How To Reduce The Grind And Create A Great New User Experience
#121
Posted 19 November 2012 - 12:01 PM
#122
Posted 19 November 2012 - 12:02 PM
No reason to suicide since you would not make anything from it.
G4M3R, on 19 November 2012 - 12:01 PM, said:
or am I not understanding you correctly?
#123
Posted 19 November 2012 - 12:03 PM
I don't agree 100% with everything here, but there are a lot of great ideas
#124
Posted 19 November 2012 - 12:15 PM
Or at least an award for superior intelligence.
#126
Posted 19 November 2012 - 12:19 PM
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
Posted 19 November 2012 - 12:22 PM
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
Posted 19 November 2012 - 12:24 PM
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
Posted 20 November 2012 - 08:38 AM
Edited by warner2, 20 November 2012 - 08:38 AM.
#130
Posted 20 November 2012 - 08:58 AM
Taryys, on 15 November 2012 - 08:38 AM, said:
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.
#132
Posted 20 November 2012 - 09:32 AM
Taryys, on 20 November 2012 - 09:03 AM, said:
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
Posted 20 November 2012 - 10:39 AM
Taryys, on 19 November 2012 - 06:45 AM, said:
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
Posted 20 November 2012 - 01:30 PM
#135
Posted 20 November 2012 - 04:04 PM
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
Posted 20 November 2012 - 05:03 PM
#137
Posted 20 November 2012 - 05:24 PM
#138
Posted 20 November 2012 - 08:25 PM
#139
Posted 20 November 2012 - 08:27 PM
#140
Posted 21 November 2012 - 07:59 AM
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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