# New player experience
Disclaimer: On-going work-in-progress trying to sort and conclude some of the input given here. In case you have proposals / notations aiming to improve the following assumptions or correct misinterpretations: feedback is very appreciated as long as it is provided in a structured and expedient manner - yes, even if this means to agree on what is „expedient / a general goal“ at all. Furthermore the english language ain’t my mother tongue, so lingual flaws can not be ruled out. Feel free to correct misleading descriptions.
General Remarks:
With a (rightfully deserved) scepticism rooted deep in most parts of MWOs community grounded in decisions PGI has taken in the past, transparent, public and goal-oriented communication between the parties involved (between PGI and the playerbase left / still interested in broadest sense), feels essential for the future of MWO (sim-shooter in the BT-Universe). Since PGI seems to be in a state of risk-averseness or feels like having run into some sort of strategic dead-end (for reasons one can (only) assume), re-building and upkeep of MWOs population (this affects new players, former player/exiteers, HopOn-HopOff-Players etc.) via appropriate measures feels crucial.
While creating changes fundamental enough to bring significant parts of the old community back are somewhat harder to achieve (in light of MWOs outdated engine compared to other sim-games available, it’s graphical appeal being old already and the low availability of (affordable) CryEngine specialists on the market), absorbing and catering as much of „new player drop ins“ – via the MW5 release or general marketing initiative - as possible is essential while creating worthwile content for the veteran players mid-term.
Despite the EG7-Deal potentially granting some funds, it’d be wise to still assume PGI is not in funds / is not willed to invest the financial ressources in advance. Low-risk with moderate-reward improvements still seem to be the most likely / promising short-term measures for
NOW that could generate the revenue needed to fund further mid- to long-term improvements - therewith hopefully creating some kind of a sustainable upward-spiral of a content-revenue-cycle again.
So whatever potential area of improvement (and there are a lot for sure) is discussed here, will likely profit from a general mind-set tuned to an assessment of a measures impactfulness for the (potential) playerbase and revenue possibilites for PGI.
General question in terms of new player experience seems to be …
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(New) Player experience
General Remarks: [...]
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Tier-Placement of Cadets / New Players [Source: Several - original Source unkown]
Been talked about for weeks already (gonna be granted in 12-2020 IIRC). Please grant new players a way to learn their ropes in a somewhat safe enviroment, since there ain't no point in throwing players into the depths of more advanced/experienced tiers (be them nascar-heavy or not) where 'em gonna be eaten up while still figuring out maps, builds and a general feel for the speed of the game in general. Unlikely new players will endure getting their buttock-activator spanked over and over again while not even earning a decent amount of CB. As Nightbird mentioned, it shouldn't be as hard to identify and ban "smurfers" via certain stats (am sure he can elaborate on that if not done elsewhere already) - even if they try to shroud their actions by losing / throwing some games voluntarily.
- Measure
Place new accounts into or near Tier 4.5 as soon as possible. Monitor new accounts / games to some extent, contact and - if necessary - (temp)ban accounts with significantly deviant scores compared to games played etc.
- Degree of ressources needed:
Low in terms of (re)placement of new accounts. Somewhat higher to monitor/review the stats to counter smurf-/farm-accounts.
- Assumed Effect
Higher degree of players staying in the game in their first days/weeks of playing. Although to achieve this effect, flanking measures gotta be added (new player incentives, etc. - see below).
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Guided tour / partially overhaul the academy [Source: #25 Ian Dresaire]
Once confronted with the UI right after starting the game, a lot of new players may feel overwhelmed for the sheer multitude of menus/options to browse through. Despite being debatable, if a general re-haul of MWO's UI might be in order to adress the (and several other) issues, another possibility might be to "hard-lock" certain/all other parts of the game for new players until they finish the academy and/or a guided tour explaining the basic options of the mechlab, certain game-modes etc. More detailed options are unlocked once the player has finished the tutorial. Possibility to skip the hard-lock against some warning info-box not to do so.
- Measure
Take new players by the hand via hard-locking (or guiding through) more detailed aspects of the game with an improved/enlarged tutorial mode.
- Degree of ressources needed:
Medium to high? Would take some coding effort for sure.
- Assumed Effect
Making the entry into (more detailed aspects of) the game more intuitive / less steep for new players.
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Trial-mech system
When you have a big enough playerbase to kick off matches with very large amount of cadets or cadets only with close to everyone piloting the trial mechs, the actual design may provide some sense of purpose in terms of being allowed to try different weight classes and loudouts without having to invest your sparse early in-game currency while not having much of a clue how to meaningfully invest it all. Since this ain't the case anymore - and some of the provided trial builds feel like utter garbage / very punitive - an overhaul might help to teach new players some of the basics of "functional" load outs.
