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Improving The New Player Experience


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#1 Xenok

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Posted 29 November 2012 - 07:51 AM

This is largely taken from my original post http://mwomercs.com/...age__mode__show and additional ideas from others on that thread.

For me this was driven by the fact that I have introduced 10 players to the game and none had the best experience. One was my son whom I coached through playing and is still playing. One other worked through it on there own. The other 8 are waiting for the game to get "better" in quotes because it does not mean the same thing to everyone. All 10 find the trial mech experience to be poor. Only 30% felt trials were effective in learning the game and only 25% felt trails were.

From this thread I draw the following conclusions.
  • We need a training area (tutorials) that people can play through in order to learn the game. AI would best but if AI is not in the plans then stationary targets would be great. The original post has several ideas around what should be there. Rather than post those details here again, please just look at that post.
  • We need a area (could be used for testing) that we can go into to try out our builds run them around, shot at stationary targets. A practice arena.
  • Players need a little starting capital after completing the tutorials to help get the first mech and do some customization of the mech. Numbers are suggested in the other post but the exact quantity is up to the dev team.
  • My own vote would be to eliminate trials, but most people seemed to want them. They do however want them to be better designs with reduced CBill reward. My own thoughts on this are to reduce the cbill rewards once you have your own mech to maybe 1/3 too 1/2 of normal as they have largely served there purpose once you have your own ride.
  • Another great idea was to have trials play against other trials only. So when your new team pairing system is in place you can look at the possibility of pairing trials with trials so that the current trial mechs do not play against the custom rides.
SHOT DOWN: while I like this idea, the other two who have posted opposed only this part: One thing that was addressed but I think important to bring up in the overall picture of new player experience, allow people to convert MC to CBills so that they can quickly convert a mech to the ride they want, rather than the ride they have if they want to spend some money on it. It would increase revenue for you and increase the player fun factor as well.

I would like to have the game where when I introduce 10 people to it, all 10 find interesting and most find it fun. its not there today but with some of these changes it could be.

Edited by Xenok, 01 December 2012 - 08:07 AM.


#2 RegentLead

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Posted 29 November 2012 - 09:04 AM

To be honest Xenoc i couldn't disagree with you more on the buy the ride idea. In a game i played called BGO( Battle Star Galactica Online) cubits were the main form of cash and people could by it directly. You could grind for it but it was extremely hard and time consuming. People would pop in and pay out a ton of money then be riding around in a god ship without having to have spent any time on the game at all. I don't mind benifits for those who spend cash of course but it shouldn't give you an overwhelming advantage of Wallet Warrioring over the next guy who's spent alot of time and effort over his ride.
Simply ptu i have no problem with a company trying to make a buck but you can go to far at the cost of potential new players who may not have an endless wall of dough to throw at a game muself included lol. However i do want to say that other than that i agree with all your other suggestions. I wish they's apply an actuall univers to move around in as well. I find the "Nothing But Rena" capture the flag stuff very repetitive and frankly disapointing. I waited a long time for a new mechwarrior and i want to feel like what i'm doing has some importance in that univers. What do you think?

#3 RegentLead

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Posted 29 November 2012 - 09:09 AM

Just to ammend quickly i forgot you can actually by the ride. but i do like the fact that you have to play in game to reload and get equipment. It forces you to actually do something in game to keep it workable but doesn't just throw down the guy trying to do it the hard way. But the rest still stands lol.

#4 Xenok

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Posted 01 December 2012 - 08:12 AM

View PostRegentLead, on 29 November 2012 - 09:04 AM, said:

I wish they's apply an actuall univers to move around in as well. I find the "Nothing But Rena" capture the flag stuff very repetitive and frankly disapointing. I waited a long time for a new mechwarrior and i want to feel like what i'm doing has some importance in that univers. What do you think?


While not really on topic, I felt the need to state that the game will not last long with only a PvP element for me. I want some story driven co-op content. I would be happy to pay the $40 to $60 bucks that such content usually costs. That is the part of the Mechwarrior II, III and IV games as well as MechCommander I and II that I loved and am really looking for again. the PvP is fun and all, but the real juicy bits that made me love the electronic version even more than I had the tabletop was the story driven campaigns. I too am hoping that once they get MWO complete and to a status of shipping code that they build out a universe and have some in game story content to play through. I would be particularly pleased if it was co-op.

#5 direpinnacle

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Posted 04 December 2012 - 02:24 PM

Summary:
New player experience is horrible.
Make Trial mechs simpler to use.
Re-design the "Training Grounds" website.

Starting with summary because I wrote more than I thought I would, likely far too much. Your suggestions are good, but they're not nearly enough. There are some things that would be really simple to do and some things that would take a lot of developer time (tutorials) so I'll try to address some of the things that seem easier to do. Sorry my post is ugly (bad formatting), but I think the info's good.

