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So, Why Do New Players Quit?
#81
Posted 06 February 2018 - 10:37 PM
#83
Posted 09 February 2018 - 07:41 PM
#84
Posted 10 February 2018 - 01:07 AM
Here is cure: https://mwomercs.com...__fromsearch__1
Come join cause to save my brethren
#85
Posted 10 February 2018 - 06:55 PM
1. Tutorial is like "Go out there and shoot everything u see and all will be good". Once you are in the Real game you get punished if you do what you learned in the Tutorial.
2. (the main Reason why i stoped playing the first time i tried this game) Played my first 25 games, went to the ingamestore und checked out some mechs. With almost 0 Knowlage about the game i though "wow that Big looking Robot seems impressive". Bought it. Spend a shitton of C-Bills on equip and went into QP. HELL IT WAS HORRIBLE! And here's the Big Problem. You spend a lot of C-Bills to Buy a Mech "Blind". If you buy the wrong one you get 3x Punished (C-Bills for mech, No fun to play, Your stuck FOREVER to this Mech as u will get low C-Bill rewards).
3. Trial Mechs are what u start with, but they are way to complicated. Some are with 4 diffrent weapon systems... New player cant even handle heat or position then how should they handle diffrent range, duration, cooldowns, velocity etc...
4. New Players need way more information INGAME. For example Spread. Ask a new player if a Spread of 4.5 is good or bad.
There are a few more Reasons but this was at least for me the biggest obstacle.
To not only Complain some easy solutions:
1. Improve Tutorial to make it clear its a STRATEGIC Gameplay
2. Let us TEST Mechs and Builds BEFORE we have dumped 15 Million C-Bills (or Real Money) into the Mech.
3. Make Tiral Mechs stupidly simple. The easier the better.
4. Fill those little Popup Boxes with alot more Infos.
Edited by R0XX0R, 10 February 2018 - 07:01 PM.
#86
Posted 11 February 2018 - 11:27 AM
~Leone.
#87
Posted 11 February 2018 - 01:38 PM
Leone, on 11 February 2018 - 11:27 AM, said:
~Leone.
The forum builds was a HUGE improvement over the previous trial mech builds though, when I started the game you had things like 9mlas hbk-4G that exploded from ghost heat if you fired an alpha, stock mechs and other nonsense like that.
#88
Posted 12 February 2018 - 01:01 AM
#89
Posted 13 February 2018 - 01:44 AM
Because they finally get into FW and then some try hard premade drop camps them with an Annihilator rush. lol.... club those seals.
The real issue is PUG FW is uber hard mode which is where most new players start. Dropping in a premade is easy mode which is where most players end. It's backwards. They really need a softer landing to help new players transition into FW while dialling up the difficulty for premades.
#90
Posted 13 February 2018 - 01:47 AM
SeventhSL, on 13 February 2018 - 01:44 AM, said:
Because they finally get into FW and then some try hard premade drop camps them with an Annihilator rush. lol.... club those seals.
The real issue is PUG FW is uber hard mode which is where most new players start. Dropping in a premade is easy mode which is where most players end. It's backwards. They really need a softer landing to help new players transition into FW while dialling up the difficulty for premades.
I call BS, Puging in FP is not hard at all. And this is a premade based game mode. So how could you dial up the difficulty for premades?
#91
Posted 13 February 2018 - 02:15 AM
Don't get me wrong, FW is end game content and it should revolve around team play not more casual players. That said if you want strong end game content you need a strong population and for that you need a way to transition new players more smoothly. There are plenty of great mechanics we could introduce but that's really another topic.
#92
Posted 13 February 2018 - 02:51 AM
SeventhSL, on 13 February 2018 - 02:15 AM, said:
Well, not every premade will kick ones ***. I faced enough weak 10+ men premades that we crushed with 3-6 good players. It's not possible to generalise premades in any way, but if you hit the search button as a soloist, you should know what may could happen.
SeventhSL, on 13 February 2018 - 02:15 AM, said:
There is no smooth transition that I am aware off. Do you have any suggestions how to accomplish that without destroying the last working pieces of FW?
