This Game Definitely New A Quick Play For New Players Only
#1
Posted 22 May 2016 - 07:05 PM
#2
Posted 22 May 2016 - 07:20 PM
#3
Posted 22 May 2016 - 07:22 PM
Edit: Better if they get around to adding the mentor program they'd been theorycrafting a while back...
Edited by Levi Porphyrogenitus, 22 May 2016 - 07:22 PM.
#4
Posted 22 May 2016 - 07:37 PM
#5
Posted 22 May 2016 - 08:17 PM
#6
Posted 22 May 2016 - 09:03 PM
Pure Tier 5 and Tier 4 matches with no 'safety valves' that permit the matchmaker to include tier 3 and tier 2 as needed, would basically mean insane waiting time for long periods every day. "Welcome to MWO. Please wait 2 hours before we can find 23 other Tier 5 players with the right combination of mechs."
#7
Posted 22 May 2016 - 09:16 PM
#8
Posted 22 May 2016 - 09:23 PM
IF the math is off new players get killed by higher psr or they get killed by alt accounts looking for seals.
#9
Posted 22 May 2016 - 10:03 PM
I've always felt something like this should be a very high priority for MWO, and probably the only thing that could make a decisive difference in new player experience.
It'll require a functional AI, of course, but at least it's a much smaller coding task than a full-fledged single-player campaign with NPC's, storylines etc.
The mechwarrior academy helps a little, but frankly it's not a huge difference in terms of NPE.
#10
Posted 22 May 2016 - 11:13 PM
Chuck Jager, on 22 May 2016 - 09:23 PM, said:
IF the math is off new players get killed by higher psr or they get killed by alt accounts looking for seals.
If you know a better way to collect baby seal skins I am all ears.
#11
Posted 22 May 2016 - 11:22 PM
I can see a VS AI function being worthwhile for new players, WoWS I thought I was getting good until I realized I was against AI opponents, humans were tremendously better. Long range torpedo-ing at crazy angles you don't even see until it is too late to turn, especially when you're focused on your own fire.
I think they said AI wasn't coming along at all and they had some snags.
I imagine they will run out of in timeline mechs before they run out and make some AI opponents
#12
Posted 22 May 2016 - 11:35 PM
#13
Posted 22 May 2016 - 11:46 PM
jss78, on 22 May 2016 - 10:03 PM, said:
You learn bad enough habits in solo que. I can only imagine the bad play AI would promote.6
#14
Posted 22 May 2016 - 11:49 PM
Sure. Your torso and legs move separately but its still like a shooter in slow motion.
Whats there to understand?
You find a mech or build on youtube or the forum that suits you. If you like to be mobile you play a light or medium skimrmisher or sniper. If you like a lot of guns and to fight mechs head on you play an assault or a second line heavy.
Your weapons generate heat. You test out a few times how often you can alpha your weapons or how long you can chainfire. You get a feel for that after like 10 - 30 games.
You stay in cover as you would in any other shooter.
Whats there to understand?
If you die without doing dmg all the time then its because you wander about aimlessly constantly exposing yourself, splitting off your team, getting owned by LRMs cause you simply walk over open terrain all the time or you blindly run head on into a lot of enemy mechs without intel, without using radar, without looking at the position of your main group of friendly mechs.
Those are the ways 99 % of the ppl that simply play super bad do. And they do it no matter the Tier level. I see this all the time in Tier 1 or 2.
So it prolly happens in Tier 66 and 89 too.
No difference.
You could play witht babies that cant even walk yet and they would all dominate you if you split of your team, walk over open terrain, dont use radar, dont peek/shoot out of cover.
It would always own you even if you played with ppl that have never once in their lifes seen a computer and think a mouse is a monster and are at first scared to touch the mouse.
Even those ppl would simply all kill you each time if you do those things I mentioned.
Just dont do any of those things.
Ever.
And youll easily destroy almost all ppl in mwo.
Cause the players are mostly really really bad.
Edited by oneda, 22 May 2016 - 11:51 PM.
#15
Posted 23 May 2016 - 01:08 AM
adamts01, on 22 May 2016 - 11:46 PM, said:
Well I agree with everything you say. But then we might have to decide between getting new players with bad habit, vs. losing those players altogether right at the start. My feeling is that with the current learning curve we lose lots of people before we ever get the chance to teach the good habits.
Edited by jss78, 23 May 2016 - 01:09 AM.
#16
Posted 23 May 2016 - 01:40 AM
jss78, on 23 May 2016 - 01:08 AM, said:
Well I agree with everything you say. But then we might have to decide between getting new players with bad habit, vs. losing those players altogether right at the start. My feeling is that with the current learning curve we lose lots of people before we ever get the chance to teach the good habits.
#17
Posted 23 May 2016 - 03:05 AM
jss78, on 22 May 2016 - 10:03 PM, said:
I've always felt something like this should be a very high priority for MWO, and probably the only thing that could make a decisive difference in new player experience.
It'll require a functional AI, of course, but at least it's a much smaller coding task than a full-fledged single-player campaign with NPC's, storylines etc.
The mechwarrior academy helps a little, but frankly it's not a huge difference in terms of NPE.
I suppose T5s not being able to play with T3s would be something to try but I'd be worried about the wait time. Ppl whine as is.
The mechwarrior acad. I believe was/is going to have the abily to fight full A.I. but I'm not 100% on that. It'd be the perfect place to do it though. I do know they hired someone specifically to develop the A.I. so we'll see.
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