New Players In Cw
#1
Posted 10 January 2016 - 03:35 AM
The amount of 48/5 - 48/10 matches i have seen lately is too damn hight.
Be honest... the warning that CW is hardmode for experienced players did near to nothing.
There are great numbers of players in CW matches that obviously don´t even know how to turn legs and torso separately.
When steam came out i saw many new players disconnect when they realized midgame what happens. Now they even disconnect in the beginning when they see a unit in the enemy team. I can´t really blame them for that.
Don´t understand me wrong. Im all for new players in CW. It´s fun to drop alongside with them most time. But it gets pretty obvious that we need some kind of matchmaker in CW if we want to hold these new players in MWO. And better yesterday then tomorrow.
#2
Posted 10 January 2016 - 04:17 AM
#3
Posted 10 January 2016 - 08:33 AM
#4
Posted 10 January 2016 - 01:55 PM
your
faction
chat
Seriously. Create a friendly faction chat. Have your unit recruiters and "regulars" help direct new players to your TS servers, etc.
It will help your faction tremendously I promise. Use the tools available.
Odins Steed, on 10 January 2016 - 08:33 AM, said:
can you explain to me how Tier 4s especially don't have "enough" games?
How many is "enough" games?
#5
Posted 10 January 2016 - 02:05 PM
#6
Posted 10 January 2016 - 02:16 PM
Triordinant, on 10 January 2016 - 02:05 PM, said:
See, that's sad. We actually NEED the players from steam to hang around for the increased population. The part PGI can't seem to wrap their heads around is that they won't stay if they keep getting slaughtered in game modes they shouldn't have access to. There needs to be a tutorial so they understand what the f*ck is going on.
Edited by Helsbane, 10 January 2016 - 02:17 PM.
#7
Posted 10 January 2016 - 02:37 PM
Helsbane, on 10 January 2016 - 02:16 PM, said:
See, that's sad. We actually NEED the players from steam to hang around for the increased population. The part PGI can't seem to wrap their heads around is that they won't stay if they keep getting slaughtered in game modes they shouldn't have access to. There needs to be a tutorial so they understand what the f*ck is going on.
agreed
that doesn't change the fact that we don't have one.
So, as suggested above
Sandpit, on 10 January 2016 - 01:55 PM, said:
your
faction
chat
Seriously. Create a friendly faction chat. Have your unit recruiters and "regulars" help direct new players to your TS servers, etc.
It will help your faction tremendously I promise. Use the tools available.
#8
Posted 10 January 2016 - 02:44 PM
Triordinant, on 10 January 2016 - 02:05 PM, said:
This is the type of attitude that needs to go. It's in everyone's best interest to help/train these guys as our population is low enough. The more the merrier. We all started out as noobs ourselves and all sucked for a period of time.
The way we conduct ourselves will determine our gaming experience
#9
Posted 10 January 2016 - 02:52 PM
Der Hesse, on 10 January 2016 - 03:35 AM, said:
This is a temporary state of affairs - brand new warriors in brand new mechs, in large numbers. It will take a while for some to leave while the rest improve their game. In the time just before the Steam launch, the CW pug crowd had a higher percentage of experienced and better equipped players, and far more matches were 48 to 36, or 48 to 24. Matches like 48 to 10 were quite uncommon. We should be back to something like the old average in about 6 months - but hopefully we will retain a lot more players. I do enjoy the reduced wait times of the new regime.
#10
Posted 10 January 2016 - 02:55 PM
Odins Steed, on 10 January 2016 - 08:33 AM, said:
How's the air up there on top of tier 1 mountain? I bet it smells like cookies.
FYI I play tons of CW. I'm pretty good at it. I play so much that I haven't bothered to play enough quick play to reach tier 3. Oh yeah, and I've also used trial mechs successfully. It's more about working with a team than individual skill, experience, or equipment.
I can accept a system that hides CW until players pass a certain mark (number of games, tier rating, something like that), but not one that bans them outright. Maybe players who don't meet the requirement have to be in a group to play CW. We have lots of players in our unit that do fine in CW, and have a great time.
I can see that new players might be out off from the game/mode because of the way it's handled. Something needs to be done to avoid those negative experiences.