When I've started into CW, I was before only playing quickplays. I already have played like at least 400 quickplay matches, before I tried the next step - CW. It took some time and I got better and better until I've noticed that as a soloist I won't reach the next level, because the pugs were too terrible in solo drops. So I joined my first unit and I was suddenly winning more and more - oh surprise - and I could also improve my personal gameplay further. My scores were getting better and better and I could also stabilise them.
You know, when someone is doing his/her first FW match there is a popup window that warns you of premades and the general risks of this mode.
This window exists for a good reason...
Imho there is no smooth transition except to block this mode for new players that haven't played like 200 quickplay matches before. You learn and improve by playing this game, oh well and then there are also terribads that don't wanna improve. They just wanna play their lore-game. No wonder why they suck but I've got good news for such players. At the end of this year PGI will release MW5. I think this will be a good alternative for such players.
Edited by Hanky Spam, 13 February 2018 - 02:52 AM.
#93
Posted 13 February 2018 - 02:52 AM
#97
Posted 13 February 2018 - 04:25 AM
Johnathan Tanner, on 13 February 2018 - 03:52 AM, said:
I enjoyed playing Duke Nukem Forever, eventhough it didn't feel completely finished and polished... o wait...
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/ph34r.png)
You mean PGI may go bankrupt this year and Microsoft - or whoever may be the license owner of MW/Battletech - will sell it to Gearbox Software? That's a scary scenario...
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/tongue.png)
Impossible is nothing, especially when we won't be buying enough mechpacks ...cough
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/rolleyes.gif)
#98
Posted 13 February 2018 - 04:31 AM
Hanky Spam, on 13 February 2018 - 04:25 AM, said:
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/ph34r.png)
You mean PGI may go bankrupt this year and Microsoft - or whoever may be the license owner of MW/Battletech - will sell it to Gearbox Software? That's a scary scenario...
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/tongue.png)
Impossible is nothing, especially when we won't be buying enough mechpacks ...cough
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/rolleyes.gif)
Im kinda ok with that, After all. We ARE living on an island.
What with are community initiatives and suggestions about how to build this increasingly un-fun and depopulated game and what not.
Edited by Johnathan Tanner, 13 February 2018 - 04:35 AM.
#99
Posted 13 February 2018 - 04:59 AM
Hanky Spam, on 13 February 2018 - 02:51 AM, said:
Yep they can be beaten. It is not as easy as beating a premade with another premade.... well.... unless your unit mates are really really bad. Really bad. Wow they would have to be trial Mech, zero coordination, cannot hit the side of a barn bad to make a random PUG team a better option.
My FW journey was a bit different. I PUG dropped and didn't get a single win until arround Ghost Bear level 10. Those were the days of the -MS- Zerg swarm. Literally every game in a PUG team vs them. Taught me how to play though wow. Stalker swarms made a steep learning curve. After that I spent a fair bit of time dropping with my own unit or mixed premaded. A lot more wins but honestly I got no joy from stomping PUGs. Vs other premades is intense fun but ultimately I just stagnated as a player. Now I do a bit of both.
There is a warning when you start FW for the first time but a warning doesn't make seal clubbing a positive thing for the game. All that is really needed is a few mechanics. To start with we need to remove tonnage for drop decks and move to a battle rating system. We can then allow lone wolfs to use mixed decks and give them some additional rating. They can hit the search button and fill in the gap for any faction. This starts to make it easier for new players but there is.... you know what this really needs to be a different topic. I'll put one up if your really interested.
#100
Posted 13 February 2018 - 06:23 AM
SeventhSL, on 13 February 2018 - 04:59 AM, said:
As much as I like the idea of 'ranked matchmaking', with the current FP population it could be really hard for that to happen. Similar ideas like having group queue and solo queue have been brought up too but the same problem is the lack of players. Only during the weekends can I expect a sub-5min wait time for FP. On off-peak time periods waiting times can be upwards of 1 hour which substantiates the case of not having enough players. PGI needs to bribe players into playing more FP instead of QP with event rewards, only then can the idea of a ranked system or split queues be viable.
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