#1) Quick Play PSR/Match Maker update
Why: Using monthly data, it is easy to see that people with <0.7 WLR and >1.3 WLR quit the game at 2-3x the rate of people near 1 WLR. This is because if the game is too frustrating or too easy, people quit. A new PSR/MM should push everyone to as close to 1 WLR as possible to cut attrition rates in half, and this should be done before costlier content additions to bring in new players to better retain them. (Yes this is possible https://mwomercs.com...psr-comparison/)
#2) Faction Play Team-Skill-Aware Tonnage-based Rewards
Why: There is no MM for Faction Play, and the same attrition rate problem applies to it. However it's not possible to create even teams, so the solution is to make the stronger team willingly give up tonnage to make the match more even. Based on the relative skill of the teams, base reward on a recommended drop deck tonnage. The weaker team gets full tonnage, the strong team gets a lower number. If you take more than that tonnage, your rewards for c-bills, and LP get severely reduced. (If you take less than the recommend tonnage, you get a bonus. Optional - allow naming of drop decks)
#3) Solaris queue and MM update
Why: The reason Solaris failed is match making. You should not put two pilots together because there are two people in queue, as this means one top pilot sitting in a division queue will clear everyone else out over time with frustrating matches. Having a good time matters more than wait time. The easy way to solve this is to combine the 7 divisions into 1, and use a simple formula to give everyone close matches and ~1 WLR + or - 0.3 (67% of pop in 1 WLR + or - 0.1). Don't launch matches for pilots too separate in skill. Also add a dom circle in the middle with cover that activates after 1 min to stop corner camping.
I recommend implementing player atttrition QoL changes in particular before considering expensive new content, otherwise any new blood brought into the game will churn away in a heartbeat. The effect of attrition compounds over time, no one can time travel but if we could, cutting attrition rates in half on the release of these features would increase the pop 5 fold today with 0 art asset changes - a ridiculously good price-performance deal.
#4) Re-tune locked cryengine settings for modern graphics cards.
Why: Some settings remove invisible walls and terrain pop-in when tested in MWO testing grounds. These settings however are locked from player change in real matches. Rather than unlocking settings, which would give people with better systems an advantage, the default settings should be updated to improve the graphics for all players and also decrease invisible walls and terrain pop-in, which are annoying.
#5) XML shake-up (quirk, agility, weapon stats)
I won't itemize what I think should be done here, there are many ideas floating outside anyways. However I am not suggesting a balancing update but a complete shake-up because drastic changes can make the game feel fresh. Comparably, a few % tweaks here and there wouldn't. Flip the board upside down. After all it is just an XML change and low cost. (Sample change: make PPC speed 3-4000m/s but have a charge-up time of .5-1 second and cannot be held like gauss. Completely different weapon system right? I'm not pushing this particular change, I'm just showing that if all weapons were changed to this degree, the game will feel completely new)
#6) Update mech agility with physics
I detailed the method here (https://mwomercs.com...l-life-physics/) the benefit is mainly for better mech balance and also allows players to identify agility intuitively. For some sample problems, the timber has low slung weapons and moves like a top heavy mech. The blackjack and summoner are high mounted yet are the most agile in their class. Not high priority perhaps, but QoL in how mechs handle versus how they look.
#7) Update sensors and lock-on weapons
Details here (https://mwomercs.com...evamp-proposal/) the change is mainly to allow missile carriers to move and shoot with the team, with other tweaks to encourage mechs to use AMS and invest in sensor tree.
#8) Give similar rewards to Solaris as Comp
In competitive queue, you are rewarded with 7000MC to play 20 games, win or lose. Since Solaris needs to attract more players, give a similar amount of rewards to get more people into it. I haven't played Solaris since season 3 I think? But for 7000 MC I'd be willing to play 20 games a season.
#9) Lower the XP cost of nodes for skilling mechs
This is an easy one, people complain it takes too long to skill a mech and it really does. Reduce the cost by 2-3x for XP and let the main leveling limit be c-bills. This encourages people to use hero or (S) mechs and get premium time, and also decreases the grind, a pain point. Two birds with one stone.
Edited by Nightbird, 06 November 2020 - 02:41 PM.