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Why Do You Keep Playing? (Or Skill Tracking)


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#41 Lightfoot

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Posted 27 July 2015 - 07:24 PM

I would like CW to resemble mech vs mech combat more instead of destroying an Orbital Cannon. It forces the devs to make bizarre maps that impede gameplay in a lot of ways and it's not as competitive because mech vs mech dueling gets buried too much.

#42 Jaeger Gonzo

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Posted 27 July 2015 - 08:45 PM

View Postice trey, on 27 July 2015 - 02:54 AM, said:



MWO might have turned out a better had the customization system been never introduced.

We just need stock mode.

#43 Lorian Sunrider

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Posted 28 July 2015 - 06:32 AM

View PostJaeger Gonzo, on 27 July 2015 - 08:45 PM, said:

We just need stock mode.


Problem is that we don't have enough users to have a completely separate match making queue. Maybe after Steam?

#44 Mawai

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Posted 28 July 2015 - 06:50 AM

View PostGreyhart, on 27 July 2015 - 02:22 AM, said:

absolutely MWO is a strange game by modern standards as there is no concept of rank grinding only the Cbill grind.

I was wondering what things people think might be measured / tracked.

and why people keep playing


Most people keep playing (if they do keep playing ... I think player retention is likely atrocious as a fraction of folks who try the game) because the core game play is awesome for a BT/MW player. It has been that way since closed beta.

The problem is that the game really needs some of the hooks you mention to keep folks interested, playing and willing to put in a little money.

- it needs a better more interesting skill system comparable to skill trees in MMOs that would really drive role warfare. You would be able to select capabilities to support your vision of what you want your variant of that mech to do. This would ease the boring grind of leveling up 3 variants to specialize in one ... not by eliminating the grind but by making it less boring. Each of those 3 variants could have different skill unlocks so you could have a fast variant, a brawly variant, a scout variant, a sniper variant ... skills could be chosen so that each of your different Jenner/Hunchback/Catapult/Atlas ... would not only have different hard points but would be skilled differently for different play style on the battlefield.

- it needs leader boards for players who are interested in competition

- it needs more flesh on the entire community warfare system for those who actually find it fun to fight for a faction and earn some extra rewards

- it needs a Solaris game mode to support more than just 12 vs 12 ... groups could be 4 x 6 people , 8 x 3 people, 24 x 1 person free for all ... and whatever variations are desirable

- it needs solo and coop multiplayer scenario packs. A solo module would make a great tutorial ... in addition, they could sell PVE/solo mission packs for MC. These packs could provide some salvage, cbill or even mech rewards that could be used in regular multi-player

All of these things appeal to different parts of the player base ... if you have enough of them in place then more folks will continue playing and spending money because they find something they like out of the features offered. I think PGI needs to take MWO in that direction if it is to continue long term.

#45 Praehotec8

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Posted 28 July 2015 - 07:25 AM

Despite some flaws, the game itself is still quite fun. Plus, who does not like to stomp around in battlemechs and shoot lasers and giant guns at other robots?

#46 TheCharlatan

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Posted 28 July 2015 - 07:44 AM

I love this game.
This game for me strikes the perfect balance between TTK, manouvrability, tactics, and giant robots for me.
It's not perfect, but i have rarely played a game this long and not feel like i've played it enough.
This game has a huge potential, part of which is made manifest.
I hope it will get better and better in time, thanks to our support.





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