Unsure if the possibility to achieve EXP and set skill points on trial mechs will be a helpful addition (assuming the cadet-team-enviroment that is). Would prefer to visualize the difference between having / not having certain skill-trees filled via the academy (if we assume the trees to stay the way they are that is). Might be a subject to discussion.
Furthermore have talks with the community/competitive players to provide solid and beginner-friendly mechs/builds as trial-mechs. Don't necessarily make this into a pure meta-fest though. Mebbe focus on survival, weapon synergy.
- Measure
Revamp the trial-mechs (and the rotation of their availability) by making them new-player friendly. IS-XL builds on heavy and assaults-mechs or certain weapon loadouts feel too punitive for new players as a base to achieve some sort of functional understanding.
- Degree of ressources needed:
Low. Discuss viable trial-mechs, have their templates set and make em available with a 2- or 4-week rotation.
- Assumed Effect
More viable / rewarding builds resulting in a better game play experience for and supporting general build understanding of new players. More fun, leading to more games played, leading to more new players staying in the game (with flanking measures though).
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Cadet / new player incentives [Source: Unkown + #87 - Elizander]
Make finishing the academy / cadet-time more appealing by adding some sort of transitioning in-game incentive. Getting the-cbill-bonus is nice, but new players often do not even realize what this bonus is even about. So why not make their "greenhorn-time" a little more appealing with some sort of "achievement-feeling" in an otherwise awkwardly unresponsive interface / in-game enviroment? Ways to do so might be gifting them a solid medium mech once they finish the whole academy / tutorial. Would even add a little fluff lore-wise (without hampering the general game at all). Cadets being granted some faction-affiliated "hardware" (like a may be even unique workhorse medium, some SP and a CB-Color of choice) to chose from makes some sense and furthermore fits the universe, doesnt it? Counter-check the monetizaton-summary in this matter. Add an automatic cadet-event (like destroy components, shoot down missiles, shoot down uavs, etc.) for new players granting some minor stuff as reward.
- Measure
Add certain in-game incentives to hook cadets / new players up a little more. Make finishing the WHOLE academy and or cadet-time feel like having achieved something. Actual state is very unresponsive in terms of getting out of "tutorial stage".
- Degree of ressources needed:
Unclear, might imply some coding to add an appropriate hand-out of incentives though.
- Assumed Effect
Granting some feeling of achievement / progression for new players. Depending on how the handing out is implemented (only if reasonable effort though) it might even draw some players in lore-wise once they have the ability/need to choose a mech based on a certain faction.
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Referal programm / refer a friend
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- Measure
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- Degree of ressources needed:
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- Assumed Effect
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MWO tutorial videos/streams
Self-explaining: provide some self- or otherwise created content, to explain basic and advanced aspects of MWO in a timely fashion and visibly place it on your web-presence / discord serber. Since there still are a lot of streamers out there, some outsourcing could offer some win-win-situation, as long as the community is allowed to rate the incoming tutorial videos / streams. Even some cross-monetization potential here (check monetization thread), since certain "streamer packs" (voice-packs / fluff-items like a nutty-rat, piranha-sean, chin-ash or beard-dadul as standing items) could be promoted with a degree of the income going to the streamers or into competitive prize-buckets. Furthermore provides low-cost publicity via random people being pointed towards MWO checking onto certain streamers. Might even be an option to contact streamers with huge audiences, make him play the game and pray for some folks to trickle in that way (that was a little mean, sry.).
- Measure
Provide tutorial videos and streams allowing new players to passively comprehend central / advanced game aspects.
- Degree of ressources needed:
Low-medium. Some moderation needed to contact / communicate with streamers, visibly place the content on the website / discord and hand out some prices now n then. Some cockpit items and/or soundpacks may need minor development time.
- Assumed Effect
Self explanatory: Publicity + Learning effect for new players = win win win!
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MWO Wiki-Overhaul- Measure
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- Degree of ressources needed:
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- Assumed Effect
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Central MWO Discord
Compared to present possibilities, the social - and community-features the MWO-client provides are bare-boned at best. Creating some low-treshold alternative - assuming a sophisticated in-game implementation of sort is unrealistic at best - as a focal-point for (new) players to communitize, connect with other players and find people to play with / learn from feels reasonable. Even more with the smaller playerbase, a lot of former gathering places (ts-servers etc.) being abandoned and it's tendency to be fragmented unit-/language-wise.
- Measure
Set up an offical MWO-Discord (or something similar) as a focal point for players in general.
- Degree of ressources needed:
Low to medium. Depends on the cost and administration effort needed.
- Assumed Effect
Some low-treshold gathering point allowing (new) players to communitize will likely ease the first steps.
Edited by AnAnachronismAlive, 03 December 2020 - 07:03 AM.