played other shooters but I'd guess z is zoom and there is a key for night/low light vision too.


Only complex part about MWO is the mech fitting.. Which is a pain because of the interface which is so clunky that you are forced to use 3rd party site/program to build your mech.

And OP.. Nice post but nobody involved in development of MWO reads these forums. You just wasted an hour writing that.

#13 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 26 May 2015 - 08:58 AM

View Postmadhermit, on 26 May 2015 - 08:55 AM, said:


Only complex part about MWO is the mech fitting.. Which is a pain because of the interface which is so clunky that you are forced to use 3rd party site/program to build your mech.

And OP.. Nice post but nobody involved in development of MWO reads these forums. You just wasted an hour writing that.

You don't have to use a 3rd party program, but I know what you mean. I do forget that I have been tinkering with Mechs since 86.

#14 3xnihilo

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 2,980 posts
  • LocationPennsylvania

Posted 26 May 2015 - 09:00 AM

There are a lot of obstacles for new players to overcome in MWO. Torso alignment is a hang up for a lot of new players. In most shooters shifting the mouse changes the direction you are walking. A & D side strafe and W & S move forward and backwards. Also, the Mechlab, Pilot Trees, and Modules unlocks/buying can be confusing. The game has a pretty tough learning curve, which is alleviated for most of us by our love of MW/BT. If you don't already have that connection the temptation to go back to Planetside2 is pretty alluring. Also, for us Old Timers, things like hardpoints, heat, armor allocation, component destruction, and critical hits are taken for granted. In a lot of shooters hitting a guy in the foot until his health is 0% is all it takes to kill him. You will be shooting an atlas a long long time in the foot before it dies.

The idea of a cadet training before you actually launch is a good one. Especially if it teaches torso positioning, weapon ranges, and heat management. There could also be some "Pop up" tips in the mechbay for the first 50 matches or so to help with mech customizations and what not. I would love to see MWO bringing in new Battletech fans, not just being an outlet for those of us that are already in love with the franchise.

#15 masCh

    Member

  • PipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 407 posts
  • LocationMalaysia

Posted 26 May 2015 - 09:04 AM

View Post3xnihilo, on 26 May 2015 - 09:00 AM, said:

The game has a pretty tough learning curve, which is alleviated for most of us by our love of MW/BT. If you don't already have that connection the temptation to go back to Planetside2 is pretty alluring. Also, for us Old Timers, things like hardpoints, heat, armor allocation, component destruction, and critical hits are taken for granted. In a lot of shooters hitting a guy in the foot until his health is 0% is all it takes to kill him.
The idea of a cadet training before you actually launch is a good one. Especially if it teaches torso positioning, weapon ranges, and heat management. There could also be some "Pop up" tips in the mechbay for the first 50 matches or so to help with mech customizations and what not. I would love to see MWO bringing in new Battletech fans, not just being an outlet for those of us that are already in love with the franchise.


Yes that is my inspiration for the above post. Many people I have recruited (and later their friends that they recruited into the unit) many run into the same problems.

I think we all do not want MWO to continue to be a niche-market type of game, and I think many of us would want as many players to experience the BT world too.

Steam is a good avenue for that. However, I fear MWO will fail once it hits Steam, as players try it for the first time and loses interest, and never give it another chance again.

#16 Lostdragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,713 posts
  • LocationAlabama

Posted 26 May 2015 - 09:09 AM

View PostJoseph Mallan, on 26 May 2015 - 08:51 AM, said:

How many guns can you switch while in game? I have seen vids of someone switching weapons at least 4 times IN GAME... That seems more custom than what we have. It would be being able to switch from Ballistics to Missiles once you land on Caustic.


Depends on the game. A lot of older shooters let you carry as many weapons as you could find, but many modern ones only allow you to carry 2-3 guns.

#17 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 26 May 2015 - 09:11 AM

View PostLostdragon, on 26 May 2015 - 09:09 AM, said:


Depends on the game. A lot of older shooters let you carry as many weapons as you could find, but many modern ones only allow you to carry 2-3 guns.

Thanks. Thats 2-3 more than you would carry if it were you know real.

#18 Lostdragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,713 posts
  • LocationAlabama

Posted 26 May 2015 - 09:16 AM

View PostJoseph Mallan, on 26 May 2015 - 09:11 AM, said:

Thanks. Thats 2-3 more than you would carry if it were you know real.


Why would you try to insert reality into a game full of space magic giant stompy robots? Besides, you are ignoring the fact that in MWO you have to group your weapons, which is a really big deal. Improper grouping leads to overheating, firing weapons on opposite arms at the same time and hitting terrain, etc. In every FPS I've ever played you didn't have to consider where your weapon was being fired from like in MWO. If you fire arm mounted weapons instead of torso mounted weapons at the wrong time you are going to hit terrain or teammates or both. Weapon grouping and placement is one of the things that I can look at and get a good idea of another player's understanding of the game.

You seem to be trying really hard to make MWO seem less complicated than it really is.

#19 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 26 May 2015 - 09:20 AM

View PostJoseph Mallan, on 26 May 2015 - 08:42 AM, said:

Let me see if I have this right.

WASD for movement

Number buttons or Mouse buttons for attacking.

M for Map

Other than torso twisting MW:O isn't that different from other computer games I've played. I haven't played other shooters but I'd guess z is zoom and there is a key for night/low light vision too.

Default is B for map. I'm so far removed from new player experience I couldn't imagine what a new person has to deal with. Worst problem I had when I started was trying to figure out how to set weapon groups. Of course since you had to reset them at the beginning of every match when I started it only took a couple games before I was setting them in a second while moving to engage.

#20 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 26 May 2015 - 09:27 AM

View PostLostdragon, on 26 May 2015 - 09:16 AM, said:


Why would you try to insert reality into a game full of space magic giant stompy robots? Besides, you are ignoring the fact that in MWO you have to group your weapons, which is a really big deal. Improper grouping leads to overheating, firing weapons on opposite arms at the same time and hitting terrain, etc. In every FPS I've ever played you didn't have to consider where your weapon was being fired from like in MWO. If you fire arm mounted weapons instead of torso mounted weapons at the wrong time you are going to hit terrain or teammates or both. Weapon grouping and placement is one of the things that I can look at and get a good idea of another player's understanding of the game.

You seem to be trying really hard to make MWO seem less complicated than it really is.

I didn't know SoCom had giant Space hamsters in it? :huh:

Took me a few days to figure out how to group my weapons. Are you telling me that is worse than getting to 20th lvl only to find out I didn't spec My Jedi Guardian right and have to start over? I don't think there is a game out that I haven't had to respec my character during the first time through.

Cause its not complicated, its just a little different.

Edited by Joseph Mallan, 26 May 2015 - 09:34 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users