Retention is a tough issue and everyone seems to have different opinions on it. I'm part of a group of ~8 regulars that play most evenings in some combination. We have newer and older players of various skill levels. I can tell you what keeps us retained, despite MWOs issues:
- Practicing and improving our tactics and team loadouts. We have a mix of skill levels, but overall its a group effort and that's satisfying.
- The satisfaction of mastering different mech roles/playstyles. We all run lots of different mechs, including less competitive ones. We play to win, but often want to see if we can win in a novel way.
- The amusement of team work. We often theme our group, such as all running the same chassis or exact same build.
- Trying to master each map with different playstyles. As much as we all know the problems with MWOs maps, its fun figuring out how best to play each playstyle/role of mech on each map. We're thousands of games in and I can't claim to have mastered everything everywhere. I'm pretty high ranked, but I still feel like I have a long way to go.
- The fun of collecting. We like watching our mech roster grow. And its fun to have fancy mechs, even if stuff like (s) variants are horribly overpriced (I would spend more total money if mech packs were half the price.)
- Enjoying blasting through events. Frequent events are good. Daily challenges would be great. Higher challenges for experienced players would be really great. Make me really work to earn something that's tough to get. We like the challenge!
You'll note that most of this list relates to group based stuff. And I bet if you could look at the data, you'd find that player retention has a lot to do with that player's participation in a regular group/community. I'd bet that biggest factor in if a new player continues with the game is if they find a regular group to play with.
If you're alone, this game is often too challenging and too unforgiving for a new player. But when you're in a group, you bolster each other and work through the challenge of learning the game. When you get a string of losses because your team mates are potatoes and you are dropping solo, you throw up your hands and log off because you're one person and you can't impact the game all that much. When it happens and you're in a group, you look at each other and say "Hey, we're 1/3rd of this team. That should be enough to swing things. What can we do to win even with a bad team?".
A big part of what drew me, and the rest of my group, to this game is the challenge. There's a long ladder of knowledge and skill to climb. That's a big part of why this game is unique and still has the player base it does after this many years, despite all the issues.
Lots of recent changes to the game feed into the points above. The Cauldron's balance changes have made more weapons and mechs viable, which has given us more to collect and experiment with, and unlocked new strats to try. But note that many of the games most glaring problems don't really bother us, because they don't get in the way of the above stuff. Sure there's bugs, bad maps, bad matchmaking, etc. And if those things improved, we'd be happy. But overall, its our enjoyment of playing with each other and the challenge of growing our skills that attracts us. Imbalanced match where we're at a disadvantage? Let's see what we can still pull off. Imbalanced match where we're at an advantage? Let's see if we can outscore the rest of our team!
Many people complain that groups ruin the game, but I think they're the only thing that really keeps it going. The best low hanging fruit for PGI to pick to improve player retention is to help and incentivize people to group up and form regular play communities. Reward referrals, mentorship, try to funnel people towards community chat servers, etc. It won't fix problems with the game, but its certainly an area that is being neglected right now.
Also, if anyone wants to add me in game and join us for some drops, you're welcome to.