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Public Relations Are Hard!


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#81 FupDup

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Posted 30 November 2016 - 07:05 PM

View PostJun Watarase, on 29 November 2016 - 10:48 PM, said:

I mean, just look at the catapult which Paul posted saying it was his favourite build or something. Everyone just started laughing.

I think it was 4 MPL and 18 SHS?

#82 cazidin

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Posted 01 December 2016 - 10:54 AM

View PostFupDup, on 30 November 2016 - 07:05 PM, said:

I think it was 4 MPL and 18 SHS?


What's wrong with that build? It's part of the secret meta. Posted Image

#83 Sjorpha

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Posted 01 December 2016 - 11:10 AM

View PostFupDup, on 30 November 2016 - 07:05 PM, said:

I think it was 4 MPL and 18 SHS?


The one I saw had a UAC5 and...something and was called "Griefer MK.lll", don't remember exactly.

Edit: Ah, found it! Here it is: https://mwomercs.com...ost__p__4848953

Edited by Sjorpha, 01 December 2016 - 11:15 AM.


#84 Mawai

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Posted 01 December 2016 - 11:30 AM

Yes. Good communications and good PR would have helped in the past, would help today and would help in the future.

Good communication would NOT -
- stop criticism
- stop suggestions for improvement
- increase the rate of game development

Good communication WOULD -
- make a better player-developer relationship
- help players understand WHY the game is the way it is - there are likely some reasons whether technical or otherwise
- make it clear that the folks who do art and mech packs are NOT the same folks as those doing game development, game modes, weapon balance or factional warfare ... creating mech packs does NOT slow down development anywhere else. However, PGI is SMALL - there are about 6 developers handling the ENTIRE game including client, server, netcode, UI, factional warfare ... they probably have half of these dedicated to supporting mechcon and making sure that goes off properly ... which uses a different client.
- clear up other misunderstandings
- maybe give the community some insight into design at PGI
- make for a generally more happy and somewhat content (maybe a bit less briny) player base

Communications won't solve all problems ... it doesn't fix things that are broken .. but to be honest, and in my opinion, MWO isn't badly broken .. Quickplay is generally pretty good for what it offers, the game is generally fun or most people wouldn't even bother being here. The main problem is that the game lacks features that would effectively drive long term player retention and continuing play by larger numbers of people. Additional mechs simply experience the effect of diminishing returns. This was documented in articles on other free to play games. Without additional feature development, mech packs will not keep the game going indefinitely.

http://www.gamasutra...es_.php?print=1
http://www.gamasutra...es_.php?print=1


Found the video ... semi post mortem on Age of Empires Online from GDC 2013 ... really interesting and although a completely different game from MWO there is a lot of overlap and useful information on monetization.

http://www.gdcvault....e-Wrong-Way-Age

"The way you maintain your community is the way you maintain your free to play game"
"Community engagement is very important"
"Community is as important as Operations"
"A highly engaged community is much more monetizable"
"You do in general annoy your core at your own peril"

Clearly PGI didn't watch this video Posted Image (well worth watching by the way :) )

Edited by Mawai, 01 December 2016 - 01:06 PM.






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