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How To Reduce The Grind And Create A Great New User Experience


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#121 G4M3R

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Posted 19 November 2012 - 12:01 PM

I agree with most of what you said, except absolutely do not remove win/loss bonus. That's crazy. It'll take us back to the old days of suicides and what not. We fought hard for that!

#122 Taryys

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Posted 19 November 2012 - 12:02 PM

Well, suicides would get next to nothing, since their contribution would be approximately equal to that.
No reason to suicide since you would not make anything from it.


View PostG4M3R, on 19 November 2012 - 12:01 PM, said:

I agree with most of what you said, except absolutely do not remove win/loss bonus. That's crazy. It'll take us back to the old days of suicides and what not. We fought hard for that!


or am I not understanding you correctly?

#123 WardenWolf

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Posted 19 November 2012 - 12:03 PM

/signed

I don't agree 100% with everything here, but there are a lot of great ideas :huh:

#124 An Ax Murderer

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Posted 19 November 2012 - 12:15 PM

Give this man a job at PGI...

Or at least an award for superior intelligence.

:huh:

#125 Taryys

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Posted 19 November 2012 - 12:16 PM

You are kind to me, kind sir. :huh:


View PostAn Ax Murderer, on 19 November 2012 - 12:15 PM, said:

Give this man a job at PGI...

Or at least an award for superior intelligence.


#126 Tasorin

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Posted 19 November 2012 - 12:19 PM

With what extra resources is PGI going to do all this with? They can't even get the current game mechanics working, new content deployed and major critical issues fixed in a timely manner and you want them to take on a AAA-Title list of "To-Do's" with the current PGI B-Title budget and resources?

Here is the reality. We are going to get a Marginally Viable Product (MVP) with the absolute bare minimums that generates enough positive cash flow in order to get PGI and IGP to the break even point in a reasonable time frame. During that duration a small team will be working on all the things that PGI and the Core Community want and should be in a full fledged MechWarrior Title. The question is going to be is "Can WM:O survive financially during the MVP rounds until we get an actual robust MW Title?"

Russ has shown by actions that he is willing to give the general population what they want in order to generate short term profitability to try and capture as much of the revenue he can while the sun is still shining on MW:O. I am not passing judgment of PGI for making those decisions, just stating that this is the current cause and effect cycle we are in.

Learn to set your expectations accordingly.

#127 Pale Jackal

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Posted 19 November 2012 - 12:22 PM

There's a lot of potential solutions, but just giving the trial 'mechs Double Heatsinks whenever the variant has the critical slots for it would be huge.

Many stock 'mechs will still be underwhelming (such as the Catapult C1 with 2 tons of LRM ammo, hah!) but at least they wouldn't be over-heating a ridiculous amount of the time.

Allowing limited customization, a week of premium time, etc. are all good ideas as well.

#128 Taryys

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Posted 19 November 2012 - 12:24 PM

Assuming some of my thoughts are implemented, having inefficient mechs is a great learning experience, forcing them to go to the mechlab to make changes and see how things work.

dHS are expensive, so that may not be a good idea, plus it will mess with the stock mech configurations from canon, which they will not want to deviate from.

#129 warner2

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Posted 20 November 2012 - 08:38 AM

I particularly liked your "option to Lock Torso to Legs" point. This option was present in MW4 and was on by default. In MW4 almost everyone I came across had turned this off once they had got used to the game but it will help new players out (basically allowing you to move around like a typical FPS). To think that the main reason given by Russ Bullock for adding 3rd person perspective was that new players don't get torso twist is mind boggling, given a simple option like this would solve the problem.

Edited by warner2, 20 November 2012 - 08:38 AM.


#130 Freeride Forever

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Posted 20 November 2012 - 08:58 AM

View PostTaryys, on 15 November 2012 - 08:38 AM, said:

A wiki on the MWO site with MWO specific data and info and pulling data from Sarna if that is possible to flesh things out.
A MWO sponsored/created/linked with get more use and support than an external one.


All the necessary info properly built into the game will get more use & support than any info cobbled together outside the game.

#131 Taryys

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Posted 20 November 2012 - 09:03 AM

That works well too.
I am very OK with that option.


View PostFreeride Forever, on 20 November 2012 - 08:58 AM, said:

All the necessary info properly built into the game will get more use & support than any info cobbled together outside the game.


#132 Freeride Forever

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Posted 20 November 2012 - 09:32 AM

View PostTaryys, on 20 November 2012 - 09:03 AM, said:

That works well too.
I am very OK with that option.