#11
Posted 10 January 2016 - 04:48 PM
Darwins Dog, on 10 January 2016 - 02:55 PM, said:
FYI I play tons of CW. I'm pretty good at it. I play so much that I haven't bothered to play enough quick play to reach tier 3. Oh yeah, and I've also used trial mechs successfully. It's more about working with a team than individual skill, experience, or equipment.
I can accept a system that hides CW until players pass a certain mark (number of games, tier rating, something like that), but not one that bans them outright. Maybe players who don't meet the requirement have to be in a group to play CW. We have lots of players in our unit that do fine in CW, and have a great time.
I can see that new players might be out off from the game/mode because of the way it's handled. Something needs to be done to avoid those negative experiences.
And this is exactly what we're looking for. Some way to prevent the newcomers from just blundering in to what is considered 'end game' content. I mean, other games don't allow folks to experience advanced content until they are minimally prepared for it, be it gear score, player rating, etc. so they aren't a lead weight around the neck of everyone else on the team.
CW should be something the new players aspire to unlock, preparing themselves for that level of play and gathering the proper stable of mechs they'll need. Just letting them wander in with only a vague warning pop-up is horrible for them and foolish for PGI.
I WANT the new players to experience CW, but only after they know what the hell they're doing. Half of the new players I've run into in game were so inexperienced it was like playing whack-a-mole with a monster truck, and I feel for them. I want a fight, not easy victories where they had zero chance from the time they hit the ground. CW needs a tutorial, and it needs a gating system based on number of drops / mechs mastered / etc.
#12
Posted 10 January 2016 - 05:04 PM
Helsbane, on 10 January 2016 - 04:48 PM, said:
And this is exactly what we're looking for. Some way to prevent the newcomers from just blundering in to what is considered 'end game' content. I mean, other games don't allow folks to experience advanced content until they are minimally prepared for it, be it gear score, player rating, etc. so they aren't a lead weight around the neck of everyone else on the team.
CW should be something the new players aspire to unlock, preparing themselves for that level of play and gathering the proper stable of mechs they'll need. Just letting them wander in with only a vague warning pop-up is horrible for them and foolish for PGI.
I WANT the new players to experience CW, but only after they know what the hell they're doing. Half of the new players I've run into in game were so inexperienced it was like playing whack-a-mole with a monster truck, and I feel for them. I want a fight, not easy victories where they had zero chance from the time they hit the ground. CW needs a tutorial, and it needs a gating system based on number of drops / mechs mastered / etc.
all you ahve to do is hold up participation in CW until they complete the training academy and finish the cadet bonus period. Easy as can be and it doesn't place any outrageous gates in front of players or place a long time period in front of them.
That's reasonable to me personally.
#13
Posted 10 January 2016 - 06:08 PM
Have it similar to Tuk, but just alternate through the game modes.
Good place for them to get their feet wet, could just be treated as a PVP tutorial with some triggered audio.
#14
Posted 10 January 2016 - 11:09 PM
sycocys, on 10 January 2016 - 06:08 PM, said:
Have it similar to Tuk, but just alternate through the game modes.
Good place for them to get their feet wet, could just be treated as a PVP tutorial with some triggered audio.
Now that sounds like an excellent idea. Make the plant solo drop only as well, that will further stop farming. All Clan factions vs all IS factions.
#15
Posted 10 January 2016 - 11:19 PM
#16
Posted 11 January 2016 - 10:22 AM
Or why attacking another Clan faction is a bad idea or
Or why if you don’t defend a planet you can most likely keep it
Or why all the choke points
I can’t believe the crap I have to say to keep up a good front
I asked the other side to come out and kill us so people could get some points and have the match a
Little fun
The match ended with three new players where hold up at the spawn like the Alamo
They did a great job holding the other team off for several minutes
#17
Posted 13 January 2016 - 05:57 AM
Of course the basics of Mech handling should be necessary to enter Faction Warfare ^^
#18
Posted 13 January 2016 - 11:02 AM
Lincoln Drake, on 13 January 2016 - 05:57 AM, said:
Which is why Marik doesn't seem to be having these issues.
Sounds more like people not wanting to have to "carry" new players as opposed to some altruistic notion of "saving seals" to me. Don't believe the hype.
New players are more than welcome at Marik and we'll welcome and help you out with any advice you need. If the other factions you find aren't willing to do this, find one that is.
Let them dwindle and die in numbers because they're too "exclusive" for new players
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