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


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#161 Orzorn

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Posted 21 November 2012 - 10:46 AM

View PostTaryys, on 21 November 2012 - 10:40 AM, said:

Mech customization is a core part of the BT/MW experience and to deny them that out of the gate will push people away since they will be completely denied one of the more fun aspects of the game, especially when the Trial mechs are so beyond suboptimal in many cases. Then they can "unlock" full access by purchasing a mech of their own.

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.

I also agree with the idea because it is a teaching tool. If you give new players the ability to tweak engines and armor, they can cause a lot of problems for themselves and get frustrated. Restricting it to weapons, ammo, and heat sinks would help a lot, although I personally disagree about restricting different tiers of tech. I just think we should restrict equipment, armor, and engines. Heat sinks, weapons, and ammo are all you could change, which would be enough for new players to be able to understand the game with.

#162 Taryys

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Posted 21 November 2012 - 10:56 AM

Yea, the primary reason for limiting their ability to Level 1 weapons is so that people still want to get out of the grind so they can get access to the Level 2 tech. Part of the carrot strategy. We want the grind to lessen the grindyness, but not too much. There still has to be a carrot that pulls them forward and possibly pushes them to buy mech outright with MC or premium time to make things go faster.

Partially why I did not want them to play with engines, ES, etc is partially because of cost and buyers remorse if they do not know what they are doing. Getting the access to modify the basic weapon/heat systems is enough to start with without the added complexities of balancing pulse and streaks vs their normal counterparts. Lessens the brain drain as they are learning the ropes.


View PostOrzorn, on 21 November 2012 - 10:46 AM, said:

I also agree with the idea because it is a teaching tool. If you give new players the ability to tweak engines and armor, they can cause a lot of problems for themselves and get frustrated. Restricting it to weapons, ammo, and heat sinks would help a lot, although I personally disagree about restricting different tiers of tech. I just think we should restrict equipment, armor, and engines. Heat sinks, weapons, and ammo are all you could change, which would be enough for new players to be able to understand the game with.


#163 Taryys

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Posted 21 November 2012 - 10:59 AM

added some of this mechlab talk to the original post.

#164 MoonUnitBeta

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Posted 21 November 2012 - 03:06 PM

Completing the tutorial should grant the player a free mech of their choosing from the medium or heavy categories, that is, if they don't already own a Mech.

Also, after completing a tutorial, the following notice should pop-up:

"We recommend that you practice first by using the trial mechs to get a feel for the kinds of play styles each weight catagory offers. This will also give you a chance to build up some extra c-bills that you will need to repair and rearm your chosen mech.
You will be limited to choosing a mech from only the Medium or Heavy Mech classes.

When you're ready and feel comfortable with your play style, you may head over to the Mech Lab to acquire your very own Mech!"

Or something like that. Maybe make it part of the tutorial that the trainer narrates to the player as he makes his way to the finish.

Edited by MoonUnitBeta, 21 November 2012 - 03:07 PM.


#165 Taryys

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Posted 21 November 2012 - 04:39 PM

I will write more specific tutorial thoughts later, but I like what you are saying here.

#166 Merrik Starchaser

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Posted 21 November 2012 - 04:42 PM

OP has unlocked an achievement: Perfect Post

Devs everything he said is 100% correct please take his advice SERIOUSLY

#167 Tarriss Halcyon

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Posted 21 November 2012 - 09:54 PM

Where's Russ or Bryan when you need them? Not Paul, if he saw this, then his Troll-powers would activate and he'd [REDACTED].

+1 liker, +1 for all of it. Barring the 3rd Person, that is. Locking torso to legs in a tutorial, expanding torso twist out gradually, is MUCH better than giving them the omnicient view and getting them settled into that. In all the shooters I've played, I've always chosen a first-person view. While some might point out the disadvantage of that when a third-person view can give you more, I've always had a gift for accuracy. A first-person viewpoint allows me to focus what I'm hitting, without something passing me and using my body to hide (Even in an Atlas you have roughly enough torso tilt to see the Jenner standing directly in front of you...can't hit it with anything until Melee goes in, but until Atlas gains the ability to punt a light from his walking path, it's not going to be able to do much in that circumstance anyway) or distracting me by standing in between my body and my HUD. Instead, as I hope I'm becoming known for on-here, I'm accurate at range using lasers and ballistics alike. A third-person view is obnoxious.

An alternative, for those who like to see behind themselves - equip BAP. If that Jenner darts behind you, at least you've still got targeting data.

Edited by Tarriss Halcyon, 21 November 2012 - 09:54 PM.


#168 acidphoenix

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Posted 22 November 2012 - 06:00 PM

sounds like a good idea to me

#169 BoerInBeton

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Posted 26 November 2012 - 10:51 AM

+1 for all the noob friendly features. I had to spend an extremely frustrating first few days getting toasted over and over until I found my feet. Only reason I stayed is cos I'm mildly OCD and majorly fanboi.

Signed

#170 Multitallented

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Posted 26 November 2012 - 04:48 PM

OP: I would like to see these things implemented. Developers please read.

#171 SlightlyNoobish

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Posted 27 November 2012 - 08:33 AM

great compilation post, hope they pay attention to this detail

you should apply to PGI :(

#172 Uncl Munkeh

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Posted 27 November 2012 - 08:46 AM

No argument here. Sound ideas for the future development of the game.

Gotta fix what's broken right now though. CTD and netcode are frustrating.