Well I figure, with almost 2000 posts in the forums, you didn't know there was a link to that Wiki on this site, nor did I. Does that not help illustrate the point that reliance on the community to assemble this information is cheap, lazy, ineffective & unprofessional? I spend more time reading in the forums than I do playing the game & I still knew nothing about it.

Furthermore, how can that info be considered trustworthy? How accurate can it be when PGI is changing $h|t non-stop? It is PGI's responsibility to provide everyone with the info necessary to play this game. That would be true even if it weren't tougher than average to learn, but it's even more important because it's tougher than average to learn.

I think it looks pretty bad on a game like MWO, lacking a tutorial level & thorough in-game equipment stats when a game like Hawken provides both (plus in game VOIP for all, a chat window in the lobby & a stable game) while still in CB.

What is the reasoning behind a "center legs to torso" option instead of (or along with) a "center torso to legs" option which we already have? People generally prefer to go where they're looking rather than look where they're going?

Edited by Freeride Forever, 20 November 2012 - 09:36 AM.


#133 Imagine Dragons

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Posted 20 November 2012 - 10:39 AM

View PostTaryys, on 19 November 2012 - 06:45 AM, said:

Yea, assault mechs are not necessarily the top or pinnacle of the game. Role Warfare means that each mech class (ligh, medium, heavy, assault) and mech role (scout, brawler, fire support) has a mechanics that allows them to operate successfully in the game. It also means that if the mechs of the different roles and classes do not work together then they will be defeated. Ligh and medium mechs are needed to defend the heavy and assault mechs from other light and medium mechs. A light mech can defeat an assault mech. Each role and class is needed.


Heres the milion dollar question; "If you need Light and Medium mechs to guard your Heavy and Assault mechs from other Light and Medium mechs..."

What the hell is the purpose of the Heavy and Assault mechs?**

No seriously, what does role warfare actually mean? I don't think it means that all weight classes are equally capable of murdering each other. I think it means that all roles are equally effective in combat. Those roles not being "exactly how you kill somebody by having X blend of speed/armor/firepower"

"Roles" are more like this;
Scouting
EWAR
Assault
Defence
Command
With various sub-roles like brawler, skirmishers, cavarly, Indirect/direct support, AWAC, Jammers, falling under and shared between the primary roles.

This is inherently unbalanced between the weight classes, looking something along the lines of;
Scouting - Light, Medium, BlSw Heavies
EWAR - Light, Medium, BlSw Heavies
Assault - Medium, Heavy, Assault
Defence - BlSw Mediums, Heavy, Assault
Command - All, tends to be the same class as the majority of any given group

MWO currently seems bi-polar in distingushing if its going to have "combat roles" or "mech playstyle"
/randomrant

**assuming that Light and Medium mechs will not be terrible at Conquest/Assault mode

#134 Xymor

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Posted 20 November 2012 - 01:30 PM

Tons of great ideas here, I would support most of them. Especially the training arenas and the absolutely no 3rd person ever.

#135 Sprouticus

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Posted 20 November 2012 - 04:04 PM

Some of your stuff I agree with, some I disagree. I will agree totally with the 3rd person view.

My thoughts:
  • Instead of a 3rd person view, just put trials in their own queue. If they can implement it for 1st/3rd person, they can do it for trials.
  • Instead of changing the trial mechs out, just make more available. All of them. Every variant of every mech (except the Atlas-K). Stock. No mechlab.
  • NEVER put the Atlas-K in as an option ever again. It is WAY to easy to kill

Those would be two EASY, QUICK fixes that would isolate new players (because who is going to drop in trials...no XP, no mechlab) to get decent at the game, give them time to figure out movement, etc.

#136 Untouchable

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Posted 20 November 2012 - 05:03 PM

PREACH IT! PREACH!

#137 Salient

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Posted 20 November 2012 - 05:24 PM

They are too busy implementing 3rd person / world of mech changes to implement meaningful changes.

#138 Rejarial Galatan

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Posted 20 November 2012 - 08:25 PM

My Name is Rejarial Galatan, and I support this thread.

#139 Qarnage

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Posted 20 November 2012 - 08:27 PM

I hope this will be taken in account.

#140 dF0X

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Posted 21 November 2012 - 07:59 AM

Pretty good overall.

I think you should present a less ambitious plan though. I have no confidence that PGI can implement half of that.





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