

MWO is NOT newbie friendly!
#1
Posted 31 October 2012 - 04:36 PM
The learning curve is far too huge, the trial mechs are terrible compared to standard or founders mechs. LRMs are overpowered and wipe out AMS-less trial mechs in a few seconds.
And for those who are about to defend PGI, remember WE funded them 5 million dollars... to do what exactly? Is this what you wanted for our 5million bucks? This should be a much more newbie friendly game that doesn't chase people away. There are way too many good F2P examples out there right now to copy for this current mess to be excusable.
Open beta this and open beta that... you cant hide under the term beta when your already charging people money.
It would have been better/smarter to put new accounts into newbie only matches for their first 20-30 matches. Not the perfect solution, but an easy one that would have helped keep the newbies playing this game beyond a handful of matches. A solo only queue or trial mechs only queue would have been other simple solutions that would have helped drastically as well.
#2
Posted 31 October 2012 - 04:37 PM
#3
Posted 31 October 2012 - 04:39 PM
Particle Man, on 31 October 2012 - 04:37 PM, said:
For starters, most people like games that don't suck, more then games that do suck.
...Well, just that, mostly.
To the OP, the devs have already acknowledged that the new player experience is a failure, and are altering the trial mech system.
#4
Posted 31 October 2012 - 04:40 PM
#5
Posted 31 October 2012 - 04:42 PM
Quote
What I wanted is a great game which is in development and is making great progress towards being a "finished" product and that is what we have.
#6
Posted 31 October 2012 - 04:43 PM
You're trying too hard Salient.
The key is to leave an impression that it was effortless.
#7
Posted 31 October 2012 - 04:43 PM
Sevaradan, on 31 October 2012 - 04:40 PM, said:
It works well for a PVE game like that.
For example, I love dark souls.
But the thing about PVP games, like this one, is that the enemies are players: hard, brutal, and don't like you.
You don't need the game itself to jump in the dogpile and keep you out of the fun.
#8
Posted 31 October 2012 - 04:44 PM
#9
Posted 31 October 2012 - 04:44 PM

#10
Posted 31 October 2012 - 04:46 PM
Especially since when people come in to try it out and complain about some very valid issues, but the response of fanboys is "Shut up, its because you suck" or the likes...
Your not going to keep people. There are balances needed. Especially since there is no structure to growing(You could get the top Atlas right off the start, I tried it out in closed Beta and killing 3-5 enemies is a cake walk).
I actually have halted myself from giving anything to this game. And will not be recommending it until some things are fixed balance wise.
Edited by ZeroV, 31 October 2012 - 04:48 PM.
#11
Posted 31 October 2012 - 05:01 PM
CobraFive, on 31 October 2012 - 04:39 PM, said:
...Well, just that, mostly.
To the OP, the devs have already acknowledged that the new player experience is a failure, and are altering the trial mech system.
so if you cant win on the first day that means the game sucks?
#12
Posted 31 October 2012 - 05:06 PM
Admittedly, the grind in trial mechs is not fun. But now, even without playing with friends, I win twice as much as I lose. Just stick with it and it gets VERY rewarding.
#13
Posted 31 October 2012 - 05:08 PM
Tactics Weapons and chassis stats Tutorials
ETC...
#14
Posted 31 October 2012 - 05:10 PM
Thank **** this game doesn't have "KILL STREAK!" screamed in my ear after 3 mechs blown up in a row
#15
Posted 31 October 2012 - 05:13 PM
Sevaradan, on 31 October 2012 - 04:40 PM, said:
FF11 and Eve should be in there too lol
MeiSooHaityu, on 31 October 2012 - 05:08 PM, said:
Tactics Weapons and chassis stats Tutorials
well that said pgi did make a statement that this is something theyre working on gonna have to see how that pans out
#16
Posted 31 October 2012 - 05:16 PM
Losing a mech you cannot afford to maintain should cripple you for awhile. While a victory should ensure a reasonable cashflow, and simply hosing out the cockpit ought to not cost too much, a mech that's lost its entire body should be looking at 75% of purchase price at least to become combat worthy again.
If you lose your mech but your team holds the field, salvage rights would make the loss much more tolerable. But you get run into the ground, and you lose the match? Make the loss tangible.
What I'm saying is, it is too friendly.
#17
Posted 31 October 2012 - 05:17 PM
I just wish there were more tooltips, especially regarding weapons and whatnot (I dont actually own a mech yet).
#18
Posted 31 October 2012 - 05:19 PM
and am not a noob.... been playing for weeks now, been through a couple of resets and everything...
Edited by EyEpOkEr, 31 October 2012 - 05:21 PM.
#19
Posted 31 October 2012 - 05:20 PM
Chronojam, on 31 October 2012 - 05:16 PM, said:
Losing a mech you cannot afford to maintain should cripple you for awhile. While a victory should ensure a reasonable cashflow, and simply hosing out the cockpit ought to not cost too much, a mech that's lost its entire body should be looking at 75% of purchase price at least to become combat worthy again.
If you lose your mech but your team holds the field, salvage rights would make the loss much more tolerable. But you get run into the ground, and you lose the match? Make the loss tangible.
What I'm saying is, it is too friendly.
This much punishment would only deter people from playing. If I lose and feel like I just went backward in progression, say loosing 2 hours of C-Bill making. I think I'd just quit.
#20
Posted 31 October 2012 - 05:20 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users