Posted 25 February 2021 - 11:07 AM
Has a launch of the new Solaris season been forgotten?
Dying for a new roadmap thread so we can get some info on this.
The problem:
New player experience in Solaris. Which leads to no new players. So old players can't get a match.
More specifically:
"So, you're new and you're not going to win because you don't have the intimate knowledge and skills and the right mechs, and there's no way for your team to carry you while you learn, and we haven't done an advanced tutorial...
..OK but what if we make it MUCH worse: let's put you in a not-best mech with zero skill points, have you get walloped endlessly by the top people, and then have a winner-take-all reward system... hey, why can't we get new players?"
The good news is, this problem is so obvious, it gives away the answer.
Encouraging Developments:
I FINALLY got interested in Solaris last season, thanks to their guaranteed 14 million C-bills + 350 MC for anyone who plays 25 games in each of the divisions. The GXP was kinda useless without an improvement to the c-bill ratio, but it's closer to reasonable than a poke in the eye with a sharp stick. Which is what Solaris was entirely, and is mostly.
... Now I'm hearing nothing. Are you guys pulling the plug now, just as you got me to go put the effort in to figure it out? I hope not...
This was a GOOD thing for me. After 175 matches because I needed the money, I accidentally got better at the game - on QP and in FP, I win more 1v1 exchanges than I used to, and I'm of slightly more use to my team.
This was a GOOD thing for old players - the people who actually enjoy Solaris got a competitor in me, so they didn't have to stare at an empty screen all day. I gave them 175 decent fights. Well, let's say 50 decent fights. Towards the end maybe. Maybe.
This was a GOOD thing for MWO - people were playing their game, consistently. In a variety of ways, which is less boring.
What we've learned:
You want people to like your game? "Reward attendance" should be top of your mind, and excellence will (eventually) naturally follow after that.
Basic psychology: rewards should be prompt - make the 25-game thing part of a 3-month long clickable event instead of a next-quarter-patch, so they receive the reward AS SOON AS they do the work, not 2.5 months later. For a new player who owns 4 mechs, this earlier cash infusion is HUGE to build their stable and increase the fun.
Actually, let's improve that even more: Make the current reward chart happen at the 15 games per division mark, delivered immediately because it's in the event framework, and then have a SECOND tier at 40 games /div where you hand out the same C-bills again and twice as much MC.
People respond to frequent and immediate incentives. It's crazy to dream you'll be top 25 - until you are, anyway!! It's realistic to dream you'll get 15, then 40 matches... and then you start to see performance results and figure "meh, might as well keep playing, then!"
This season, with the 14 million that just dropped in my account, was the first time that I dared to ask some friends to join me next season. If they keep tweaking that formula, things might happen. And that's good news for EVERYBODY. The newbies who need cash, and the advanced players who want Solaris to continue to be an option.
You CANNOT play Solaris without the best mechs and builds. You CANNOT have that without cash. New players are BROKE.
You also CANNOT play Solaris without a match - old players need new players to match with.
It's disrespectful enough to be kicked in the teeth 25 times in a row - and don't even get me started on old players who are unhelpful, or worse, rude.
On top of facing that, PGI not giving new players the tools to win (money for the RIGHT mechs) and the incentive for trying, only a thoroughly batty person would choose to start playing MWO.
Is this an incorrect analysis?
Short term goals, minimum labour:
Increase the attendance reward: change the 25 game reward to 15 games, and add a second set at 40 games, and AT LEAST make the first 15 games an event that you can click to collect on immediately.
Announce that you're committed to continuing in this style for the next few seasons to see if it increases player engagement, so we know that if we take the time to learn this play style, you're going to be *consistent* and give us a reward for our time and effort - at least for the next 3 seasons or so.
Second step:
As SOON as you figure out how to put 85 skill nodes into the trial mechs, hop over and do the same for the existing Solaris trial mechs.
Third step:
When you have a moment, fix the trial mechs to match one of the top 3 best performers in each division.
And get the Solaris maps into private lobbies for large groups, so MWO units can hold classes in there properly.
I think you'll find, with this minimal amount of work using your existing assets, and some consistency, you'll have people using the game you ALREADY built more, and in more varied ways.
Does this analysis seem incorrect? Are these steps too much to complete? Are they not worth trying out?