#173 Shiney

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Posted 27 November 2012 - 09:22 AM

+1 I like this post.

#174 Kylere

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Posted 27 November 2012 - 01:10 PM

Give new people an Urbanmech that repairs for free but does not rearm. Give them the ability to earn creds enough to tweak it with equipment (I spent first thirty mins thinking, "They will not even let me PLAy with the Mechlab? sheesh!)
If we have to keep the current awful system at least limit people in their first ten matches or so from picking the Atlas. Give them an onscreen popup that says, "Hey Dummy! Those LRMs have a limited range and that building you keep alpha striking is not going to change!" Then follow it with a popup explaining range, and another explaining the word minimum and another explaining what an alpha is!

Let not-dummies turn this off after they have tried each mech once.

#175 Taryys

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Posted 27 November 2012 - 01:12 PM

Most of my changes here will solve all of that, especially the tutorial and practice arena. Urbanmech not needed

#176 Illydth

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Posted 27 November 2012 - 11:04 PM

I'm sure this has been either mentioned or thought of...however:

Auto-rotate Legs to Torso doesn't work...it would create a "speed turn" hack automatically.

Flick your mouse right or left to speed torso twist and hit the "center" button to immediately turn your mech on a dime.

That won't work. The rest of these ideas have my full support.

--Illydth

Update: Note: Lots of additional suggestions in the thread are about decreasing costs and increasing the rate at which players can gain what they want. This is a BAD idea. I've already spent an extra $50 on top of the $120 I spent for Legendary due to the fact that I want what I want "now" and not 2 weeks of grinding from now. THAT is how F2P works. THAT is a supportable F2P model that keeps this game running years into the future.

I AGREE with my Guildie on adding premium time to new accounts (Small amount). This is an EXCELLENT way to increase gain and reduce grind without handing over goodies. This method focuses players on their first days to actually play the game as much as they can (to take advantage of the premium time that is constantly ticking down) and not just play once or twice and come back to it...this gets people hooked quickly. A small premium time is a great way to increase cbill gains and get players out of trial only mechs as quickly as possible WITHOUT handing out freebies and/or reducing financial gains through MC purchase.

Edited by Illydth, 27 November 2012 - 11:09 PM.


#177 Orkhepaj

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Posted 28 November 2012 - 09:30 AM

The reward system should be redone completly , also the xp (skill tree). The first doesnt support actual play just number of matches with too much difference between victory/defeat. The late is just lackluster and doenst inspire to unlock the next thingy.

#178 Havyek

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Posted 28 November 2012 - 09:39 AM

I'd like to add a reward for completing the tutorials and training area, maybe a 1 week worth of premium time for completion of the tutorial, and 5 days for completing the training area?

1 time use per account.

#179 Taryys

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Posted 28 November 2012 - 09:40 AM

I will respond to the previous few posters later, and this one I will get into more detail about what I would like to see in a tutorial thing. I will create a whole new thread on it and then post a link to it here.

I basically agree with ya.


View PostBDU Havoc, on 28 November 2012 - 09:39 AM, said:

I'd like to add a reward for completing the tutorials and training area, maybe a 1 week worth of premium time for completion of the tutorial, and 5 days for completing the training area?

1 time use per account.


#180 Wizywig

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Posted 28 November 2012 - 10:14 AM

I must certainly agree. Very happy such constructive criticism thread exists.

There has to also be a reduction of the insane grind. Note:

I leave my engine unrepaired. Why? Because if I am running a non-premium account and run in my 9M, the repair for a 385xl + weapons + armor + internals = ~ 100k. That leaves -20k for a loss and ~50k for a win. Wow that is atrocious Now imagine saving up ~11-13mil to buy an atlas with that kind of winnings.

Wait, you say, but Wizy is being a bitchy whiney cry-baby... No. You see this game will DEMAND that people get premium to even attempt to get a mech.

Read this and remember: No new player, not already a huge fan of battle tech, not currently playing with groups like the Lone Wolfs who are all about community, will stick around for the few weeks required (at a couple of hrs per day) to grind out an awesome 9M or an atlas.

TBH, I'd drop some money in if they doubled all MC purchases, it just does not feel worth it. And I doubt new players who are NOT HAVING THAT MUCH FUN will want to put that money in.

Regarding AFK farming. Simply removing the 75% repair or making it in effect only if you repair is BS. I will then AFK farm by putting in the CHEAPEST engine, with minimal armor, and cheap weapons. I'll just trott around and then after dying, will just repair everything for ~20k, and enjoy my 60-130k gain per match. Oh and in the future AFK farmers won't write that they are afk farming. *sigh*

Fixing AFK farming is quite possible. If a person plays a certain number of matches in an hour that would indicate the possibility of AFK farming, add google recapcha before playing. Done.

Now you won't see people putting too much effort into afk farming IF farming is not so bad. I understand you want to up-sell things, but thats really where the MC-only mechs + decals come in. See League of Legends -- the only thing you MUST spend cash on is skins. And to unlock characters faster, and farming was not an issue in that game. Think of it this way: Someone should be able to grind up an atlas in ~ 1 week playing 1 hr/day. 1hr is good dedication and thus will ensure the person is hooked to the game AND 1hr/day for 1 week is not an attrocious amount of farming time. Maybe make the first hr of every day's play the "power hr" (+50%) thus making people play DAILY.

In any case, would love to hear feedback.





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