

Response To Pgi's E-Mail
#1
Posted 05 December 2012 - 11:11 AM
The e-mail talks about them listening to the concerns of the "large Merc Corps and competitive league players". I mean, are they really the people to be catering to right now? Yeah, I get they're more enthused about the game then a lot of other people, but what they want from the game is completely different from the more casual players. Doesn't it make more sense to draw in the more casual players first, and then give the "competitive" players their toys? I dunno, I'm not privy to PGI's sales numbers, number of people playing, etc. So maybe they're doing just fine and will go straight back to ignoring me. Point is, these more competitive players are unlikely to quit the game. It's the more casual players that will leave.
It just seems to me that something like League of Legends is a success partially due to the sheer number of people playing. Yeah, only a small number of them play competitively but you have tons and tons of interest (and potential sales) because the game is so accessible to everyone.
I can only reiterate the things I'd like to see in this game, which PGI seems in no rush to grant. I want to see respawns, more reasonable costs, a tutorial, not leading with the grind, and more game modes (even if it's just a standard capture the flag or FFA or team deathmatch). Things like that might not appeal to the hardcore players, but I think would help get a lot of new blood on board and hopefully keep them playing and interested.
Anyway, the groups vs groups things sounds great, but, not enough to get me back interested in this game. I'll keep hoping.
#2
Posted 05 December 2012 - 11:14 AM
#3
Posted 05 December 2012 - 11:17 AM
On the other side you have to make the Boot happy so they will want to open their wallets and become Rabid also!
So listening to both sides equally should be a balancing act.
#4
Posted 05 December 2012 - 11:18 AM
#5
Posted 05 December 2012 - 11:19 AM
PGI does a lot to cater to solo players, you can't complain when the team players get one thing
#7
Posted 05 December 2012 - 11:20 AM
If you aim a Causal target you invest a lot of money to let people enjoy but a very very very thin % will convert in potential revenues.
If you aim an Elite target you will find a wider spectrum of player well committed in investing and buying premium resources.
Of course Elite players will need a gameplay set on their expecetation, and not a "casual lonely player" style.
So this is a very complex and marketing decision.
You are right the biggest is the number of player the most famous is the game, but it turns also in "the most expensive" is the game for PGI.
They must well select what kind of target the aim and cut the rest.
#8
Posted 05 December 2012 - 11:21 AM
As for respawn, part of the problem with that is the question of repair bills. How would you do that with a respawn system? Would it be turned off? Then everyone would play that because it would be quick money with no downside. Or would you just keep auto repairing every time you die? This would lead to enormous repair bills on games you get crushed.
One thing they can do (and I think they are going to do) is they will eventually allow you to load up a bunch of your mechs and then use them after your first one dies.
Keep in mind this game is a work in progress. Instead of waiting 2 or 3 years for them to get everything completed, they went into Beta less than a year after development really started. Personally, I'd rather play a partial mechwarrior game than not play at all.
http://mwomercs.com/...-command-chair/
#9
Posted 05 December 2012 - 11:21 AM
Viper69, on 05 December 2012 - 11:18 AM, said:
The drop mechanic is LESS robust.
Now there is no weight balancing.
Not only did the weight system make for very balanced matches, it allowed teams to 'meet up' by matching class for class increasing the chances the automatcher would pair them.
This allowed my clan to play many 8v8 skirmishes against one another as practice.
Now we get a completely unbalanced system with no way to coordinate drops.
#11
Posted 05 December 2012 - 11:38 AM
#12
Posted 05 December 2012 - 11:59 AM
Jman5, on 05 December 2012 - 11:21 AM, said:
As for respawn, part of the problem with that is the question of repair bills. How would you do that with a respawn system? Would it be turned off? Then everyone would play that because it would be quick money with no downside. Or would you just keep auto repairing every time you die? This would lead to enormous repair bills on games you get crushed.
One thing they can do (and I think they are going to do) is they will eventually allow you to load up a bunch of your mechs and then use them after your first one dies.
Keep in mind this game is a work in progress. Instead of waiting 2 or 3 years for them to get everything completed, they went into Beta less than a year after development really started. Personally, I'd rather play a partial mechwarrior game than not play at all.
http://mwomercs.com/...-command-chair/
I'm not a fan of the repair system at all and wouldn't complain if it went away. Regardless, you could just create a formula. Say you get 5% "damage" at the end for your total repair bill for every death in game. That 5% is probably way too high, but anyway, you can manage it. Would it be "realistic"? No, but it would be fun! To me, I'm more concerned about fun then realism in a game.
There are several problems with their current no respawn system. 1 - I'm not aware of any other MMO game like this. It is jarring to play for the first time, die, and then realize there's nothing you can do. 2 - It punishes new players because they will die, a lot, and then all they can do is spectate or quit the match. If you quit the match, you just lose investment in the game because you never see who wins or loses. I think this helps fuel the mentality of people who keep going AFK. There is just little incentive to really see the results of the match or play for your team. It all becomes about earning c-bills. 3 - Sometimes you need to take one for the team. If I can distract an enemy Atlas with my Commando, die, but allow my team to take him out, I just did a good thing. I don't get rewarded for it by this game though, now I'm dead and can only spectate (boring) or quit (and never see if my team went on to victory after my sacrifice). Well, I could go on but that is enough.
Anyway, I don't have a problem that a no-respawn game mode exists. I just wish it wasn't the ONLY game mode. If it was just one of several options, that would be better. Oh, and by the way, I'm not too impressed by this dropship mutator or whatever they're calling it. Limit me to only 4 respawns in what will probably be 4 different mechs (and thus 4 different playstyles)? No, thanks. This would be like if I was playing League of Legends as Volibear (a tank) and then respawned as Katrina (an assassin) and then respawned as Kayle (support), just insane, plus what if I'm no good with one of those characters? Yeah, eventually you could grind up and own 4 lights but then you've filled up all 4 of your mechbay slots with lights and now need to spend real money to get heavier mechs. Ugh. So, no, I would really just like respawns like every other multiplayer game has.
#13
Posted 05 December 2012 - 01:09 PM
They may be bending over on the 3rd person thing despite the feedback, to help casuals/new players but I doubt it will happen with respawns, and very much hate the idea of respawns, unless they go with the game mode of loading up 4 mechs etc.
#14
Posted 05 December 2012 - 01:13 PM
Viper69, on 05 December 2012 - 11:18 AM, said:
These are things nobody should oppose, no matter how you may feel about "esports" or whatever.
#15
Posted 05 December 2012 - 01:25 PM
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