Jump to content

How Can Pgi Help New Players?


3 replies to this topic

Poll: How Can Pgi Help New Players? (14 member(s) have cast votes)

what should new players have to help them get with the program?

  1. Training arena (9 votes [64.29%])

    Percentage of vote: 64.29%

  2. Mini-Campaign. (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Both. (5 votes [35.71%])

    Percentage of vote: 35.71%

Vote Guests cannot vote

#1 CrashieJ

    Member

  • PipPipPipPipPipPipPipPip
  • 1,435 posts
  • LocationGalatea (Mercenary's Star)

Posted 13 January 2013 - 07:24 PM

we've come across again and again about pugs not getting the appropriate training they need to at least fight against veteran players. the videos look pretty and they have some information, but not enough to actually get the ball rolling against the Steep Learning Curve Battletch/Mechwarrior Vets walk over with some ease, but pugs have a trouble crawling upwards (compounded with vets stomping their brains out).

we've ranted about having a training area where players can test out new builds, invite friends for training sims and other stuff. AND THAT SOUNDS EPIC.
---

but I've been thinking, why not have a mini-campaign? where the player takes the reigns as a Soldier and can choose which side to fight for, become a merc, or a freelancer with their own plans, each leading to a small ending (non-canonical and not big enough to change the history)

missions 1-2 can teach the player how to pilot, shoot, give orders, defend, manage heat, and other basics like mech loadouts and building, cash spending and other things, 3-4 can give the player the choice of which path to go down how galactic conquest works and how contracts are made, which sides have what bonuses and how it will effect the player-on. 5-10 can determine how their actions have benefited themselves or others. with the endgame going past that and giving a "psuedo-sandbox-training" experience where players can hone their skills, switch sides, play with builds, liberate planets, make and run their own user-made scenarios and maybe make their own maps.

Playtime can range from 5-10 hours (figure 30-40 min per mission on VERY HARD)

we can give achievements to people who complete certain criteria and give CB, special items, or maybe MC/Prem time bonuses in the Metagame for doing well in the campaign.

it can even be canonical to MWO where SPOILER, SPOILER, SPOILER,
Spoiler
.
----

MWO is different from most other games due to it being part sci-fantasy, Sci-fi, and simulation. and Players from the FPS areas need to shift thought (heh, they need to think) to all these new figures and threats. and we can help them

Edited by gavilatius, 13 January 2013 - 07:25 PM.


#2 Homeless Bill

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,968 posts
  • LocationA Box Near You

Posted 13 January 2013 - 07:31 PM

A training area with standing 'mechs to shoot at is what they need. A mini-campaign would do a far better job at getting players ready, but the amount of work it would take PGI makes it incredibly unrealistic for the foreseeable future.

#3 Team Leader

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,222 posts
  • LocationUrbanmech and Machine Gun Advocate

Posted 13 January 2013 - 07:34 PM

Really why not both? Campaigns will come way after community warfare though... Hopefully this games lives a couple years so we can enjoy it! 10 is optimistic, but fingers crossed!

Edited by Team Leader, 13 January 2013 - 07:34 PM.


#4 Tennex

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 6,619 posts

Posted 13 January 2013 - 07:34 PM

scripted tutorial.

i would say mini campaign but that seems kind of out of the scope of this game and would take resources from the already delayed community warfare





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users