Heavy Money, on 08 October 2020 - 03:05 PM, said:
I think it's worth noting that there's actually several separate issues that are worth looking at on their own. The devs probably need to do something for each of these:
- Bringing in new players
- Re-engaging older players and whales
- Stopping player base bleed due to demoralization
- Monetizing
From seeing people's discussion in this and other threads, its clear that most people only care about a couple of these issues, and the devs themselves only care about 1-3 insofar as it lets them achieve 4 enough to keep the game solvent.
Fix #2 and #3, if you want to keep it alive beyond life support. #1 and #4 aren't even possible if #2 and #3 are an issue. Triage the patient before you start treating it.
Heavy Money, on 08 October 2020 - 03:05 PM, said:
Now, i hate to say it, but No.2 is more optional than the others because money spent by a noob is worth just as much as money spent by a vet. Getting people who have already played for years and bought lots of stuff to buy more is hard. If they have to make a choice between appealing to newer players vs older, they are actually better off trying to bring new people in, as they are more likely to buy a bunch of mechs. But that's entirely contingent on 3, stopping player bleed.
I will counterargue by saying that the "Vets" that you're referring to are the "Veteran Founders" that spent enough money to get this thing off the ground in the first place, are the organized players in leagues that spent money in a reliable fashion since the beginning, spent stupid money for Gold Omnimechs when they released the Clans and tend to be the one source of income PGI can bank on month by month. New players might drop a few bucks if their Cadet matches haven't chased them off, but they'll never be the guaranteed income that the "Vets" have been.
First thing is to stop the bleeding. Fix QP. Do something about the premade group roflstomps and try to get some kind of even weight distribution going on, even if you can't do anything about the tier issues. Start new players off at T5 instead of T3. The pool will filter itself. Then, bring the old guys back. Fix the mechs they've had sitting around doing nothing for years so they're playable. Like we saw with the Gargoyle when ER Micros first came out. Or MRMs with any number of IS mechs. Give them a reason to come back and they'll stay if it's even remotely playable.
Heavy Money, on 08 October 2020 - 03:05 PM, said:
If we think lots of new players aren't sticking with the game because they get stomped by experienced players, then the solution may be to adjust matching based on Tier even more. Skew match times against skilled players and in favor of new.
There are two issues at play here. The first is the Matchmaker and Tier spread. The primary reason for the effect we're seeing is that new players are set at T3, right in the middle. If they started at T5, they'd be out of reach of the T1s-T2s long enough to get used to the game and start to figure out some of the aspects of teamwork. As it is right now, Cadets in their first 25 matches are ending up in matches with T1 solos. I know, because I'm a T1 solo. That either happens because population is so low that the +1/-1 thing loosens up, or we all ended up in a T2 match that needed filler on both sides. Population is key here. PGI probably starts people out at T3 specifically to fill slots so matches can be formed within a certain timeframe, since people ***** about wait time.
The other issue is the addition of premade groups to QP, which was prior to the merger, completely solo. There was a Group Queue, but it shut down due to lack of interest. Complaints were made, which effected that guaranteed income thing, so they opened up QP to 4 man groups or below. From what I read in the notes, they've got their own weight restrictions based on number of players in the group in an effort to "front load" weight distribution in the hopes of using it to distribute weight evenly. From what I read. It obviously doesn't work. Also, I don't think it averages the tiers of the group players at all. 3 T1s could drop with a T3 or vice versa and it wouldn't make a difference in what match they end up in.
Heavy Money, on 08 October 2020 - 03:05 PM, said:
That said, do we actually know for sure that the game is bleeding players because of the noob stomp effect? Is there any way that this effect, or its size, could be verified?
It's bleeding players due to a history, a published history, of bad choices and implementations of everything from weapons balancing to matchmaking. This latest one, the merging of the group queue, had the unfortunate timing of having happened before the whole reworked Tier thing and Tier reset had a chance of completely working itself out. Tier reset drove off a bunch, then the merger drove off even more.