Trial Mechs:
The trial mechs are pretty powerful, but they're complicated in ways that someone familiar to MWO may not realize. Trial mechs need to be standardized. This is not to say you can't still rotate them and let players try out different parts/mech types, just that some things need to be the same for all trial mechs so that new players can use them even a little bit effectively.
  • Weapons need to be grouped properly for Mouse1 and Mouse2
  • Mouse 1 needs to be a direct target that can be used without creating much heat.
  • Mouse 2 needs to be a stronger weapon that adds no more that 50% heat when held down for 1 second.
  • Trial Mechs should be effective using only mouse1.
  • If a mech has missiles they need to be always in the same group (button 3 or 4), and they need to fire all at once.
  • Arm Mount vs. Torso mount Standardization: This is key, this is critical, I can't stress this enough. Elaboration below.
Arm mounted weapons and Torso mounted weapons aim differently. They hit different places. Arm mounted weapons hit where the circle is, while torso mounted weapons hit where the crosshair is. however, when choosing a trial mech, there is no information about what weapon is mounted where. Most players will expect that when they fire lazers, those lazers are all going to hit the same place. This isn't true for any mech available right now. So, how can this be fixed? Pretty simple, actually.
  • Trial Mechs should never have the same weapons in arm and Torso slots
  • Lasers should always be arm mounted.
  • Missiles should always be torso mounted.
I think the main reason all players hate the "PPC" weapons is because of this. On the AWS-9M, available as a trial now, there are 3 ERPPCs. 2 of them are torso mounted, 1 is arm mounted. This means that a new player will almost never hit with all 3. Because of heat, a new player (that only aimed with the circle) might literally be 3 times more effective if the torso PPCs were removed, and no other changes were made. Sure, the mech would technically have less firepower, but a simple mech would seem more powerful and be more effective for new players. Additionally, I think all trial mechs should be armed with anti missile systems, as any automatic benefit will help new players immensely.

Changing all I've mentioned above can be done by one person, in just a little while. Change the loadouts of the trial mechs. They are too versatile, and way too complicated for someone new to the game, and experienced played are (usually) not going to be using them

Training Grounds Website:
The training grounds website has a lot of good info, but some of that info is hidden and some basic things are missing. The worst part is that the new pilot training video is so prominent that the rest of the page is easily overlooked. For example, what I was saying about Arm and Torso weapons; this is explained in a small, unimportant seeming video with a terrible name: "Weapon Convergence". The video only has 5000 views right now vs 87k for the new pilot video, and is very likely the most important information on the training grounds page. Also, the Chain Fire and Alpha Strike buttons are listed on the control map, but nothing on the page indicated what those functions are. Someone new to mechwarrior isn't going to know what an alpha strike is, or why it's important. On the hud overview it mentions the reticle, but in game there are 4 separate reticles that all mean different things: Arm aim point, Torso aim point, Targeting Reticle, and Missle lock reticle. These need to be explained, as well as the difference between a solid triangle and an outline over an enemy, and why there's a percentage there (Overall enemy damage).

Really basic info missing:

  • Circle vs. Crosshair reticles
  • Destroying and enemy cockpit destroys that mech.
  • Destroying legs or arms Inhibits mech functionality.
  • Weapon acronyms explained (EX: SRM and LRM and Missiles)
  • How Armor and Damage work (EX: Lazers do damage to the point they hit, while Missiles hit over a wide area)
  • Missile reticle

More complex info needed/needing explanation:

  • Reticles Explained
  • Other Controls (\, /,',q, lctrl, backspace)
  • Effect of losing Arms and Legs
  • Complex Missle lock (Lobbing, evading missle lock)
Ok, I think that's the easy stuff.

Adding a tutorial and a Training area would also be really helpful, though that would take a lot longer.

Edited by direpinnacle, 04 December 2012 - 02:25 PM.


#6 Mordale

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Posted 04 December 2012 - 03:34 PM

A training area would be great! It would be a plus for trying new builds out.

#7 HorribleGoat

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Posted 04 December 2012 - 04:07 PM

If they implement tutorial mode, how about expanding the Trial mech idea with a new "Tutorial Mech" type, which has the "easy" weapons as was above suggested.

There could be 1 of each weight class and they could be tried out in this test field/ tutorial area, or played against other tutorial mechs to get some taste of the real(ish) thing. These rounds could have some small c-bill reward but might not be necessary.

Then there would be the "normal" trial mechs that would rotate as usual and could then be utilized to really earn the c-bills for the first own mech. Also I would like suggest that Trial mech users should be able to choose if they want to join regular game, or play only against other Trial mechs.

This would lower the bar to try the game without having to fear some veteran in his pimped mech running over you at first glance AND those veterans could find the game more challenging. Win - Win - Win?

This would of course need quite a lot of work from the devs and more servers, so well see how things progress.

Edit.. some corrections.

Edited by HorribleGoat, 04 December 2012 - 04:09 PM.


#8 direpinnacle

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Posted 04 December 2012 - 05:09 PM

Yeah HorribleGoat, that would be a great way to do it.

Hilarious name, BTW.

#9 Barrett

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Posted 05 December 2012 - 07:30 AM

When I fired up the game and played the first match I was taken out in 30 seconds... That can get a game uninstalled very quickly. I am trying to get more of my friends into MW, but going straight into a firefight is not good. True this is open beta, but would it not be possible to "port" the training mission from Mechwarrior 4 or something similar? Even if it's a racetrack to get noobies acquainted with twisting the torso, shooting at a target and walking forward. Use the frozen city map and put some beacons on it for a walk about.

Also a good idea for this area to be used for the experienced players trying out their latest doomsday configuration.





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