4 Man Drops Best Intro For New Players And Also Give Mwo A Wider Appeal?
#1
Posted 05 November 2015 - 02:47 PM
I know they are putting some kind of 4 man for CW at some point. But what I am thinking is that if 4 man really is the best for new players and casual players. (At least before single player.) Should they try and funnel these people into this game mode?
----- Why I think its better for new players
In 4 man games you can normally figure out what is going on if you are a new player. There are the 4 mechs. This mech is shooting me with that weapon. This is where they are moving and where our team is moving. I think for many new players there is just to much going on in 12 man drops.
Any way I could be wrong but just curios what every one thinks.
#2
Posted 05 November 2015 - 03:12 PM
It really allows the player to have exciting, lasting engagements, since you don't get concentrated by 8-12 people when you start firing on one. Instead it's 2-3 people.
Last thing to note: Every playstyle as far as I could tell was fairly easy to use in the 4v4 environment. Some were better for late game than others and some were better for quick matches than others. I found that my attrition-based mechs that normally landed me 400 damage weren't doing so, not because there were less enemies, but because the freedom to maneuver led to fast paced engagements, even though mechs still took longer to die (may have been helped by lack of quirks)
#3
Posted 05 November 2015 - 03:27 PM
excellent suggestion sir
#4
Posted 05 November 2015 - 03:28 PM
#5
Posted 05 November 2015 - 03:43 PM
Sure it sounds a little pessimistic about the community but that is only because I have been around for a bit.
#6
Posted 05 November 2015 - 03:52 PM
Screech, on 05 November 2015 - 03:43 PM, said:
Sure it sounds a little pessimistic about the community but that is only because I have been around for a bit.
Edited by Inkarnus, 05 November 2015 - 03:54 PM.
#7
Posted 05 November 2015 - 04:00 PM
#8
Posted 05 November 2015 - 04:12 PM
starting a round at 75% team strength is going to be a real incentive for new players who already don't have a clue, roflstomp 1 min matches here we go.
if there was stability on connecting to game rounds, a level of a guide on the web site ( game modes section of the main page still displays only one match mode, conquest, with no description ) etc etc etc, there is to much unfinished / bad coding in place currently to allow for this to be a smooth option.
Edited by Bonger Bob, 05 November 2015 - 04:14 PM.
#9
Posted 05 November 2015 - 04:17 PM
Pros:
Individual player skill actually becomes important for the match result...
Matches could be made of exactly matching Tiers...
Mechs don't die instantly to tons of focused fire...
Players have fun playing...
Shorter wait times...
No more giant Death blob...
TTK becomes longer...
Cons:
PGI has to spend some money for servers...(Shouldn't they be upgrading these for steam release anyway?)
Seems like a no brainer
#10
Posted 05 November 2015 - 04:31 PM
The Atlas Overlord, on 05 November 2015 - 04:17 PM, said:
Pros:
Individual player skill actually becomes important for the match result...
Matches could be made of exactly matching Tiers...
Mechs don't die instantly to tons of focused fire...
Players have fun playing...
Shorter wait times...
No more giant Death blob...
TTK becomes longer...
Cons:
PGI has to spend some money for servers...(Shouldn't they be upgrading these for steam release anyway?)
Seems like a no brainer
they put the oceanic server in singapore, and you think they're going to spend real money on proper equip ??? gg
#11
Posted 05 November 2015 - 04:39 PM
Screech, on 05 November 2015 - 03:43 PM, said:
Sure it sounds a little pessimistic about the community but that is only because I have been around for a bit.
#12
Posted 05 November 2015 - 05:12 PM
#13
Posted 05 November 2015 - 05:36 PM
#14
Posted 05 November 2015 - 06:00 PM
HOWEVER,
The end-of-round screen (or start screen) need to explicitly tell the player that this is 'learning mode' and they will be thrown to the wolves after 25 matches.
#15
Posted 05 November 2015 - 06:40 PM
l33tworks, on 05 November 2015 - 05:12 PM, said:
I would forgo the 4vs4 and make it a 6vs6 (Comstar's Level 2 / Demi-Company) and 12vs12.
Right now with 4vs4 both sides are racing towards each other, there are no "range" fights, I would be surprised many notice the sensor ranges. What is noticed is the Skill Tree nerf on mech movement, more so in heavier mechs.
It falls in the same vein as jump jets. Lights and meds did not suffer much, was okay for the lighter heavies but other heavies and assaults took the big bite.
Edited by Tarl Cabot, 05 November 2015 - 06:47 PM.
#17
Posted 05 November 2015 - 07:02 PM
Fiona Marshe STOCK, on 05 November 2015 - 06:00 PM, said:
HOWEVER,
The end-of-round screen (or start screen) need to explicitly tell the player that this is 'learning mode' and they will be thrown to the wolves after 25 matches.
As someone who started in a much more noob-friendly era of the game, 25 matches seems way too short for anyone to gain decent skill at the game.
New players should start in Tier 5 and get 100 games against other Tier 5 players only. Maybe keep the cadet bonus in place for the first 25 games of the 100. Sure, there would be some veterans farming on alts or whatever but 25 games before hitting the shark tank is minuscule in the grand scheme of things.
Haven't tried 4v4 yet but it sounds like a good idea for new players to get their feet wet without massive amounts of focus fire.
#18
Posted 05 November 2015 - 07:07 PM
#19
Posted 05 November 2015 - 07:12 PM
More game modes for the main queue in the game would be better in my opinion.
#20
Posted 05 November 2015 - 07:29 PM
Xetelian, on 05 November 2015 - 07:12 PM, said:
More game modes for the main queue in the game would be better in my opinion.
You dont need to to. Make Public que 8v8 or 6vs6 and make group que 12v12. They are already divided.
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