How To Reduce The Grind And Create A Great New User Experience
#141
Posted 21 November 2012 - 08:01 AM
#142
Posted 21 November 2012 - 08:04 AM
It only seems ambitious because the pace of advancement is slow.
They are more than capable of achieving all of this.
It, unfortunately, will take more time then any of us would really like.
#143
Posted 21 November 2012 - 08:10 AM
#144
Posted 21 November 2012 - 08:12 AM
Feel free to like the OP.
#145
Posted 21 November 2012 - 08:13 AM
Taryys, on 21 November 2012 - 08:04 AM, said:
It only seems ambitious because the pace of advancement is slow.
They are more than capable of achieving all of this.
It, unfortunately, will take more time then any of us would really like.
Well, I'm just pointing out that they haven't produced that much new content in the entire history of the game.
#146
Posted 21 November 2012 - 08:30 AM
#147
Posted 21 November 2012 - 08:31 AM
From nothing to all of this seems like more than 'not much new content'.
Yes, things are slow, but they are a small shop that is not drowning in money, plus trouble shooting things is much, much harder than creating new content.
Desrtfox, on 21 November 2012 - 08:13 AM, said:
Hmmmmm... interesting thought.
Will have to contemplate this.
Reoh, on 21 November 2012 - 08:30 AM, said:
#148
Posted 21 November 2012 - 08:35 AM
Please stop AFKers from receiving any c-bills. This is being seriously abused
Please increase c-bills for kills in a match.
Please also implement some kind of try out or rental for a new mech chassis, stop me from wasting millions of c-bills on a bad(but completely blind!!!!) choice
Chuff
#149
Posted 21 November 2012 - 08:38 AM
Broceratops, on 15 November 2012 - 08:01 AM, said:
If new players play other new players or just simply bad players, and they're winning half the time even if they are just bumbling around, then they'll keep playing the game. If they get stomped 20 matches in a row they'll much more likely just leave.
MWO should not have an EVE Online barrier to entry. It pretty much does right now, only unlike in EVE where you can blame 10 years of people grinding away, MWO is a new game.
This. This is a great game. I had a great time in my mechs. The MM beat me down to the point of frustration and eliminated all desire to play this potentially great game. I started playing out of morbid frustration on how I can be on team that gets stomped every single match, great fun that was. Then I wised up and asked myself why am I playing a game that is designed to frustrate me as a new player and I stopped playing with hope that it will improve in the future and offer fair and balanced matches for a new player. The 4 man platoons in a pug game with 8 man teams is the major issue. It becomes which team has the pimped out experienced 4 man platoon or which team has the best one. Fun, fun, new players are along for the ride. Worse, I see the new players grouped together as one team will get the majoirty of trial mechs. You start looking at that and asking what is the point. You just can't have fair and balanced PUG matches with 4 man platoons with 8 man teams. I seen many posts on here with these clans saying they win 90%+ of their PUG games and I believe them. See a problem here? You get on a team with these 99% win groups and you win, you get on the other side and you lose. Fun fun.
#150
Posted 21 November 2012 - 09:00 AM
#151
Posted 21 November 2012 - 09:13 AM
These customized mechs are only available to you in your client side practice arena, and acts as a way to test out builds and chassis, and as a carrot that may get people to buy mechs outright, since they have been able to play with them.
It is easier to get people to buy a car once they have test driven it.
To actually use that build in the game you would have to purchase and adjust it normally with CBills/MC.
#152
Posted 21 November 2012 - 09:17 AM
You may want to see if something is possible, and be afraid to even try it because of the cost.
This frees you from that.
In Dungeons and Dragons 4E they have the online character builder which is great.
I can't tell you how many different characters I have put together and not had the chance to play.
SicksGunz, on 21 November 2012 - 09:13 AM, said:
#153
Posted 21 November 2012 - 09:40 AM
Everyone would have the same access, and you would not know if a loadout would work until you tried it, which is the same boat everyone else would be in. You would have to pay CBills like everyone else to test out a loadout in live conditions.
Like you said, you have loadouts that no one else tries, and that may be because you are an individual and you like to play a certain way that others do not. People get to see your load out when you are targeted, and anyone spectating you, so I do not see that as being a real issue. The data is publicly available anyhow.
There is no perfect loadout for every role, since each person plays differently and has different preferences, and all of that depends a lot on team work for many loadouts to work. What is perfect for one person is utter crap for another.
SicksGunz, on 21 November 2012 - 09:29 AM, said:
In your proposal, there would be a way to test every mech and almost every loadout, and find the perfect setup for every role. And we would all use that, because winning is fun. As it is though, there is no real way to do this and so the debate and the variety continue. It will take six months or a year to get the kind of information we could get in a week under your proposal.
Edited by Taryys, 21 November 2012 - 09:40 AM.
#154
Posted 21 November 2012 - 09:48 AM
#155
Posted 21 November 2012 - 09:54 AM
I have a suggestion there, but am not too sold on it yet.
ExplodedZombie, on 21 November 2012 - 09:48 AM, said:
#156
Posted 21 November 2012 - 09:59 AM
You can own all of the mechs if you like. You just need to buy more mech bays.
None of this cuts into the devs pockets since you cannot buy engines or weapons with MC.
You can only buy them with CBills which are earned by playing game.
If anything this will make them more money for the reasons I stated above.
If they can see you weapons how do then they are 80% of the way there to knowing what you are running. The rest will be trial and error, so some of your design is hidden. The only way they could not have a clue about your design is to not play with you. Eventually you will move and fire weapons and that will be telling as well.
SicksGunz, on 21 November 2012 - 09:50 AM, said:
I like it that way. I don't want everything to be EZ mode. Thankfully I am 100% sure the devs won't make any changes that would directly cut into their MC sales, and this is one of them.
Also, just because people see your weapons doesn't mean they know your mech design.
#157
Posted 21 November 2012 - 10:14 AM
I'm afraid they will not listen though.
#158
Posted 21 November 2012 - 10:27 AM
1) Trial mechs shouldn't be modifiable. You should have to get used to playing a stock config before gaining access to the mech lab.
2) Not a direct disagreement but a modification. I'd like a 3rd person view, without hud or control, I'd call it a vanity view. I'd like to visualize how badly damaged I am, even if they force me to powerdown during the view and I'm vulnerable for a few seconds as compensation.
#159
Posted 21 November 2012 - 10:39 AM
Edited by FLes, 21 November 2012 - 10:39 AM.
#160
Posted 21 November 2012 - 10:40 AM
Having trial mechs at least a little customizable gets them access to the mech lab sooner, so that the grind is not so grindy, plus the stock mechs are not so well put together for MWO's mechanics. Trials will be great place for them to learn the basics with Level 1 Tech, so nothing special like Pulse Lazors or XL engines. This is also acts like a carrot to get them to purchase their own mech so than can have full customization.
Low351, on 21 November 2012 - 10:27 AM, said:
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